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User:Fission Power

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What the hell is THAT???

Heya, I'm Fission Power, one of many TCRF investigators. I am from Russia, some village "near" of Moscow. Also - MLP stuff and old games, yeah.... Here I am: https://steamcommunity.com/profiles/76561198214029969, contact me about any questions.

What have you DONE???

Rise of Nations - the entire article and subs.

Rise of Legends - the entire acticle and subs.

Development:Team Fortress 2/April 21st, 2020 Codebase Leak - the first half is from 404UNF aka TF2CUtContent, the second - by me.

Command&Conquer:Generals/Unused Content in the Expansion/Unused Sounds - this sub-article about unused sounds.

Come on, I don't have all day.

More materials coming...

Russain hackerz everywhere, call Bolton

А еще я из России. Надо бы уже сделать переводы моих статей... но стоит ли? В русскоязычном сегменте Интернета практически никто про TCRF не знает.

Some game stuff I just need to place somewhere

Rise of Legends

https://web.archive.org/web/20051024005516/http://www.bighugegames.com/riseoflegends/popup_e3_3.html

- All Alin (or Alim in early game versions) heroes has icons that differ from retail ones.

- An unknown UI mark on the ground can be seen in right monitor. This mark resembles the retail ones for building placement action, but it is unknow what exact building it is for. In fact, retail version doesn't have anything similar to this one shown on the screenshot - the mark clearly contains 8 curcumferenial spots (one of them is already occupied by something) for some kind of add-ons, like Districts for Cities.

https://web.archive.org/web/20060214210029/http://www.bighugegames.com/riseoflegends/popup_e3_7.html

Early Lenora icon can be seen in right monitor. It's full-face orientation of the face, while the retail version uses profile (? better translation needed) picture, just like for Giacomo.

https://web.archive.org/web/20050827124546/http://www.bighugegames.com/riseoflegends/popup_screen_5.html

It is most probably the early version of the map for the first part of campaign (for Vinci). (there are many of changed, detailed comparison needed, likely with retail map uploaded as well)

https://web.archive.org/web/20050702022947/http://www.bighugegames.com/riseoflegends/conceptart.html

https://web.archive.org/web/20051122202329/http://www.bighugegames.com/riseoflegends/brianqa.html

https://web.archive.org/web/20061109081650/http://www.gamespot.com/pc/strategy/riseofnationsriseoflegends/news.html?sid=6125668

https://web.archive.org/web/20061111231848/http://rol.heavengames.com/contents/community/previews.shtml (previews, can contain many interesting prerelease details)

https://web.archive.org/web/20050511082154/http://pc.gamespy.com/pc/rise-of-nations-2/611655p1.html https://web.archive.org/web/20050511163212/http://pc.gamespy.com/pc/rise-of-nations-2/611655p2.html (different Vinci abilities, Domimances conditions, Districts)

  • Spell Nullifier building apparently was supposed to prevent any spells, including national Alin (Alim) power Summon Army, within some radius of itself. It is unknown whether it was the only function or an addition to "Nullify Spells" power, which present in release version.

https://web.archive.org/web/20050706120431/http://media.pc.ign.com/media/746/746556/vids_1.html (videos?)

https://web.archive.org/web/20130822101158/http://media.pc.gamespy.com/media/746/746556/imgs_7.html (lots of prerelease images)

http://media.pc.ign.com/media/746/746556/imgs_14.html (check these prerelease images, one of them shows early CTW mode)

Command and Conquer: Generals (Alpha 98 Build)

Weapon.ini


Please keep all weapons belonging to the same unit grouped together, instead
; of grouping all Elite weapons together

A reference to RA2 promotion system, where there were only two promotion stage - Veteran and Elite, and Elite units have different, enhanced weapons.

While the retail version of the game technically still has different weapon sets for Heroic units, this system is used for nothing else but colouring projectiles\traces red ( purple in case of Toxin Tractor).

  WeaponBonus = CRATE_BONUS_ONE RATE_OF_FIRE 1.5 ; a Salvage unit gets more ROF when it picks up salvage crates
  WeaponBonus = CRATE_BONUS_TWO RATE_OF_FIRE 2 
  WeaponBonus = CRATE_BONUS_THREE RATE_OF_FIRE 3 
  WeaponBonus = CRATE_BONUS_FOUR RATE_OF_FIRE 4 
  WeaponBonus = CRATE_BONUS_FIVE RATE_OF_FIRE 5

This chunk of code persists in Quad Cannon and Battlemaster weapon code lines and suggest simple inscreasing ROF (rate of fire) when picking up salvage crates. Interestingly, Technical and Quad Cannon units already have separate weapon lines for the first and second upgrade, just like how it's done in the retail version.

GameData.ini

WeaponBonus = HORDE DAMAGE 1.5 ; when in a horde, weapons get 150% of normal damage

Cut Horde bonus. Retail Horde version only affects firing speed. Note that, citation, "the HORDE bonus values are hokey and for testing purposes only.".

FactionBuilding.ini


Object AmericaWall

...

Object ChinaMoat

...

Object FundamentalistTankTrap

Original defensive structures (or, let's say, measures).

Team Fortress 2

shared/tf/tf_weapon_lunchbox.cpp, line 370

	// Restore ammo if applicable
	if ( nLunchBoxType == LUNCHBOX_ADDS_AMMO )
	{
		int maxPrimary = pPlayer->GetMaxAmmo( TF_AMMO_PRIMARY );
		pPlayer->GiveAmmo( maxPrimary * 0.25, TF_AMMO_PRIMARY, true );
	}
}

Unused code that would allow lucngbox items to restore ammo.