MAKING GAMES IS FUCKING HARD.

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Templarfreak
Templarfreak @ Anime Fans of modDB

mother of god this is retarded. i love it.

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Templarfreak
Templarfreak @ Dev Blog #4

Guardian GIs are a good example of how you can make infantry uncrushable. They even *say* it. But the big deal is the whole visual design and the fantasy to the unit. They're an anti-tank. It would suck if they would be crushable by tanks in a state where they'd be the most vulnerable to that which also happens to be the state where they're suppose to be countering tanks. It wouldn't make logical sense for the unit's character. The unit also has a distinct visual cue that you can do something with them, the deploy icon. Finally, they are also ******* *massive* and very visually distinct when deployed, compared to all other infantry in the game. They take up so much space on the screen by comparison. Nearly as much as any vehicle. And they also have the bright chromium blueish silver color with the pretty distinct team color.

I'm just babbling on, providing my thoughts. That's all. Obviously, the best simplification you could make for new players to C&C is just remove crushing entirely.

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Templarfreak
Templarfreak @ Special Summer Update

wow, that's a lot of things and stuff! i like things and stuff!

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Templarfreak
Templarfreak @ SC:V test 024 | Extended ButtonSet - Demo

So what exactly determines the postions of the buttons? And did you hack in stuff to the existing code there or have you taken total control over it and completely reprogrammed it?

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Templarfreak
Templarfreak @ A few development topics

I am still adamently for "Classic" distributions. I get that it complicates things user-side, having too many options that might be confusing, and I get that having to maintain multiple things like this dev-side would be a pain, but it's just the only way to make both sides happy.

I don't think it's super necessary that a "classic" gamemode needs to be maintained by ORA team, it could just be a "fan" thing that the ORA team endorses or points players that want the originals toward, which can help with both of those issues and cuts all liability of the ORA Team because it's not an "official" thing.

I had put some efforts towards making a classic experience once or twice in the past for both RA and TD, and I think for Red Alert and Tiberan Dawn it's possible with what's already there but it would be a timely process to make all the necessary changes. I think the only thing that's still missing is Gap Generators and like, a handful of other things I guess? Gap Generators is the only thing I remember not being there last time I tried this, but maybe it's there now?

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Templarfreak
Templarfreak @ The Frostmourne Sword

It seems a little small... That's weird.

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Templarfreak
Templarfreak @ New gamemode - Competitive

Can we get more specifics? For instance, is Short Game forced on? Are certain units turned off? Is there any overall gameplay changes like income rates?

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Templarfreak
Templarfreak @ tileset readjustment and mechanical

Definitely an improvement, but the tiles themselves need a bit more variation. The cliffs are pretty nice though.

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Templarfreak
Templarfreak @ Global Rewire?

Might as well just take Rewire's flame, you have way more TS-recreated assets than it ever did (Sorry, Gangster) :D

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Templarfreak
Templarfreak @ Introducing mod.io

I hope you plan on supporting GameMaker 1.4 too, not just 2. Plenty of people still use 1.4. :D

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Templarfreak
Templarfreak @ Yuushibu

He is so tired of their ****.

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Templarfreak
Templarfreak @ 536 Players on CnCNet!

AlexB seems to be aware of your issue, looking at that thread. In the mean time I think the only thing I can do for you is give you the only DDraw hack I have that I don't think the launcher has. The reason why I haven't tried giving this DDraw Hack before is because IIRC the last time I used it, it was quite buggy but it might work for you:

Mediafire.com

Not certain if it will actually work, but it's worth a shot. It might also be worth trying to find others on your own, too.

I'm not even sure where I got it from, because it links back to some dude's website but I can't find it on there. There is some DirectDraw hack on his website, but it's just uncompiled code and I'm not even sure if it's the same thing as this.

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Templarfreak
Templarfreak @ 536 Players on CnCNet!

Can you show what the error message says, exactly? Like, take a screenshot of it or something.

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Templarfreak
Templarfreak @ 536 Players on CnCNet!

What issues are you having and what OS are you running? I'm going to assume you have tried other renderers.

One thing that absolutely could be preventing the game from running is anti-virus, as lots of Heuristic Analysis processes will absolutely flag Syringe.exe as malicious due to the nature of how it works. Sometimes these Anti-Virus won't tell you what they're doing at all, and sometimes they won't even allow you to exclude it. For instance, Avast has problems like this all over the place with programs. There was a time where Avast false-flagged WarCraft III and would totally delete it without telling you at all and without your permission, making it quite difficult to figure out what the source of the problem was.

Another possible problem is lack of certain software packages. I'm not sure what the newest version of Visual C++ Redistributable RA2 can use is, it probably does require something though, but I wouldn't doubt the newest it could use is like 32-bit 2008 (9.0.30729.0 to 9.0.30729.6161) or 2010 (10.0.40219). I'm not too sure if RA2 requires .NET Frameworks or not, but if it does the latest version I have is 4.7.1 so I don't know if any newer version than that will work or not (Not like that matters anyway because unfortunately unlike Visual C++ .NET Frameworks doesn't let you have multiple installs)

If you're on Windows 10, I think there is still some security problems that prevent RA2 from running under certain circumstances, one possible solution to this would be turning off UAC. If you're not completely computer illiterate, UAC is a largely useless feature anyway and is an extremely invasive and annoying feature that often times won't tell you what it's doing in the background. You also probably don't have to do a FULL turn off (which requires regedit modification) which should simplify that.

Hunting down for other ddraw.dll hacks may also be a necessity. The pool they have, while works for a lot of people, still isn't going to cover everything.

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Templarfreak
Templarfreak @ If you had to choose, which feature would you like implemented the most?

In this order, this is what I would prioritize:

Live Stream Integration, Image Voting Rating System, Game / Mod Profile Polls, Mod / Game of the Month, Auto-Auth, Web Games, Patreon / Other stuff.

Live Stream integration would be an invalulable tool for this website and make it feel more lively. It would be a very useful thing to have today with so many people Livestreaming their mods all the time. It would be an added bonus to have Updates push when a mod goes "live" so people can come in and catch it, too. This way, maybe someone could use a much lesser known Streaming platform that they perfer, or perhaps use some weird thing for Livestreaming like a Google Hangout or something. It would be especially nice if Moddb could just have built-in livestreaming, but I think that's probably not a viable option.

The only other thing I think is A+ material on this list is Image Voting. This would have to come with detailed statistics for the mod page owner, so they can get a bigger picture of what is liked or disliked from the comments and the voting system. This is useful information for developers.

All the other provided options, I don't care much for. I think an upgraded Forum would be the most useless change to this website ever. Hardly anybody ever uses the forums on this website because comment sections like this are just so much more reliable and useful and much better organized.

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Templarfreak
Templarfreak @ Aerial Fortress Irkalla

People give Super Units such a hard time. I think they work pretty okay in MO.

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Templarfreak
Templarfreak @ Dev Blog #3

Cheers to hoping for another 1.5 years of development.

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Templarfreak
Templarfreak @ Mental Omega

There's actually an old trick that still works for Mental Omega that you can do. Go to where you installed Mental Omega->Resources->ClientDefinitions.ini

Look for the ExtraCommandLineParams and add -speedcontrol at the end of the line.

But do keep in mind this actually pretty much only makes the Campaigns unbelievably harder. Pretty much the only advantage you'd get is skipping the long intros to each mission, but you can now just save right after those intros are over and load those saves so you don't have to wait so long to restart the mission anymore. I guess some missions do have a lot of just waiting for stuff to happen like building or for money to come in so you can speed through that too I guess.

Generally the reason why speed control is disabled in the Campaigns (iirc this is actually hard-coded in the engine and maybe not necessarily MO's intention) is that it breaks the timings of a lot of triggers and this can actually totally break maps and make them unplayable if you aren't careful.

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Templarfreak
Templarfreak @ MK III

I think it kinda looks a little too tall, but otherwise I like it. :D

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Templarfreak
Templarfreak @ OST: Bogeyman

How close are you to 100, now? Or was it already passed and I missed it?

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Templarfreak
Templarfreak @ Checklist for release

Back in the day players found the French Grand Cannon to be obscenely overpowered (Along with Yuri), making France a very difficult country to play against.

Nowadays most of the high-level competitive players have an understanding of how to deal with it (And Yuri) in a way that doesn't turn their hair gray, but the noobs still carry on the tradition.

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Templarfreak
Templarfreak @ Control... Less?

'ppreciate ya, dawg

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Templarfreak
Templarfreak @ Sakura Kyouko

ye

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Templarfreak
Templarfreak @ This Week In Mods: March 23 2018

This is so cool! Keep up with these weekly updates! Such a good idea! :D

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Templarfreak
Templarfreak @ All you need is just a slime girl

So you finally found these. I guess that's it, the world's over. We'll be drowning in Jocke's nose blood soon enough.

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Templarfreak
Templarfreak @ The Paradox Engine

We can use Tanya's height and MO's ingame Tanya sprite and the size of the shadow the Paradox Engine casts on the ground to get its size. We'd have to know the height in the air it is too, but should be doable because we know exactly what the angle of the camera and the light is and that should be more than enough (Though that's reasonably complex math that's beyond me). We'd have to know Tanya's official height for that, and the best way to do that is to figure out how tall the actress is (I did a very quick Google search and found the actress but no height so Idk).

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Templarfreak
Templarfreak @ Forgotten Construction yard

bery niceu

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Templarfreak
Templarfreak @ Anime Fans of modDB

Forums in general on Moddb are hardly ever used Lol.

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Templarfreak
Templarfreak @ Nobody Home Playthrough

It's time.

Reply Good karma+3 votes
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