I'm just a little foxie.
Nope; We're following the Red Alert rule of thumb: Allies win.
RA1->RA2: Allies win, RA2->YR: Allies win. So YR->RtP: Allies win.
AI is extremely early in development, for now play without it.
N1. We've not fully looked into disabling this feature yet.
N2. Not looked into yet.
S1. Fixed for next version.
S2. The whole Soviet faction needs it's textures redone from scratch, when that's done the animation will be fixed.
A1. Fixed for next version.
A2. Will look into this later.
A3. The Chronoshift ability needs to be redone if possible.
A4. Frostbite is unfinished.
A5. We haven't made new disguise animations yet.
A6. Due to the way the WCD works, it only attacks enemies. Will have to look for a way around this.
You read the description on the download page.
There's your problem.
As stated in the description; the mapping pack is NOT for playing.
Right, can everyone post bug reports to the Bug forum please: Forum.falloutstudios.org
I'll put it on the list of things to fix.
1. No it isn't.
2. Yes it is.
There is basic AI.
You know what, yes.
I've not done an update in a long while, so there can be an alpha.
we're currently in hiatus.
The V3 & Dreadnought rockets have a tag that allow them to be targeted by anti-aircraft weapons.
Fair enough; I was more referring to copyright licence.
It doesn't matter if there is a virus or not. You are uploading a licensed game, which is against the law.
Apart from the current version being 4.8, this uploader isn't part of the mod team.
The quote is "He's ******* metal".
No mod is.
Just submit all voice lines to Forum.falloutstudios.org
That whole "it's not possible to fully replicate C&C3; style harvesting" thing is complete bull. ConRed has fully working ore fields.
For Red Alert 3, Housecolour is part of the specular map.
The spec map in RA3 has it's RGB layers used for different things;
Red is the reflectivity (how shiny it is)
Green is environmental reflections
Blue is for housecolours
I generally just use the line tool to plan out where I want the main parts and use the box tool to make a box & move the vertex where I want, then select some polygons and extrude a side to create more faces where needed.
Here you go; Youtube.com
Tracks are usually the first part I do.
I do the wheels and set them into the positions they need to be.
The treds are made by using the tube tool; I make tubes around the 4 outermost wheels (2 top & 2 bottom), then delete the vertex I know will be in the way.
then I move some vertex to link them to the other tubes so they do not cross the wheels.
They're being worked on in tandem. They use the same code & assets.
It originates from concept art( Tinyurl.com ) but with some details taken from real-life equivalents( Tinyurl.com ). I wasn't able to find a turret design I was happy with, so I used a 40k quad cannon.