Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Milkey Wilkey

Members
  • Content Count

    122
  • Joined

  • Last visited

Everything posted by Milkey Wilkey

  1. isn't this was in beta? I bellieve that it was restored for you with an unofficial patch
  2. Since it's on original engine and the viewport resolution would be much higher could you propose to them to add a feature to stretch a viewport image to original aspect ratio? This won't affect performance or game play in any way. BTW, I hope they at least redo cameos, menus etc at proper ar
  3. you can only do it in RA2 1.006 and YR 1.001 with rightclick
  4. So they are not doing it in proper c&c aspect ratio... Are they doing it knowingly or it's just a mistake on the art team? AFAIK some of the community councils are on this site, can you shed a light on that?
  5. have you heard about the little "x" button? 😉 also, RA2 makes a good amount of measures to counter this: auto-scattering units, auto-scatter when ranked up, uncrushable units. TS could use many of that.
  6. Red Alert 2 has adjustable resolution by default from the very first version. Look in the RA2MD.ini, under the [Video] section there would be something like this: ScreenWidth=1024 ScreenHeight=768 Change it to at least 1280x720 to keep aspect ratio intact (no change in menus). OR alternativelly I'd suggest leaving black bars in as it will look better than the stretched image.
  7. Man, thank you for your videos, they only proof that many of us don't really knows how anything works. if you don't mind, I'll add some topics obscure enough to investigate, if you want: -how much damage deals terrorists compared to demolishion trucks? terrorists packed in the flack track? ivan bombed conscripts packed in flack track? ivan bombed terrorists packed in flack track? ivan bombed demolition trucks? -radiational damage from multiple desolators
  8. UPDATE: it was changed in 1.18p though it wasn't mentioned anywhere. Even the charts from the included in the patch FAQ says it should be 2. newer versions of the FAQ have the same values ---------------------------------------------------------------------------- 3.4 Chart for creation of units. ---------------------------------------------------------------------------- Here's a chart for the creation of units in Command & Conquer. The number in parenthesis next to the unit number is the tech level required in multiplayer mode. ------------------------------------------------------------------------ | GDI UNIT | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Minigun Infantry | 1 | Barracks | | Grenade Infantry | 1 | Barracks | | Rocket Infantry | 2 | Barracks | | Engineer | 3 | Barracks | | Commando* | 7 | Barracks, Advanced Comm Center | | Humm Vee | 2 | Weapons Factory | | APC | 4 | Barracks, Weapons Factory | | Medium Tank | 3 | Weapons Factory | | MRLS | 7 | Weapons Factory, Adv. Comm Center | | Mammoth Tank | 5 | Weapons Factory, Repair Bay | | Chinook* | 6 | Weapons Factory, Helipad | | Orca | 6 | Weapons Factory, Helipad | | MCV | 7 | Weapons Factory, Adv. Comm Center | | Harvester | 2 | Weapons Factory, Refinery | | Ion Cannon | 7 | Adv. Comm Center | ------------------------------------------------------------------------ For NOD units... ------------------------------------------------------------------------ | NOD UNIT | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Minigun Infantry | 1 | Hand of Nod | | Rocket Infantry | 2 | Hand of Nod | | Flamethrower Inf | 1 | Hand of Nod | | Engineer | 3 | Hand of Nod | | Chem Warrior* | 7 | Hand of Nod, Temple of Nod | | Commando* | 7 | Hand of Nod, Temple of Nod | | Nod Buggy | 2 | Airstrip | | Recon Bike | 2 | Airstrip | | Light Tank | 3 | Airstrip | | Artillery | 6 | Airstrip | | Flame Tank | 4 | Communications Center, Airstrip | | Stealth Tank | 5 | Communications Center, Airstrip | | Chinook** | 6 | Helipad, Airstrip | | Apache* | 6 | Helipad, Airstrip | | MCV | 7 | Weapons Factory, Temple of Nod | | Harvester | 2 | Weapons Factory, Refinery | | Nuclear Strike | 7 | Temple of Nod | | SSM Launcher* | 7 | Temple of Nod, Airstrip, Obelisk | | APC* | 4 | Airstrip, Hand of Nod | ------------------------------------------------------------------------ * Available in multi-player missions only. May be available in single player missions as unit given to you at start of mission or as a mission objective for capture. ** The Apache is a special case. To get them in later solo missions, you will need to capture a GDI construction yard. They are available as above in multiplayer games. ---------------------------------------------------------------------------- 3.5 Chart for creation of structures. ---------------------------------------------------------------------------- This chart details what the requirements are to build structures in C&C. Note that in single player missions, you may not have access to advanced buildings until later in the game. ------------------------------------------------------------------------ | GDI STRUCTURE | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Const. Yard | 1 | None (all buildings require this) | | Power Plant | 1 | Construction Yard | | Barracks | 1 | Power Plant | | Refinery | 1 | Power Plant | | Tiberium Silo | 1 | Refinery | | Guard Tower | 2 | Barracks | | Adv. Guard Twr | 4 | Communications Center | | Weapons Factory | 2 | Power Plant | | Repair Pad | 5 | Power Plant | | Comm Center | 2 | Refinery | | Adv. Pwr Plant | 5 | Power Plant | | Adv. Comm Cntr | 7 | Communications Center | | Helipad | 6 | Barracks | | Sandbags | 1 | Construction Yard | | Chain link Fence | 1 | Construction Yard | | Concrete Wall | 1 | Construction Yard | ------------------------------------------------------------------------ For NOD structures.. ------------------------------------------------------------------------ | NOD STRUCTURE | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Const. Yard | 1 | None (all buildings require this) | | Power Plant | 1 | Construction Yard | | Hand of NOD | 1 | Power Plant | | Refinery | 1 | Power Plant | | Tiberium Silo | 1 | Refinery | | Turret | 2 | Hand of Nod | | SAM Site | 6 | Hand of Nod | | Airstrip | 2 | Refinery | | Repair Pad | 5 | Power Plant | | Comm Center | 2 | Refinery | | Adv. Pwr Plant | 5 | Power Plant | | Temple of NOD | 7 | Communications Center | | Helipad | 6 | Hand of Nod | | Obelisk of Light | 4 | Communications Center | | Chain link Fence | 1 | Construction Yard | | Concrete Wall | 1 | Construction Yard | | Sandbags | 1 | Construction Yard | ------------------------------------------------------------------------
  9. Well, actually, In unpatched 1.07 DOS C&C buggies are on techlevel 2. Just tested it via dosbox nullmodem connection. But in my 1.20 DOS covert ops installation it's allready on techlevel 4, so it was moved somewhere along the way intentionally or by mistake
  10. I believe this question was asked already, but still: why have 2 incompatible clients with different feature set? I do actually prefer this one since it keeps true to the original, but isn't it possible to at least have features implemented in one also be in the other? this one has better performance for me and finally have a sane scrolling speed, but lacks things like mouse-hower health bar or fix for harvester animations color
  11. I think the biggest problems now is abscense of shadows and, you know, cities aren't giant grey squares you can make it more oval and add some grass. also edgy roads and overall perspective: roads are straight vertical or horisontal, but most of the buildings facing diagonally. buildings made in straight rows or blocks will look much better
  12. Actually it is from your albums, you have some duplicates though, so I didn't include every shot I wonder, did this map made the final cut? also judging by the real photos it seems that they alredy had working interface by this time
  13. One day I stumbled upon this picture: And I thought "WOW what a greate picture! Too bad it's too small". And I hoped to find it in a better resolution. And I did! But not quite the way I expected... I found a shitload of bullshots slightly different from one another. I have seen em before, but didn't noticed, that the hud is not the only difference this two, aside from different hud depicts MLRS in a slightly different pose and launching a missile that is not present in the "full" picture. the frame is also a bit larger from the left side this one is probably the real shot these three are identical aside from hud, but the conyard didn't has the explosion photoshopped on top of it. MLRS in the same position, as in the "full" picture. the frame also a bit larger to the right another probably real one Funnilly enough, the minimap is flipped horisontally on two of thouse. the frame is also a bit larger to the bottom and to the left. and thouse power plants photoshopped on top of the tiberium field! taken directly from the upper part of the map So here we are. 9 bullshots out of a single image. whoa, they really knew how to do a marketing job
  14. try some of this saves. I played on rampastring's client, but it should work on original too beware, some of them are corrupted though https://dropmefiles.com/r4TDt
  15. now this is something new. I tested it, in ra2 you can select every building like this, but in YR only conyards/MCVs in TS you also can T select every building, but MCVs and conyards don't fail in the same category as they do in RA2/YR
  16. hmm, a question arose: can I add duplicating sections in rures.ini? like, if I want to change infantry, but don't want to change existing infantry code, can I just put another infantry identifyer at the end of the file and write down changed values?
  17. I found this preview article that mentions zoom feature briefly http://www.rheinmain-net.com/wws/tiberian_sun/about.shtml
  18. https://youtu.be/b5PmVTSlyZE I don't know how did I missed this, but it is! the new C&C from Petroglyph with everything packed including Klepakki soundtrack. And it's already out
  19. actually, this is very possible. for unit progression you can rank it up two times, then just give another unit and repeat. for bying stuff there is lots of options, like constructing buildings or capturing em. you can even use engies like a money having sertain buildings to have more engies to capture or having a wall of buildings, that you can capture only in order. again, buying an ability will replace your unit with a special version of it with that special. there is a lot more that can be done. or, say, buing an outpost will give you airstrike. pretty easy
  20. I did thought about that actually, but no, I meant not commando missions, but a coop maps where you help each other kill tons of enemys, can level up your units and buy special abilities
  21. Is there any? Like crash rpg for starcraft, where you wander around with a single unit. Doesn't matter for what cnc, but ra2 or ts is preffered
  22. Just found out obout that https://www.youtube.com/watch?v=LdilAkqMEbE https://en.wikipedia.org/wiki/There%27s_a_Home and especially this one https://youtu.be/nfZeIYyL_Gw are there any other full versions of songs that is not included in any compilations or albums?
  23. well, now I'm depressed. some guy called siberian gremlin sad, that he almost had the high quolity dvds for some c&c games, but he never aquired them. feel his frustrations
  24. but it's still contain pre-release footage of C&C with different 1st mission and WIP interface with tabs
  25. https://youtu.be/0f_gsgWzGhA?t=2079 is that footage in game? 34:40
×
×
  • Create New...