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Combined display of all available logs of ModEnc. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 12:03, 17 April 2026 Crimsonum talk contribs created page Category:InfantrySequences Flags (Created page with "List of flags applicable to infantry animation sequences.")
- 12:02, 17 April 2026 Crimsonum talk contribs created page Infantry Animation Sequences (Created page with "Infantry animation sequences are well explained in the game files, so let us simply quote what's written in {{ini|art}}: <blockquote> Infantry animations are grouped within a single art file. Unlike units, infantry animation layout is completely arbitrary and must be explicitly specified. Each infantry format file will be identified with one of these animation sequences. The first number is the starting frame number. The second number is the number of frames of...")
- 11:25, 17 April 2026 Crimsonum talk contribs created page InfantrySequences (Redirected page to Infantry Animation Sequences) Tag: New redirect
- 14:02, 13 March 2026 Crimsonum talk contribs created page Talk:The Threat System (Created page with "== Risk & Reward == This article should be expanded to cover the other half of the threat system: pathfinding. The game divides the map to regions and builds a heatmap of all the techno objects and their threat levels in these regions. When units plot paths to targets, they try to choose the least dangerous path. Currently the article only explains the target selection logic. If no one else wants to take up this job, I wi...")
- 19:00, 9 February 2026 Crimsonum talk contribs created page Template talk:HorizontalBar (Allow editing: new section)
- 17:20, 12 November 2025 Crimsonum talk contribs created page Category talk:Automatically Rewritten Articles to be Patrolled (Created page with "== Was this the best course of action? == Wouldn't it have been easier just to reference DeeZire's Guide as the source of information on these pages, while removing the DeeZire template so that the proper flag template can be used? I checked a few rewritten articles and they contain essentially the same information as before, just reworded. That doesn't lift the burden of plagiarism, properly acknowledging the source does. – Crimsonum ~~~~~")
- 19:15, 21 August 2025 Crimsonum talk contribs created page DirtTrackTunnels (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Terrain Control INI}} |types={{Categ|General}} |values={{Values|unsigned integer|Tile set numbers}} |ts=yes |fs=yes |ra2=yes |yr=yes }} {{RevEng}} Specifies the default tunnel tile set. The only effect this flag has is that the game force-creates a one-cell tube for any of the cells in the tiles in this set that contain the tunnel land type and have no associated tube in the map. In practice,...")
- 19:14, 21 August 2025 Crimsonum talk contribs created page DirtTunnels (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Terrain Control INI}} |types={{Categ|General}} |values={{Values|unsigned integer|Tile set numbers}} |ts=yes |fs=yes |ra2=yes |yr=yes }} {{RevEng}} Specifies the default tunnel tile set. The only effect this flag has is that the game force-creates a one-cell tube for any of the cells in the tiles in this set that contain the tunnel land type and have no associated tube in the map. In practice,...")
- 19:13, 21 August 2025 Crimsonum talk contribs created page TrackTunnels (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Terrain Control INI}} |types={{Categ|General}} |values={{Values|unsigned integer|Tile set numbers}} |ts=yes |fs=yes |ra2=yes |yr=yes }} {{RevEng}} Specifies the default tunnel tile set. The only effect this flag has is that the game force-creates a one-cell tube for any of the cells in the tiles in this set that contain the tunnel land type and have no associated tube in the map. In practice,...")
- 10:41, 13 August 2025 Crimsonum talk contribs created page Talk:AIGenerals (Created page with "== Cleanup on aisle 3, please == This page is full of speculative nonsense. It has been proven many years ago from reverse-engineering the game code that AIGenerals does absolutely nothing. 90% of the text can be safely removed (it's still preserved in the History-section in case someone is really keen on checking up old days' speculations). Watch me do it. – Crim ~~~~~")
- 20:19, 5 March 2025 Crimsonum talk contribs created page IonStormWarhead (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|string|Warheads}} |types={{Categ|General}} |ts=yes |fs=yes |hp=yes }} Specifies the warhead used by ion storm lightning strikes.")
- 20:31, 25 February 2025 Crimsonum talk contribs created page File:Next-anim-start-doubled.gif (Demonstrating the bug where a Next anim's Start value gets doubled. Rules ini code used: [E1] Primary=Minigun [Minigun] Warhead=SA [SA] AnimList=STARTST1 art.ini code used: [STARTST1] Image=TEST20 ;a shape with 20 frames composed of numbers 0-19 Rate=60 End=4 Next=STARTST2 [STARTST2] Image=TEST20 Start=4 End=9 Rate=60 Next=STARTST3 [STARTST3] Image=TEST20 Start=9 Rate=60)
- 20:31, 25 February 2025 Crimsonum talk contribs uploaded File:Next-anim-start-doubled.gif (Demonstrating the bug where a Next anim's Start value gets doubled. Rules ini code used: [E1] Primary=Minigun [Minigun] Warhead=SA [SA] AnimList=STARTST1 art.ini code used: [STARTST1] Image=TEST20 ;a shape with 20 frames composed of numbers 0-19 Rate=60 End=4 Next=STARTST2 [STARTST2] Image=TEST20 Start=4 End=9 Rate=60 Next=STARTST3 [STARTST3] Image=TEST20 Start=9 Rate=60)
- 16:59, 14 February 2025 Crimsonum talk contribs created page File:Tiberium-spawn-radius.jpg (How animations spawn overlay)
- 16:59, 14 February 2025 Crimsonum talk contribs uploaded File:Tiberium-spawn-radius.jpg (How animations spawn overlay)
- 08:41, 11 February 2025 Crimsonum talk contribs created page File:TrailerSeperationTest.gif (Demonstrating random variation in how many trailer animations (the ring) a parent animation spawns. As the infantry enters the green cell at the bottom left, an invisible animation is spawned on each of the three green cells at the top right. Each instance of the invisible parent animation spawns anywhere between 1-3 trailer animations (the rings).)
- 08:41, 11 February 2025 Crimsonum talk contribs uploaded File:TrailerSeperationTest.gif (Demonstrating random variation in how many trailer animations (the ring) a parent animation spawns. As the infantry enters the green cell at the bottom left, an invisible animation is spawned on each of the three green cells at the top right. Each instance of the invisible parent animation spawns anywhere between 1-3 trailer animations (the rings).)
- 12:11, 25 January 2025 Crimsonum talk contribs created page Talk:WalkRate (Created page with "==WalkRate≤0 is not a bug== I would say it's not a bug nor an unexpected limitation. Why would anyone ever want to use zero or negative animation playback rate?<br/> – Crimsonum ~~~~~")
- 11:49, 25 January 2025 Crimsonum talk contribs created page Talk:Veinhole (Created page with "==Reverted line break edit== Referring to edit no. [https://modenc.renegadeprojects.com/index.php?title=Veinhole&oldid=24831 24831], it's better semantically to have two paragraphs instead of a forced line break. Reverted.<br/> – Crimsonum ~~~~~")
- 18:39, 24 January 2025 Crimsonum talk contribs moved page Theatres to Theaters (Misspelled title)
- 17:11, 6 December 2024 Crimsonum talk contribs created page FirePower (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|Rules(md).ini}} |values={{Values|floats}} |default=1.0 |types={{Categ|Difficulty}} |ra=yes |cs=yes |am=yes |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Specifies the multiplier to {{f|Damage|link}} of all weapons if this difficulty is set. Note the spelling – {{tt|FirePower}} is spelled with a capital P. {{f|Firepower|link}} will not work – it is a separate flag used by Houses and Powerups. == See A...")
- 09:10, 30 June 2024 Crimsonum talk contribs uploaded a new version of File:Veinhole mouth.gif (Fixed anim)
- 09:09, 30 June 2024 Crimsonum talk contribs uploaded a new version of File:Veinhole mouth.gif (Downscaled version.)
- 09:08, 30 June 2024 Crimsonum talk contribs uploaded File:Veinhole mouth.gif (Demonstrating the behavior where the veinhole "mouth" opens when a unit comes close.)
- 19:22, 6 April 2024 Crimsonum talk contribs moved page Palette to Palette (INI flag) (Disambiguation)
- 14:30, 22 January 2024 Crimsonum talk contribs uploaded File:TS turret barrel configuration.gif (Demonstrating the drawing order of voxel barrel relative the turret, in TS.)
- 14:08, 20 January 2024 Crimsonum talk contribs uploaded File:Voxel test 2.png (A voxel cube with the dimensions 43x43x43, rotated to face the "camera". Image courtesy of axontrix.)
- 14:07, 20 January 2024 Crimsonum talk contribs uploaded File:Voxel test 1.png (A voxel cube with the dimensions 43x43x43. Image courtesy of axontrix.)
- 12:52, 20 November 2023 Crimsonum talk contribs uploaded File:VoxelBarrelScaleBeyond1.gif (What happens when you scale the voxel barrel beyond 1.0)
- 11:01, 8 October 2022 Crimsonum talk contribs uploaded File:Apc reinforce.gif (When reinforcements are spawned on a cell with a transport on it, the reinforcements will spawn as passengers that the transport will automatically eject. However, if the transport is just entering the cell, this behavior gets interrupted, and the pass...)
- 11:51, 29 September 2022 Crimsonum talk contribs uploaded File:Dropship loadout.jpg (Example of what the Dropship loadout looks like in Tiberian Sun.)
- 08:39, 7 September 2022 Crimsonum talk contribs moved page TeamMissionTypes to ScriptTypes/TeamMissionTypes (Moved under ScriptTypes due to close association)
- 08:19, 7 September 2022 Crimsonum talk contribs moved page ScriptTypes/ScriptActions to TeamMissionTypes ("Team missions" is the real internal name of "script actions")
- 12:16, 13 July 2022 Crimsonum talk contribs moved page AbstractDerivationID to RTTIType
- 19:14, 22 December 2021 Crimsonum talk contribs moved page Tile01ZAdjust to TileZAdjust (Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name.)
- 19:13, 22 December 2021 Crimsonum talk contribs moved page Tile01YOffset to TileYOffset (Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name.)
- 19:12, 22 December 2021 Crimsonum talk contribs moved page Tile01XOffset to TileXOffset (Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name.)
- 19:12, 22 December 2021 Crimsonum talk contribs moved page Tile01Anim to TileAnim (Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name.)
- 18:35, 22 December 2021 Crimsonum talk contribs moved page Tile01AttachesTo to TileAttachesTo (Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name.)
- 09:52, 6 December 2021 Crimsonum talk contribs uploaded File:NaturalParticleLocation bug2.gif (Demonstrating a bug related to NaturalParticleLocation, where the particle system origin gets thrown off depending on the coords value and where you place the building.)
- 15:15, 4 October 2020 Crimsonum talk contribs uploaded File:Marblemadness.jpg (Screenshot of an area in Marble Madness (1984).)
- 15:14, 4 October 2020 Crimsonum talk contribs uploaded File:Gdi1a mm.jpg (Screenshot of an area in gdi1a.map (GDI mission 1 in Tiberian Sun) in FinalSun, viewed in Marble Madness mode.)
- 15:14, 4 October 2020 Crimsonum talk contribs uploaded File:Gdi1a.jpg (Screenshot of an area in gdi1a.map (GDI mission 1 in Tiberian Sun) in FinalSun.)
- 18:58, 23 April 2020 Crimsonum talk contribs uploaded File:Ts warhead spread map.png (Illustration of all possible damage falloff patterns in Tiberian Sun. The number below each pattern is the warhead Spread value or range that corresponds with the pattern.)
- 13:50, 20 April 2020 Crimsonum talk contribs uploaded a new version of File:Ts warhead spread 16.png (Illustration of damage falloff steps in Tiberian Sun when warhead spread is set to 16. Brightness is relative to damage dealt (white = full damage, dark grey = minimal damage). Blue lines indicate cell spots.)
- 09:34, 20 April 2020 Crimsonum talk contribs uploaded File:Ts warhead spread 56 demo.png (Demonstration of damage falloff in Tiberian Sun when warhead spread is set to 56. In this example, the warhead killed the target Technicians only if damage was dealt in full and no falloff occurred. The warhead detonated at the center of the circular a...)
- 09:34, 20 April 2020 Crimsonum talk contribs uploaded File:Ts warhead spread 52 demo.png (Demonstration of damage falloff in Tiberian Sun when warhead spread is set to 52. In this example, the warhead killed the target Technicians only if damage was dealt in full and no falloff occured. The warhead detonated at the center of the circular area.)
- 09:29, 20 April 2020 Crimsonum talk contribs uploaded File:Ts warhead spread 16.png (Illustration of damage falloff in Tiberian Sun when warhead spread is set to 16.)
- 08:46, 24 June 2019 Crimsonum talk contribs uploaded a new version of File:Occupationbits6.png (Increased contrast)
- 08:46, 24 June 2019 Crimsonum talk contribs uploaded a new version of File:Occupationbits5.png (Increased contrast)