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Posts
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Everything posted by Allen262
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WestWood's larger resizes look beter than any thing I could get from PSP6 or SHP Builder. The good news is that you sbould be able to convert most from RA1 with Nyerguds "purple palettes" and do the canvas resize if needed in SHP Builder. The Commando is the only one that can't be convered from RA1.
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No I am just trying to play red alert 1. not red alert 2. red alert - not working tiberian sun -working yuris revenge, - appears t be working but other player cannot connect to me. however the other player can run red alert and i cannot. Well your post is just plum confusing to me than...
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Dude your post says Red Alert but clearly you taking about Red Alert 2 and Yuri's Revenge. Making things clear taht tour are taking about Red Alert 2 is a vary important detail as Red Alert (1) dosn't use the same CnC Net program as Red Alert 2.
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I never seen this error. I know you can run into indestructible Bridges after you destroy 2 or 3 on MP maps.
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Meaning of the unknown values in the TD shp header.
Allen262 replied to Blade's topic in The Tech Center
I guess that is good to know? It is one of many mystery put to rest. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
That is an odd thing to do. I would have kept it close to stock when it came to Cliff and Beach tiles. It seem like a big waste of time to rename all of the water cliffs (WC) to beach/shore (SH) and if the tiles where using the stock water cliffs and beach/shore any all of the out door theaters could be converted to the new theater will all of the Cliff, Water Cliff and beach/shore intact. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
Really? It looks like you used the water cliffs for abyss... -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
I do hope you do full water using the beach tiles but looking at the water I fear that it may eat any ships that happen to be put in it. -
Did you get swiched from full screen to windowed mode?
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
Exceptions to add to Interior maps. [General] GPSTechLevel=99 ; tech level at which GPS satelite becomes available [HPAD] TechLevel=-1 [AFLD] TechLevel=-1 [MSLO] TechLevel=-1 -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Allen262 replied to Tschokky's topic in Modding Discussion
Would be something new. -
Yes RAED can't read the prefix of CMU. Best to keep them as SCG01EA.ini or SCU01EA.ini and set them as the first mission for testing for the Allied or Soviet. Thane when done change the prefix back. It can read SCA (Ant Mission), SCG (Allied Missions), SCU (Soviet Missions), SCM (Multiplayer) and I think some others that start with SCM that where added for CounterStrike and Aftermath multiplayer.
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Just the CnCNet preview thing. Not sure if it works for singleplayer missions.
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I thought that the Custom Tutorial set up was changed so that the text was now loaded from placing the text in the map or has it been changed back to a custom tutorial.ini being load by name?
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Hight light all and use copy and it will be dump to the place in the 2nd window.
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For mission to be listed in the custom missions menu the need to be named CMU##EA.ini. I think the game can read CMU01EA.ini to CMU999EA.ini but I have never tested past CMU99EA.ini my self. Some version of RA1 that use custom missions will have already used some of the numbers. What number are free I don't know. You can load any of the custom missions and check the at the "Pause" menu and it should be listed above the Briefing button. This should ive you some idea what are free but it may not be up to date.
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I don't know. That maybe be for PPM. Try them at www.ppmforums.com they do more TibSun things.
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Open the map with wordpad and go to [basic] than look for IgnoreGlobalAITriggers= make sure it says IgnoreGlobalAITriggers=no. This should make the map use all of the stock AI Trigger as they are listed in the AI.ini/AIFS.ini
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Not with out changeing the lighting bolts from Tesla Coils/Tanks/Troopers and than than the "laser" is not a nice line.
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I know of no tool to fix the Tiberium slope error.
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Could be one or many patches of Tiberium placed on a slope. Tiberium can only be place on flat ground and IF Tiberium is placed on a slope the game will crash when viewed by the player. This mean the map will play fine tell the player sees it on there screen.
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w_voigt Making the [Maximums] larger causes lag. If [Maximums] could be made to be a read-able map key than exchanging ships for land units could be one on land maps and exchanging land units for ships on naval maps but adding more is not going to work.
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Looks good. Too bad that RA isn't more TS like so we could have trains.
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Any way for AI planes to follow a designated route?
Allen262 replied to TheCanadianFaker's topic in Mapping Discussion
I don't think it can be done. -
It had to be this way or it would suck to have to fight a land locked Navy with tanks. I would be nice to have the AI build a navy but it would need to be done by a map key NavalMap= yes/no that would tell the AI to build a Sub Pen/Naval Yard and it would only build it after the player built a Sub Pen/Naval Yard of there own.