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Everything posted by Eisengeist
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It's always been messed up in rules.ini which has never been alterated in any newer official version of RA. 1.1 is slower ROF and weaker armor, while 0.9 is better. However, last I saw CnCnet's spawn.xdp overrides it and gives 1.1 Firepower instead to all six allied nations, unless you specify your own bonuses in map, then those will take priority.
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I've read that using Name= more than 3 times is really a crash risk. So I only used it three times in updates of older stuff such as Volkov Deathmatch. In all newer stuff I have it entirely commented out in map mods so it's not used it all. It's just the text that appears when you point to something for a bit. I think it's better to leave something with no name other than its icon than to risk a crash.
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If you just try to make a badger buildable, it's not selectable and therefore unusable But paste this into a map if you want to change yaks into badgers: [YAK] Image=BADR Primary=ParaBomb Secondary=none Ammo=5 For balance reasons you'll probably also want increase Cost=
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What triggers/trigger action would you guys like to see?
Eisengeist replied to Iran's topic in Red Alert
Figured a theoretical solution to my problem. For the event I can use OR with the two events being entered by one player and being entered by another. So at least one spot will work for two players, and how I have the teleporters designed as a formation of four rocks, I'll just make each of the rock spots work for two players each and I have all eight covered with it only requiring four triggers for each destination. -
What triggers/trigger action would you guys like to see?
Eisengeist replied to Iran's topic in Red Alert
I've been messing with some of these. Though apparently not in the normal ra95.exe, they're in the parastructures exe that Iran made available on this thread: http://cnc-comm.com/community/index.php?topic=2599.0 Unfortunately the download link no longer works and it seems he hasn't been on here since August. Just spawning a chronovortex right off the bat is cool since setting its chances higher in rules hasn't seemed to ever work. I'm trying the make chronoteleporter spots that work for any player. tele=2,12,0,0,1,-1,12,0,-1,0,66,21,-1,21,0,-1,-1,-1 ; ?,Ow,?,?,A,??, T,?,??,?,Cr,Wy,??,??,?,??,??,?? ;First ? probably temp/semicons/constant 0/1/2 ;1 for A means Entered by ;T required to be the activator's team. 12-19 is multi1-8. 2 isRussia ;If Wy is -1 then it is randomly waypoint 03 or 04 ;tele=2,12,0,0,1,-1,12,0,-1,0,66,21,-1,21,0,-1,-1,-1 Here's an example that only works for multi1: First action of trigger reveals area around waypoint and second is the chronoshift. [Trigs] tele1a=2,12,0,1,1,-1,12,0,-1,0,17,-1,-1,21,66,21,-1,21 tele2a=2,13,0,1,1,-1,13,0,-1,0,17,-1,-1,21,66,21,-1,21 [CellTriggers] 1954=TELE1A Seems I need a different trigger for each player for entered by, but I can't stack multiple celltriggers on one cell. The game ignores if I edit multiple on one spot with notepad. I tried changing the 12 for multi1 to -1 and then it doesn't work for anyone. Not sure if anything can be done with the other chronoshift trigger type 65. Anyway got any ideas? Looking at Jacko's post, don't have the map to see. But RAed says something is invalid about the teamtype. I think type 65 would be used for an already existing MCV placed on the map border and set to that trigger. And having move to waypoint 98 set in the team type's list of orders is unnecessary. Actually the teamtype is unnecessary if the MCV already exists with that trigger attached to it I think. -
I just thought so they're not all loaded at once by anyone viewing the topic. I guess the immediate views of them are a bit reduced versions and if any admin thinks it's too much they can just delete them since I have a download link to a whole zip. Oops I forgot to fix the recon bike's armor in the sole24corrected.jpg. Should be Wood or maybe Worst would make more sense. And not sure about Mammoth's tusk missiles. I think they might have gave them short range that doesn't get upgraded so it uses its cannon most of the time. Here's a corrected pg 24 so you don't have to download the whole zip again. EDIT: It seems MammothTusk missiles were shortened to about 4 so they're still in the medium range but the tank uses its cannon more. Still TD/Sole just have different programming for its alternate fire than RA. They also got better ROF (I estimate ROF=52 about) like the now single firing cannon (or at least FiresTwice doesn't affect overall firing rate). Maybe pg24 was originally right, but the values in Myg's stuff at github, the changes listed in news for v1.04 (no info on what's specific to v1.05), and actually playing game all seem to match to how I fixed this. But I haven't found what exact number values are for damage, ROF, and range of weapons. They obviously used TD values as base and then modified them. I don't know if any damages are changed but I think I got ROF and range close for everything. 104ssnews.txt
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Well I already uploaded half and stopping there unless you say to continue. Four files per a topic since they're immediately displayed. I need to get a mediafire account. I guess I can go do that and you can delete the other topics I made if that's what you want. Including a little corrected version of pg24 I got it down to 17 files totalling 4.6MB. UPDATE: https://www.mediafire.com/?l6pebst79p85yfp
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UPDATE: https://www.mediafire.com/?l6pebst79p85yfp Scans of Sole Survior Online manual ranging from 96% to 99% jpgs.
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Ok, a Global Moderater says Gimmee so I'm starting a new thread for upload. This game actually predates Tiberian Sun.
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UPDATE: Download whole zip of all 30 pages at https://www.mediafire.com/?l6pebst79p85yfp Two pages each 96-99% quality jpgs of 968x488 give or take a few pixels. I'm not aware of any digital version and there's some cool stuff not in any other C&C manual such as acknowledging the existence of and listing the dinosaurs. And the only other C&C manual that specifically shows the viceroid is C&C3.
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No one replied to this post by XTF. Possible easier idea to expand to 62x126 or 126x62?
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This server code has been very useful for getting the Sole Survivor stats of units. As far as weapons go, all I can find is a projectile list and I know what #weapon each unit uses. They obviously used TD's values as a base and then modified many of them. It seems they might have switched carnivorous dinos and herbivores' weapons with each other. I know they lowered some weapons' ROF and apparently made FiresTwice not affect firing rate. Anyone have the exact numbers for weapon data, or could tell me where to look? Possibly in the exe with a hex editor? Over ten years ago I made Volkov Deathmatches for RA1 & 2 kinda similar to sole survivor. Now I'm trying to recreate as much as I can in RA. There's a lot I can't replicate of course, but a good amount of things I can. A major dilemma is RA's crate powerups are one time multipliers for Firepower, Armor, and movement speed. I get the idea that in Sole, firepower crates, armor(maybe actually strength), speed, and range may all add a small constant amount, except rapid reload crates seem to pretty obviously use a multiplier to reduce the SSM's firing cycle time to a steady barrage. Unfortunately multipliers favor those who already have large numbers instead of evening things up. Or maybe I'm mistaken and Sole does more multipliers than I think.
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It seems for all tanks, artillery, and mobile rocket launcher, and possiblly others they did mess with the ROF beyond just using TD settings. Timing them, TD vehicle machine guns (1.44 sec) and the total time for SSM 2 missile to first missile again cycle (22 sec) matched results of what I already have in RA. I'm also wondering if they made the artillery less accurate. If I can't find the exact weapon data somewhere I hope they didn't mess with damage and range too. Range could be figured out but damage is another story without exact numbers. Apparently FiresTwice is observed but probably changed to not modify ROF with second shot coming when single shot would repeat again. Because when you watch the Flame Tank it alternates which side its flame comes from. Also from the look of sserver stuff's order of projectiles Vs the id numbers of weapons in units data I'm also wondering if they mixed up DinoChew (Herbivores) and DinoGore (Carnivores). If they did got right, then Triceratops is a pointless unit with Sole Survivor stats. It's same speed as T-Rex with less life and weaker attack. If they mixed up attacks, then T-Rex and Rapter have the weaker attacks, but that's opposite of actual TD.
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Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
Important Fix to tdpure.txt only. Mobile Rocket Launcher couldn't fire at ground units and probably not over walls. Projectile Ack needed AG=yes and High=yes. The Red Dawn version tested fine since RD's rules already have those. But copying and pasting my changes to TDpure.txt for regular RA those were needed to override its setting of AG=false. Also set Crusher=no for Rocket Launcher, SSM, and Artillery to match TD but that's ignored in current CnCnet or RA95.exe anyway. Three Minor changes to everything else: All except Lunar and XV: Slowed Infantry flamer to ROF=53. It's 50 in TD and RA but RA has quicker animation making it faster. TDpure, XOTDpure, XOTD, XOalt, XV: Crusher=no for Mobile Rocket Launcher, SSM, and Artillery In other rule sets I deleted any crusher setting. But currently crusher is ignored by CnCnet or the RA exe. TDpure, XOTDpure, XOTD: Any rule set where badger bomber is changed to A10 WartHog dropping napalm BadgerBombCount=3 Some I already had it at 3. Apparently it always was three planes for TD's airstrike but due to a glitch they often appear in the exact same spot making it appear to be only one or two. xv.txt tdpure.txt xo.txt xoalt.txt xoeditlog.txt xolunar.txt xotd.txt xotdpure.txt xv.txt xorules.zip -
One issue that may require cooperation between CnCNet and XWIS
Eisengeist replied to Eisengeist's topic in General Discussion
Cool, where can I download that? Also is there any kind of TD to RA map converter? -
One issue that may require cooperation between CnCNet and XWIS
Eisengeist replied to Eisengeist's topic in General Discussion
Woah, that's a crazy map design. I'm trying to think of a name for or the location of those ancient giant images on the Earth. I'd like to see that map. But I guess it has to be a shrunken or just a portion of it at 64x64? -
One issue that may require cooperation between CnCNet and XWIS
Eisengeist replied to Eisengeist's topic in General Discussion
Thanks! Now it looks right. Looked fine in full screen with no tweaks. And awesome maps renders. 42 looks really cool in game. Some of these would be good to recreate in RA or Red Dawn. -
One issue that may require cooperation between CnCNet and XWIS
Eisengeist replied to Eisengeist's topic in General Discussion
Start the game, quickly open up the Task Manager and set the process Affinity to only one CPU core, that should solve that issue,might still hang/crash but should work on next run. This is a long known bug, the CnCNet exes are forced to one core on C&C and RA by default. Thanks! It works now. Except some colors are still messed up. Videos and title screen look bad. Parts of icons, miscellaneous scenery, and stealth look messed up. I do have it patched up to 1.05. Found from a txt file that shift+s takes a screenshot. Otherwise you have second to click the screenshot button when time is up. Colors look correct in screenshots though. With a good high res patch you could take an opportunity to take a few screenshots to capture a whole map to recreate for RA or Red Dawn whenever the map gets revealed. Otherwise I don't know any other way to view maps. Format seems to be combo of an .ini & .bin like TD but XCC mixer labels the .ini parts as RA maps. -
One issue that may require cooperation between CnCNet and XWIS
Eisengeist replied to Eisengeist's topic in General Discussion
I got to play it when there were only CTF games and nothing else. There was usually somewhere from 9 to 16 people per a team (usually 20-30 players per a game), and then at some point it dwindled to a few people. I never got to see free-for-all, football, dinos only, or any other mode. I think a flag was surrounded by four obelisks and four advanced guard towers. Offline practice isn't that interesting since you just specify how many computer hunters to go up against from 1-10. Beyond 4 isn't very reasonable since they're already powered up and gang up on your single unit before you can get powered up (multiple levels of each) There's a choice of announcers: standard EVA, the Commando, a game show announcer, and one called 1-900-Kill-You that sounds like a phone sex line. You have all TD land units including viceroid and dinos (so that's new icons for them), except no engineer since they'd be pointless. Infantry can't be crushed and are tougher. Some maps have teleporters. The crate effects in most of its 29 mega maps (126x126) are: [Crates] IonFactor=400 Density=50 Armageddon=1 Radar=20 Unshroud=5 Reshroud=5 UncloakAll=10 Kill=0 Teleport=20 Stealth=50 Bomb=9 Heal=150 AddRange=100 RapidReload=100 AddSpeed=100 AddWeapon=100 AddStrength=100 I think density is similiar to RA's crate minimum setting. I think Ion factor is just upping the threat of ion cannons, possibly sometimes triggering it. There's also CrateTimer=300 of which I've seen the values 30 and 300. Not sure what that is. Unfortunately I can't even play practice mode under windows 7 without it crashing early on. I still have an old Win 98 comp to play it though. -
Does anyone have this info or could someone advise where to look in the exe with a hex editor for the base values of unpowered up units and the equivalent to these RA settings: CrateMinimum=1 CrateMaximum=255 CrateRadius=3.0 CrateRegen=3 And chances of different crate effects? EDIT: Just found these crate values defined in the map Death Race: [Crates] IonFactor=400 Density=50 Armageddon=1 Radar=20 Unshroud=5 Reshroud=5 UncloakAll=10 Kill=0 Teleport=20 Stealth=50 Bomb=9 Heal=150 AddRange=100 RapidReload=100 AddSpeed=100 AddWeapon=100 AddStrength=100 The map format is like TD where there's an .ini and .bin for each map. EDIT: Nevermind unit info. Found that in Myg sserver stuff at github. Just couldn't find specific weapon stats, other than I know what what weapon each unit has, and found a list of projectiles(in weapon.cs). Apparently base weapons are same as TD since minigunners had half the range but much better firing rate than vehicle machine guns. Only thing is the game ignores FiresTwice=yes for the Mammoth tank, Rocket Launcher, and Stealth Tank and they just shoot one shot at a time. I thought of the possibility that both shots are at the same time. But at a low speed with the Rocket Launcher firing an inaccurate missile making a quite a turn that both missiles would be on the exact same path? Smoke trail doesn't look any thicker for units with FiresTwice. Should be fun to play around with this balance of units in RA. stats.txt
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Definitely on the back burner as it seems polishing RA2/YR and Dune2000 support are current priorities (I'd also like to see a few of Iran's things put back into CnCNet's RA such as preventing the chinook from flying away with GNRL and Crusher=yes/no), but regarding Sole Survivor... If people associated with CnCnet have been working on fixing up the game and XWIS has gotten server set up stuff for other C&C games direct from EA, perhaps someone can could get Sole Surviver stuff from EA and hopefully they could be persuaded to release that free iso same as other older C&C's. Otherwise maybe C&C recreations such as OpenRA or RA++ could keep that game in mind which is practically totally composed of TD resources. Too much drama lately. A few people need to chill out. Simmer now down!
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Definitely thanks! I got hosted there. http://xo.cncguild.net/
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Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
There really isn't much of an install. If it's a .txt file, then it's rules to paste into a map you made. If it's a .mpr file whether downloaded from the pages of this thread or from my site, then it's a complete map with whatever custom mod rules already in it. Just copy any .mpr into your Red Alert 1 folder. Then run CNCNet or its MPlauncher. Start an online game and my map will be listed under all maps, probably near the bottom since they start with XO- or XV-. Or to just play it yourself, use CNCnet's skirmish mode. When you start up CNCnet, if there's an option for "Offline skirmish" (not just "play offline"), choose that. If it says "play offline" that won't work since that doesn't load the needed spawn1.mix file included in CNCnet. In that case, choose play online but then choose skirmish there instead of logging in. Don't want the maps? Then just delete whatever .mpr file. My mod doesn't change anything in your RA install because they're just maps that only have the game changes while you play them specifically. -
Allies vs GDI vs Nod vs Soviet Crossover!
Eisengeist replied to Eisengeist's topic in RA Multiplayer Maps
My web host of about 13 years is closing person pages right about two months from now. So my C&C page is now at http://xo.cncguild.net hosted by http://cncguild.net/ on http://revora.net I've updated all rule sets with just some little tweaks mainly to tech levels for RA stuff, but mostly importantly I more accurately determined the charge time setting for TD style napalm airstrikes. A setting of 8 rather than 6 more accurately matches TD's normal speed charge of about 5:40. And increasing the nuke charge from 13 to 14 also matches the time just over 10 minutes just about exactly. Most maps have been updated to v2.0 and some Red Dawn versions have been released! Arena Valley currently left unupdated is the only one that doesn't have custom paratroopers. I've attached all the new rules here in one big zip and also individually. EDIT: reuploaded XV.txt (others already had this fix) Added Verses=100%,3%,3%,3%,3% under [HollowPoint] For some reason if you don't have that or the RA %'s and add Spread=4 so the sniper doesn't suck against moving soldiers, the sniper rifle and colt45 will do heavy damage to vehicles. I don't know what's increasing it beyond RA's normal Verses=100%,5%,5%,5%,5%. But having the values in a map fixes or overrides or prevents it. This happened before while I was working Red Dawn maps even though that uses Organic for the sniper with the low %'s set to zeros. I see nothing in spawn.xdp or spawnam.xdp (plain txt rules used by CNCnet) in either game that's doing this either. Also XV-Czech Mate was updated to v2.1 to fix that, add more ore to map, and change the Longbow (which is an Apache) and Apache which look identical to Orca and Hind.