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Allen508

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Everything posted by Allen508

  1. I don't know if any one knows or will cares about this since it is unlike to happen for most user... Anyway I found out that you can't replace the Con Yard and have C&C RAED show it. This isn't related to forgeting to check marking the Encryped box in XCC Mix Editor. It seem that if the fact.shp is OVER Size: 96.3 KB (98,687 bytes)/ Size on Disk: 100 KB (102,400 bytes) C&C RAED will error and say Invalid Pointer Operation and not load. Frame count is not the cause as I took a copy of C1.shp with 198 frame and well below 90 KBs and re-named it to fact.shp. C&C RAED would work fine and show the Con Yard as a Civ with the bid below him (also worked in game). Is there a way to get my Con Yard under 96.3 KB/100KB on disk while keeping all 52 frame? The stock Con Yard is 25.5/28.0 on disk so it can be done but we may not have the tools or can C&C RAED be patched to fix this? The Con Yard is already at 72x48 since it is the C&C 95 Con Yard so no chance of resize my way under. The max numbers of frames I could get was 48. Notify me of replies ON.
  2. I was looking into interior so White could make his Urban idea. It is a lot of work and I don't know if he would want to do that much. I'll have to PM about it. The interior has many tiles he can use right now that are not 1x1 with multiple cells and if he runs out I can do some for him if he send me the PCXes.
  3. I don't really know what I was doing. With arro0001.int or GSTR0002.int I never changed the number of cell that is was made of I only changed what the cells looked like (graphics). No I did no test ingame before replacing the header (40 bytes.)
  4. From messing around last night I needed to copy over the top 40 bytes (Header?) than remove any extra bytes PCX2RMT made (if any). Now for arro0001.int I had to copy the last 11 bytes over (offsets 2344 to 2355). The last 5 of them were the for the terrain type and I know it is 6 cells but only has 5 bytes that controll terrain type. If edited the last 6 as if they were terrain type this would make the 6th cell pink when viewed in XCC. GSTR0002.int (8 Cells) worked better. I had to change the top 40 bytes and cut out the extra like before but I only had to set the terrain type by editing the last 7 bytes. Again I know it has 8 cells but 7 bytes that controll terrain type. I tested both files ingame and they did work as I made them both water. Hello inside ships.
  5. Any thing for TMP ra will help particularly for the interior. I spent a few hours messing around with the 1x1 with multiple cells. I was able to use PCX2RMT than by hex editing cut them apart by coping the need data from the stock files but PCX2RMT won't work with 12 or 13 cell 1x1s. Also hex editing them to work is no fun anyway...
  6. I like the config tool as the one thing I never like about Red Dawn is the lack of Hi-res. I stuck to stock since CnC-DDraw lacked a user friendly interface. Your tool has that and more. The one thing I don't like is the Small Infanty since Red Dawn's infanty are not the same as RA and Red Dawn already uses small. E2 and E3 are switched. This way Nod dosen't start with grenadier (Plus saved me days of single player map editing). and Tanya has been replaced with the C&C Commando. (editing of 1000+ frames total) Since 99% of mods wouldn't take the time needed to change infanty the Small Infanty Option is fine, I'll work around it. I can work around the Small Infanty option by A: Making the smallinfantry.mix empty B: I can make use of it how it is but it will make me do some work. I'll have use SHP Builder an make my E2, E3 and Commando 33%? larger and put them in the right place. The curent small E2, E3 and Commando would go into smallinfantry.mix. Now the Small Infanty still works as it dose now. The enable the parabombs I like since GDI lack them in skirmish and multiplayer but is fair since Nod dosn't have a counter. Plase no disable Spyplane. I made the Spyplane into the Ion Cannon. The AI ideas sound good but can wait. The one thing I would like is for the AI to build ships one day. However if it were done it is likely to need a key to keep the AI from finding a small pond and filling it up with ships... Like Shipmap= yes or no.
  7. FunkyFr3sh:What about all of the Enable small infantry, Enable CS and Enable AF options? My infantry are not the same as RA1 so if that is used things are messed up. Red Dawn also uses CS Ants all the time also some AF units are used but not required. CS has to be on all the time or no Recon Bike, Fame Tank and Stealth Tank. What I'm thinking is since I have an old copy of the RA from RedAlert1.com that has a RA95.exe that has CS and AF always on. I would use that exe, add all of the need OOS key to the rules.ini. All of my other file like .shp and sound .etc are already pack like the stock game has things. The only thing I'm losing is the nice config tool. I got your PM that told me what I needed. Iran: Its okay. I can imagine that you doing at leat weekly updates to the config tool. Maybe when the tool gets more refined you could do some versions for mods to use. The oos-fix for the rules.ini will few hours since it isn't copy and paste for Red Dawn since just about every unit, bulding, weapon, warhead and projctile has been edited in some way. Last night started on this however I got size traked into working on TMP ra tiles.
  8. I did test in Nov, Dec 2011 and know that CnCNet will work with mod but they didn't have there own lobby. I didn't want to cause mass compatibility error so I never did make a Online setup. Now a year later thing have changed. The code for RA1 mod to have lobbies has been found, CnCNet has been updated a few time, the rise of the sync error and heavily modded RA95.dat/exe. None of that I have stayed up to date on. If I add all of the keys from the oos-fix_new.zip to the rules this will fix the sync error? Looking the the http://funkyfr3sh.cncnet.org/ RA I can't use the Red Alert Config. Also http://funkyfr3sh.cncnet.org/ RA is pack full of maps. Can I remove them? Also what it the Out of Sync fix 2.1 map for if adding the key to the rules fix the OOS? Why would I need to put all my files into wolapi.mix? Can I just put them into the needed mixes. Like tanks and building go into conquer.mix and the icon go into hires.mix. Since I'm replace stock files with update one why not put them in the the same place like the stock game has?
  9. If I can fix the sync error with just ton of keys in the rules.ini I'm find with thing being how they were before your config tool/ launcher. Just cncnet.exe and need parts. I can force the game to run AM by dumping all of the AM parts in the rules.ini to avoid compat errors. Since this would be a online only no one would need to change things or need to run the RA95.exe. Just a short cut of to the cncnet.exe
  10. It has came to my attention that CnC Net now supports RA1 Mods. Now I would like to get Red Dawn working for online play. However I'm quite lacking in the know how to do this. I do know that the sync error could be fixed by adding a ton of keys in the rules.ini. I belive FunkyFr3sh has given me all of the need keys already and the place to hex edit the game. I'm missing any thing else or need to be made aware of any updates, bugs and or pitfalls? I have the Red Alert+Aftermath+Counterstrike+Map Pack+Hotkeys from http://funkyfr3sh.cncnet.org/ and I can see it has been heavily modded and I don't have much of clue what the modding is for/dose. The Red Alert Config tool it has is cool... Any help is would make my happy! Notify me of replies ON.
  11. I'm in the same boat as you. No nice check list to know if a map is not showing up in game.
  12. I got the fix but it will need so major tweeking to work...
  13. Right now I'm using Nyerguds vary old 3.03.exe from his 3.03 patch. I added in the old C&C95 icons to it. Other than that it is stock. From what I recall the sync error could be fixed by adding a ton of keys in the rules.ini
  14. Vary odd but glad you got it working. it works, u just need to modify 1-2bytes in the ra95.exe and you have your own lobby but to get listed on the cncnet.org page u need to ask hifi to add you hehe Any more info on this would be use full and info on fixing the out of sync error as well since Red Dawn will have it.
  15. I used encryption and still beat my head silly while doing the Mission Builder for Red Dawn.
  16. All I can say is raed is a pain in the @$$ if you edit a mix it uses....
  17. How it was done for TS can't be applied to RA1...yet...
  18. Because FS data will over ride TS data.
  19. I know it dose of the mods based on TS but it seems that how it was done for TS can't be applied to RA1...
  20. I ran into that sound bug with the old RAFull+. Those file are apart of the "community build" that is always being updated. I don't know a lot about RA2 but Project Perfect Mod http://www.ppmsite.com/forum/ is the place to ask. PPM dose the "newer" C&C like Tib Sun and RA2.
  21. Okay... I thould it would have been done for even if you didn't have AF with V2.0 patch.
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