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Eisengeist

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Everything posted by Eisengeist

  1. One man's derailment is another's happy excursion.
  2. Different scale for speed. My old comparisons from racing units: http://xo.cncguild.net/cnc/speed.txt
  3. Welcome back, Commander.
  4. Had trouble getting Red Dawn 2014 to work on newer Win 10 comp and posted about it on the wrong topic instead of this one. https://forums.cncnet.org/topic/11069-any-features-of-irans-additional-hacks-make-it-into-the-official-cncnet-ra95exe/ Quick answer thanks to FunkyFr3sh: Deleting wsock32.dll worked for me but there's other tips there.
  5. Deleted wsock32.dll and it worked immediately. Thanks! EDIT: Oops posted all this Red Dawn stuff on the wrong topic.
  6. Damn, I can't get Red Dawn 2014 to work my newer Win 10 computer. I try to run ra95.exe or run from the launcher and I see the windows loading cursor a bit and then nothing happens. Sometimes it just runs a little in the background under processes (but not applications running). It was working fine on my older Win 7 computer. The current CnCNet RA1 works fine though. Anyone have some tips to get Red Dawn working, possibly mixing the installations?
  7. A merged TD and RA would be incredible. Much like the ZDoom source ports with Decorate and/or Zscript allow you to merge Doom, Heretic, Hexen, and Strife things easily together at once (with some work). I tried my crossover maps with the remaster that use TD unit gfx provided by CnCNet's spawn.mix. Unfortunately in HD mode the changed units appeared as white boxes and in regular view they appeared unchanged. Bummer they didn't provide that capability out of the box, though mods surely make more possible. Also had some other weird problems but managed to play them some. Funny, in XS-BreakOwnzTheseCrates?, ore trucks changed to flame tanks did appear as blurry flame tanks in HD mode since RA1 actually always did contain the flame tank gfx, but stayed looking like ore trucks in classic mode. Unfortunately my custom msgs for sinking ships appeared as other msgs or as Objective # complete. So apparently Image= is simply disabled for classic view.
  8. Back when he figured out how to customize paratrooper drops in maps, I encountered a glitch with saving and loading a skirmish game where a flame tower was dropped. So he quickly made a modified RA95.exe where you can purposely set up maps to paradrop buildings. I think some buildings still couldn't dropped and another would drop instead though. Then there was another experimental exe I think also by him where you could actually add more units instead of just modifying existing ones. Any of these or others make it into the regular RA95.exe, in about the last five years? Of course with the possibilities opened up by redalert.dll being open source, things could go anywhere (much like the Doom source port/mod scene). Also, in some maps' rules I tried changing the 500 vehicle/100 ship caps to 300/300, but it wouldn't work and the only way you could get more than 100 ships in a map is by paradropping them (which has to be against landable beach to work for ships). Wondering if there's been any development with that. Obviously if a couple players quick build about 40 ships, the others are up ****'s Creek.
  9. Here's a web archive of the old forum topic. The download links seem to be dead, even copying & pasting them without the web-archive or multiple instances of %20 I can see what I have on another computer and upload them to mediafire. EDIT EDIT: current thread Red Dawn is a stand alone game by itself. In the meantime while I look for those files, there's a smaller mod called RA to CnC v2.0. You can find it here: http://ra.afraid.org/html/downloads/mods-2.html I thought it had some problems. I don't remember what, so there's also a patch for it by me there (under my alternate name Gokuma) EDIT: OK here's the Red Dawn 2014 files. Scanned them with Eset first. I never tried the older Red Dawn 2012 and don't have those files. http://www.mediafire.com/file/0rxmmkf61vvviz2/Red_Dawn_2014_Installer.exe/file 49 MB http://www.mediafire.com/file/zsl1ubty5kqjghf/Red_Dawn_2014_Music_Installer.exe/file 62 MB http://www.mediafire.com/file/4yp9l0yrvqodcyo/Red_Dawn_2014_Videos_Installer.exe/file 180 MB And here's some maps I made for it allowing GDI vs Allies vs Nod vs Soviets and reimplementing airfields in some maps but as capturable only: http://xo.cncguild.net/rdxo.html
  10. Just updated nearly every file on the previous post and on my site: http://xo.cncguild.net or https://gokuma.neocities.org/ Fixed a couple weapon warheads to what they should be (Advanced Guard Tower and Mobile Rocket Launcher should have HE for warhead while the weapons I set them to had AP in the normal rules. So I added the proper Warhead=HE to override it under [APTusk] used by MRLS and [Hellfire] used by AGT in the rules: That just leaves the problem of Chronotank's having HE instead of AP since I made them use the Mammoth Tank's missiles instead of APTusk. I'm just out of weapons to juggle there unfortunately. Except XV - Cross Up Vehicles rules and maps were just fine. And Lunar rules always had the Chronotank still set to APTusk which is supposed to be AP in those rules, but Advanced Guard Tower needed to be fixed. Also way back I made an expanded XS-Break Ownz These Crates? with custom rules. (I had nothing to do with the original Break Ownz at Crates.) It was on my Sole Survivor in RA page but I don't think many people saw it so I added it to my main CNC XO page. I figure I'll put here too. xsbcrate.mpr
  11. Has anyone seen that they're releasing the source code to TiberianDawn.dll and RedAlert.dll under GPL version 3.0 license?! https://www.neowin.net/news/tiberian-dawn-and-red-alert-will-be-partially-open-sourced-alongside-remaster-launch
  12. I only got to play C&C Sole Survivor a little while before the servers went down and didn't get to try all its modes but it was pretty cool having every unit controlled by a player. Plus some of the more elusive units made an appearance. Isn't it the only game where you could play as a Viceroid, or at least the classic style Viceroid? Hopefully it wouldn't be too big a project to build it into the remasters.
  13. Awesome! Looks and sounds like a C&C. Should be cool to once again skillfully control an individual unit in a huge team or in a huge free-for-all!
  14. Just be careful about combining diet soda with those! https://www.youtube.com/watch?v=igSE5_Nce28 https://www.youtube.com/watch?v=-8r6P0HiPwU https://www.youtube.com/watch?v=2wfppG7Tt0k https://www.youtube.com/watch?v=wwNxIS4mlQU
  15. That is pretty damn awesome. I liked the whole load of new scenery with the dam, bridges, shoreline, and even some new ridges. I tried making the truck(train) larger with Image=MGG but there's trails if you select it.
  16. Ah, the map render image I recreated bit by bit didn't show trees. But copying the terrain section from the original sole map .ini worked fine. Thanks. New test2 versions will have that.
  17. For smaller maps I recommend copying and pasting the rules from xsbcrate.mpr For larger crate maps where people want to build everything with big naval battles here's a set of rules xslcrate.txt
  18. Here's an enhanced version of the popular crates map "Break Ownz at Crates" which people like to play with bases on, units 0, money 0, tech level 1, and of course crates on. This one is named XS-Break Ownz These Crates? And is designed to be played the same or any way you like. England & Spain are replaced with GDI and Germany & Turkey are replaced with Nod. Units have Sole Survivor stats except infantry are still crushable. The Ore Truck and Mine Layers of very limited usefulness that people would get from crates are now Flame Tanks and Mobile Rocket Launchers. Each player also starts with one missile launching gunboat as well as single use spy plane, custom paratroopers, chrono, and iron curtain. Soviets get medium tanks (with sole stats) instead of heavy tanks. This map like most of mine requires C&C1 gfx in spawn1.mix automatically loaded by CnCNet. OLD VERSION: xsbcrate.mpr NEW VERSION 2.1 xsbcrate.mpr
  19. Sole Survivor was a massively multiplayer game based on original C&C, Tiberium Dawn. Servers went down over ten years ago and it was never included in any C&C collections. It was up to 50 players but you had to pick only one unit to play as, any unit in the original C&C. Team CTF was the most popular mode. Stats were modified from TD values, designed to even up units, and most were given more hit points, Red Alert 1 is limited to 8 players but you can have multiple units in this version recreated for RA. Two or three per a player will probably make for most strategic and skillful games. Ants with their stats are substituted for viceroid and two of the four dinosaurs. All other TD units are present as well as some RA units. Thanks to Myg whose sole server work I got most stats from and Nyerguds whose Sole Survivor map render images I recreated map35 going by. More info and variations of first test map available at http://xo.cncguild.net/sole.html I do not know exact numbers for weapons, warhead percentages, and structures. I have approximated weapon firing rates and ranges closely but do not know if damages or %'s were changed. If anyone has this information or where it could be found in sole.exe with a hex editor I would appreciate it. Variations of Free-for-All or Capture the Flag are attached here as well. Each one is a different theater. These are all self-contained map mods that do not modify your game. Just play the map and it has the custom rules within it. OLD VERSIONS: xsole35j.mpr xsole35w.mpr xsole35d.mpr xsole35t.mpr xsole35s.mpr xsole35b.mpr NEW VERSIONS 1.1: xsole35b.mpr xsole35d.mpr xsole35j.mpr xsole35s.mpr xsole35t.mpr xsole35w.mpr
  20. Eisengeist

    AI buildings

    When I played over a decade ago I don't remember AI building any helipads or airstrips. But now at least with Hard AI rules they build plenty. I've seen them build and quick sell Tech Centers, so I guess they get construction options for vehicles at least. I've also seen them capture and immediately sell mine! :mad: It was their target immediately and repeatedly when I customized paradrop to include engineers in a map (with TD style single capture). [AI] AttackInterval=2 AttackDelay=3 AutocreateTime=4 InfantryReserve=9000 BaseSizeAdd=999 RefineryRatio=.26 RefineryLimit=6 BarracksLimit=1 WarRatio=.26 WarLimit=2 DefenseLimit=6 TeslaRatio=.16 TeslaLimit=20 HelipadRatio=.1 HelipadLimit=5 AirstripRatio=.12 AirstripLimit=15 CompEasyBonus=No Paranoid=no PowerEmergency=90%
  21. I'm kinda sorry I never tried any of their stuff, but there was a good 9 year period where I didn't mess much with video games at all so no wonder I missed out. Anyone have any suggestions?... Since they're where I guess most of Westwood went and my favorite C&C games are 1: TD, 2: RA1, 3:TS. The only other one I played all the way through was Renegade which was a fun close up 1st person different experience of TD's stuff.
  22. https://www.google.com/search?q=e%3Dmc+hammer&biw=1093&bih=517&tbm=isch&tbo=u&source=univ&sa=X&sqi=2&ved=0CCkQsARqFQoTCJPVnfCO_cgCFQGmHgodqS0MYw
  23. Depending on whether you have the full game or a multiplayer/skirmish install, there's ra95launcher and ra1MPlauncher. One gives the option of play offline and the other gives offline skirmish using CNCnet's setup. Or regardless of version click play online but then choose skirmish instead of logging in. CNCNet's skirmish will fix Allied Nations' bonuses instead of Germany being the only good one and it loads spawn1.mix which is required for map mods like my XO that use C&C1 gfx.
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