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Allen508

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Everything posted by Allen508

  1. Still in ruff shap over all. The tanks can't be APC, Ships still need work as the turrents are not working right yet. Buildings are stuck at 2x3.
  2. I think I got things how I like them. I'm attaching a new temperat.mix and map. You will need a Iran patch ra95.exe P-I BETA2 or newer. If you want to use the new terrain in RAED to make a map using the new terrain you will have to put the temperat.mix into your main.mix (Please make sure you do a back up of your Main.mix first.) Extended_Terrain.zip
  3. Here try this. I'm including a set of rules.ini that has the new keys in listed in the rules. It also has the keys and code shown in the Unhardcoded internal (type) lists thread http://cnc-comm.com/community/index.php?topic=2603.0 and these keys and codes work fine. NewType_RA95.zip
  4. Ture but RAED can't save in a mix and you have to give your edited map its own name and file name.
  5. CnC Net 5 can read maps left in the main RedAlert folder. Just copy the map you want to edit and give it another name and file name and your ready to go.
  6. Redid the concrete texture and you can see some the other walls used to make a sunken areas.
  7. Stock and CnC Net 4 maps are in main.mix than general.mix CnC Net 5 Maps are in the map folder. You will need to copy them to your main RedAlert folder so RAED or WinEd can open them.
  8. Farken thing eat my post.... :ranting: Anyway I'm fine with the roads as C&C95 or RA1 are not to scale with tanks that are bigger than most civilian building. :laugh:
  9. The problem is the left to right or horizontal can't be that thin and be a 2 lane road. The stock Airfield runway is 25 pixals wide and the Yak or MiG fits on Airfield when lined up on the center line. I can widen the Up to Down or vertical. The hell of it is WestWood dirt roads don't use that ratio. EDIT: Made the Up to Down or vertical 4 pixals wider. This looks more off to me than any thing else.
  10. I don't know how to do whay your saying. Below is the road tiles. The first is take from the stock Airfield but it is too thin. The Old Road is made by Falledeux. The New Road I made by wideing the Airfield.
  11. Yes I'm adding more tilesets to the Temperate, Snow, Winter and maybe Desert. Iran enabled the game to use any of interior tilesets in other theaters. Right now the roads are arro0001 to arro00015 and flor0001. Note: arro0003 didn't work as road do to it's multi-frame logic. All of the interior boxes are in and working. Okay you made the road under a nother name? Geting units to line up on the roads right was somthing WestWood never got right. It as okay to good in TS but a joke in RA2. For units to line up on 2 lane roads the road it self must be 48x48 with no side walks. As the roads are now is close to how they look in TS. The perspective is off. I think the left to right needs work. Peanut butter and edit time! Re-did the roads left to right look. You can see it below in the fake screen show.
  12. I'm still using the old P-I BETA2 .exe and it is working fine so far. What I'm doing is using the file names from the interior.mix and making new tiles that use those name and puting them in to the temperate.mix. RAED is working with this set up as well as long as I put the new temperate.mix into the Main.mix so it can read it. Haven't done any check in Snow, Winter or Desert. I can rename and dump them into Snow, Winter and Desert for a quick test. EDIT: Things work with the 3.03 P-I BETA2 .exe for all Theaters but crashes the old WestWood 3.03 at start up for the test map.
  13. Got the basic tilesets done with shadows. I still have 12 complex tilesets that range from WALL0024 to WALL0046 to do. These have a "empty" 24x24 tile with in them that I haven't look at before in any detail. I added 2 ramp tilesets that you can see in the 2nd pic.
  14. Afraid Iran dosn't have a master list that I know of. That is one thing I would like to make if he hasn't yet. I knew this key as I asked about this logic and it was added to the rules.ini that CnC Net 5 uses. (The spawn.xdp) There is 2 more keys added in the spawn.xdp FixAIParanoid=yes ; This fixes the Paranoid= key that failed to work. FixAISendingTanksTopLeft=yes ; Stop AI from grouping all of it tanks at the top left of the map. You can also change the side and color of a Country. This was done as fix for some single player missions. This is done in the map. Ex: [Greece] Credits=20 TechLevel=10 Allies=USSR Colour=2 ; colour Red Country=3 ; country England. This also is used for scoring on the score screen. So If you change the country to a Soviet country and you are Greece during a mission than all of the units and buildings lost will be counted as Soviet losses on the score screen once you win the mission. Country= 0 - Spain 1 - Greece 2 - USSR 3 - England 4 - Ukraine 5 - Germany 6 - France 7 - Turkey 8 - GoodGuy 9 - BadGuy 10 (0x0A) - Neutral 11 (0x0B) - Special 12 (0x0C) - Multi1 13 (0x0D) - Multi2 14 (0x0E) - Multi3 15 (0x0F) - Multi4 16 (0x10) - Multi5 17 (0x11) - Multi6 18 (0x12) - Multi7 19 (0x13) - Multi8 Colour= 0 - Yellow 1 - Blue 2 - Red 3 - Green 4 - Orange 5 - Gray 6 - Teal 7 - Brown/Dark Red
  15. I know Falledeux used the Airfield to make the roads but I'm not sure how to fix the perspective. As you can see in the Demo Walls.png I made new tiles. It will take some time to in-code the terrain types codes into the new tiles that make up th new walls. I'm not sure doing anymore work would be any good if they don't get used.
  16. After messing around with the Interior and finding out that you can tilesets that were found in the Temperate/Snow theater to the Interior I thought it may be time to add to the Temperate/Snow theaters. The basic road is from Falledeux over at http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15068&postdays=0&postorder=asc&start=60 I did some work to get them all to fit on a 48x48 tileset The walls from the Interior need work as they don't have shadows. I made new ones but haven't gottem them converted into (RA) TMP
  17. Red Dawn Online is the the Red Dawn multiplayer set up.
  18. These are the same links I sent you a week ago in a PM. I was lazy and never got around making a new thread.
  19. After many delays mostly of my own Red Dawn comes to CnC Net 4 and CnC Net 5! Red Dawn Online is standalone and has most of the single player components removed. It also uses the Iran Patch/Portable RA. This added Hires and better compatibility for Vista and forward systems as well as new theaters. System Requirements Windows 2000, XP, Vista or 7. Launcher and configuration tool (CnC Net 5?) require the .Net 2.0 framework. I think you could run on Win95 to ME with out the Launcher and configuration tool by starting the game from the RA95.exe. You may be able to get it to work on Linux and Mac with tweaks. PortableRA's Linux and Mac tabs should be able to help http://iran.cnc-comm.com/ra/ "Red Dawn Online Installer” Required For Play (14.94 MB) https://www.dropbox.com/s/pv603trre7mv459/Red%20Dawn%20Online%20Installer.exe "Red Dawn Online Music" Optional *35 tracks from C&C95 and Covert Ops* (64.62 MB) https://www.dropbox.com/s/0400v7czk5e45rd/Red%20Dawn%20Online%20Music.exe CnC Net 5 Ingame I updated the interior theater to add a number of new tiles. Right now there are only 2 interior but you can use RAED to make interior maps.
  20. With 3.03p or the Iran patch you should be able to add [General] EvacInMP=no to the map it self. EvacInMP= is not in the rules since it is new key added by Iran.
  21. That was kind of what I was trying to do but the game keeps sending Heli Troopers back to the Helipads to reload even if they have unlimited ammo. Use of Name= and/or Image= will cause game crashes.
  22. Did some messing around with the aircrafttype.
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