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Member Since 30 Jun 2007
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In Topic: The biggest Red Alert 2 mod ever? Tiberium Crisis will blow your minds away o...

13 February 2018 - 04:35 PM

It is literally only that big cause whoever made it didn't have the common sense to trim out unnecessary stuff from the main mod download (judging by what I have heard, the bloated size is primarily due to hundreds of music tracks included, but I cannot confirm this myself), which forces everyone to download several gigabytes worth of things to even just try it. Optimization and quality control at its finest, I'm sure some people with slow or poor connections will be delighted as well.


Remember, bigger is not always better.

In Topic: Countdown timer in campaign missions is too fast.

12 January 2018 - 11:18 AM

The normal game speed is 4, thus a game second is 15 frames or ticks or whatever you would call them.


And since the two are interchangeable using the ratio mentioned, this means that at constant 15 FPS, the game seconds are equal to real ones.


Internal game speed is locked to value of 2 for singleplayer missions when not using the command-line argument to unlock the speed slider in options. This sets the FPS cap for missions to 30, which matches the 'Fast' setting in MP/Skirmish.

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

21 July 2017 - 07:45 AM

Desktop.ini is Windows' way to save folder settings. All this particular one does is make the folder it is in unaccessible in Windows shell (Explorer) only. It is is still exposed and completely accessible via other means such as command line. Plus even if it worked, it works on entire folders, not just specific files, making it impractical to use. As it stands the whole concept is utterly pointless, though.

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

06 May 2017 - 07:03 PM

Can have taunts for up to 16 countries with Ares so there shouldn't be any issues with that.

In Topic: MO 3.3 // Feedback & Suggestions (Balance, New Features, Modifications etc.)

14 April 2017 - 07:31 AM

AttachEffect doesn't support negative delays - those are read as infinite with an integer overflow. At least back in the days I coded it in. I have no idea where you got the idea that would work, Attacheffects are too much of primitive fire-and-forget stuff for such an effect to be triggered.


Likely got the idea from Ares documentation, which specifically states that negative values cause the effect to be only applied once, and never renewed afterwards. Might not be how you implemented it but it is how it works right now.