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Everything posted by kanecvr
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Alpha 4 release - get it here - http://www.datafilehost.com/d/f4961d9c ######### # Changelog: ######### GDI can now build an Airfield - gives two support powers, Spy Plane and Parabomb (dropped by an A10 Bomber like in C&C). Soviet parabombs are dropped by the Badger bomber. GDI can now build the A10 Anti Tank aircraft - fires vulcan cannon - effective agains tanks. Nod and GDI have can now build the Sub Pen and Naval Yard + Gunboats, destroyers (GDI) and submarines (NOD)
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Hi guys. It's been a while since I did any work on this, but after quite some time waiting for ARDA's development to progress, I've decided to switch to the openRA engine. I will share with you the alpha03 version of the mod, which has most features implemented. To run the mod, you will need to download openRA from here http://openra.res0l.net/ and the mod from here http://www.datafilehost.com/d/6c348160 . To install, simply unrar the mod in your /openRA/mods folder, run the game and select the "Red Alert: Tiberian Origins" mod from the list. To start a skirmish game, simply click on the "Host Game" button, select your faction, add an AI player and click "Start game"! Features: - all four factions are playable - Nod, GDI, Allies and Soviet. - all factions have all or most of their units implemented, with distinct graphics and sounds. - Tiberian dawn structures have woking IDLE annimations (NUKE, NUK2, HQ, EYE, FACT, etc) - no units had to be replaced - all faction specific units are present (99% anyway) - including the commando (gdi/nod) and tanya (allies), the MLRS, the SSM launcher, etc. The soviets will get their own commando with his own set of sounds and graphics. - all special abilities work - Paratropers, Parabombs, GPS satellite, Nuclear strikes (from Missile Silo and Temple of Nod), the GDI Ion Cannon. *NOD and allied light tank have distinct graphics - NOD has LTNK graphics from C&C, Allied 1TNK has graphics from RA95. The nod Light Tank is named Scorpion Tank, is more expensive, has a better hp pool and uses a 6 shot autoloader gun. *GDI mammoth tank uses HTNK graphics form C&C and the soviet 4TNK uses graphics from RA95. The GDI Mammoth tank is named " Mammoth MK-II. It is more expensive, is a tiny bit faster and has more hitpoints then the soviet counterpart. - all factions use the Red Alert Refinery, harvesters and War Factory. I'm still working on introducing the GDI war factory and NOD airstrip - but i'm having trouble with the game engine. - standard resource is ORE (for now). Will be adding tiberium later - with C&C tiberium refinery and harvesters. Tiberium will probably replace red alert gems - and will be more valuable. Known bugs: - lots of balance issues - NOD SSM launcher does not display ammo states correctly... can't figure this one out... - Obelisk of light does not have a chargeup sound or animation, despite my best efforts... the laser beam animation works thought. - Mine Layer can't lay mines - working on that. Any bugs you discover, please report them! Also, I'm open to suggestions regarding balance and units. Enjoy!
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Update alpha 07 changelist: - Updated Advanced Guard Tower shape file. Previous version used the cropped one from Allen's Red Dawn mod, the new version uses the original 24x48 .shp from TD, recolored to fit the Red Alert palette. - Updated conquer.mix file - winter cleaning. Latest version of the mod + screenshot below. Tiberian_Origins_alpha07.rar
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I'll report it on his testing thread, thanks. Latest version of the mod is available below: Changes: - Obelisk and Advanced guard tower changed from [LAR1] and [LAR2] to [DOMF] and [WEPF] for skirmish and LAN games, so they will remap into team colors for multiplayer and not interfere with the campaign or Aftermath/Counterstrike missions. EDITED: I've notified AlexB of the foundation bug... UPDATED mix files and rules: - Pillbox replaced with Advanced Guard Tower - Cammo Pillbox replaced with Guard Tower - LAR2 replaced with Obelisk for SP, and DOMF replaced with Obelisk for MP and skirmish. - GDI mammoth has the same health as soviet mammoth now, but weapon does +20 damage - 105mm from the GDI Medium now does 120 damage, allmost as much as the soviet heavy (65x2=130 damage) Revised tech threes: GDI Power Plant Advanced Power Plant Barracks Weapons Factory Radar Tech Center / Advanced Comm Center (multiplayer only) Guard Tower Advanced Guard Tower AA Gun GDI Medium GDI Mammoth Hummvee MLRS (MSAM) APC GDI is now unable to build the Cronosphere, Gap generator, Cronotank and Phase transport NOD - same as before Allies - standard RA1 Tech tree Soviet - standard RA1 Tech tree (V2RL replaced with SSM, removed Katyusha) Tiberian_Origins.rar
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Ok, so I used your foundation code, but the tower graphics clip on mouseover. If I place a unit under it, it's no longer messed up... here is the code: ; Obelisk of light [DOMF] Foundation=1,2 Foundation.Cell0=0,1 Foundation.Update0=0,0 SelectionBracket=24,48 Name=Obelisk of Light Image=OBEL Cameo=OBELICON Prerequisite=powr ;for testing - must be dome Primary=Laser Strength=600 Armor=wood TechLevel=1 ; for testing - must be 8 Sight=8 Owner=Ukraine Cost=500 Points=50 Power=110 ; for testing - must be -110 Sensors=yes Powered=true Crewed=yes Adjacent=4 BaseNormal=yes Screenshots:
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I really appreciate your input on this. I'll have a phase transport available in the Tiberium Discovery NOD mission (where the allied research base is leveled by a Tiberium meteor, and a small NOD strike force is sent to investigate. Stealth tanks will only be available in multiplayer and missions that take place after it's release, so my mod will be canon correct. Mammoth tank will not be available to SpecOP9 (pre TD), but will be available to the GDI, and in a SpecOp9 mission where the player must protect a research facility that is reverse engineering the soviet version, during a NOD attack. Singleplayer factions will be SpecOP9 and NOD. Nod will have full tech tree sans the Stealth Tank, Flame tank and Obelisk. SpecOp9 will not have the Mammoth tank and the Advanced Guard Tower - or maybe I'll introduce a new defense building with the same functionality for balance. About the research thing - watching the ingame movies, Kane claims that NOD developed tiberium harvesting technology. So does the intro movie.... I'll need more research to make this canonical. In another ideea, you thing NOD should have the tesla coil in SP? Do you have any other ideeas or suggestions? What about the discovery mission? Should I make the tiberium landing site a research center, and kill of Tesla, or have it land in the middle of noware? Totally wrong. First of all, the bib doesn't count. Secondly, you got the direction wrong. It's a straightforward "L" shape: 01 x 0 X_ 1 XX y If you take the actual cell coordinates, as X,Y pairs, that's indeed cells (0,0) at the top, and (0,1) and (1,1) on the second row. Because the top right cell also contains graphics, it needs to be refreshed despite not being part of the foundation, making it necessary to add (1,0) as 'update' cell. For the Obelisk, you simply need (0,0) as passable but refreshed top cell (meaning, 'update'), and (0,1) as actual foundation cell below it. You'll also need to make sure it's treated as 1x2 building, since that affects which spot units will target as the building's 'center'. Foundation=1,2 Foundation.Cell0=0,1 Foundation.Update0=0,0 For the record, all original C&C foundation and refresh grids can be found in grids.ini, in this folder: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ You can immediately see several examples of what the "update" mechanism does: [PROC_Shape] 0=-X- 1=XXX 1=--- [PROC_Refresh] 0=X-X 1=--- 2=XXX [FIX_Shape] 0=-X- 1=XXX 2=-X- [FIX_Refresh] 0=X-X 1=--- 2=X-X See? I asked Alexb to adopt my 'graphical' grids system, but he didn't want to, because it would mean having to separate the grids into a separate list rather than keeping them in the building's data. thanks again Nyer. I understand how this works now. Will experiment ingame and report back.
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This is good stuff ! I know the Wheel of Ezekiel was developed by Kane during the Tiberium Wars, so was the Laser Technology used by the Obelisk of Light. The Flame Tank is also introduced by Kane during the NOD campaign of Tiberium Wars. The GDI MLRS is however developed after the Red Alert war, so was the GDI medium tank, and both were available at the beginning of the Tiberium wars, just unavadible to the commander due to the tech level restirctions. This is quite easy to explain. A commander is given the assets his superiors consider will be necessary for a certain mission, for economical and logistical reasons. The tech level can't be taken as law of unit existence at a certain period of time. If the GDI did not heave their medium tank in TD mission 3, it doesn't mean it doesn't exist. It was developed by allied scientists even before official formation of GDI, during the time when it was called SPECOP9. Since my mod is a cross-over between the two universes, it will take place in the period immediately after the Red Alert war and the beginning of the first Tiberium Wars. TD units and buildings will be gradually introduced, replacing RA units. I tough of making the initial NOD units and buildings a soviet tech three, as you command a fraction of USSR forces in the name of Kane, and gradually evolve into the TD tech three, but I decided to take a more interesting approach, witch will explain why NOD forces use stuff from the allies, like the Light Tank and Gun turret, as opposed to the GDI who use weapons developed from soviet tech. In my mod, the player will go trough the birth (canonically the have been around for ages) rise of NOD. In the first NOD mission, Kane will direct the Commander to hijack an allied Mobile Construction Vehicle from a research center in the ex-soviet country Ukraine, where the allies are studying soviet weapon systems and units. This will be used to make the first NOD base. It will be brought back to Sarajevo, where it will help give birth to what will later be called Temple Prime. From there, NOD will conduct missions to "acquire" certain technology, as well as stumble upon the lost Phase-Transport tech the soviets stole, deep in the ruins of an ex-soviet research installation. NOD scientists will reverse engineer this device, eventually giving birth to the Wheel of Ezekiel (NOD Stealth Tank). Before it will be available to the commander in the African theater (classic C&C1 Tib. Wars missions), two prototypes will be available for testing in Europe, and together with a Phase Transport used as a benchmark, will be deployed in Italy, during the mission where Tiberium is first discovered. The Tiberium meteor fell to earth after the allied victory. Nikolai Tesla's experiments (who defected to the allied forces after Stalin's Death) catch the attention of the Scrin (CnC wiki), who direct it to the earth. Now I always tough that it's the Cronosphere tech that would eventually attract the Scrin and Tiberium, but the CnC wiki states it was something Tesla was working on (possibly fiddling with the Chronosphere?) - would have been cool to be able to make an allied mission where the commander is on baby-sitting duty - defending the research compound where Tesla is conducting the experiments, when a meteor falls on top of it and obliterates it completely, but I think it's impossible to do with the RA1 engine.... maybe a script where a nuke is dropped on top of the base destroying it and spawning a structure "Meteor"? The meteor lands in Italy, on the shores of the Tiber River. Other NOD missions will include the prototyping (or stealing of - haven't decidet yet) of Tiberium Harvester/Rafinery technology, and the development of a Tiberium oriented economy as it spreads on earth, preparing it for the arrival of the Scrin. The NOD campaign will preclude and coincide with the events in the first Tiberium War. This is what I got for the NOD campaign so far... I appreciate any input. The GDI will not appear until the last missions of my mod. NOD will first battle the allies and leftover soviet forces commanded by generals who remained loyal to Stalin even after his death, and fought to rebuild the soviet empire in his name, or for their own glory. NOD activity will be the cause for the formation of Special Operations Group 9, later called GDI. My mod will feature SpecOp9 as a playable side, with a limited Allied-GDI tech tree. First allied missions will initially feature SpecOp9 (formed as a result of NOD activity) and later the Global Defense Initiative.
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Fixed. Used original C&C 36x36 shp, recolored in RA1 pallete, and made selection bracket 23x23. Works, and no bleeding.
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Because I replaced LAR1 and LAR2 with the Oblelisk and Advanced Guard Tower. As Allen said, LAR1 and LAR2 won't get team colors. They just stay yellow... any solutions? ideeas? Tried replacing the gap generator, and it won't fire. Tried repacing the AAgun, no attack cursor.... I could replace the fakes, since arda allows me to remove the fake pip and resize the building's foundation, but I don't understand how the foundation logic works... maybe you guys know? C&C style power plant has this foundation code: Foundation.Cell0=0,0 Foundation.Cell1=0,1 Foundation.Cell2=1,1 Foundation.Update0=1,0 Resulting in X XX XX X For the AGT and OBEL I need X or X foundation By my logic, my towers should be: Foundation.Cell0=0,0 Foundation.Cell1=0,1 Foundation.Update0=0,1?? I never know what to do with this....
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ARDA allows the adding of turrets. Also, it has some clever switches witch allow a unit to use multiple turret times, like the lowered stand by turret and raised attack turret for the MSAM like in C&C. Alo displays the 3 turret sets of the SSM with AmmoTurretCount=3. It also allows you to configure the turrets in depth, like the Y placement for raised turrets, TurretOnBack for MLRS/MSAM, TurretRotates=no for units like the MGG, etc. I'll add tracked=yes to the truck and crusher=no, see if it will attack properly, thanks for the tip. I figured about LAR1 and LAR2, they are just temporary, I'll replace something else. Found some bug while playing some skirmish. Will correct them. Most notebly, the Obelisk only costs 15 to build (was debugging and forgot to change mplayer.ini and rules.ini) and NOD can build the Tesla Coil. Ftank is too fast and does very little damage to buildings. Here is a pic of a NOD base in Skirmish
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I took your advice and use files from your Red Dawn mod (many 10x by the way). The ants conversion was comfortable. Here is the unit conversion list: V2RL=SSM 1TNK=MTNK GDI Medium 2TNK=HTNK GDI Mammoth (Might remove it, sharing 4TNK for URSS and GDI to save unit count...) 3TNK=3TNK 4TNK=4TNK MNLY=2TNK Allied Medium Tank (not a good move on my part using the mine layer I know, but it works well ingame) MRJ=LTNK/1TNK MGG=KATY (My katyusha launcher witch I might remove to make room for a legacy unit) ARTY=MSAM JEEP=HUMM (hummvee) APC=APC TRUK=BGGY (this one doesn't work well.... attack script is all wonky, the unit will not turn to attack, just attacks units in front of it... .shp works fine. If I go Turret=yes, the attack bug is gone, but I have to make turret graphics) ANT1 = BIKE ANT2 = FTNK ANT3 = STNK [GNRL]=RMBO [HELI]=ORCA LAR1=AGT (Advanced guard tower) LAR2=OBEL (Obelisk of Light) - theese 2 I'm having issues with... they will not get team colored. Whatever color you choose, they will always render gold. Must be a preprety of LAR1 and LAR2. Other Aftermath units are unchanged.
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Multiplay part is almost dome.... 4 sides playable, GDI, NOD, ALLIES, SOVIET. In Skirmish and MP, all sides have C&C MCV and C-Yard. In the campaign, you get RA MCV and C-Yard. Ukraine is now NOD. Also called NOD in the multiplayer/skirmish menu. They get: -Light tank -APC -Nod Buggy (bugged, replaced the Supply Truck and it won't attack properly) -SSM Launcher - with correct turret showing how many missiles it has loaded. -MLRS (Missile launcher) - with correct attack and stand-by working turrets. -Stealth Tank -Flame Tank - C&C Commando with correct voice yay! -Obelisk of light (a little weird - laser effect isn't showing, but the weapon works fine. Charging=true does not work, makes the building unable to attack, so i disabled it and it will attack without the delay or charging sound...) Greece is now GDI. Also called GDI in the multiplayer/skirmish menu. They get: - GDI Mammoth Tank (C&C .shp with white missile pods/antennae - also slightly stronger than soviet counterpart, and more expensive) - GDI Medium Tank (C&C 36x36 .shp, slightly stornger than allied counterpart, and more expensive) - APC - Humm-Vee - MLRS - Orca (replaced Longbow, only 3 helicopters ingame, so no room to add the orca and keep longbow ) - Advanced Guard Tower - Guard Tower (sans icon file, forgot to add it so it has the pillbox cameo) - C&C Commando with correct voice yay URSS is the RA soviet faction in the multiplayer/skirmish menu. They get: - Heavy Tank - SSM (for now, had to replace V2RL) - APC - Tesla Tank - MAD Tank - Mammoth Tank (RA version with black pods/antennae) - Flame Turret - Tesla Tower England, Germany, Spain, France are the RA allied faction in the multiplayer/skirmish menu. They get: - Medium tank (RA version) - Light Tank (C&C version - not enough ingame units to use both RA and C&C versions ) - APC - HummVee (C&C Hummer - same case as LTNK, no room to ad the JEEP too - hope AlexB releases a new version of ARDA soon) - MLRS (replaced ARTY, no room for it ) - Crono Tank - Phase Transport - Orca You need ARDA on top of RA 3.03 (preferably Nyerguds) to play. Get the mod here: http://www.filesend.net/download.php?f=90f1127cf29661c0df0594c50855ef1f Just extract it into your RA folder.
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Since ARDA is taking longer than expected to implement features like adding new units/building, I decided to try my hand at modding Tiberian Sun, using The Dawn of Tiberium Age 1.9 as a base. Problem is, I can't seem to add new .shp files to the mod. i tried adding the files to the game, using the .mix files the author said to mofify ( DTAmod01.mix and MCache01.mix), and even went so far as to add the .shp's to conquer.mix and dcache.mix. They still do not show ingame. I'm pretty sure I modified rules and art.ini corectly... here is the code: ATI.ini : [RMCV] Image=RMCV ;RMCV.shp Cameo=MCVICON Remapable=yes Voxel=no Facings=32 Rules.ini : 54=RMCV [RMCV] Name=RA Mobile Construction Vehicle Image=RMCV Prerequisite=FACTORY Strength=600 Category=Support Armor=light DeploysInto=RFACT TechLevel=7 Sight=4 Speed=4 Owner=GDI,Nod CrateGoodie=yes Cost=50 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=VEH-HIT1 VoiceSelect=V2AWAIT,V2READY,V2REPORT,V2UNITRP VoiceMove=V2MOVOUT,V2ACKNO,V2AFFIRM,V2RAWAY,V2YESSIR VoiceAttack=V2ACKNO,V2AFFIRM,V2NOPROB,V2RAWAY,V2YESSIR VoiceFeedback= MaxDebris=0 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 Accelerates=false ZFudgeColumn=12 ZFudgeTunnel=15 DeployTime=2.0 Trainable=no The unit is present ingame and works, but has NO GRAPHICS..... It's very frustrating...
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how would I implement it? Can't find anything in the manual..
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It's 28x28.... very little bleeding tough... only one corner bleeds when the unit turns... I'll re-size to 24x24 and make the unit 1-2 pixels smaller so I can fit the extra pixels.
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I see. My .shp does sometimes leave marks like that but a lot smaller... what if I were to make the unit 1 or 2 pixels smaller? would that avoid the draw error?
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@Allen262, have you ever considered using ARDA for your Red Dawn mod? I downloaded your mod (amazing by the way) and using files form it. With ARDA, I've been able to make the GDI MLRS exactly like in C&C. When not attacking, the unit uses it's stand-by turret, and when attacking, it uses the raised attack turret. Pretty cools stuff. Also, the MSAM.shp from C&C is clipped a little, so I enlarged the .shp and corrected it by adding some extra pixels. Will do the same for MTNK. If you are intrested in my SHP files, I'll post them in my mod's thread (http://cnc-comm.com/community/index.php?topic=2052.msg11457#msg11457) - thanks for the tips by the way!
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I kept setting directories, but after restarting it would show the old paths. Uninstalled XCC, cleaned all XCC related values out of registry (manually), resinstalled XCC 1.47 - works now, 10x. @Nyerguds I wanted to ask you, will you be releasing a version of your c&c patch that supports the units.ini file on your site? P.S. thanks for your work on C&C. Your patches make the game so much more enjoyable. Thanks for making my favorite game even better. :beer: Here is a link of progress so far... as it stands, you can play the RA campaign as GDI instead of the allies, with all of the GDI units and some structures. Skirmish works. GDI MLRS (MSAM) looks like it did in C&C, a stand-by mode (turret) and the elevated attacking turret. Added a unit I made for fun - the Soviet Katyusha Launcher. MGAP body with SAM site turret. GDI gets all C&C units except for the MCV and Harvester. Soviets keep Mammoth and Heavy tanks (for now) and get BIKE, FTANK and STANK. At this point I'm exploring the engine's (and ARDA's) limitations.... LINK for mod: http://www.filesend.net/download.php?f=20179d913882283a78c97f1b9d5ade96 (DONT CLICK THE LARGE GREEN DOWNLOAD BUTTON!! IT WILL DOWNLOAD ILIVID ADWARE CRAP!!! - wait for the countdown at the bottom left of the page to finish, and press the small orange download button that will appear. You will need ARDA by AlexB http://www.stuffhost.de/files/redalert/arda.html
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XCC will show previews for files inside RA and C&C, but not of TSUN .shp file (witch I make with OS SHP). It will however, convert them just fine. Here is a pic of my first unit - made by me, from the ingame MGG truck + added SAM site turret... took quite some work, but feels great. Cameo for the unit is also made from MGG cameo + SAM cameo. You can see it under the MLRS in the build bar. *Will post screenshot of XCC...
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when I right-click the .shp file the convert to shp and convert to shp (TS) options are grayed out (inactive)..... should I convert it to PNG first and then try to convert it back to shp - EDITED -yea, it works. Problem is XCC is giving me a hard time. I converted it once, then after relaunching XCC ( I made a few modifications to the file) , XCC shows it as black again. It convers it into black frames. Reinstalled XCC and cleaned registry, worked again. Now it won't work anymore. Could the problem be that I'm using the TFD version of TSUN as a file source? I'll try extracting TSUN.mix.....
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10x a lot! just could not figure out what was wrong!! I've decided to stick with the RA1 engine + ARDA. I'll use the IMAGE= string in the scenario files, and use a dummy vehicle (does nothing) first time the GDI/NOD MCV appears in the campaign (most likely I will change the stats and image of a convoy truck for the duration of the mission). It will be a mission where the player has to protect a GDI MCV while it makes it's way trought a map full of enemy units and structures. After that mission, the MCV will have IMAGE=GMCV and FACT will have IMAGE=GFACT, so on and so forth. TD power plants will be available earlier in the campaign. ******************************************************************** Quick question: what do I have to change to get the allies color from blue to GDI gold? ******************************************************************** Here is an image of progress so far: