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Posts posted by MrFlibble

  1. Recently, two Dune II remake projects have been updated.


    Dune 2: The Golden Path has reached version 1.83. There's lots of new features, check it out :)


    Download Dune 2: The Golden Path v1.83 (Windows)

    Download Dune 2: The Golden Path Music Pack


    The OpenDUNE team have released v0.3 of their Dune II engine recreation project. This release is mostly about upgrading the game code and adapting it to modern systems, and has improved stability over the previous versions.


    Download OpenDUNE v0.3


    Note that you need the original files of Dune II: The Battle for Arrakis to run OpenDUNE (Dune II: The Building of a Dynasty is currently not supported, sorry).

  2. Recently I have taken interest in the Total Conversion for Duke Nukem 3D called Platoon, which was developed by Team TNT, the guys who later released a commercial Vietnam War-themed FPS using the Build engine, NAM. The TC is very cool (check out this review for more details), but has a few drawbacks, mainly concerning the weapons that are available, because of the modding limitations imposed by the original game. Luckily, those limitations could be circumvented with the use of the Enhanced Duke Nukem 3D Engine, or EDuke32, which allows more freedom in Duke3D modifications.


    The fix deals with the following issues:

    • M16 ammo clip now contains 20 rounds.
    • Grenades no longer use the pipebomb remote detonator.
    • Flamethrower no longer has a delay before firing, and the fireballs do not home in on enemies.
    • Sniper rifle is now a true hitscan weapon with increased accuracy, and the blue flash from the Freezethrower had been removed. It also has a decent reload time to prevent the player from occasionally firing several rounds, as it would sometimes happen in the original version.
    • Fixed the flame and smoke (environment effects) animations.


    Follow the installation instructions in the supplied Readme file to get it working :)


    Oh, and by the way, if you haven't played Platoon, do so. It's really worth it!


  3. So how did you arrive at the conclusion that it was going to be "mixed tech and story stuff", only from a few screenshots and my account of a level that still has Predator Troopers, Pig Cops and Enforcers as enemies? :huh:


    [Edit] Oh, and here's a Duke3D to RA mod/TC:




    Judging by the readme, this one is aimed at creating a multiplay experience comparable to Renegade.

  4. I am sorry MrFlibble, but... you must fail really hard huh?

    Well, every time I try to upload an image into my custom album, the procedure goes on as normal, but no image can be actually seen: the gallery shows a generic thumbnail images that looks like a computer monitor, and that's all. Of course I'm disappointed, everything used to work normally last year!

  5. it asks for cd which i dont have or dont want to download is there a way to run the game in dos mode with out the cd?  :D

    Oh yes, DOSBox makes running DOS games without CD very simple. You need to use the MOUNT command with the -t cdrom key, for example:

    mount D C:\Games\RA\CD -t cdrom -label CD1

    You need to put a label on your virtual CD though, CD1 and CD2 are for Allied and Soviet campaigns, CD3 and CD4 for Counterstrike and Aftermath.

  6. Well, if you do want to know more about the storyline, i suppose il write a bit, some sketches were done a long time ago, but as i said, for a mod of an ancient game, it far not the most important thing. Actually, when i wrote that the plot is close to CoD 4 or WiC, i didn't mean to point out that Russians are there as the "bad guys". In-fact, i will try to focus the plot-line on horrors of modern warfare, the ruthlessness of superpowers and their hunger for world dominance, in a single chapter which will take place in around post soviet countries and a little bit in Europe.

    Sorry if I misunderstood you point. I guess I got caught in the "Soviets as bad guys" cliche from RA1 myself :) Still, I've got to say that the appeal of C&C to me is partly in the use of purely fictional sides like GDI and Nod, or the alternate timeline universe altogether.

  7. Since a lot of people have been asking for the "base building AI" and Nyer' has to flame them (like me at one point) because he has been asked so many times. xD

    I'm afraid I'm also guilty of asking that question some time ago ;)

  8. Nyer, I think a list of "no-can-do's" where the limits of C&C improvement (like the impossibility of base-building AI implementation) were stated explicitly could help people avoid asking the same questions over and over again (or do you have one already? ;))

  9. The storyline is much to that of a sleazy porn movie, like it was said earlier by a person which name i forgot, it's there but it ain't that important  XD

    That, sir, was John Carmack.


    But to just quickly give the idea, the plot is similar to World in Conflict or, i unno, Battlefield Bad Company 2 or CoD MW, cold war between USSR and USA has ended, but has, by the near future grown hot again. The Soviets are replaced by Russian Federation, Allies are replaced by an European and American alliance, which has found a new cause to kick ass and chew bubblegum.

    Somehow I don't like the implications of yet another "bad Russians" storyline. Fictional (and hyperbolically cliche'd) Soviets from RA are one thing, "Russian Federation" is another.

  10. Oh, and I honestly don't like how they changed the flamethrower weapon to a "magic fireball" type in RA.

    Possibly to increase the range of the flamethrower infantry. It would look odd if it was given the classic flame animation but kept its current range.

    Yes, this most probably was the reason behind the change - maybe not even because of the portable infantry version but of the Flame Turret that has an even greater range. Additionally, the flame jet in C&C damages everything in its path, including friendly units, while the RA fireball only does splash damage at impact. In general, I think the RA Flamethrower had become almost completely useless with its low movement speed, average HP (compared to its C&C counterpart) and high position on the tech tree.

  11. some of the campaign missions only have text message briefings and no FMV briefings at all.


    That's not necessarily a bad thing. It would be strange if video conversations were used everywhere in the 1950s :huh: Plus, none of the covert operations had FMV intros, unlike some Aftermath and secret ant missions in Retaliation.

    Well, I just pointed out the difference. The emphasis was on the fact that missions with alternate variants in C&C also have different briefing videos as well.


    Though these are not the only things that require(d) fixing in Red Alert: For example, the ugly resized infantry in windows version and grenades with wrong warhead explosion.

    Right. While oversized infantry can be more or less easily fixed, warhead explosions in RA are a mess, and I wonder why. They partially fixed that in the 3.03 patch: the grenade explosion is now identical to the one in C&C (and does not leave scorch marks), same with flamethrower infantry weapon explosion, which has correct animaton and scorches ground. However, the  mammoth tusk explosion in v3.03 has the artillery shell explosion graphics (and a very loud sound effect to it), which looks weird when attacking air units, while the artillery and the cruiser retain their generic explosion graphic that was used with most things prior to v3.03.


    Oh, and I honestly don't like how they changed the flamethrower weapon to a "magic fireball" type in RA.

  12. Okay, let's do it! :D (BTW, I kinda don't like the section being called "Crap Forum" - maybe something more neutral, like "Nonsense Forum" or "Random Discussions Forum" could be used instead? Because if it's called "Crap Forum", then everything you post there is automatically defined as crap, no? And generally, I think this topic could have been well in "The Barracks" forum anyway :))


    Let's discuss C&C (and by C&C I mean TD :P) vs. RA1. RA brought in a lot more features like skirmish, high resolution (it was high back then, that is ;)) and improved multiplayer. However, some of the unique C&C traits were dropped. An obvious example is the EVA interface, which has a "back story" behind it in C&C, is just an interface with vocal announcements in RA, with no in-game world justification. Another thing is the ore stuff I mentioned above, compared to Tiberium in C&C which comprises one of focal points of the game plot!


    It is also not immediately obvious that C&C is unique in the respect of mission variants (versions). In C&C, selectable variants of certain missions are not only different by terrain and base/unit locations, but also by mission objectives and even different video briefings. In RA, all available variants of all missions differ only by terrain and position of objects. Moreover, even though briefing videos are longer, some of the campaign missions only have text message briefings and no FMV briefings at all.

  13. would be great to see one of those on a tesla trooper as well  :D

    Well, when doing it, I intended to make the in-game unit appearance match its icon, which has a gas mask (note that it's only true for the RA95 version, as the DOS version icon does shows the flamethrower soldier without a gas mask). The Shock Trooper, on the other hand, does not have a gas mask on the icon.

  14. I have to admit though. I think the tiberian universe has a better plot line to it. Only if it had skirmish like RA1 did. :(

    You know what, there's enough truth to this :) Actually, I prefer C&C to everything else because it has a great balance of realism, sci-fi and mystery elements, while TS already shifted into a more dark science-fiction universe. Actually, RA2 is more close to the original C&C in this respect IMO :)

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