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Everything posted by ROB
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This is the official mod thread for the Red Alert mod Armageddon V: The Aftermath. UPDATES ARE POSTED BELOW UPDATE September 9th 2017 Mod Released. See Release thread. https://forums.cncnet.org/topic/7418-armageddon-v-is-here/ Download Link: https://www.dropbox.com/s/fmnz8s8blt66m39/Armageddon V - Beta Standalone.zip?dl=0 What It Is: A continuation of older mod projects from the early 2000's now that there are many more modding options than there were back then, and I have lots of free time now The Storyline has been updated and is posted below. Features: -A total conversion mod that is roughly an interpretation of a Tiberian Sun to Red Alert mod, although NOT following the TS story line. -Full length campaign for GDI and Nod -Bonus missions and scripted conquest/skirmish missions -The new terrains created by members here Beta Screen Shots A Nod Skirmish showing some new units and buildings. The TD units/structures were taken from Red Dawn with permission from Allen262, save the airstrip that I converted. Many of the units came from posts on openRA forums. To the Tiberium ... GDI Mission 1 briefing, some homage to General Sheppard. Missions one is a "traditional" C&C game 1st mission. GDI Mission 1 screen shot. The missile trails were converted from an old TS mod I found. Now that Image= is usable in campaign missions its possible to have a lot more graphics options such as GDI and Nod having separate power plans as shown here. GDI Skirmish Cameos and Beta Cameos that wont make it. Some are new. Others have been seen before. White made the Humvee TOW icon and I modified it slightly. Allen262 made the Chem Tank cameo that I also modified. Beta. Also here is the cityscape I am working on for GDI Blue Zones. So far im not very happy with it though. Thats all for now. Standby for further updates.
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I think the dark concrete looks better but the edges are still an issue. If you have all those tiles still would you mind uploading them or sending to me? Here is the latest iteration of the city. I added a semi truck, land rover, pickup truck, sedan, and a VW bug. EDIT: I been staring at this for a while and I see some issues. Its obvious the buildings were converted from isometric gfx and the scale is mostly off. I'm not sure if im happy with any of this
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I got a few more smaller buildings added and scattered them all a bit more. I think this might work. I can see what you mean by the wide horizontal sidewalks and the concrete being too bright. Idk if Allen is up for anymore editing, I could get to it eventually but I already have a lot to do. Looks like the building shadows might need some work too. Theres some old civilian type vehicles on the archive somewhere I'm gonna add in for aesthetics, more screen shots incoming
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From what I can tell its from a long lost Mod called morning tea for TD. Check out this old website. All download links are dead. Wheres Nyerguds at, he should know something about this mod. http://timemachine.cncworld.org/obelisk/d-zip.shtml
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A test concept. It does not look right to me. Am I missing a block to blend the cement/grass better? All the buildings are 4x4, maybe some other sizes mixed in would look better. The buildings are arranged too grid like. Anyone have any suggestions?
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I have seen this in various places over the years but never managed to acquire it. There exists an SHP of a TD/RA laser fence kind of like the TS one. Does anyone know of it or have it by chance? I have a picture I can post later but not on this computer.
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I have struggled for years making dropping projectiles accurate. my conclusion, you cant. However I did come up with something. I gave the weapon a very slow speed, like 10. I used a big bomb looking SHP which is a rotating 32 frame projectile. The key is to make ROT=1 because that makes it ever so slightly "homing" but not even enough to notice. The speed=10 makes it appear like its dropping and with ROT=1 it "drops" right on target. Also having a short weapon range like 3 makes it look even more like it dropping. I had a similar problem trying to make a plane with a plasma blast weapon. It kept missing everytime and changing ROT=1 on the projectile fixed it and you cant really notice the "homing"
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Testers needed for Linux Mint and Ubuntu downloads (Debian package)
ROB replied to FunkyFr3sh's topic in CnCNet Discussion
I still need to do that. I already have Winex64 installed on Fedora and from what I gather I need to remove that completely then reinstall as 32 bit. This looks like the process but my commands would be different.. If I ever get it done I'll report all my findings here.- 25 replies
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- Red Alert
- Tiberian Sun
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I suspected something like that. I fixed it by editing the raed mix files instead of making new ones.
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The portable RA version up right now is R84 dated 13 Aug 2014. Your exe shows R????. I just tested them both and the parabombs did not appear in MP. It is the RA-Online version that has the parabombs in MP. Which mix files does CNCNET overwrite? I am mostly curious about the terrain files with all the extra stuff, if those mix files work with CNCNET or if the default ones are needed. Which RAED did you use to create your maps with the terrain enhancements? I just made RAED.mix files with the enhanced terrain files and they do not load. I'm kinda stuck right now. I'm ready to make missions, but I cant get RAED to work with any modded files. EDIT: Weird..got RAED working now with all the extra theater tiles.
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So... the ability to add extra units and other things interferes with cncnet hence they are disabled for online? I am Making my mod compatible with cncnet, so I wont add extra things if it wont work. -Rob
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awesome, thanks! Saves me a lot of work. Looks like you got cave working too. I didn't even know you have a campaign mod, I'll try it out today Oh I see you made Co-Op levels, Im attempting that as well EDIT: Looks like I might need to try hex editing anyway, That exe is not the latest portable RA exe and seems to lack some features, such as parabombs in MP.
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The portable version is R84, I just tried it and Jungle and everything else does work (not bothering with cave right now). But the theater I really want, Barren, does not work! Unfortunately it looks like Tschokky has been MIA since April and the links for that exe are dead. I could always replace something with barren I suppose... but that would make it not really compatible for online play
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Oh, well yeah I did that Just having trouble getting the correct exe So i been trying to mod a game install thats meant for cncnet it sounds like. I already tried the exe from http://iran.cnc-comm.com/ra/ and it crashed too but i'll try that entire game directory instead of only the exe, although I dont see what difference that would make.
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What do you mean by adding extra stuff on my own? I don't have the technical skill to modify exes if that's what your talking about. Anyhow it looks like the exe Allen262 linked to is what i'm looking for. But what is ra95spawn for? I was under the impression everything was integrated, I cant keep track of all these different exes
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I experience a game crash each time I attempt to load a map with a theater of: bar, win, jun, des. I edited main.mix to add each of the new theaters. The version of ra95.exe I am using is V303P-I BETA1v1. I also tried the exe from http://iran.cnc-comm.com/ra/# and that also crashed. If I use ra95-spawn.exe the new terrains will load. However, the menu for that exe appears on the top left. And no scores will play regardless scores.mix in the directory. What I found strange is that I had the options to create maps using the new theaters with RAED but I had to add the theater mix files myself to main.mix. Why were they not already there?
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Well I guess you can use Image= in missions now, that should expand things a bit at least for missions. Im gonna be doing that in some of my missions.
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Is there a Rules tag to enable AM units in the mission campaign or is it enabled default? I know its possible but cant remember how...
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We should all realize the key difference between GDI and Nod is they way they view tiberium. GDI sees it as a threat whereas Nod sees it as "salvation". Suppose for a moment, in an alternative timeline that the earth was successfully terraformed back to its natural state by GDI. What would happen to Nod? It seems they would have nothing left to fight for other than vengeance. Speculations?
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I might replay the campaign when it's done. Would you want to test a few at a time as I make them? You could be a beta tester before final release. Should be starting missions this weekend.
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Looks Amazing, surprised I missed that topic Im on that forum often. Being the mod is shelved, I dont suppose any of those are public assets XD Do you have a conversion pallet for RA2 to RA? I dont recall seeing a purple pallet for that. I dont think ive ever tried doing a color conversion of team colors, last time I manually painted them and it sucked.
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Browsing old forums I came across this: http://www.ppmforums.com/viewtopic.php?t=18138 Anyone ever converted anything like that? I would think there would be more of these SHPs around, seems fairly easy to do. I might try my hand at that soon.
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Kinda makes sense given what i've seen, seems like all the [General] entries i try work like parabombs in MP but cant add new units or anything else. Im just gonna fire up a windows PC and find out whats really happening.
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So, This is actually gonna happen this time and I'm calling it- Armageddon V: The Aftermath. I been around here the last few years saying I been working on big projects and did not follow through. once because Arda was abandoned and the 2nd time my mod folder got deleted accidentally. RL things were shaky at best but I think things have settled down finally and I can devote time to finish a project. I've already rebuilt most of the mod framework and finished initial SHP editing/touchups. The storyline this time around is that, after Armageddon 4 Mod (13 years ago) GDI/Nod alliance eventually defeated the Scrin and they left, apparently. But... an "influence" was left behind with Nod extremists who now carry out a new war for some TBD Scrin agenda. GDI military is more traditional while Nod has more "Sci-Fi" features/technology left over from the Scrin war. Anyone willing to beta test? Missions are also planned, full campaigns for both sides to fully explore the storyline. Mod Background Info: Tiberium Wars Mod was 1st in storyline, released in 2002. MP only. Shortly after part 2 was released called Tiberium Destiny. In 2003, Tiberium Wars 3: Armageddon was released. It was upgraded to version 4 soon-after and simply became "Armageddon 4" and I don't even remember the difference anymore. So here we are in 2016 working on Armageddon V... wow
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How to install Red Alert 1 on Windows XP Vista 7 8 10 Linux MAC. 32 / 64bit
ROB replied to FunkyFr3sh's topic in Red Alert
uhg, I been reading up on that, thought that was the problem. I'll figure it out eventually. Either that or I can try converting the .deb package to a rpm