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  1. Last week
  2. Just stop playing. Play another game.
  3. My original acct name jesuschrist was banned already then i changed it to j3suschrist and now n8diaz mod is threatning to ban me over this? Ive had this nickname for year and years and now im going to be banned for using it? Jesuschristis not a religion it is a name as i feel like i have not broken any rules there is no malicios intent on my part here.
  4. Earlier
  5. I’m encountering the same issue as well. After installing the latest update, the game crashes immediately and won’t open at all. I also tried reinstalling with the newest installer, but it didn’t fix the problem. It’s really frustrating since everything worked fine before the update. Hoping there’s a patch or workaround for this soon.
  6. Incase someone ever has this problem too: You can adjust the FPS values in the "SkirmishLobby" file.
  7. Dear friends, this project is still active in development, from time to time, i make new features. Please feel free to enjoy the newest feature: added an internal INI-Source-Text-Editor where one can directly modify the INI-Source with hot-tracking of the selected section
  8. Have you reported these over in our discord with the appropriate logs? https://discord.gg/yTq3B38P2m
  9. The game has become increasingly unplayable. Any game longer than about 20 minutes is prone to crashing. It's really no fun anymore. You've just built up your army and are about to attack, and the game crashes, or you're in the middle of an exciting, back-and-forth battle, and the game breaks down. It's gotten much worse since the last updates. Something has to change. Will there be any improvements soon?
  10. LC2D 3D-Era Liberty City in 2D By Ömer NARİN [a.k.a. Xrtist / omersnarin] LC2D is a map project consisting of six multiplayer skirmish maps that faithfully recreate all three existing versions of 3D-Era Liberty City from the GTA series in Command & Conquer: Red Alert 2 – Yuri’s Revenge. Alongside the classic Liberty City layout, the project also includes a fully explorable Ghost Town, Upstate, and the Statue of Liberty, all adapted to fit Red Alert 2’s gameplay and scale. Included Map Versions 1-Liberty City 2001 – Daytime (GTA III) 2-Liberty City 2001 – Nighttime (GTA III) 3-Liberty City 2000 – Daytime (GTA Advance) 4-Liberty City 2000 – Nighttime (GTA Advance) 5-Liberty City 1998 – Daytime (GTA: Liberty City Stories) 6-Liberty City 1998 – Nighttime (GTA: Liberty City Stories) Multiplayer Setup Each map supports up to 8 players and measures 200×200 tiles, offering large-scale skirmishes with room for long-term base building and maneuvering. Every player has access to the following capturable tech structures: 2× Oil Derricks 2× Tech Civilian Power Plants 1× Tech Outpost 1× Tech Airport 1× Tech Hospital 1× Tech Machine Shop 1× Tech Secret Lab GTA III GTA ADVANCE GTA LIBERTY CITY STORIES PORTLAND STAUNTON ISLAND SHORESIDE VALE GHOST TOWN UPSTATE STATUE OF LIBERTY LC2D_by_Xrtist.7z
  11. Rethorical question? Honestly, no idea. It is also, first one in, is the last one out.
  12. Thanks for reply man, change my external public IP solve my problem I have gray IP behind NAT So i ask for support at my ISP and they change IP Old IP was blocked https://ibb.co/RG9x55q9
  13. Your connection is g-lined. Gamesurge are the only ones who can release this, https://gamesurge.net/contact/
  14. I’ve been playing the C&C series since I was young, almost 30 years now. I love this game so much, it’s actually the reason I became a game developer. But there’s one issue that really messes with my head… Units always enter transporters with weird logic. They wait for units that are farther away to enter first. Why don’t the closest units go in first?
  15. I should give this mod a go as well.
  16. Hello. Windows 11 Download web installers from here and trying connect online, but cant Couldn't Look Up Your Hostname what wrong?
  17. Been looking around. Wondering what improvements might have been made in the CNCNet versions of the games, either by further hacking or patching the old exes or compiling new exes off the source release. I'm guessing the source release has been a great benefit to OpenRA. A major issue has always been the idea of expanding with more units, more projectiles, and warheads for them to use, etc, but as I think Iran has said about five years ago, there's just so many hardcoded components and checks in the original game. Comparatively I got to messing with Doom source ports as far back as 1997, the year Doom's source code was released. Never edited the source myself. Just worked on mods and maps utilizing their expanded editing capabilities. Well I did modify an editing util's source to build a version of that for a different Doom engine game over 20 years ago. Since Doom's source code release that was a linux version that had to be ported to everything else there's been an insane multitude of different versions, called source ports even if they're not porting to a different platform, which continue to fork into more varied versions even now. It's strange to see there's not a number of C&C/RA source mods. I guess people are mostly making a bunch of mods for the remaster. I was really disappointed to find the remaster didn't support all kinds of cool stuff, map mods, or if they're still called nurples or whatever, made for CNCNet editions with its spawn.mix supplying some original C&C unit gfx for use in RA1. I would guess with OpenRA probably getting much more accurate, people just don't see the need for compiling new editions of C&C + RA1 off the source. But still wondering what improvements CNCNet editions might have thanks to it.
  18. Heh, my first log in or post in about five years... Saw this on moddb and it's pretty awesome. It was pretty funny to play what at first seems like a familiar old mission in the campaign but then encountering a new surprises as the timeline has been further altered with more time travel. EDIT: I found this earlier this year and it just got updated to v1.08 a few days ago: https://www.moddb.com/mods/command-conquer-combined-arms Looking at comments, there seems to be some hiccups with the latest release, I'm sure will be smoothed out soon.
  19. As we all know, the Allied air defenses are really bad—awful, terrible, and slow. Even the GGI seekers, whether inside or outside the BF, are more functional than the ground-based anti-air structure. I’ve noticed that the seekers launched by IFVs perform better in groups and are much more functional than those launched by the PATRIOT MISSILE. When the “REBALANCED PATCH” was released, it seems they forgot to make changes to this important air defense. I started comparing its defense against the FLAK CANNON and the GATTLING CANNON, and the result for the PATRIOT MISSILE is terribly bad—it practically doesn’t defend anything, especially against a DREADNOUGHT. The FLAK CANNON and GATTLING CANNON are much faster and more effective than the PATRIOT MISSILE. It is necessary that in a future update of the REBALANCED PATCH, they introduce a speed adjustment to the PATRIOT MISSILE—at least make the seeker faster, or have it fire two seekers, or whatever adjustments are necessary so that its defense is on par with the other factions’ towers. PLEASE DEVELOPERS TEAM, RECONSSIDER THIS INFO TO MAKE CHANGES ON REBALANCED UPDATES. THNK U FOR READ.
  20. Please, revise your word order. I'm no grammar nazi but it took me a while to figure out what do you want to say. Strangely this has never happened to me. Whenever I ordered multiple units to board a transport, the closest always entered first and didn't wait for the rest. At least I didn't notice, since I always gather my units together before loading them.
  21. Short answer: ask on Discord. I know that this community is related mostly to freeware Client and not on C&C games that are on Steam or EA launcher. For the Discord channels, look message above. I'd ask your question under C&C Mod Haven.
  22. Finally, almost 5 years later, all these points have been implemented.
  23. Again... I just grind my mind, when I see the units always stupid entering the building or transporter when I group them to entering some transport, they don't care who's closer or farther, sometime they stupid wait who's further enter it first, this is very stupid logic! why closer won't entering first! I love this game so much, I played when I was young, about 20+ years ago I just want it will be better someday!
  24. Hey. I'm having some trouble understanding the differences between the full Tiberian Sun client (ts-client-test4.exe), TSpatch, and playing the game with CNCDraw. I own the complete C&C collection on the EA launcher, so I don't really need the freeware install.
  25. Why not set the start points and set the teams in skirmish or use the auto allying function dropdown as shown in my attached image The AI will not ally in game so this is these are the best options for you to make it happen pre-game
  26. Country specific units are part of the base game already. Alternatively I suggest you look at mods for YR. Instant build is very unlikey to be added as it has the potential for the code to be used to learn how to cheat
  27. I suggest you grab error logs etc and bring them to the discord for further diagnostics https://discord.gg/q8XaTPX6
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