
Iran
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Everything posted by Iran
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What happens if you add the C&C95 desert tiles that don't fit into RA1? Are there any issues with the tiles being shaped wrong if the map is made for these desert tiles (instead of renaming the Theater= keyword in the map file)?
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I'll see about doing that. Anyhow I'll probably release an update next week which I'll use as basis for my first standalone patch beta release not so long from now. I still have to fix a bunch of minor stuff and rare serious crashes/freezes but I can do that in a later version of my patch.
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Bump, did Nyerguds fix work?
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Okay I added support for loading the winter and desert theaters. Could you try porting more of the C&C95 tiles to the desert theater? Basically instead of being a snow to desert conversion could you try making all C&C95 desert tiles available? The palette actually looks okay. How far is the winter theater conversion?
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Which tiles have you done? Could you give me a test map (with Theater=WINTER) with a few done tiles, and a WINTER.MIX file with all that's needed for the new theater (the tiles and a WINTER.PAL, maybe more)? I'm asking because at quick glance it doesn't look hard to add support for extra theaters and I could code up support for it in 2 hours, was interested if when I'm done with that I'm missing something that causes the game to break or w/e.
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Haha oh wow. I vaguely recall reading about this mod.
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Is there a paradrop ready sound? When the paradrop superweapon is ready no sound gets played, while for the other superweapons this happens.
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Hmm, guess I'll start by adding a converted Winter theater. Would you be able to convert it? Nyerguds said when he was adding the Snow theater to C&C95 he had to set a special bit flag on all the theater tiles because the tiles would only load with the correct bit flag set for the theater. Do you have any idea if this is the case too with RA95? At a quick glance it doesn't look hard to add the winter theater to the game, but I haven't checked the way the game handles theaters to a great extend. The desert theater looks pretty washed out so I guess I'll ask the OpenRA modder about his converted Desert theater if it's usable with RA95. Of course I have to fix the issues with the different palette then.
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Okay I localised the draw and mission dialogs/buttons strings.
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How to install Red Alert 1 on Windows XP Vista 7 8 10 Linux MAC. 32 / 64bit
Iran replied to FunkyFr3sh's topic in Red Alert
Yes. -
Allen could you show me a few in-game screenshots (RAED degrades graphic quality), saved as PNG (press Ctrl+S ingame if you're running cnc-ddraw and it makes a PNG screenshot) of the desert theatre. I'm interested in adding support for extra theaters (Winter and Desert) to Red Alert 1. But this won't happen in a while. I was already able to add extra colour remaps in-game and I identified the C&C1 code to load theater specific sidebar icons. Are you also interested in converting the Winter theater from C&C1?
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Yes once I release the updated binary and Funky updates it.
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also for C&C95 ^__^ but yeah, i updated PortableRA. You can follow the updates in this CNCNZ.com forum thread: http://forums.cncnz.com/topic/17482-portablera-beta/ I've got a bunch of things to do but I'm really working towards a first beta release of the standalone patch.
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Fixed in my patch, added a check whether the game type is single player and if not it loads in false when reading ToInherit=, if game type is single player it continues as normal.
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Formatted in new lines please. I'm not gonna bother translating the Westwood Online ones because it takes a lot of time to have the game read strings from conquer.eng for so many strings.
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No because the game already desync if the bug occurs.
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It is indeed the case that the ToInherit= keyword is set to Yes and this is most likely what causes it. Easy to fix.
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BTW you should give me a list of all English strings that are hard-coded Funky, so i can un-hardcode them.
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That's really nice to hear. Did you guys work around the issue that some strings like the ones related to declaring a multiplayer game a draw and the "Aftermath Missions" and "Counterstrike Missions" are hard-coded in the exe?
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Hmm that isn't really useful. I was asking since their are no tools to make full screen previews of maps, as a workaround you need to run RAED in a VM at 3200x3200, make a screenshot then edit it. Obviously this isn't that handy.
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I'm not using that tool.
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Nice! Does the OpenRA map editor support making full map preview PNG images?
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If you load up a save game of Allies mission 4 and certain Ant missions then quit the mission and start the multiplayer map Marooned II certain units and buildings supposed to carry over will appear on the map.