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Allen508

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Everything posted by Allen508

  1. It makes no since why they would put half of the sounds in one place while the others are in another but that is how it is done...
  2. Not quite. The C&C95 Commando voices, Gen Stavrost, Ants, buzzer/alarm and "Mand Tank Depolyed" are in the expand*.mix files the rest are in Sound.mix from the Aftermath CD.
  3. You can't add voices to any unit like in Tib Sun/RA2. The select, move and attack voices are common for most units. There voice aud files are found in the allied.mix and soviet.mix Those units that don't use the common voice are found in the sounds.mix You can't add any more sound .aud files to RA-1 as well. You must replace an .aud already fround in the Sound.mix if wany to add a new weapon firing sound or explosion.
  4. I have no idea why the AI would be changed in 3.03 version or how to fix it...
  5. I have messed with RA-1 for long time. It is not possible for the skirmish mode AI to build naval units or the needed naval buildings for them. If you place naval buildings (Naval Yard or Sub Pen) on the map for the AI with C&C-RAED. The AI will sell them at the start of the game. [The AI dose the same for the Repair Pad as well] If you use map triggers to reinforce naval units from off the map the AI will make the hunt all over the map. This is the closest I have got to naval unit for the skirmish mode AI. It is worth noting that I have made the AI build on water. I have put WaterBound=yes on the flame tower and the AI would build them on any water around there base. So the AI can build on water but it looks like what KevinLancaster said and is said in the rules under "AI Controls" that the AI for skirmish mode is one that was made for C&C95 so the logic need for naval units was never made. Here is a pic of the AI spamming Pillboxes I took for you.
  6. I'm happy with the fourms as they are now. Having the "Additional Options... " always open would be nice.
  7. I'll look into it if I here back from hifi or some one that knows if the RA95.exe could be modify like done with Tiberian Sun mods TI and DTA so the protocol would be incompatible with vanilla RA and that way Red Dawn could have its own lobby on CnC Net.
  8. Red Dawn has always used 3.03 but it was the old one modded by Nyerguds that pre dates CnC Net. Red Dawn is already out but it is only for singleplayer. Its got 50+ missions. Right now I'm the following files from redalert1.com. cncnet.exe From online version ddraw.dll From online version ddraw.ini From online version edwin.exe From online version mpgdll.dll From online version ra95.exe From expansions addon rasetup.exe From online version redalert.ini From online version wsock32.dll From online version I made my own mix files since I needed to replace many of them with files and mixes from the first Red Dawn. I pulled the unmodded mix files from the RA-1 CD since I own all 4 CDs. I put all my need files in to the mix files from the CDs. I'm using the unmodded ra95.exe from expansions addon.zip Right now in the test build.... All files from Red Dawn set to work with expansions addon RA95.exe from redalert1.com. Nod and GDI Campaigns, Counterstrike and Aftermath missions seem to work just fine. Multiplayer on CnC Net fine via cncnet.exe is good. I tested this with 2 computers my self. However I'm being put into the RA-1 lobby. Separate lobby if it could be done would be best. I know next to nothing about how the game.exe is made. So I have no idea where to start. A mod like done for Tiberian Sun mods TI and DTA would be vary good. I want to use the files list above since they already work with CnC Net and change the icon of the ra95.exe to the one from C&C95 like I did in the singleplayer Red Dawn.
  9. A lettering system would be nice. I do know that Red Dawn will come set with aftermath on. This way Red Dawn will only use one game.exe so there will be no compatibility error between Aftermath and Non-Aftermath users.
  10. Well the Red Dawn mod team one Dev, Coder and Tester. Me, so it kind of hard to get keep it up a many places. I also posted this over at Project Perfect Mod.
  11. I know that the RA95.exe from redalert1.com has been modded. This is why I want to use the expansions addon RA95.exe from redalert1.com. It is set up for CnC Net. Something that both RA-1 to C&C95.exe are not. By using the following files from redalert1.com I have a test build that dose work on CNC Net. I set it up on 2 computers and I was able to have them both join CnC Net. I was able to play on both computers fine but it was not fun to run room to room. cncnet.exe From online version ddraw.dll From online version ddraw.ini From online version edwin.exe From online version mpgdll.dll From online version ra95.exe From expansions addon rasetup.exe From online version redalert.ini From online version wsock32.dll From online version I made my own mix files since I needed to replace may of them with files and mixes from the first Red Dawn. I pulled the unmodded mix files from the RA-1 CD since I own all 4 CDs. Right now in the test build.... All files from Red Dawn set to work with expansions addon RA95.exe from redalert1.com. Nod and GDI Campaigns, Counterstrike and Aftermath missions seem to work just fine. I have not checked "Ant" mission yet. Multiplayer on CnC Net fine via cncnet.exe is good. However there is no way to tell if a player is using Red Alert or Red Dawn tell a player tries to join the room and get a compatibility error.
  12. Planes are not build-able as the airfield for them is now the Adv Comm Center. The Spy Plane is the Ion Cannon and the ParaBomb is the Airstrike. I posted in the CnC Net forum seeking info. I have a test build that dose work on CNC Net. I set it up on 2 computers and I was able to have them both join CnC Net. I was able to play on both computers fine but it was not fun to run room to room. I'm still looking into it. I think Red Dawn will need its own sever on CnC Net as there is no way to tell if a player is using Red Alert or Red Dawn tell a player tries to join the room and get a compatibility error.
  13. The cncnet.exe won't work with my custom exe. I tried to rename it to ra95.exe so that I didn’t get “Couldn’t find any compatible games in current directory. Sorry :-(“ After I rename my custom exe to ra95.exe that cncnet.exe could find. The cncnet.exe would only boot my custom.exe to the main menu. It would not take me to CnCNet RedAlert lobby. Red Dawn was almost a standalone mod as it was but for the lack of the Main.mix and RedAlert.mix. So I set "2012" up with Main.mix and RedAlert.mix, All my custom named files are back to default names so I can use the un-modded Ra95.exe from http://redalert1.com/ ‘s expansions add-on. Right now I have Red Dawn running from the un-modded Ra95.exe from http://redalert1.com/ ‘s expansions add-on. I can connect to CnCNet RedAlert lobby by way of cncnet.exe and play Multiplayer on CnC Net fine. I set it up on 2 computers and I was able to have them both join CnC Net. I was able to play on both computers fine but it was not fun to run room to room. Single player is still intact so far. I will test this more. I’m afraid that I will find error like listed here http://www.cnc-comm.com/community/index.php?topic=1735 I think Red Dawn will need its own sever on CnC Net as there is no way to tell if a player is using Red Alert or Red Dawn tell a player tries to join the room and get a compatibility error.
  14. It has been request that I set up Red Dawn a RA-1 Mod for CnCNet. Since I want to update Red Dawn I thought I would look into what would be need to set it up for CnCNet. I plan to set up Red Dawn "2012" around the http://redalert1.com/ 's online version and expansions addon files that already work with CnCNet. Of course I need to see if I can use http://redalert1.com/ 's online version and expansions addon as base to build Red Dawn "2012". Any help and info would be nice for CnCNet for mods and who made the files at http://redalert1.com/
  15. I'll have to find who is running CNC Net and find out more. I did a quick test and I can't make the CNC Net.exe start my game.exe This tell me that the exe from http://redalert1.com/ has been modded. What would be fine but for it don't work right if you install the expansions packs from http://redalert1.com/. If you do a is mess up a mission or 2. See link for more info on it. http://www.cnc-comm.com/community/index.php?topic=1735.0
  16. More or less it is "complete" unless some one can crack the RA-1 coding to add more units. I almost sure I found a way to let Aftermath units be used in all missions with out the user having Aftermath installed. I've tested this my self but never has been tested on on a large scale. I’ve been thinking about make a 2012 version that will let Aftermath units be used in all missions with out the user having Aftermath installed. Reworking the later GDI mission to change the Nod AI Jets to Apaches. Add the Beta Sub .shp I made http://www.cnc-comm.com/community/index.php?topic=1687.0 and make a Missle Sub .shp that also look like the Beta Sub.
  17. Green fonts in money, "Options" and "Sidebar" maybe fixble by editing the theater's color pallets. This may also mess up other things... I found this out when I tried to edit the white money and Options in RA-1. It changed color on any thing that used that color.
  18. Yes that truck dose not move. The money is now found in the Technology Center and Command Center in the far north Nod base with the Medic being guarded by a Nod Rocket Soldier.
  19. I'm glad. -- You used Sonarpulse's Optimized *.mixs v1 and this fixed Allied 5B?
  20. I tested with all packs and I'm not getting an error. Make sure when you start Soviet 6A that there are 4 Rifle Soldiers by the Convoy Trucks. If the Rifle Soldiers are not there restart the mission, do not use saved games as they have saved the bug in them, you must restart the mission. However I did get the allied 5B to error. The error is in the ra95.exe from the expansions.zip. The ra95.exe from the expansions.zip need to be fixed. The bug is not in the ra95.exe from the (online version) onky in the ra95.exe from the expansions.zip.
  21. loveu8. Soviet 6A has the same bug as GDI7 had in Red Dawn before I remade the map. Also Red Dawn use a modded Soviet 6A so it will have the same bug as well. If you look at the pic of the mission editor you can see the left side has 5 squares that are off the playable ingame map but the top only has one. Any time a unit enters the last playable squares on the top or fires on one of them it causes the game to crash. The game needs 3 or more squares around all sides of the map. The way to fix this is to resize the map. It will make it smaller. This was somthing I could not do with GDI7 for Red Dawn. Download the SC-MIS.mix and put it into the Redalert folder like you did with the movies, music and expansions packs. It should fix Soviet 6A. The Allied 5B bug. I do not know what is wrong. SC-MIS.mix
  22. I've never had an error on the mission selection screen like you had in my 10 years of modding RA1. I've had corrupted mission error come up but a corrupted mission dose not give an error like you have. A corrupted mission will say so in the RA1 blue box like the pause menu. Since the error is not found in DOS RA1 I think it is do to Win 7. I will try it on my Win 7 PC and see if it will happen. I didn’t have time today but will soon. If it happens on my Win7 PC I will see if I can find a way to fix it. You have and can play Red Dawn just fine and Red Dawn has a few compatibility modes set when it is installed on to a Vista/Win 7 PC. You may need to have the same compatibility modes from Red Dawn " RA-1 to C&C95.exe" applied to the "ra95.exe". I will know more when I try it on Win 7 PC.
  23. I download the RA1 from the link and did not get the same error with the Allied missions. Have not tried the Soviet 6A. Nyerguds maybe able to read the error code and tell what it is. Also it looks like your playing on a Vista or Win 7 OS. The errors maybe do to that this RA1 dose not have any compatibility modes set on it. I will take this RA1 to my Win 7 PC and see if it is Win 7 causing the error.
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