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2 comments by feillyne on Jan 15th, 2014

As people were casually asking, well, game dev* goes at a snail's speed (at a mad speed compared to the previous year thou), everything else is snafu or so-so as usual. Constantly getting sidetracked too.

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Post comment Comments  (1320 - 1330 of 1,378)
APOTHECARY888
APOTHECARY888 Sep 16 2009, 1:19pm says:

Do you know a program that I can use to mod c&c tiberium sun?

+2 votes     reply to comment
CyberCommando
CyberCommando Sep 4 2009, 4:27pm says:

U almost Always comment on my models first.
4 that U have my THX. :D

+2 votes     reply to comment
feillyne
feillyne Sep 5 2009, 7:08am replied:

Almost always. ;-)

You're welcome. :-D

+1 vote     reply to comment
feillyne
feillyne Aug 27 2009, 2:04pm says:

"well, for sucky players (like me, because RA2 has become rusty over the years) it would be rather unpleasant ;-)

oh and since your mod is a .exe, I can't place the RA2md.mix in my folder, and therefore, FinalAlert can't detect your new units. do you have a way to extract it so I can use your new units in my skirmish campaigns?

PS please do as soon as possible :D I also got some internal errors, but that was also with the regular YR so it wasn't your mod."

I suck too, but sometimes there are some flashes of temporal genius, like this running over these units (especially when I'm ****** off myself for creating them). ;-D

There's a way to do that. ;-) I'll tell you by a PM, anyone who's intereted can ask about that here.

PS Some more and new IEs? Awww, this is much troublesome... reinstalling doesn't help? I don't have an idea, maybe it's caused by the system.

+1 vote     reply to comment
Subject134127
Subject134127 Aug 29 2009, 11:35am replied:

I've tried copying both ra2.mix and ra2md.mix while having the mod running, but the only changed file is ra2md.csf which is added or removed, and both ra2.mix and ra2md.mix stay the same. if RA2md.csf is the file with all the mod units in it, how can i make FinalAlert use ra2md.csf instead of ra2md.mix?

+2 votes     reply to comment
feillyne
feillyne Aug 30 2009, 3:18am replied:

Sent you a PM with some help on this topic, I hope. :-)

+1 vote     reply to comment
Warlock_23
Warlock_23 Aug 27 2009, 1:29am says:

You learning how to mod Generals?

+2 votes     reply to comment
feillyne
feillyne Aug 27 2009, 1:59pm replied:

I'll be... same with Battle For Middle-Earth, 'cause they both use the same engine.

If I can, first I'd begin with RA3 modding, then some meddling with C&C3, finally Generals and BFME -> planned also is a TC mod, in which modded Generals will be brought to BFME2, where you can have customisable hero units.

Imagine your own skinned (not by you as a texturer, but as a player) vehicle/infantry with abilities chosen by you. :-D Options will be limited, but it's still fun, and it's possible thanks to BFME2 engine.

But this is very far from the reality... even further if this TC mod shouldn't use ALL the models from Generals.
But perhaps using public ones or own ones could speed up the future development. :-D

+1 vote     reply to comment
feillyne
feillyne Aug 27 2009, 11:36am replied:

Oh, thanks, I'll take a look at them. ;-)

Hmmm, skirmish maps as a campaign? Sounds interesting.

You mean that few packs of Conscripts and Initiates attacking on Desert Octopus map? ;-)
They are placed there intentionally... simply one can run over them and that's the end of the problem. ;-D

PS Oops, I've forgotten to change the nuke cooldown time back to its original one after checking what caused internal errors. Should correct it before the 0.80 version. x-D

+1 vote     reply to comment
Subject134127
Subject134127 Aug 27 2009, 12:33pm replied:

well, for sucky players (like me, because RA2 has become rusty over the years) it would be rather unpleasant ;-)

oh and since your mod is a .exe, I can't place the RA2md.mix in my folder, and therefore, FinalAlert can't detect your new units. do you have a way to extract it so I can use your new units in my skirmish campaigns?

PS please do as soon as possible :D I also got some internal errors, but that was also with the regular YR so it wasn't your mod.

+2 votes     reply to comment
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