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Everything posted by Jacko
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That's only on Red Alert really, Tiberian Dawn (if you can find anybody) you can almost always get into a game
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There are some suggestions I can make 1. Tanks Tanks Tanks Tanks 2. Play Soviets 3. Go to rules.ini and change the properties of one of the defensive structures (probably camo pillbox, it has to be an existing building sized 1x1 too), then use xcc mixer to paste the Building, Buildup animation and Icon into the appropriate mix file in your RA directory (I forget which). Remember that if you take from tiberian dawn folder you need to convert pallets and colour stuff, or take it from somewhere already converted (cough *red dawn* cough*). I'm guessing you want #3 but you can probably see thats a bit complicated.
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afaik ladders are being implemented but Idk if quick matches can be a thing, generally you could probably join a random game.
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its a fairly small mod imo, bigger mods like red dawn or C&C revolution have their own installers and complete campaign overhauls (idk if revolution does, but red dawn does), as well as massive graphical overhauls and other things. You can still regard it as a mod and how good a mod is has no relation to size, but you have only rules.ini alterations as well as a few minor .shp alterations, nothing very large. The basic idea is either go full overhaul and get a new installer/directory with loads of fancy stuff, or go small with just rules.ini, going inbetween gets very little support from other players (speaking from experience of course). I'm not saying your mod is bad, I'm saying that replacing a few .shps with things that you have to download externally isn't going to go down well with most casual/lazy/new players, which make up a large proportion of those who will play these maps.
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well yeah but they cant just download it from cncnet5 lobby. Random players will join your game but some may not want/know about requirement of custom graphics, and it would get annoying if you had to endlessly post links in your lobbies to download a bunch of stuff for a small mod. I already pointed out I had similar issues trying to get other people to play my mod. (btw if you're interested the rules.ini complete conversion is 98% done)
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given that its a separate file download I guess it would work for single player stuff but a lot of people would miss out on these because it isn't incorporated into cncnet's custom graphics, and I got a lot of stick for having a mod that was not rules.ini only (i.e. I had a crapton of custom shiz, mostly .shps)
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The official CnCNet5 client+game package download thread
Jacko replied to FunkyFr3sh's topic in CnCNet Discussion
well the problem I have is that the cncnet installer doesn't have the missions in it, and I cant work out which files have the main campaign within them (I could recognise sc-n64 etc) and when I pasted the 2 folders together it crashed and neither worked... -
The official CnCNet5 client+game package download thread
Jacko replied to FunkyFr3sh's topic in CnCNet Discussion
does anyone have c&c95 install with cncnet5 and missions, because I cant seem to get both working together (i.e. can launch cncnet5 or I could launch C&C95 and play missions) -
We have this in RA. You have your own OpenRA section stop pasting it anywhere else that references anything even slightly similar to openRA
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RA3 made no sense imo whilst it had the erm.... unique differences between the three teams I thought it lost the whole concept of efficient terrain control (i.e. chokepoints) as well as the coolness that was spreading ore patches was kinda dull though.
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infantry and defenses do have auto-sensors IIRC
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why not have a setting in the lobby that allows player aborting the game or not? for example 'player can abort in-game' yes/no
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Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
^ this. Whilst openRA is certainly interesting you keep pushing it in topics and threads referring only to RA/C&C1 etc, and its getting quite annoying. -
Is mission "Capture and protect the captured" possible to create?
Jacko replied to Alley's topic in Mapping Discussion
whilst that is interesting and all could you stop digging up dead topics with advertising something even slightly related to openRA its a bit annoying as it doesn't really offer anything to the actual topical discussion. -
I did play on that speed I played you and I kicked your ass. I'm saying it as it is, people get bored of playing slowly and most online players don't care about how it should be.
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you mean those who are bad enough not to cope with the average online speed >_> I already explained it you just play slower than everyone and nobody likes playing on a slower speed than normal, its boring.
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That certainly would clear up problems in 'team-vs' match lobbies where people are often a bit..... slow to work out what to do. :/
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yeah they really need to sort out their registration logic because its plain broken.
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I suppose its only potential future is C&C mods like DTA or Red Dawn Other than that its not much.
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Normally because 1 or 2 players have bad/slow connection
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The world is moving away from the old classic single player and difficult games for those that are easy to beat, mmo and often involve social networking or those f2p pay-to-win games. So probably not.
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that would be quite useful ferret probably put a 1 second timer on his god-damn helipads like the sort of jerk he is on TA
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Tiberian Dawn - Orca Assault (single player)
Jacko replied to MattAttack's topic in C&C Singleplayer Maps
This is what I felt trying to do GDI 10, NOD 11 (both variants) and the mission NOD Death Squad adding a small extra for allied mission 13 from RA1, still can't do that one without cheating ¬_¬ -
Ferret's Unit Statistics and Information - "Tiberian Alert"
Jacko replied to Ferret's topic in RA Multiplayer Maps
How to make Rocket Launcher work? All I got was a truck missing a turret and I cant get the Icon working -
there's loads of unused/infrequently occuring sounds in the mix files including a few water sound effects and other stuff