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Everything posted by FunkyFr3sh
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Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
I don't know about that, maybe allen knows something about it. Could be that the ants are a special case where it loads a death animation (don't think the other units have it) Uploaded 1.7, there was a bug in the CarryOver missions detection and it failed often -
STNK was added in aftermath, so if it's a aftermath mission pack then it's the APC. Otherwise it's the one from cnc1 I guess
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There were a few reports recently from origin users, not sure yet why it happens though. It seems like EA changed something... Can you please go into your game folder and look for the file "ra95.exe": Right click -> Properties -> Compatibility: Disable everything in there and try to start the game again Actually I updated RA1Installer with a possible workaround a few hours ago, when did you download RA1Installer?
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If it's an apc then it's all good, thats how the stnk looks in ra1. spawn1.mix got all kinds of cnc1 files in it too, it's a multiplayer .mix file that allows you to use cnc1 units in ra1
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Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
Fixed in 1.6 The mission you linked is also crashing for me, it got a broken trigger -
Game graphics not running as expected.Display, in-game and window mode all wrong
FunkyFr3sh replied to WhoopYourAss's question in Support
You need to disable it all, not enable Edit: I updated RA1installer with a workaround, if you can't get it working then just re-download and apply the patch again. -
Game graphics not running as expected.Display, in-game and window mode all wrong
FunkyFr3sh replied to WhoopYourAss's question in Support
There were a few reports recently from origin users, not sure yet why it happens though. Can you please go into your game folder and look for the file "ra95.exe": Right click -> Properties -> compatibility: Disable everything in there and try to start the game again -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
It happened because of all the random graphics the campaign included (unused ones, just like in flame dancers) It had the unused ant graphic and at the same time shipped a custom ant graphic too, the converter updated the graphics twice. Updated the download, problem is fixed in 1.4 -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
it might only work via rules.ini and not via the mission files. But I never tried that -
Can't make any new .exe atm, bigger changes are not possible http://downloads.cncnet.org/updates/cncnet5/winter.7z http://downloads.cncnet.org/updates/cncnet5/desert.7z http://downloads.cncnet.org/updates/cncnet5/interior.7z http://downloads.cncnet.org/updates/cncnet5/jungle.7z http://downloads.cncnet.org/updates/cncnet5/barren.7z http://downloads.cncnet.org/updates/cncnet5/cave.7z
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Just run cncnet once and it will download all tilesets. Don't include tilesets from a mod with your mission pack, it will break multiplayer games
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Yea it's a good idea, I can try to convert them automatically. But need to know which ini keys are related to the carry over logic and I also need to know if the carry over trick works with the NextMissionInCampaign thing
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Normally you don't need to forward any ports, not sure how your setup works but maybe this helps: Protocol Source Destination TCP Random 6667 UDP Random 50000 UDP Random 50001 UDP 8054 Random
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Made a test version: http://downloads.cncnet.org/Games/RedAlert/RA1MissionConverterTest.exe It converts the full campaign in a way to jump from one mission to another, not just the ones that carry over stuff. It skips B and C versions, but B and C are still showing in the list and can be selected manually. If you win a B or C version it will jump to the next A version automatically Edit: Yeah it's a problem actually that it can crash the game if you run a wrong mission :/ But not sure if it's a good idea to remove all these missions from the list. You should convert all campaigns again now xD
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Oh right, totally forgot about that... Try this with the other new .exe you have: [basic] NextMissionInCampaign=cmu101ea.ini e.g. if mission 1 is cmu100ea.ini, then add cmu101ea.ini And also change this: OneTimeOnly=No I need to add this to the converter, actually very useful for campaigns. But I don't know if it allows you to carry things over too
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We don't have anyone working on SP atm, all we have is a old repo that is using a outdated patching system. It would take weeks to port the code over and test it all. Only a few know how to do it and none of them is willing to do it. Then there are forced gameplay changes in this .exe, everything needs to be changed to be optional and disabled by default. So, bigger updates are probably not going to happen... You can rename the .exe to anything you want, there is no problem with that
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There are too many changes in this ra95.exe that were never tested, it might completely fail. It's a really bad idea to use for anything else than a mod. I don't have any plans to update that in RA1installer
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Only cncnet skirmish/LAN/Online can read all tilesets. PortableRA can read jungle I think, but can't read barren and some other ones. RA1installer can't read any custom theaters for the campaign. So if you want to make this compilation only for your self then you could use a custom executable, Allen probably got the latest one. If you wan't to keep it highly compatible so you can share it later then don't switch the theaters.
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It takes a lot of tweaking to make them awesome, it's about the combination of multiple settings to get it right. You can type "coop v2" into the search to find some old maps I made and see how my experiments ended Maybe it helps you to adjust the AI to your liking. Some keys are missing in the rules file, you can add them and play around with it: [AI] RemoveAITechupCheck=yes/no EasyAIGoldValue=-1 EasyAIGemValue=-1 NormalAIGoldValue=-1 NormalAIGemValue=-1 HardAIGoldValue=-1 HardAIGemValue=-1 the [Easy], [Normal] and [Difficult] sections are also interesting btw
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Just tried it quick with a fresh Linux Mint 17.3 installation, it works fine here. Does it revert back to Online instantly? That would mean there's a problem on the Linux Mint machine. If it actually takes a few seconds and then reverts back it means that it can't find the server. Could be a firewall/anti-virus related problem on the windows machine. If you can't get it working then you could try one of the following options: Option 1 - Use Online mode instead of LAN mode If you have an active internet connection then this might be the easiest solution. In most cases the client will establish a Peer-To-Peer connection and there is no difference to LAN speed wise. Option 2 - Run the LAN server on one of the Linux Mint machines Note: If there is any gecko/mono installation prompt, click no. sudo apt-get install winetricks WINEARCH=win32 WINEPREFIX="$HOME/.cncnet" wine wineboot WINEARCH=win32 WINEPREFIX="$HOME/.cncnet" winetricks -q dotnet35 if you get the following error message "dotnet35 conflicts with dotnet2sp1..." then: rm -r -f "$HOME/.cncnet" WINEARCH=win32 WINEPREFIX="$HOME/.cncnet" wine wineboot WINEARCH=win32 WINEPREFIX="$HOME/.cncnet" winetricks -q dotnet35 Option 3 - Direct ip connection First start cncnet in LAN mode on the windows pc to get the LAN server up and running. On the Linux Mint machines you'll have to locate the following file and rename it from "_Servers.ini" to "Servers.ini" "$HOME/.cncnet/drive_c/Games/CnCNet/RedAlert1_Online/CnCNet5/Others/_Servers.ini" Open Servers.ini and replace the hostname in the first line with the ip of the windows machine: e.g. "IRCServer1=Prothid.NY.US.GameSurge.Net:6667" to "IRCServer1=192.168.0.50:6667" where 192.168.0.50 is just an example Start cncnet on the Linux Machine and go into Online mode (Not LAN!)
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Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
You can look here: https://www.flickr.com/photos/97634864@N04/albums/with/72157634183110358 Btw, some missions are duplicates, this will probably turn into a problem with many campaigns. You might have to compare the A and B versions and remove the dupes. I also noticed there are a few skirmish maps included with this campaign (scm*.ini) scm01ea.ini for example lol Edit: Updated to 1.2 Skirmish maps and missions with identical checksums are now ignored -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
It checks if there is a xxxICON.shp or xxxMAKE.shp but no matching xxx.shp to prevent the bug you had on flame dancers. It could be that there is a xxxICON.shp or xxxMAKE.shp that isn't even used in the campaign... That shouldn't be the case normally, but I guess in this specific campaign with all the random files it could happen. It will not break anything though, you just might have 1-2 unused files in the .mix in the worst case -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
Yes, these files are missing and you'll have to find them -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
Updated to 1.1 The warning about missing files will now show before the conversion and doesn't allow you to continue unless you copied the required files into the folder Btw... I checked the briefings and it doesn't mention dinosaurus anywhere, that should be enough evidence for us to know that a lot of these files are not used at all I think the campaign is fully convertable with version 1.1 of the converter, there should be no flaws at all -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
FunkyFr3sh replied to FunkyFr3sh's topic in Red Alert
Yes, I think it's a good idea to use these icons rather than the poor ones included with the campaign. That campaign is really hardcore, there are a lot files in it that are not used anywhere as Image= and also don't equal any existing unit/building... I don't see how these files can be used by the game, either the campaign was shipped with a custom executable or these files were never used in the campaign. Overall, it seems to be all cnc1 files. Maybe nyerguds can have a look into it. I think he might have copied a whole cnc1 .mix file into the folder but he does only use a few files from it. I updated the mission converter to 1.0, it can now detect every unit/building that exists in the game. It will also warn you now about missing files like the FTNK in flame dancers (you will have to locate the files and put them into the folder before the conversion)