
Iran
Retired staff-
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Everything posted by Iran
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Yeah I haven't added them yet. I'll take a look later this week. Should be pretty simple but I'm incredibly busy this week.
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Don't know about the triggerer house Neutral stuff thing. Rampastring and Bittah_Commander know more about the Give_Credits action thing, they added it for Dawn of the Tiberium Age. I'll take a look at those events, could you make me a test map?
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2017 Tiberian Sun Pro Guide Available Worldwide (physical copy)
Iran replied to chill's topic in Tiberian Sun
lmao -
Yeah we can add that to the game EXE. Which triggers specifically? I added the Spawn thing to TS game exe. Are you guys using some modified FinalSun (or FinalSun INI file) that adds those houses? I forgot how Bittah_Commander and Aro are using it for their mods. EDIT: BTW you can also do reinforcements with Spawn houses and the Change_House trigger. Rampa added a new Give_Credits action, it's number 105 in the triggers ID list. First parameter is houe to give to (support Spawn houses) and the second parameter is the amount to give. And you can also add extra text strings to maps (the text that you can display with map triggers in the top left), in case you don't know and if it wasn't already possible in TS. https://github.com/CnCNet/ts-patches/blob/master/src/trigger_actions_extended.asm https://github.com/CnCNet/ts-patches/blob/master/src/reinforcements_player_specific.asm
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You can check with https://cncnet.org/new-network-status Maybe we'll reach 850+ total and/or 300+ YR this weekend
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[15:22:48] <Iran_> funky forgot to add the fix i wrote for allowing selling vehicles on service depot when they havent been damaged before [15:23:04] <Iran_> see https://youtu.be/n-suYeeqXa4?t=831 https://github.com/Iran/ra303p-iran/blob/master/src/ext/extended_footclass.asm
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The green thing looks like a crane, the grey/brownish thing like a car and the thign on the right liek a slightly turned oil truck.
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Really? I didn't think it was possible. There already is a hotkey which selects only the units inside your visible viewport, you just copy the code for that and add an extra check so it only selects the ones which are of the same type of the unit you have currently selected.
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It's possible and not that hard to add but unless this has overwhelming support from the community it won't be added.
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I did align it in ra303p though: https://github.com/Iran/ra303p-iran/blob/master/src/hires.asm#L1226
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Iran replied to Ferret's topic in RA Multiplayer Maps
WHERE ARE THE VIDEOS -
RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Iran replied to Ferret's topic in RA Multiplayer Maps
Ferret add some videos you faggot -
Let's Play Command & Conquer: Red Alert - The Aftermath
Iran replied to TaxOwlbear's topic in Red Alert
Yeah I had the same issue with ra1, but if I upscale 720p to 1440p and 1080p to 4k then the drops in quality disappear. It seems to be much worse in Red Alert 1 than in TS or YR, probably because of the grass texture on temperature maps..Another thing that is really noticable in ra1 is the color shifting because of the color compression, the game looks more lifeless. Youtube gives 1440p 3x more bitrate than 1080p and 4k about 6-8 times more bandwidth than 1080p. https://www.youtube.com/watch?v=gwsMyLyJXxU (turn on 1440p and 4k in this video) -
Let's Play Command & Conquer: Red Alert - The Aftermath
Iran replied to TaxOwlbear's topic in Red Alert
Love watching these. Are you recording losslessly? Noticing some drops in quality in videos now and then, but I assume it's YouTube encoding/bitrate. Could you try upscaling to 4k and uploading a video of that? -
They look really cool
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Can we have some screenshots with RA units and buildings mixed (both civilian and normal buildings?) maybe its just the missing shadows.
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I like how the Renegade X Havoc doesn't look like Havoc at all.
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You can also enable slow build speed without Aftermath, it's an option when hosting in CnCNet if I remember correctly.
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Any roadmap for open-sourcing the code? Considering even the ASM patches we're doing now has random people contributing, including people with no prior asm/debugging/RE eperience? A week back the OpenRCT2 team committed the last reverse engineered RCT2 code and they no longer depend on the RCT2 executable for code data. And they have had tons of random people contributing with reverse engineering.
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Yeah they said before that pathfinding is the hardest part
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Looks really cool, hope we can add this to the game when RedAlert++ is done.
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Yeah the maximums are shared by all players. Per player maximums would be better (with a counter for maximums added to game to so you can see if you're close to your maximum).
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No that's not possible, [Maximums] is only read at the startup of the game from RULES.INI directly (it's never loaded from the map and it's impossible to change that), and the game loads (only once) the data heaps based on [Maximums]
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The SHP would be really good if the tower was less obviously the AGT