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FunkyFr3sh

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Everything posted by FunkyFr3sh

  1. please continue here: http://cnc-comm.com/community/index.php?topic=2943.msg19599#msg19599 your other post was moved cause you posted in the wrong thread!
  2. this has nothing to do with your map, its just about those weird maps where one player get a huge advantage by adding buildings or special rules to a map... i don't even know why your map is getting flagged, when i played your map some time ago it was all made in edwin and this editor cannot add special rules... It seems like you been adding something with raed or a text editor to newer versions of your map... what did you add?
  3. ah, nice find! going to fix that on the next update
  4. good to hear you guys could get it working
  5. pretty long list of games
  6. yes, i know about that the aftermath units are missing sadly, someone got to create the needed graphics for it
  7. its not really possible to change it to what you suggested, the money flow would change and people could not use the same build orders anymore
  8. sure you can do it manually like this with a lof of testing... but how would you do that via an automatic converter when there are tons of files and tons of possible filenames here is an example taken from a campaign: [sTEK] Image=TOWR [TSLA] Image=PTOW [V24] Image=MOSQ These files are included: 1E22E600 1E22E608 2222E5FA 381C2709 5CADAA00 5CB9AA00 5CBBAC00 5CBFAA00 91BCA52F BDCB9E27 F1F4F1C8 F4F6F1D6 FEE6FBCE so... tell me which Image value belongs to which file?
  9. could be an image= tag or could be a modified ra95.exe :/ if its an written in the map/rules.ini, how would i know which image= value belongs to which file?
  10. i added the map to the list of trusted maps, send a message to me or lovehandles in the game lobby the next time you update it
  11. nope, flame dancers comes with custom hex named files someone gotta find out the true names of the files and rename them before its possible to convert them... on top of that, the second part also comes with custom sounds which makes it impossible to create an completely working add-on campaign of it
  12. the limit is set to 350, everything above goes as "very bad" i can play games with 350ms ping to a player without any bigger lag my ping to weaver is 350 for example and there was no lag when we played
  13. i dont think there is a need for weird tcp pings the connection test is just a ping test, but since many people have no clue what ping is good and what not i had to turn it into words it does 4 pings, compares the lowest and the highest ping and if the difference is below 5 then it shows "Very Good", below 20 it shows "Good", below 50 it shows "Bad" and above it shows "Very Bad" if the result is "Bad" or "Very Bad" then it repeats the test using a different server just to make sure the it was really the connection of the player which was bad and not the server! once you tick the anti lag option in the new game dialog it will ping all servers and it will force the players that like to join to ping the server as well and the connection must be Good (below 20ms difference) and of cource lower than the chosen max ping
  14. nice, thanks! gonna add it on the next update
  15. for some it works on win8 for others not try to do what hifi said, maybe it works without ddraw.dll in the folder
  16. where do you even try this? it works in the cncnet lobby if you either enable the option or you just go into the same team with an ai player before the game starts
  17. you prolly just lose the connection to the server
  18. [Registry] Root: HKCU; Subkey: Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers; ValueName: {app}\ra95.exe; Flags: deletevalue Root: HKLM; Subkey: Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers; ValueName: {app}\ra95.exe; Flags: deletevalue Root: HKCU64; Subkey: Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers; ValueName: {app}\ra95.exe; Flags: deletevalue; Check: IsWin64 Root: HKLM64; Subkey: Software\Microsoft\Windows NT\CurrentVersion\AppCompatFlags\Layers; ValueName: {app}\ra95.exe; Flags: deletevalue; Check: IsWin64 thats why i use
  19. yes, that is probably because nyerguds did not update it for TUC yet
  20. ah, cool thanks for the info! There is currently no patcher for TS, but i put a package togehter for you (unzip to your game folder): http://funkyfr3sh.cncnet.org/files/TS-Patch.zip You can also try tore's full game beta installer: http://tore29.com/tsins/TSinstaller3-beta8r3.exe
  21. good to hear that did you use nyerguds latest patch from here: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ ?
  22. ah nice, thanks for testing! i've seen you talked about Tiberian Dawn compatibility modes in the other thread, that was actually what was needed to be tested I tried to remove them automatically during the install/patch on 64bit systems, did that work for you ? or did you need to go to the game folder and remove the compatibility modes manually for red alert too?
  23. could, but dunno if im going to add that .. not really doing much updates anymore
  24. FunkyFr3sh

    money cheat

    get XCC Mixer 1.47 from here: http://xhp.xwis.net/ extract the missions and modify them with a text editor, mission files have the following names: sc*.ini
  25. he could do that, tutorial for that is in the linked thread as well
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