Search found 47 matches

by eddie
Sun Dec 07, 2014 8:56 am
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 191447

I played as Nod against two AIs (Allies and Soviets). I haven't used or build a special unit at that time nor have the AIs. The soviet AI was attacking one of my scorpion tanks with a Yak when the game crashed but I don't know if that was causing the crash.
by eddie
Thu Dec 04, 2014 3:23 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 191447

The game crashes quite often in skirmish mode. Here is the exception.log: Tiberian Origins Mod at Version Beta 0.22 Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1) Runtime Version: .NET CLR 4.0.30319.18444 Exception of type `System.InvalidOperationException`: TypeDic...
by eddie
Sun Nov 30, 2014 12:17 pm
Forum: Mapping and Modding
Topic: Red Alert: Tiberium Origins MOD
Replies: 194
Views: 191447

option 2
Don't give up on your mod. I really like it!
by eddie
Sun Mar 30, 2014 8:30 am
Forum: Mapping and Modding
Topic: Terrain sheet overflow
Replies: 14
Views: 10199

The bug is not in the map editor but in the game itself. That may be the reason why the same bug shows up in your map editor just as well. If I try to place tiles that are defined in the YAML file as »PickAny« but have less than 16 frames some of them appear black in your map editor too. Btw I reall...
by eddie
Sat Mar 29, 2014 1:00 pm
Forum: Mapping and Modding
Topic: Terrain sheet overflow
Replies: 14
Views: 10199

The problem occurs in the stable release as well as in the development version. I finally know what is causing this: The files that use PickAny and work have 16 frames. Seems to me you can not use PickAny if you have created files with more or less than 16 frames. The game will use 16 frames if they...
by eddie
Thu Mar 27, 2014 10:44 am
Forum: Mapping and Modding
Topic: Naval Units in TD?
Replies: 3
Views: 3707

Unfortunately naval units will not be added to the official c&c mod (https://github.com/OpenRA/OpenRA/issues/4486).

Luckily KaneCVR created a mod that includes naval units for GDI and Nod (http://www.sleipnirstuff.com/forum/view ... 83&t=16375).
by eddie
Thu Mar 27, 2014 8:53 am
Forum: Mapping and Modding
Topic: Terrain sheet overflow
Replies: 14
Views: 10199

I've been playing around with existing and fine working files. Now I am sure the problem is the PickAny parameter. However I just don't know why. I edited the YAML file: I changed the size of existing files to "1,1" and added "PickAny: True". Now the same thing happened to those files as to mine. So...
by eddie
Wed Mar 26, 2014 11:53 am
Forum: Mapping and Modding
Topic: Terrain sheet overflow
Replies: 14
Views: 10199

I don't think the problem is in the YAML file. I've created some road images that are non rectangular. So I only added those tiles to the YAML file that do exist. There is no frame no. 3 and 5 in those files. However the non rectangular images work fine in game. Only those files which have »PickAny:...
by eddie
Sat Mar 22, 2014 9:19 am
Forum: Mapping and Modding
Topic: Scaling and perspective issues
Replies: 8
Views: 9254

I did some adjustments to the tesla coil . IMHO the new perspective fits better to the rest of the structures. Well... most of them. At least it's a first step towards more consistency. The .zip file contains all required files: - tslab.shp with the normal and the damaged tesla coil - tslabmake.shp ...
by eddie
Fri Mar 21, 2014 10:17 am
Forum: Mapping and Modding
Topic: Scaling and perspective issues
Replies: 8
Views: 9254

This is how a tesla coil could look if the perspective is adjusted.
by eddie
Thu Mar 20, 2014 8:42 pm
Forum: Mapping and Modding
Topic: Scaling and perspective issues
Replies: 8
Views: 9254

BaronOfStuff wrote: As for resizing the maptile art for a consistent perspective across everything, I really wouldn't bother. I don't think anyone's worried about this aspect of the game at all.
I am worried about this. And I will at least fix those roads as they are totally out of scale.
by eddie
Thu Mar 20, 2014 8:39 pm
Forum: Mapping and Modding
Topic: Urban Terrain Expansion
Replies: 70
Views: 165134

I made a huge misstake. I changed the size of the street but forgot to change the size of the sidewalk. I'll fix that.

@Cmd Matt.: I'll add the files you suggested as soon as the missing files are done and the sidewalk of the existing files is fixed.
by eddie
Thu Mar 20, 2014 10:01 am
Forum: Mapping and Modding
Topic: Terrain sheet overflow
Replies: 14
Views: 10199

I posted the .tem files here: http://www.sleipnirstuff.com/forum/view ... c&start=45
I hope you can figure out what's wrong with them as I really would like to finish this project. I really appreciate your help.
by eddie
Thu Mar 20, 2014 9:59 am
Forum: Mapping and Modding
Topic: Urban Terrain Expansion
Replies: 70
Views: 165134

After being disappoint for a couple of days I decided to finish this work despite the fact it won't be part of the official game. Maybe some one else can use those files. Maybe I will create a mod... I don't know yet. These are the files I've been working on when the plug was pulled. There are still...
by eddie
Thu Mar 20, 2014 9:43 am
Forum: Mapping and Modding
Topic: Scaling and perspective issues
Replies: 8
Views: 9254

Scaling and perspective issues

At GitHub (https://github.com/OpenRA/OpenRA/pull/3549) people complained about scaling issues in the SHPs CombineC provided. On the one hand they are right on the other hand they are wrong. IMHO it is almost impossible to create structures that really fit to the original ones as there are a lot of s...