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Comment History  (0 - 30 of 848)
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

Make sure to lower the in-game resolution to at least 1920x1080, otherwise many maps will be too large to fit on the screen and units will appear too small to be efficiently controlled.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ [4] Dueling Deadlands

Global warming.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ [2] Subterranean Subway Station

CRAFTSMAN is clearly a well-trained mapper.

Good karma+5 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Change Log (from 9.0.0)

I can't reproduce this issue.
Try deleting the map renderer folder (\Map Editor\Map Renderer) and then forcing an update (you can find the "Force Update" button under the "Updater" tab of the client's options menu) so that the folder gets restored; then see if the map renderer works again.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age v9.8

I indeed overlooked that; it's fixed now. Thanks for pointing it out.

Good karma+4 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ [6] Tour of Egypt

Blunt? Are you saying that they need to be sharp? 🤨

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Tiberian Sun + Client 6.0 (with videos)

It took some effort but I eventually managed to figure out the cause of the crash: a coding error from Westwood in the mission's map file was conflicting with one of the client's patches. This is now fixed in version 6.05c.

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Tiberian Sun + Client 6.0 (with videos)

Thanks for the report, I'll investigate this when I get the chance (I assume that you actually meant Nod mission 7a: Destroy the Research Facility).

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Tiberian Sun + Client 6.0 (with videos)

Thanks for pointing this out; it's fixed now.

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Tiberian Sun + Client 6.0 (with videos)

1- If you intend to modify the client's files, you can enable ModMode to disable updates as well as the "cheater" message. To do this, open \Resources\ClientDefinitions.ini with a text editor and change ModMode=false to ModMode=true.

2- you can't just apply any old mod and expect it to work without making modifications to it. Exactly which mod are you applying?

Good karma+4 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Heavy Raider

View the image here if Mod DB's server issues are preventing it from showing up: Media.moddb.com

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Tiberian Sun + Client 6.0 (with videos)

You can always view the latest change log here: Dta.cnc-comm.com
I've also added all changes since version 5.30 to the description now.

Good karma+6 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age v8.3

Which operating system are you using?

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

Not without losing all of DTA's maps, which would be quite a demotivator.
Maybe if a TS Remaster ever gets made...

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

It's possible that scaling is disabled in your GPU's settings (for Nvidia you'd find that in Nvidia Control Panel > Select Scaling Mode > make sure "Aspect Ratio" is selected there and then click Apply.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

Sorry for the late response; in case you still need help with this, just lower your in-game resolution if you want things to look larger in full-screen mode.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age v7.15 (1.195)

You can either go to Options, Updater and then click "Force Update" or just delete ECache99.mix from the MIX folder manually.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

It was indeed, but we noticed that many players often solely turned that option on for the sake of making resources not harm infantry and this had the effect that Rampastring described of making areas of maps that were designed with tiberium in mind look strange.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

Have you tried using a low resolution with different renderers? You might get a sharper result with a different renderer (1600x900 looks fine on a 1080p monitor for me with cnc-ddraw for example).

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

The dog uses the original sounds, although 2 of the sounds that you hear half the time were unused in the original game. I could make it so that you'll hear those sounds only 1/4th of the time instead, but it'd be a waste to entirely scrap them.

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ C&C All mod

It seems unlikely to me that anyone would be allowed to take any assets from any OpenRA mod and use it as their own considering how disincentivizing that would be for the original creators of those assets, but putting that aside, DTA is not an OpenRA mod to begin with.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age v7.2 (1.192)

The AI's war factories intentionally aren't capturable because they wouldn't allow you to build the units from whichever faction the AI is playing as, which is a side-effect from a work-around to allow the AI to build vehicles and ships from different factories.

Red Alert seems to play either the crumble sound or the other one at random, while TD only played a single sound for all buildings that were destroyed.
I'm considering to remove the RA Crumble Sound option and to instead have the game play all 3 sounds (TD's building explosion, RA's crumble sound and RA's big building explosion) at random.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age v7.2 (1.192)

We actually did change it because everyone on the staff hated it for how it made the mechanic seem like a joke character compared to everything else in the game.

We recognize that some people do like it though, so we'll likely add an option to revert the old voice lines in a future update.

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ C&C All mod

I don't recall giving you permission to use DTA's assets and I'm pretty sure you didn't receive permission for the assets you took from the other mods either.

Good karma+3 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

I've done some tests, but from what I can tell it's inconsistent and whenever artillery units do move, it's only for 1-3 cells at most.

Good karma+1 vote
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

Unfortunately I'm unable to reproduce that specific issue. Do you know if there's a specific situation where it consistently happens?

For now I'll just try to give these units a slightly lower guard range (by 0.2 cells) than their weapon range and hope it'll make a difference.

Good karma+3 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

Looks like disabling "Crushable Infantry" is what caused this. Thanks for pointing it out.

Good karma+5 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age

I can't reproduce that issue. Did you encounter this on a specific map?

Good karma+2 votes
Bittah_Commander
Bittah_Commander - - 848 comments @ Dawn of the Tiberium Age v7.0 (1.190)

DTA's client automatically checks for new updates whenever you launch it.

Good karma+3 votes