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Posts posted by RaVaGe
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I can configure your network properly with a static IP and set up NAT/Firewall over TeamViewer for a small fee, payable via PayPal.
For reference, I've spent more than a decade troubleshooting RA2/YR bugs and problems for players across the world. -
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.
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@promic Where did you put it and which game mode did you set on the map?
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Reinstall the game.
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It only works by capturing the American Air Force HQ.
The rest of the bonuses are dependent on the country. -
I had to restart the campaign because of this and next time it wasn't doing it.
Try to play from a previous mission to reach this one again, or re-install the game, and check out community patches.-
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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. -
On 10/30/2024 at 6:26 AM, YosefAnan said:
How do you edit vanilla art.ini without causing issues?
this is not for mod, is for maps.
also, I don't know how to edit smoke from art in file. ☺️You need to add an active animation to the object and make it spawn a particle animation.
SpawnsParticle=SmlGryActSmkNumParticles=4-
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Too much work for this.
Better to edit the art.ini-
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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
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No.
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Disable Red Alert 2 mode, the map uses some triggers only available in Yuri's Revenge.
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All been done before... See attachment.
yrr_20082024.ini -
Use the version under the "Mod maps" category, please.
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Here take a look at the changes I reached on the finalized balance patch.
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@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. -
@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 forlooks fora copy of your game to patch.-
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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". -
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. -
@MoamenMagdy are you sure this is not for Red Alert 2?
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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?
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Why not use the LAN network option?
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I got the tunnels working, made tunnels on urban, placed them according to the above tutorial by original poster and then used the "MapTool" to "Fix tunnels".
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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?

Remaster Red Alert 2
in Tournaments
Posted
Many people already do this on the Blender C&C Discord: https://discord.gg/4KUXjjmR