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Allen508

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Everything posted by Allen508

  1. That has to be the oddest error I have seen...
  2. Nyerguds as most of the time you where right. It didn't work but worth a try.
  3. I think the shadow color is hardcoded to be drawn on the ground. This maybe a strage idea but try using color index 1 (Purple) or the colors used for the shroud (color indexs 15, 14 and 13)
  4. I've read this a few times but can't make a lick of since of it.....
  5. The stats_***.txt from http://nyerguds.arsaneus-design.com/mods/ The stats_***.txt's are from Apr-2008 and are somewhat incomplete. Some weapons that units have in the stats_units.txt are not found in the stats_weapons.txt. I will get the files from inirules as they are up to date.
  6. Maybe but the stats_***.txt I have from Nyerguds don't list Spread=.
  7. Nyerguds That worked! I should of thought of that. I tied to seach for a way to make a program display & but that was quite useless... White [HeatSeeker] is inaccurate because of Inaccurate=yes. Rocket Infantry in Red Dawn haven't used the HeatSeeker projectile from 2012 forward. Right now the AGT missiles, Mammoth Tanks missiles, Rocket Launcher missiles, Missile Submarine missiles and unused Chrono Tank missiles the HeatSeeker projectile. If you get your CnCNet5 working let me know. I'll send you a copy of 2014 I'm working on.
  8. That fixed it. I don't plan to change any other text. One odd this is that the CnCNet5 won't display the & in Classic C&C Game when I use it as a text. It just deletes the &. :laugh: I'm guessing it need a code in place of the & so that when the text is displayed in CnCNet5 it will be a &.
  9. White Red Dawn is a near copy or C&C95 but for the RA1/new units and buildings. There are some things I can't fix like the Harvester unload rate. The best I can do is slow the Harvesters down by messing with [Enter], [unload] OreTruckRate= and speed of the Harvester. FunkyFr3sh I know you do fix the languages for translate errors and add new ones. I wanted to make sure thing would be fine if I changed them. I was able to fix all maps but for Circles of Death by removing the houses ([uSSR], [England] .etc) that Westwood left in the maps. Circles of Death is a stock aftermath map has 30 preplaced ships that attack all players and still put up a warning. EDIT: FunkyFr3sh the LabelAftermathGame= seem to be hardcoded in the cncnet5.exe to always say Aftermath Game:. The cncnet5.exe I have is 2,219 KB and has date modified of 8/14/2014
  10. I don't want to stop tank rushes as well saddly they are the core RTS tactic for playing. I just want a player to not spend every last cent on tanks. I don't want the mines to be cheap and be place-able far away from a base. That would turn things into a mess as you would have to clear and area and keep it clear to move any units to attack. On the other hand I don't want mines to be useless if they make the game. What I would like to do is change the CnCNet 5 Aftermath Game game option into a Classic C&C/Extended C&C option. By leaving the option OFF the game would only use C&C95 units and buildings but with the option ON you would be able to build all the RA1 units and buildings that have been usable in missions. I'm 99.9% sure I can do this the prob is that an auto update of the CnCNet 5 languages would undo any text change I did. I may have to ask Funky if a key could be added to the cncnet5.ini or other file that say NOT to update the languages OR if Red Dawn could have it own set of languages that could be hosted and updated as needed.
  11. I don't want the landmine massive change gameplay but something to put a damper on tank rushes. Those cranes are a building V37. They are set to Capturable=true and are a quick way to get to the water so you can build a Ship Yard or Sub Pen. Saddly they have no remap as V37 dose not use remap logic. The shadow of the bottom left walls corner is a stock tile. That was pointed out of the Terrain Expansion for RA1? thread by Nyerguds when I ported wall from the interior to the other theaters and all of the things from terrain expansion thread have been added to the next version of Red Dawn as well.
  12. I know it has been some time since I have posted any thing about the next Red Dawn. I did everything pack it up into a .exe and even uploaded it but came to the decision to add CnCNet5. This meant things had to be changed (removal of the music) and adding/updating of parts from Red Dawn Online. Maps that had their theater changed no longer give a false warning of possable cheats in CnCNet5. Check the desert maps for tile errors(sloppy work by Westwood that became vary bad with the new desert beachs). Fix the CnCNet5 map preview generator's winter.ini as it was not showing water and add a jungle.ini for jungle maps. One thing that may be of interest is buildable landmines. For the longest time I thought landmines couldn't be built as building the would cause the Con Yard to jam and you could not build any building as well the Con Yard would keep playing the building placed animation. I checked all of the keys that the landmines use and none seem to be the cause of the Con Yard jam. The cause was the landmine buildup. Both landmines use a single frame buildup. Using the Tib Silo buildup as temp buildup fixed the Con Yard jam and made both types of landmines buildable. I made some buildups for both mines and have the mines set at Adjacent=4 so the can be build away from buildings but they can't be used to base creep and are unsellable. Anti-vehicle mines are 250 a mine and require a Weapons Factoy. Anti-personnel mine are 125 a mine and require a basic Power Plant. I'm not sure if buildable landmines are a good idea. It would be nice if some online players would post with there thoughts about the landmines.
  13. I was messing around with Red Dawn today and found that a version of cncnet5.exe was really slow. It kept eating up my net speed to the point it lagged my PC. It's modified date was 10/17/13. I changed to a newer verson with a modified date of 8/24/14 that is working fine for me. Check the date of your RA1 CnCNet5 exe. Maybe that is the cause of the delay for RA1 to lanunch.
  14. If it is happening with C&C95 and RA1 sounds like something about your PC is not working quite right. I would start killing programs on your PC and see if that would help.
  15. The last time I seen any open/run delay was from using a bad compat setting but this only happened to me with C&C95.
  16. I don't know of any fix. You can try hitting Tab on the keyboard. This will hide the sidebar and hit Tab again to un-hide the sidebar. This may let the game reload it the right way. If that dosen't work try messing with some of the video settings in the options.
  17. Not a SS player/editor but this may be something to stick in the Downloads part of the site.
  18. You have to have a ra95.exe or ra95-spawn.exe. Start it from the folder and see if it will take you to the title screen.
  19. Are you geting the same by staring the RA95.exe from the folder?
  20. You not changing the rules.ini for all mission but only changing that one mission by putting rules.ini coding into it. Lots of of things in the rules.ini can be put into the mission to just change that mission. You can look at many of the CounterStrike missions to see how they have been changed by WestWood. The CounterStrike mission "Paradox Equation" is a good one to look at as many units have been edited.
  21. Yes the AI has to wait the allotted time. I can think of a way to speed it up but the downside is that the player can't use a nuke. It needs 2 tiggers and 2 text edits of the mission for the AI to use the nuke how you would like. Below is the text to add to the top of you mission. Open the mission in notepad or in RAED on the top right is a T by the minimap click on it to open text edit more and copy the below into it. This will set the nuke recharge time to near instantly. Make sure you don't already have a [Recharge] in the map. If you do have [Recharge] in the map just add Nuke=0.1 to the [Recharge] [Recharge] Nuke=0.1 Below will keep the player from building or capturing the Nuke Missile Silo. If the player where able to build or capture a missile silo the player would have a near instantly repeating nuke missile. This is also added to the mission the same way as the Recharge text above. [MSLO] TechLevel=99 Capturable=false Below is the trigger set up for the enemy at the start of the game to launch the nuke. Name: nuk1 Owner: USSR Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 0 Action 1: Preferred target... Factories Action 2: Add 1-time special weapon... Nuclear Missile Next is a trigger that will let the AI keep using the nuke every 13 mins. Note this a Constant trigger type and will repeat 13 mins. On the top right is the Existence: drop down make sure you use constant. Name: nuk2 Owner: USSR Existence: constant (any linked event -> switch) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 130 Action 1: Preferred target... Factories Action 2: Add 1-time special weapon... Nuclear Missile
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