https://modenc.renegadeprojects.com/api.php?action=feedcontributions&user=81.240.110.181&feedformat=atomModEnc - User contributions [en]2024-03-29T06:06:02ZUser contributionsMediaWiki 1.30.0https://modenc.renegadeprojects.com/index.php?title=Who_Is_Who&diff=4400Who Is Who2005-08-19T07:54:14Z<p>81.240.110.181: /* The Bad Guys (aka Those, Who Can NOT Be Trusted) (aka ModEnc's Shitlist) */</p>
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<div>This page was created to give people insight into who can be trusted, and who can NOT. It can also serve as a "Hall of Fame / Shame". Append it as you see fit.<br />
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''This is not intended as a place to flame each other. The administrators reserve the right of a final decision.''<br />
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''This is an '''unordered''' list. That means the person listed first is not necessarily better than the person listed after him. Keep that in mind.''<br />
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''This list can never be really complete. If you feel you belong on the list too, feel free to add yourself. Just don't cheat, we'll catch you (and n00bify you at that point ;) ) ''<br />
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=== The Good Guys (aka Those, Who Can Be Trusted) ===<br />
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*[[DeeZire]] ([http://www.deezire.net site])<br />
*[[Olaf van der Spek]] ([http://xccu.sourceforge.net site])<br />
*Blade ([http://project.cannis.net site])<br />
*Renegade ([http://www.renegadeprojects.com site])<br />
*CannisRabidus ([http://www.cannis.net site])<br />
*Marshall ([http://marshall.cannis.net site])<br />
*DCoder ([http://dcoder.cannis.net site])<br />
*Banshee ([http://www.ppmsite.com site])<br />
*gamemate<br />
*Kravvitz ([http://ra2faq.savagewar.co.uk site])<br />
*PaD/pd ([http://rtb.strategy-x.com site])<br />
*jonwil<br />
*Daedalus<br />
*ComradeJ<br />
*Turn-A Gamer ([http://august.cannis.net site])<br />
*MooMan65 ([http://mooman.cannis.net site])<br />
*DeeZel<br />
*ArgCmdr<br />
*bobingabout<br />
*Hunt7s<br />
*AlliedG/Allied General<br />
*Chronojam<br />
*Major_Gilbear<br />
*Spider-man_2099<br />
*Speeder ([http://omega.game-mod.net/ site])<br />
*Andre27<br />
*MigEater<br />
*Saberhawk<br />
*stucuk<br />
*Clazzy ([http://www.savagewar.co.uk site])<br />
*Sleipnir ([http://www.sleipnirstuff.com site])<br />
*Tratos<br />
*TheDvD ([http://www.tiberiumsun.com site])<br />
*Havoc ([http://shadynet.invisionplus.net/ forum])<br />
*Demonic_Kitten<br />
*DeathRay2K([http://www.d2kstudios.tk site])<br />
*Tyler Adams<br />
*Prime([http://www.prera2.net site])<br />
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=== The Bad Guys (aka Those, Who Can NOT Be Trusted) (aka ModEnc's Shitlist) ===<br />
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Includes rippers, thieves, copycats and other waste. There's no way to be removed, once you're listed, you'll stay for good, so anyone can see what an arsehole you are.<br />
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*The_Ultimate_Ruler (for ripping the Allied Nuke Power Plant)<br />
*Yotta/Universe (for ripping voxels)<br />
*Zelab' (for spamming Sleipnir Stuff)<br />
*Yuri78945_68 aka Yuri78945 (for claiming false copyright on Westwood's / other people's assets - [http://forums.revora.net/index.php?showtopic=19204 link] )<br />
*Mod_Making_Maniac_2005 (for claiming false copyright on other people's tutorials - [http://www.ppmsite.com/forum/viewtopic.php?p=77917#77917 link] )<br />
*Sevelys - Duh! <br />
** attention whore ( bwhahaha, im makin t3h coolest TS mod ever... and omg, I can't use a hexeditor, but I '''will''' hack the TS exe. See [http://www.tiberiumsun.com/forum/viewtopic.php?p=63771&highlight=#63771 this] and other posts ) <br />
** Posted other people's tutorials as his own ( thread deleted by automatic old thread purging. Shame. )<br />
** Repetitively posted incorrect information as "tutorials", and claimed other people were too stupid to make it work right. ( [http://www.tiberiumsun.com/forum/viewtopic.php?t=3856 #1] [http://www.tiberiumsun.com/forum/viewtopic.php?p=64519#64519 #2] [http://www.ppmsite.com/forum/viewtopic.php?t=8413 #3]<br />
** -- The `discussion` was moved to the [http://www.modenc.renegadeprojects.com/index.php?title=Talk:Who_Is_Who Discussion] part of the page. -- DCoder <br />
**-- By request, this guy was moved here from the N00b list. -- DCoder<br />
Ah, this is what happens if you add yourself to the shitlist..... Sevelys<br />
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==== N00bs ====<br />
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Includes those who match the [[N00b]] definition.<br />
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*Death3464<br />
*cabbageking<br />
*Yuri_the-mind_enslaver<br />
*cabal 901<br />
*electrobomb<br />
*tate<br />
*biggs darklighter ( yeah, how come I didn't think of doing [http://www.tiberiumsun.com/forum/viewtopic.php?p=54078#54078 this?] )<br />
*ninebreakerfan</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=CSF&diff=4388CSF2005-08-19T06:51:44Z<p>81.240.110.181: /* Missing:Name:BLAHBLAH (Modifying ra2(md).csf files) (by Kravvitz) */</p>
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<div>ra2.csf is the [[string file]] of [[RA2]] (ra2md.csf for [[YR]]), in which all on-screen text is saved. It is edited either with the [[XCC String Table Editor]] (by [[Olaf van der Spek]]) or with [[RA2StrEdit]] (by [[TheMatze]]).</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=Armor_types&diff=4389Armor types2005-08-19T06:48:13Z<p>81.240.110.181: /* Armor Classes */</p>
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<div></div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=Armor_types&diff=4386Armor types2005-08-19T06:48:06Z<p>81.240.110.181: /* Warhead Verses */</p>
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<div>== Armor Classes ==<br />
In TS, there were 5 armor types - none, light, wood, heavy and concrete. RA2 had 11 - none, flak, plate, light, medium, heavy, wood, steel, plate, special_1 and special_2. Their main use is to differentiate the damage done by weapons among different types of target. They allow anti tank shells to do high damage to tanks, but virtually nothing to infantry for example. In RA2, certain armor is used exclusively by certain classes of unit to enable weapons to exclusively target certain types of unit (sniper only fire on infantry and not units or buildings for instance), while armor is used in a less structured way in TS. The use of armor in RA2 is detailed below:<br />
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*None - for standard infantry, easy to destroy by anything.<br />
*Flak - for special infantry, more resistant than 'none'.<br />
*Plate - for exclusive infantry, is nearly immune to tank shells, tougher to penetrate by bullets.<br />
*Light - for light vehicles, easy to break.<br />
*Medium - exclusive to miners and Kirovs, very resistant to everything.<br />
*Heavy - for heavy tanks, almost identical to 'light' by resistance. '''Allied General''' (tends to be more resistant to explosives, bullets and fire)<br />
*Wood - light building armor, very fragile.<br />
*Steel - base defense armor, more resistant than others.<br />
*Concrete - exclusive to Conyards and Shipyards, very resistant to superweapons.<br />
*Special_1 - for Terror Drone, easily penetrated by both bullets and cannon shells. (its much weaker against bulllets, especially [20mmRapid] however - ''' AG ''')<br />
*Special_2 - for V3/Dreadnought/Boomer missiles, so if a lot of them is fired, one exploding in the air won't destroy the others in proximity. (a lot of weapons such as radiation however can destroy missiles before launch, this can be very unfair and it may be advisable to change the warhead to do 0% or make missiles immune to its effects e.g. immunetoradiation=yes - ''' AG ''')</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=AlphaImage&diff=4390AlphaImage2005-08-19T06:45:43Z<p>81.240.110.181: /* Credits */</p>
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<div>{{flag|name=AlphaImage|files=rules(md).ini|values=Strings, see below|special=None|default=none/null|types=InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes|games=TS, FS, RA2, YR}}</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=AlphaImage&diff=4384AlphaImage2005-08-19T06:45:36Z<p>81.240.110.181: /* Examples */</p>
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<div>{{flag|name=AlphaImage|files=rules(md).ini|values=Strings, see below|special=None|default=none/null|types=InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes|games=TS, FS, RA2, YR}}<br />
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=== Credits ===<br />
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[[User:Blade|Blade]] - documented this effect and the way image data is rendered onto the map.<br />
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[[User:DCoder|DCoder]] - lag stress test, screenshots, rewrite.<br />
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NineBreakerFan - palette conversion to RA2 format and color 127 research.<br />
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gamemate - animated SHP & movable object test.<br />
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[[User:Renegade|Renegade]] - custom SHP/gradient tests<br />
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[[Category:INI_Flags]]</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=AlphaImage&diff=4383AlphaImage2005-08-19T06:44:49Z<p>81.240.110.181: /* Using/modifying the effect */</p>
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<div>{{flag|name=AlphaImage|files=rules(md).ini|values=Strings, see below|special=None|default=none/null|types=InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes|games=TS, FS, RA2, YR}}<br />
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=== Examples ===<br />
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The original effect: [[Image:alphatst.jpg]]<br />
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Also, see the [[Media:alpha_no_lag.jpg|LOOK DADDY, NO LAG!]] screenshot.<br />
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=== Credits ===<br />
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[[User:Blade|Blade]] - documented this effect and the way image data is rendered onto the map.<br />
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[[User:DCoder|DCoder]] - lag stress test, screenshots, rewrite.<br />
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NineBreakerFan - palette conversion to RA2 format and color 127 research.<br />
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gamemate - animated SHP & movable object test.<br />
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[[User:Renegade|Renegade]] - custom SHP/gradient tests<br />
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[[Category:INI_Flags]]</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=AlphaImage&diff=4382AlphaImage2005-08-19T06:44:26Z<p>81.240.110.181: /* Description */</p>
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<div>{{flag|name=AlphaImage|files=rules(md).ini|values=Strings, see below|special=None|default=none/null|types=InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes|games=TS, FS, RA2, YR}}<br />
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=== Using/modifying the effect ===<br />
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To use/edit/add alternate effects of this type, you'll need the proper palette, that goes from black(#0) to white(#255). To help you, I've uploaded the correct palette in [[Media:alphatst.pal|JASC format]] and [[Media:ALPHATST_ra2.pal|RA2 format]].<br />
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Pallette indecies (0-126) mess up the image, index 127 does nothing, and (128-255) add (index-127) to the lighting.<br />
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Also, you can get the original alphatst.shp [[Media:alphatst.shp|here]].<br />
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=== Examples ===<br />
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The original effect: [[Image:alphatst.jpg]]<br />
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Also, see the [[Media:alpha_no_lag.jpg|LOOK DADDY, NO LAG!]] screenshot.<br />
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=== Credits ===<br />
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[[User:Blade|Blade]] - documented this effect and the way image data is rendered onto the map.<br />
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[[User:DCoder|DCoder]] - lag stress test, screenshots, rewrite.<br />
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NineBreakerFan - palette conversion to RA2 format and color 127 research.<br />
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gamemate - animated SHP & movable object test.<br />
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[[User:Renegade|Renegade]] - custom SHP/gradient tests<br />
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[[Category:INI_Flags]]</div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=Adding_A_Song&diff=4391Adding A Song2005-08-19T06:44:14Z<p>81.240.110.181: /* Adding a New Song to RA2 (By Kane 148) */</p>
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<div></div>81.240.110.181https://modenc.renegadeprojects.com/index.php?title=Actions&diff=4392Actions2005-08-19T06:44:01Z<p>81.240.110.181: /* Special Cases */</p>
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<div>Nomen est omen in this case: Actions are exactly that - they initiate a procedure and/or control the way something is done; in most cases, this is linked to a change of the mouse [[cursor]], the most prominent example of this being the [[SuperWeapons]]. Actions also decide whether a target is valid or not. As you can see from the list below, everything that generates a special cursor (and more) is linked to an Action, be it [[ParaDrops]], the selling of units or simple guarding. The important factor here is that '''Actions can only ever be used once'''. While Types can be used again and again, a re-used Action will not work.<br />
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If the Action on a SuperWeapon is missing or invalid, the SW will be fired instantly on a random point on the map.</div>81.240.110.181