Search found 23 matches

by Proteus
Mon Apr 25, 2016 3:14 am
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7678

Tried that, same problem, I even tried reducing the UI to just work with the structures and it still crashes
by Proteus
Sun Apr 24, 2016 12:46 pm
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7678

Of course. I've just now copied the /ra mod folder to start from 'scratch' rather than my other mod, changed the structures to use Dawn's production queue style, I have all of Dawn's UI and bits loaded in as well, the game still crashes with the Same error on starting up a skirmish. EDIT: I also saw...
by Proteus
Sun Apr 24, 2016 9:56 am
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7678

RA uses Defense, and CnC uses Defence (the tooltip text is Support, however.) I have already corrected these to the Defense spelling. Seeing as I'm only currently testing with the ConYard, I removed the other production type buttons for now, and the error is still thrown. Can't get my head around it...
by Proteus
Sun Apr 24, 2016 8:49 am
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7678

I keep getting an exception when I try to go ingame, and I've even copied/used the CnC chrome completely. Removed the ClassicProductionQueue from Player and added ProductionQueue to the Construction Yard to begin with. I am always getting this error and it has something to do with the ProductionTabs...
by Proteus
Sat Apr 23, 2016 5:24 pm
Forum: Mapping and Modding
Topic: How do I enable multiple build queues in RA1 and TS mods?
Replies: 10
Views: 7678

Is it possible to have both Classic and multi-Production? My mod has a couple extra production types that I'd like to keep limited to one
by Proteus
Sun Apr 17, 2016 1:56 pm
Forum: Mapping and Modding
Topic: New website to share openra sprites
Replies: 9
Views: 8020

This is awesome, great stuff!
by Proteus
Tue Apr 05, 2016 7:09 am
Forum: Mapping and Modding
Topic: ColorValidator
Replies: 2
Views: 3018

Ah that is great to hear, thank you, Sleipnir!
by Proteus
Mon Apr 04, 2016 12:38 pm
Forum: Mapping and Modding
Topic: ColorValidator
Replies: 2
Views: 3018

ColorValidator

I started modding oRA again after a few years and was pretty impressed with all the new features. There is one, however, that I wish I was actually able to disable, and that is the ColorValidator, I initially found out that it was a server trait inside mod.yaml, so I removed it, this didn't fix the ...
by Proteus
Thu Oct 11, 2012 9:39 am
Forum: Mapping and Modding
Topic: Capturing vehicles
Replies: 1
Views: 2545

Capturing vehicles

Around 6-7 months ago I made an infantry unit that was able to capture vehicles, I did so by adding Capturable to vehicles and it allowed my new unit to capture the vehicle. Unfortunately, one of the changes I found in "Capturable" that was done about a month ago, no longer allows me to capture vehi...
by Proteus
Tue Oct 09, 2012 5:30 am
Forum: Mapping and Modding
Topic: Tanks to use power?
Replies: 6
Views: 5653

I tried adding RequiresPower to a unit, all it does is prevent them from shooting their weapon if you have low power; they can still move around
by Proteus
Sun May 20, 2012 4:36 am
Forum: Mapping and Modding
Topic: How to convert Red Alert 2 / Tiberian Sun units to OpenRA
Replies: 2
Views: 3497

I'm surprised you don't have the purple conversion .pals referenced, they turn the black transparent to magenta, and house colours to purple, and it has a palette like this for TD, RA and TS, so it's really easy to convert them between each other, without having the black transparent issues. I use t...
by Proteus
Mon May 14, 2012 2:53 am
Forum: General Discussion
Topic: Strategery of the New Pillbox
Replies: 14
Views: 9665

Garrisoned pillboxes should have upgraded weapons, it seems odd that a $100 infantry magically gets a powerful decent-range machine gun, while all the other infantry are stuck with their normal weapons with no extra range or damage.
by Proteus
Fri May 11, 2012 2:33 pm
Forum: General Discussion
Topic: OpenRA & RA2/YR
Replies: 14
Views: 15470

I used a voxel viewer, and used the create rotation animation tool after aligning the camera properly (and setting the right colours, removing backdrop in the viewer, setting lighting) After that, I open the newly created GIF in a GIF editor and save every individual image as a PNG, named and number...
by Proteus
Fri May 11, 2012 6:20 am
Forum: General Discussion
Topic: OpenRA & RA2/YR
Replies: 14
Views: 15470

I've managed to turn voxels into SHPs for OpenRA, it's a rather long process but it works quite well! Turning the TS/RA2 SHPs into CnC/RA SHPs isn't too hard either, I've done it with Tiberian Sun sprites, too. Doing it this way, you could ... sort of make an RA2 mod! Garrisonable structures would b...
by Proteus
Sun May 06, 2012 2:26 pm
Forum: General Discussion
Topic: RA "snow" map tileset for CNC
Replies: 13
Views: 16154

Excellent!

What are the chances of getting a desert theatre for RA? I remember one being in the makes, but it seems it went dead a while ago