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RaVaGe

Ladder Tester
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Posts posted by RaVaGe

  1. On 10/2/2024 at 8:41 AM, asd037393454312 said:

    Hello ! I want to play red alert 2 remastered with high quality textures and resolution but to look exactly the same as the original red alert 2.

    How can this be made ? What does it involve? 

    I can do 3d modeling and texturing and will work for free to get to make this game come to life.

     

    Many people already do this on the Blender C&C Discord: https://discord.gg/4KUXjjmR

  2. On 10/30/2025 at 9:16 PM, CCCP84 said:

    I have improved the cycle in such a way that it is possible to add night and day sounds to it.
    This creates additional immersion in the atmosphere of the night.

    I have already implemented this Сycle with Night Sounds on  
    - O C E A N I A -  ,  - BLACK SEA -  and  - S T O R M - 
    These versions will be released along with the next CNCNET update.

    I see from your screenshots that the cycle only changes the brightness, but did you know you can also change the colour of lighting with triggers for red, green and blue, to create sunrise and sunset colours.

  3. On 12/1/2024 at 2:17 AM, chrono_legionaire said:

    Thank you for the guide. Are there any specific rules for adding a low bridge and its repair hut?

    I attempted to create a destroyed bridge, but it cannot be repaired. What I did was create a functional bridge, then destroy it in-game and repair it. It worked, but I want to start the game with a destroyed bridge instead of a functional one. Do you have any advice? Thank you!

    Use trigger with the action "do damage at waypoint...".
    3 waypoints directly under the bridge are enough, for preview rendering you should set the tiles manually.

  4. Updated Final Alert 2 downloads in the first post with the new Final Alert 2 v2.02b based on the released source code.

    • New re-arranged menu toolbar.
    • New larger toolbar icons.
    • Added status bar features.
    • The map terrain editor's background colour is set to dark grey.
    • The Map visible area bounds and playable area bounds are displayed separately.

    Full changes list on Github: https://github.com/CnC-RaVaGe/YRR_Mission_Editor

    Screenshot2024-10-24104954.thumb.png.9b311e97de6bd26c57d7ea1cd51d0f55.png

     

    Screenshot2024-10-24110349.thumb.png.275ded79f763b446ff6d62db24cabaaf.png

  5. @Pyrite You're right mostly, except about Allied requiring nerfs, which they do on some units.
    Such as Battlefortress, Seal, and certain promotion bonuses for units at the first level, so the spy is not overpowered.
    The Prism tank is mostly fine, but needs a greater delay between shots so that Prism tank chrono combination doesn't completely wipe out bases.
     

    Yuri Needs to be changed the most.
    Soviets need fine-tuning with their Battle Lab tier units and of course, the Desolator nerf.

  6. @Grant fix link please,

    http://https//opencollective.com/cncnet


    Some typo on site...

    Is CnCNet Legal?
    Yes. CnCNet is legal to use. We patch and re-package officially freeware games released by EA so they continue to work. For games that are not freeware, we purposely only include our CnCNet installer as a download which looks for looks for a copy of your game to patch.

    • Thanks 1
  7. @NimoStar

    Those are some nice ideas, many of which I agree on.
    I've already created a patch separate from the one in the current client, that is more thorough and complete.

    The reason why it's separate is due to the leadership on the client updates changed and they have a different preference to balance changes.

    Feel free to reach out to me on Discord if you want to try out the newer version, just add "ravage_the_savage".

  8. It's a good idea.

    However, for more active games I'd prefer if players decayed out of the top 10, as it seems unreasonable for players to just play enough games and just wait for the month to end.

     

  9. On 1/8/2024 at 9:53 AM, YosefAnan said:

    Listen, my friend, I have always wanted there to be a solution for all of us, the issue of writing and the appearance of a missing word bothers us all and we all want to write texts and large sentences. Perhaps we can create a council of mappers and agree on certain texts that are comprehensive and general that we can use frequently, add them to the script, and ask the support team to upload them on the server and be available to all mappers as an online index. 

    @Grant @[CC] RaVaGe

    What do you think about my proposal?

     

    Great idea, how do we start?

  10. On 9/30/2022 at 6:36 PM, McPwny said:

    its a curious thing that tunnels even work at all without the proper terrain types. tunnel tiles are supposed to have a special tunnel terrain type on the cells that the tubes are linked to as well as a reference in the theater .ini file. they will play an enter cursor when you hover over them and units will pathfind through them automatically when told to move to the other side... i wonder if you placed the tubes on some normal terrain, if the units would still enter if told to go to that cell

    Is it fixed in Terrain Expansion?

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