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Posts
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Everything posted by Allen262
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Yes. Been that way for a while.
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[Solved] rules.ini (RA1) changes don't apply
Allen262 replied to morris's topic in Modding Discussion
Yes CnCNet will know if the spawn.xdp and spawnam.xdp are not the same as the people your trying to play with. -
Cncnet keeps being removed by my antivirus software
Allen262 replied to Anathema's topic in Red Alert 2
All that I could think of is to add it to the exceptions list but since you say that fails I don't know.... -
[Solved] rules.ini (RA1) changes don't apply
Allen262 replied to morris's topic in Modding Discussion
The rules.ini isn't used for CnCNet. Rule.ini is only used for single player mission. -
Free Gataway you should stary with $2000 a youtube video shows $1950 playing on hard. Ranks is set mission by mission. You will not have ranked units for every mission you don't start with a base.
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I'm not a admin but this is geting out of hand. Will an admin make use of the below product on this thread?
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I'm good with any info that can be added about the TMP set up.
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Blade and CCHyper. Thanks for the info. I'll quit SPAMing up your intoduction thread with crap now.
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I know of the ToCarryOver=yes that saves the units and buildings and ToInherit=yes tha loads the units and buildings but how it saves the data I don know. Dose it save the data to a reg or make a file some place on the computer?
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Red Alert has whats called a "Carryover" logic, it saves the the houses objects with the strength and location on the map so they can be replaced in the next scenario. I know about the Carryover so let me re-word what I said. I don't where it saves the data it need to carryover all of the units and buildings that need to be saved from Allied 2 and applied to Allied 4. Sounds fine to me!
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Right-click scrolling not bad but not something I miss when playing as I'm singleplayer person and most missions don't get to the full Mega Map 128x128. Replay missions feature also not bad but using a auto save like RA2 dose at the start of a new mission during campaigns may work just fine. The saving of unit and buldings from Allied 2 to Allied 4 is done by something but what I do not know. I'm sure CCHyper will have somthing worked out for it.
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If they would add build queues and such things that change the gameplay dramatically then there would be no reason to even work on the project, you could just play openRA instead Build queues would be nice. I do wish I had them for some of the single player missions. As for the "play openRA instead", nope. I want to mod something that uses or is close to the same language as RA1/TS/RA2 rules.ini and the TS/RA2 arti.ini and/or ai.ini if needed. I'm not going to learn a new language for just one or two new things that openRA can give.
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Seen this or a bug just like it when an Allied player caps a Airfield. It list the Hind but you can't build it.
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Ah there's a good question. It was a RA1 Skirmish on one of the Mega 8-Player maps. I can't remember the exact map at present and I'm at work so I can't check yet. I have saved the game, so I can check later and get back to you. Interestingly, saving the mission and exiting the game did not fix the issues, which normally fixes any similar bugs. Okay also side/Country you are may help.
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What map and what skrimish? CnCNet Skrimish or RA1 Skrimish?
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I think the scrolling north and south VS east and west has been that way from the start. Also things like objects will effect the scroll rate.
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
The placment flags for starting spots flag (flagfly.shp) for EdWin is in the conquer.mix. -
The only time I have seen that is when the max number of units or buildings hass be reached.
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Yup TS you need to have a build up. You can use any build up for your buildings.
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It a know bug with FinalSun and the game. I wish there was a way to fix it as we see this pop up every few months here.
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Well since you said you made the map my first guess is that you put a square or more of Tiberium on a hill/slope. Tiberium can only be placed on flat ground. Check you Tiberium fields and make sure none are on hill/slope. If Tiberium is on hill/slope the game will crash when you scroll over that area of the map.
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Tree Clusers (TC##) should count as one Terrain object. You can open the map's .ini file with notepad/wordpad and go to [Terrain] and than start counting to know how many are being used. For RA1 the rules say 500 is the max Terrain objects. This is found in the Object Heap Maximums. For TibDawn best to ask Nyerguds.
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
The pal in the theater's mix file would be best as putting it into the local.mix would make each user have to edit there local.mix and/or adding a new theater to CnCNet5 take some time to download as CnCNet would have to download and extract a new local.mix alonge with each new theater. -
Nice. Really wish we could have real trains.
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Parachute bombs aren't normally available in RA1 skirmish mode. The CnC Net 5 lobby has a option to enable them. It is listed as Enable Parabombs. This works for CnC Net 5 Skirmish mode and Online. The option to Enable Parabombs must be done by the host.