
Iran
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Everything posted by Iran
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You can set a custom amount of starting units when hosting games. Though most of the time the games freezes with more than 100 starting units. If you have interest in changing the Soviet and Allies countries spawning units jacko, you'll have to do research for me.
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The briefing says the mission is complete when the alloy facility/factory is destroyed. But if you kill all the blue Allies and leave the alloy facility standing you still win..
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Seems to have to do with my mouse polling rate, my Razer gaming mouse allows me to switch from 125hz to 1000hz, it works with 125hz but not 1000hz. EDIT: Apparently there are mouse lag issues on windows 8.1 with high DPI and high polling rate mouses. This explains why I didn't get this issue in Windows 7 with the same mouse and setup.
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This also affects C&C95 with cnc-ddraw. I was testing on my laptop and it seemed to work fine there. Gonna do some more testing I guess.
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Works fine here. Try copy pasting it.
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Take it easy Nyerguds.
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Try it with this EXE: https://dl.dropboxusercontent.com/u/21865790/ra95.exe If that doesn't work it's the data files, if it does work it's the EXE. Also make a savegame just before the mission ends, with that EXE. So I don't have to beat the mission myself. At the moment I'm experiencing the mouse issues with ra95 which makes it pretty hard to win the mission. :/ You can't use older EXEs (other than 3.03) cause I changed the savegame code and it's not compatible between 3.03p versions.
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When I play in windowed mode in Windows 8.1 with my 3750 DPI mouse the mouse glitches up a lot when moving around.
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Edit: If I beat the first mission it loads the second one just fine. Upload your PortableRA folders please.
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Can't remember, I think I did. Could you download the latest PortableRA version from the site? iran.cnc-comm.com/portablera
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Oh I see. To my knowledge there are none. The ant missions logic works by checking the file name of the current map and checking for the some characters off that. There are no campaign IDs in the header, there could be one in the rest of the savegame which compressed/encrypted part of the savegame.
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Can you give me two maps, one for single player and one for multiplayer (for normal red alert)? I can try out a bunch of patches then.
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Tiberian Dawn - The Huge Collection (single player)
Iran replied to Chimas's topic in C&C Singleplayer Maps
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Tiberian Dawn - The Huge Collection (single player)
Iran replied to Chimas's topic in C&C Singleplayer Maps
Any chance you could make a similar collection for Red Alert? -
Do it, I might be able to fix this issue then.
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Is there a difference in behavior between multiplayer and single player? I see a bunch of single player checks in the relevant code.
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Well there's scenario number and HouseType, there might also be ScenarioName encrypted/compressed. I haven't really tested it.
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Sounds interesting, should I look into it?
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Okay I fixed the Allies= issue, the reason it doesn't work is because Owner_From_Name() has a hard-coded check to return 0 if housetype is 0x0c or higher (which are the multi1 houses).
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Yeah RA95 parses the savegame info and checks the HouseType byte to prepend the side text to the savegame name.
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The latest ra303p patch adds support for coop to the game. You can play against a single player (or multiplayer) house AI and they will use single player AI logic with working triggers/teamtypes and win/lose triggers. The game will read credits, tech level, allies and IQ from the house specific map section of the map. It also will skip the multiplayer unit spawning logic (e.g. MCV when bases are enabled). If you're converting a single player mission you need to check who the player is playing as ([basic] Player=) and replace all mentions of this house with 'Multi1' (first human player) in the map text file. You then need to open the map in RAED and do the same in the team types and triggers menu in the program. Once done add some stuff for Multi2 (the second human player) like buildings and units and stuff. Then save the map in RAED and edit the map file text, add the following entry: [Multi2] Credits= TechLevel= IQ= (not needed) Allies=Multi1 Find the [Multi1] section and add Multi2 as ally. Last but not least under the [basic] section of the map add 'IsCoopMode=Yes'. This process converts a single player mission by changing the player to the first multiplayer player and adding a second multiplayer player. It creates a two player mission, any additional players will be spectators. Note that until I patch Allies= to start working the players manually need to ally each other.