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ROB

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Posts posted by ROB


  1. There is the CFE Mod in the steam workshop that does both of these things.

    3 hours ago, FistOFun said:

    Is there a way to attack move? Also is there a way to put a way point for buildings?

    I grew up with the original C&C and I appreciate they didn't include these features, but I find them rather fundamental now.

    Many thanks for any response.

     


  2. Has anyone else been able to try it out?

    I have come up with a list of corrections for a possible next version:

    -Make a new title screen, but I'm no good at that sort of thing

    -Need to add the correct EVA voice for "Mission Saved"

    -May redesign in game menus

    -The CS and AM missions need to be removed or updated for mod compatability

    -The correct Mammoth Tank needs to be added

    -I think there is an updated Desert theatre to add

    -RAED has some issues that need fixed

    -Add single player missions, I remade mission 2 and 3 is in progress

    -Add new multi-player maps using alternate terrain theatres

    -Clean up the directory

    -Making a user manual

    -Urban/City areas a possibility

    -Look into getting Armageddon V playable on CNCNet, but I'm not sure how to do that at all. Would anyone be able to talk to me about getting that working?

    I'm also planning to get some new screen shots posted and possibly videos with sound.


  3. Thanks for checking out the mod! I was also pleased with the mammoth tank result. Wait, that's the wrong Mammoth Tank! That's not supposed to be there. I'll have to fix that if there is an update.

    So were you able to play or did Windows not let it run?

    I made this on a Linux computer so I'm not sure what Windows and its software thinks of it. However, I did fire up my old Win7 computer, Downloaded this, and gave it a try. I didn't run in to any issues like that. It's probably because ra95.exe is modified but not sure. I can assure you there are no viruses attached.

    I did notice the colours scheme was off because I disabled DDraw so you may need to re-enable that on Windows if the colours are off.


  4. The new Red Alert mod Armageddon V has finally arrived.  Its been sitting on my computer for a year untouched. If I was still working on something a year ago, I have forgot what it would have been. I fired it up, played several games over several days, and everything seems to be in order.

    Things to note:

    Standalone. Nothing to install. Unzip and use ra95.exe

    There is no new title screen

    Make sure Use Small Infantry is NOT checked in game settings

    Features select music from TD and TS

    Includes the new terrain theatres

    There is 1 new GDI mission available from start new game

    There are several incomplete/planned missions still in the folder

    I remember mission 2 being complete but its now missing

    Includes a version of RAED that works with the mod for creating missions

    There are several mega maps at the bottom of the list using new terrain theatres.

    There is a story in the readme folder, intended to be followed through with the missions

    I made a youtube channel with some short video clips to check out before you download, but they have no sound...So imbed code doest work. :dry: you can click the link then.

    https://www.youtube.com/watch?v=rk-tRMjw6YA&list=PLqh4G_tBnFKmKrq7C0HBQl00K2mIqG06e

    Download Link:

    https://www.dropbox.com/s/fmnz8s8blt66m39/Armageddon V - Beta Standalone.zip?dl=0

    Let me know if you have problems downloading from my dropbox account.

    I dont know if I'll work on this any further. Maybe. Maybe not.

    I think this would work with cncnet somehow, but I know the version in the folder is old. Have not tested.

    Old related mod thread here:

    https://forums.cncnet.org/topic/5527-armageddon-v-the-aftermath/#comment-45759

    Acknowledgements and such:

    Allen262 was a big help answering questions and I used some of the C&C GFX from Red Dawn.

    Tschokky who I think made the new terrains used in the mod

    Iran for hacking ra95.exe and opening new modding features

    White made a lot of the infantry GFX

    OpenRA and mods for some other miscellaneousness GFX

     

     
    • Upvote 1

  5. I don't mind this one. Nice work :) The tower sliding during the buildup animation is a bit of a downer though, maybe tweak that.

     

    Ironically in my mod I turn the AGT back into being a control tower :laugh:

    The SHP would be really good if the tower was less obviously the AGT

     

    Thanks guys! :)

    When I find time I'll try improve the control tower & smooth the buildup.

     

    I was also thinking I could add a small radar dish to either complement or replace the windsock.

     

    I did end up putting this in my Mod, looks good, the make anim is not so bad in game  :P  But if you do Improve it, that would be awsome :)

    you might be able to use the small radar dish from the TD Nod Airstrip.


  6. It was set to elapsed time 0, made no difference. Prebuild makes no difference. The formation was working fine before, it makes all units go the same speed. I had autocreate disabled and that makes no difference. Only units already on the map are used. AI wont make anything. Im done with this nonsense, already deleted all scripting. shelving the map and moving on...in a few days when im not pissed at it anymore.

     

    Its like there is an invisible variable keeping AI from making things. It does not matter how many triggers or teamtypes you change, something gets stuck somewhere in the map bits. I've seen this over the years. Only way to fix it is to start over.

     

    EDIT:

    So I remade all triggers/temtypes related to USSR production and nothing happens, disproving my theory.  :ranting: stupid ridiculous. If nothing is technically wrong. Are there multiple versions of RAED? Perhaps I have a buggy one.

    scg01ea.ini


  7. I cant even believe I'm having this sort of issue. This suddenly stopped working for no apparent reason, I only added 2 looping patrols. It should be working, I can find nothing wrong in the logic. Been fighting it half the day and ran out of patience. AI wont build new units for teamtypes. I don't think it's a production or Autocreate issue, I set all that correctly. I'm ready to delete the shit and move on, I'm not doing something twice from scratch. Can anyone see anything wrong maybe?

    scg01ea.ini


  8. WEEKLY UPDATE

    Kind of a slow week, been binge watching Stargate :D The 1st 2 GDI levels are nearing completion. Been experimenting with https://forums.cncnet.org/index.php?topic=4789.msg36279#msg36279

    I Have not made any new maps this week. I switched a couple SHP buildings I did not like, such as the TS Civilian Radar array, it was too pixelated and difficult to tell what its supposed to be. You can see it in the 1st screenshot above. I made a few more cameos and noticed the Hunteer Seeker cameo is too big!

     

    I decided I think I will release this in Chapters otherwise it might not ever get done, its just too much to do at once and I don't want to loose motivation. The 1st 5 GDI and Nod levels will be released with the Mod and that will be the 1st part of the campaign story.

     

    Hehe. Fairly sure I made some of these icons, back in the day :D

    Probably the torpedo defense for sure, maybe others. I reused a few that I found floating around, some I just remade or altered like the Ion Cannon. Most seem to be screenshots or CGI renders from other C&C mods. You know what was funny though, I was searching for a pic to use for a Destroyer. The one I picked, apparently you or Puma also picked in the past because it was already in PR  :laugh: I just looked for it but I guess I deleted it.

     

     


  9. I watched the video. Seems you're right about the honest john missile, especially if that faction already has the SSM launcher. Machine guns on aircraft's also seem useless to me. I think the decision would depend on what other air units the other factions have and what sort of weapon is really needed for balance. Maybe if that faction does not already have an artillery unit, the ballistic explosives would be the best choice. If there is already an Orca with hellfire missiles or a similar unit, the tank shell weapon would seem redundant to me, regardless of who owns it. It's also probably unrealistic that a player would attack SAMs with a helicopter even if the weapon is effective. Im not sure if C&C mechanics differ much, but in RA I find any AP warhead launched from an aircraft to be generally ineffective against moving targets. I'm leaning towards the artillery shell weapon. Maybe a fifth option could even be a HE missile if you wanted accuracy opposed to a ballistic shell. Any weapon with a HE warhead I think would be the best option, seems to be the most "useful". Even against moving targets with heavy armor the spread of the HE warhead with high enough damage should do more damage that a missed AP shot.


  10. You know that what frustrates me with these limits is. That when one player has them all, no other player can build them.

     

    Wow... I never realized that, I don't actually play RA much. That seems like a huge oversight. Having something like SC supply depots would be an interesting way to overcome that. Maybe RedAlert++ can implement maximums per player.


  11. GHEX wont let me change any values, Raed is not set to read only. Youtube videos don't seem to help, GHEX documentation is very out of date and useless. Any suggestions?

    OMG...NVM...got it :laugh: so simple, over thinking per usual. Test one worked, Just a process now.


  12. I did not know RAED does not read names from conquer.eng. Looks like I'll need to Hex edit RAED.exe after all. GHEX looks self explanatory, think I'm figuring it out. Do I need to change the Hexadecimal, Octal, and Binary for each character I'm changing? That will take forever.


  13. WEEKLY UPDATE

    The refined story is mostly complete. The storyline I started 13 years ago was meant to be my interpretation of a C&C3 before it came out, and oddly enough the first Armageddon was called Tiberium Wars. The story is inspired from the actual Tiberium storyline and my own ideas before EA concluded the story. I don't want to give it all away here, Im saving the details for campaign progression.

     

    PROLOGUE

     

    Little was learned about the Scrin during their time on Earth. What we do know is that they travel from planet to planet and harvest all of its natural resources, destroying all inhabitants in the process. It was the Scrin who were responsible for the Tiberium meteor in 1995 that was ultimatley a terra forming project. What we do not know is why, we speculate Earth was to be the new Scrin homeworld or a base of operations. 13 years ago is when the Scrin ships arrived. After years of struggle and warfare, GDI and Nod put aside their differences, for a time. In a desperate act, they formed a military alliance to defeat the Scrin. After several years, the combined forces eventually overwhelmed Scrin Earth forces and destroyed the Scrin mothership. This war became known as Armageddon. Never before was there war on Earth to this scale, every continent became enveloped to some extent. Additionally, Tiberium had already transformed much of the earth into a wasteland. What was left is the Earth we have today, a war scarred Tiberium wasteland. GDI and Nod are once again at war and whereabouts of Kane are again unknown.

     

    It is believed that Nod is under the control of a hybrid Scrin/Human species. During the final days of the Armageddon war, A GDI spy who infiltrated Nod political leadership was discovered and executed. Before his death, he managed to send GDI a classified file indicating genetic experimentation with Human and Scrin DNA, and that they were already "among us". With the war over, the temporarly military alliance was promptly terminated and a cold war like stale mate followed. Neither GDI nor Nod was willing to continue the war. Recon and intelligence operations would continue for both factions. Research and development, military build ups, and poloitcal distrophy continued for the next 13 years. During this time, much of the Nod military commanders were brainwashed under a new doctrine created by the Human/Scrin hybrids who were secretly in control. Only whispers and rumors of this would ever reach GDI intelligence.

     

    Not all of GDIs efforts were focused on research into more war and destruction after the Armageddon war. The Earth was a Tiberium wasteland afterall and something had to be done to save the planet. While the Human/Scrin hybrids were plotting and brainwashing the Nod military, GDI scientists were busy working on ways to terra-form at least portions of the planet. Livable "Blue Zones" were created, free from Tiberium, where organic life could flourish and civillians could repopulate the Earth. Meanwhile, Nod was in self exile scattered throughout the wasteland. There was no known Temple of Nod. Eventually, after 13 years of a cold war, someone had to make a first move. With an outbreak of terrorist attacks in Blue Zones and growing roomers of the Scrin/Human hybrids, GDI needed to discern for themselves what was really going on. GDI located a group of small Nod bases in a remote desert region and has began an assault. They believe a base in this region holds the next piece of the puzzle. Unbenknowst to GDI, the hybrids in control of Nod have put a plan into action thats been a decade in the works.

     

    GDI Overview

    During the earlier Tiberium wars, GDI possessed a deadly weapon dubbed "the devastator". These were powerful quake weapons that sent kinetic energy through the earth resulting in a massive crater. While no radiation would occur, this was a weapon of mass destruction. Over the years, the weapon was toned down. Ultimately, this weapon would be removed from the GDI arsenal in an attempt to preserve some of the Earth... It could be said the closest successor to that weapon is the self destruct mechanism built into disruptors. GDI prides itself with its plasma technology. Its most powerful military investments utilize varying degrees of plasma weaponry, the disruptor being the strongest. While plasma weapons are arguably not as powerful as Nod laser technology, they are on the same tier. Possibly due to the resources needed to produce plasma weaponry and/or their proven reliability, GDI tends to favor legacy military equipment; mech production has seized completely. You will see GDI deploying Humvees, Bradley, Abrams and Mammoth Tanks, and Multi-Launch Rocket Systems. GDI infantry are trained significantly better than Nod foot solders, and military commanders will be the first to notice this. GDI Naval forces are known to be queen of the seas, what bit is left of them. They possess powerful missile frigates and destroyers as well as Orca carriers that carry VTOL interceptors and bombers. GDI continues to utilize Ion Cannons and the Firestorm Defense invulterability device. logistically, GDI is more capable at annexing adjacent territories for expansion, than Nod is. Overall, GDI prefers a steamrolling tactic and their military equipment has evolved around this tactic.

     

     

    Nod Overview

    Nod could be considered technologically superior to GDI in several ways. The obelisk of light continues to be the strongest defensive weapon on Earth.  Two mobile offensive versions have been developed by Nod scientists: a light and heavy variety. Based on Scrin technology, the Banshee is the strongest offensive ariel craft on Earth. Nod has been creating cyborgs for years and continue to do so, significantly superior to their nearest GDI infantry and equipment counterparts. Nod utilizes stealth and concealment technology that GDI does not have available such as stealth tanks and APCs. Nod military equipment is typically built around stealth, recon, and hit/run tactics. However, Nod equipment tends to lack the armor endurance of GDI equipment. Several years ago, GDI indicated that a facility housing independent computer systems was infiltrated. The Nod spy escaped with something GDI had shut away long ago and deemed unsafe. This secret technology can be used to open wormholes through space and time. Nod has limited understanding of this resurrected technology and can only open small wormholes to points on earth. The wormholes are only stable long enough for one piece of equipment to get through. However, Nod has managed to create a vehicle mounted device optimized for creating these limited point-to-point wormholes. Nods latest en-devour has been fitting these devices onto long range Surface-to-Surface Missile launchers. Nods Naval forces are limited in comparison to GDI and comprised of mostly defensive submarines. However, GDI commanders have reported long range missiles emerging from the water.

     

     

    I have also made 1 new cameo

    dtrkicon_0000.png

     

    Other than that, I have 7 maps completed for the GDI campaign and 2 more in progress.

     

    A quick word about balance. Honestly I never liked the tank rushing aspect of Red Alert much. I am working on making this an anti-tank rush mod. Units have specific purposes and you have to use them as such. I want to avoid the "ball of death" tactic. I am attempting to draw heavily on the way the original Starcraft campaign was designed.

     


  14. Thanks for the suggestions. Yes the shadows I drew are not even noticeable, I'll need to fix that. I don't know if I really have the skill to design new straight facing buildings, these were just converted from TS and sprite sheets so they are crooked (designed for other games). I can certainly enhance the city with grass/trees and eventually I'll work on the sidewalk perspective for the horizontal roads. Been about a week since I worked on the city, its on my list.


  15. Thanks for the suggestions Nyerguds and Allen. Never bothered to click that options button, I see it now :dry:

     

    I knew about fire 1 and 2, re-added them since. I had no idea about the con yard though.

     

    I should be able to get it working today now. I been making missions with default RAED and figure it would just be easier with my own version.

     


  16. If I remember right, RAED can only read encrypted mix files, so make sure you use the Mix Editor to add the encryption back. (XCC Mixer will remove it)

     

    What is the filename of this apparent encryption? I editied the raed mix files, deleted nothing that I was not changing and they do not work. Never used XCC mixer to edit, only editor.

    I see the .dat files in each MIX, is that the encryption? They are already present in every mix file.

     

    The theater mix files I inserted may be the issue. They are NOT editied versions that came in RAED mix files. They came from elsewhere but I edited with XCC editor, and not mixer.

     

    *Link Removed - No Spoilers!*

    I uploaded my Mix files, I have no idea whats wrong with them, if anyone can take a look.


  17. Thanks for the encouragement. The Desert and Barren theaters are a great option for post Tiberium apocalypse landscapes, which is the focus of this story. I am interested in the updated Desert theater you have.

     

    I redrew all of the building shadows by hand since TS shadows are way off. I suppose I'll have to go back through and make them all a bit more noticeable.

     

    I was actually looking for you a few weeks ago, needed a ra95.exe that supports Barren and others, but I have one now.

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