Jump to content


Photo

Wishlist


  • Please log in to reply
347 replies to this topic

#41 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 13 August 2007 - 10:02 AM

AlliedImage, SovietImage, YuriImage and FourthImage would be better imo.

yeah, that does sound more reasonable and usefull. maybe a (country)Image= tag too?


Well if Its a soviet builds a grizzley you get a soviet scheme Grizzly Right? Same as if Allied Build Apoc it would be allied scheme.

#42 raminator

raminator

    Humba, Humba, Humba Tätärä

  • Hosted
  • 1,600 posts
  • Location:Secret Volcanobase
  • Projects:ehmmm don´t tell you :P
  •  der Biermeister hat gesprochen

Posted 13 August 2007 - 11:08 AM

for those side-related images of units (vxls)

-create tags in countrysection in the rules like "UseSideRemap=yes/no", "SideRemapColor=[range in the pal eg 0,15 for colors 0 to 15]", "AlliedRemapColor=x,y", "SovietRemapColor=x,y", "YuriRemapColor=x,y" and "FourthRemapColor=x,y"

ok...maybe it´s easier to have those unit*.pals for each side where simply the allied and soviet colors are recolored to yuri´s...and viseversa
but then again you have to remember that allied blue uses statndard blue for some normals...so you have to change that too...and then you want some blue on a voxel and it shows darkgreen...

-another possibility could be to make some more normals work in unit*.pal
(this does work! i opened blablablal.vpl in a hexeditor and replace all 00 with FF and i got one or two more colors working but only from certain directions...)
-be sure that those "new" normals only use this "new" normals
-then ofcourse you have to recolor all voxels to this "new" colors
-the "new" colors should work like a secondary remap
-add code like written before ("UseSideRemap=yes/no") [no=standard colors for voxels, yes=new colors for voxels]


my only wish for now is multiple Turrets!
adding some code to the rules/art

"IsMultiTurret=yes,no"
"NumberOfMultiTurrets=[n]"
"MultiTurret[n]Offset=x,y,z"
Posted Image
if ^ does not work click here
I support Xeno getting well. Go Xeno!

#43 Gaffel

Gaffel

    title available

  • Members
  • 387 posts
  •  <-_->

Posted 13 August 2007 - 03:46 PM

-Make BurstDelay=(in frames) work. It is placed on a weapon code.
-Custom palette for cameos, voxels and others, exempel if a cameo is named XXICON.shp and a palette named XXICON.pal, then the game should understand it and use XXICON.pal instead of cameo.pal

Edited by Gaffel, 13 August 2007 - 04:02 PM.


#44 MaryJo

MaryJo

    The life, the Universe and Everything

  • Hosted
  • 522 posts
  • Location:Venezuela
  •  why does everyone has more posts than me? spamwhores!

Posted 13 August 2007 - 03:55 PM

i have some non demands for you, IF possible.
* some kind of spotlight for aircrafts, although i'm not sure how plausible that could be, being the spotlight logic for buildings, but still would be cool to see an plane with a searchlight... remembers Terminator

* a tag of Animation for Aircrafts too, like take off and landing, as seen on TS, but in a way that you can add different anims per aircarft.


 


#45 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 13 August 2007 - 05:15 PM

I was just talking to Apollo. and I was thinking How about making open topped units Air units when they land to allow the units in could you make it a choice if they land or not so say they have a deploy cursor when in air and this would cause them to go to the floor if the deploy command is not clicked it stays in the air. This would help many people I think :good:

#46 OmegaBolt

OmegaBolt

    Lost In The New Real

  • Hosted
  • 6,273 posts
  • Location:London, England
  • Projects:Red-Resurrection
  •  O'Bolt

Posted 13 August 2007 - 05:38 PM

Yeah, I always wanted that. :) I loved how the Nighthawk hovered over water and always wanted it to hover over land as well.

MJ's thoughts are great too, but it would also be good if you could have them on any vehicle type as well. That way we could create a none moving spotlight right in front of the vehicle making it like headlights.

EDIT: It would be even cooler if we could attache the spotlights to turrets as well. :good:

Edited by OmegaBolt, 13 August 2007 - 05:39 PM.

Posted Image

Posted ImagePosted ImagePosted ImagePosted Image


#47 GodSun666

GodSun666

    Marching Trough The Eternal Fields Of Chaos!

  • Banned
  • 1,439 posts
  • Location:The Netherland @ Nod HQ!
  • Projects:Fast Fun And Crazy for Red Alert 3

Posted 13 August 2007 - 06:27 PM

Hello, i had an qeustion. Could you Revive the old Wishlist wich was for RP? Or could you make something alike? IE : A wiki page? If you can't i geuss some people @ the forums would love to help . Btw : Keep Up The Good Work




[EDIT] About the spotlight.... you can just make an Dummy Weapon.. with an projectile wich looks like an spotlight.. and folows the aircraft within an certain range.. and doesnt do damage.. and if it isnt atacking an unit.. it could have an inactive anim... IE : "Shooting at the air"... but i dont know if that would be possible.. just an thought..

Edited by godsun, 13 August 2007 - 06:39 PM.

для матери Россия! Советский Союз победит! Америка может облизывать мои яйца
Posted Image
Posted Image

#48 GodSun666

GodSun666

    Marching Trough The Eternal Fields Of Chaos!

  • Banned
  • 1,439 posts
  • Location:The Netherland @ Nod HQ!
  • Projects:Fast Fun And Crazy for Red Alert 3

Posted 13 August 2007 - 06:40 PM

Ok, can't we just copy and paste it to this forum?
для матери Россия! Советский Союз победит! Америка может облизывать мои яйца
Posted Image
Posted Image

#49 VK

VK

    title available

  • Hosted
  • 360 posts
  • Projects:NPatch, ETS, NEngine, etc

Posted 13 August 2007 - 07:05 PM

So, in N Patch SE we get this? Sweet.

No. This from Blade post.

The 404 appears when you try and download NPatch 1.00 or the NPatch MDK.

Yes the link on your site. I click on download then N-Patch and the inside window changes to this :

corrected :p

Edit : I know that not all mods will be using Soviet, Allied or Yuri units, so maybe somewhere in the ini codes you could define which side uses which scheme, maybe change soviet colour scheme to a nod scheme and allied to brown or something like that, or even for giggles and shits change yuri to a light green

all logics should think that you have at least one default unit/image.

script change

script? that script?

(this does work! i opened blablablal.vpl in a hexeditor and replace all 00 with FF and i got one or two more colors working but only from certain directions...)

No. Voxels.Vpl (in LOCAL.MIX) contains palette remap data IMO. (VPL = Voxel PaLette?)

MJ's thoughts are great too, but it would also be good if you could have them on any vehicle type as well. That way we could create a none moving spotlight right in front of the vehicle making it like headlights.

I will try to attach SpotLightClass to unit later (after NPSE release I think)
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
Posted Image

#50 Hogo

Hogo

    Pro Mapper XD

  • C&C Guild Staff
  • 1,295 posts
  • Location:England
  • Projects:Enemy Enhanced, Mapping
  •  Friendly face
  • Division:C&C Guild
  • Job:Division Staff

Posted 13 August 2007 - 07:10 PM

When Is the release?

#51 MaryJo

MaryJo

    The life, the Universe and Everything

  • Hosted
  • 522 posts
  • Location:Venezuela
  •  why does everyone has more posts than me? spamwhores!

Posted 13 August 2007 - 07:21 PM

About the spotlight.... you can just make an Dummy Weapon.. with an projectile wich looks like an spotlight.. and folows the aircraft within an certain range.. and doesnt do damage.. and if it isnt atacking an unit.. it could have an inactive anim... IE : "Shooting at the air"... but i dont know if that would be possible.. just an thought..


I'm unsure about that, 'cause if i'm not mistaken the spotlight is drawn by the engine itself, you know like in TS with the Ion Storms. On other note, wouldn't it be cool to see a tag or something like it that makes a vxl ground unit to reproduce an anim, in this case a tracks anim :p like in generals


 


#52 OmegaBolt

OmegaBolt

    Lost In The New Real

  • Hosted
  • 6,273 posts
  • Location:London, England
  • Projects:Red-Resurrection
  •  O'Bolt

Posted 13 August 2007 - 08:21 PM

Basically like water splashes follow ships, but for land?

Posted Image

Posted ImagePosted ImagePosted ImagePosted Image


#53 MaryJo

MaryJo

    The life, the Universe and Everything

  • Hosted
  • 522 posts
  • Location:Venezuela
  •  why does everyone has more posts than me? spamwhores!

Posted 13 August 2007 - 08:54 PM

Basically like water splashes follow ships, but for land?

something like that yes, although i think a problem might arise: when the unit goes on a slope it would look really odd :p


 


#54 Gaffel

Gaffel

    title available

  • Members
  • 387 posts
  •  <-_->

Posted 13 August 2007 - 09:14 PM

VK can you also comment some of our wishes if they are good ideas or not and tell if you maybie want to add them in the future?

#55 SSTG

SSTG

    alive again!

  • Hosted
  • 1,270 posts
  • Location:NZ
  • Projects:might just go back to voxeling
  •  just voxeling stuff

Posted 14 August 2007 - 05:31 AM

I was just wondering if you could put a tag for a mutate warhead incase you wanna use different mutations like brutes for the mutator and something like cybrogs for a separate warhead
Posted Image
Posted Image
Posted Image

#56 MCV

MCV

    title available

  • Hosted
  • 737 posts
  • Location:Norway, land of the Moose
  • Projects:Uh... I'm writing a NGE/GitS/Lain/Snow Crash crossover fanfic?
  •  Decipherer of Paradox' legal talk.

Posted 14 August 2007 - 06:09 AM

Wasn't that the first or second thing PD did when he made Rock Patch. So WHY IN NAME OF WESTWOOD'S GHOST would it be included twice?
Posted Image

#57 MOD2

MOD2
  • New Members
  • 4 posts

Posted 14 August 2007 - 08:03 AM

Where is the feature of Custom Missile??? :p

#58 Gosho

Gosho

    Go for it!

  • Members
  • 780 posts
  • Location:Sofia, Bulgaria
  • Projects:C&C Mahaira
  •  Doing something hideous, disturbing, anti-social

Posted 14 August 2007 - 08:35 AM

This is sad...

VK, I have a wish - airplanes to regain their ability to use waypoints and guard. That would make life a whole lot easier for some of us.

#59 SSTG

SSTG

    alive again!

  • Hosted
  • 1,270 posts
  • Location:NZ
  • Projects:might just go back to voxeling
  •  just voxeling stuff

Posted 14 August 2007 - 09:23 AM

Wasn't that the first or second thing PD did when he made Rock Patch. So WHY IN NAME OF WESTWOOD'S GHOST would it be included twice?


Oh yea I forgot I asked ages ago about that I was trying to make a cyborg converter infantry unit :) :p
Posted Image
Posted Image
Posted Image

#60 VK

VK

    title available

  • Hosted
  • 360 posts
  • Projects:NPatch, ETS, NEngine, etc

Posted 14 August 2007 - 10:45 AM

VK can you also comment some of our wishes if they are good ideas or not and tell if you maybie want to add them in the future?

yes, I can.

*make though is full palette support
this is possible I think.

*vehicle can spawn other vehicles and infantry too, not only aircraft
this possible, but I don't know will the vehicles leave parent unit without problems or just destroys (like when one unit fall to another).

*Tiberium damaging
you can recreate tiberium damaging without any new code.
possible this way isn't very good and clear, but it is works!.

*Third & Fourth weapons
I remember this in ETS... this is awful. I am still not sure that it's working correctly.
also YR have a lot of other things, which doesn't exist in TS - for example OpenTopped logic.

*Firestorm Defence
this needs a lot of code, because all code was deleted. (except firestorm active flag)

*Increase AI build select 200 units limit.
already discussed

*SuperWeapons can be on other object types, not just on buildings.
possible, but this is rather stupid?
(you have 10 tanks which have Awful SW and this is rather hard to destroy it)

*Ability to set if something can be stolen by vehicle hijackers or not
possible

*Update "Simple Deploy" Logic that allow unit can move after deploy.
I prefer a universal deploy logic.


Where is the feature of Custom Missile???

this feature works very bad.
PD's code parse a lot of flags "Missile*", but in reality used only 2-3 values :(

I tired to answer to questions like: "Why LazyCurve=yes don't work?"
So NP MDK haven't any information about it.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
Posted Image




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users