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tomsons26

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Everything posted by tomsons26

  1. Well all you can do is try toggling the options then, start with everything on lowest settings and set to no i guess It could vary well be more then one thing is broken, given this is ea not that surprising
  2. It's not your computer or anything, its just some weird bug in SAGE. I get this too with Gen and ZH. Go to Documents\Command and Conquer Generals Zero Hour Data, open Options.ini and paste this in overwriting the already existing content AntiAliasing = 0 BuildingOcclusion = yes DrawScrollAnchor = Yes DynamicLOD = no ExtraAnimations = yes Gamma = 50 HeatEffects = yes IdealStaticGameLOD = High LanguageFilter = false MaxParticleCount = 5000 MoveScrollAnchor = Yes MusicVolume = 55 Resolution = 1152 864 Retaliation = yes SFX3DVolume = 79 SFXVolume = 71 ScrollFactor = 50 SendDelay = no ShowSoftWaterEdge = yes ShowTrees = yes StaticGameLOD = Custom TextureReduction = 0 UseAlternateMouse = no UseCloudMap = yes UseDoubleClickAttackMove = no UseLightMap = yes UseShadowDecals = yes UseShadowVolumes = yes VoiceVolume = 70 One of the options in the ini makes the game go haywire, haven't checked yet which one and why, at some point ill take a look
  3. It's a for funz map WWP(Westwood Pacific) made, sort of a homage to Hollywood movies, there's quite a few of these actually. There's nothing buggy about it. The dino's roam the map providing various disadvantages and indeed if used correctly advantages to all the players on the map. However.. Can't say there aren't any issues with the dinos, animals in general tho. Every time i load that map i happen to always notice the dinos quite ignore players and just stomp through the base, i think there might be some issue with one or two of the ini keys, the dinos actually most likely should be a lot more aggressive. Haven't really noticed(not that i've looked at this specifically) in other maps. It is possible the scripted move commands are messing with the dino ability to attack as well. So basically in fact you might be getting the baby treatment from the dinos
  4. Change log for Yuris' Revenge The change log has now moved to GitHub. Follow the link below to view the latest release notes. Click here to view latest release notes
  5. tomsons26

    Lies?

    Oh look so many "tactics" to fix. SENSORY ARRAY SUB TRICK - Not really a tactic, more of a exploit of the game's limitations/flaws. EMP misc - Technically it should however the reason why it doesn't is due to a game limitation, that is when the Harvester Docks with a Refinery it goes in Limbo, in the Limbo state it only visually exists on the map and is Immune. SURVIVOR SUB TRICK - If this is possible while Short Game is on then its a exploit of a bug. When you are Defeated(as in actually Player Defeated) any units you owned should be killed or become Nautral and do nothing at worst case if the game isn't able to kill them for some reason. If Short Game is off and you are not actually Defeated just have no buildings anymore, yes then this is a tactic to get you back in the game. In either case if you are actually in the "Player Defeated" state then you should not have any control what so ever on anything, if you do then it's definatly a bug. GHOST TRICKS - not sure if that should be possible.... HARVESTER-TIB TRICKS NR.3 - LOL, this probably made my day. The Tiberium Tree spawns Tiberium at random intervals given by to the code that does this in TiberiumClass by Random2Class. 60's Spiderman gives more fucks than the Tib Tree if you shoot it. Only thing that can happen to it eventually under certain scenarios due to a bug is the game just might delete it, a bug present since Dune 2 lol. PAVEMENT PREVENTION - No you can't do anything to Pavement. On the technical side what happens is when you place the Pavement you place down a temporary Dummy Building which once placed down turns into a piece of Terrain which is Immune to everything. ONE SHOT DIZ TAKEDOWN (3 titans) - The Carryall should only be attackable by ground units when it's on the ground. This is a bug actually. CROSS SCOUTING - This a exploit of a bug. The Subterrain units should surface/try to find where to surface once they are given the stop command, they shouldn't stay down there. JUMP JET STEALTH REVEAL - This a exploit of a bug. JumpJet code is buggy as hell. VETERAN STATUS - It doesn't. There are two levels,Veterancy and Elite. The unit that gains Veterancy, gets increased Combat, Speed, Sight, Armor and ROF, the multipliers for these are defined in the Rules as VeteranCombat, VeteranSpeed, VeteranSight, VeteranArmor, VeteranROF. On Elite the unit gains bonuses specific to it, in some unit cases a new weapon. For example of a Elite bonus, the Tick Tank gets Sensors which detect Stealthed Units. INFANTRY-2-FIEND TRICK - The Infantry Transmorgify into Small Visceroids by default. None of the original Westwood maps change this. It is indeed possible to change by setting the ini tag SmallVisceroid in the [General] section of the map. Commando/Ghost forever STEAL - Technically it's not the APC that needs to be destroyed it's the unit in it but yea, as long as the unit exits you won't be able to build another. Make 2 Mutants - I don't see how this counts as two Hijackers, unless you can get the Hijacker out of the unit which isn't something you should be able to do, if you can it's a bug. On the Hijacked units death the Driver which is the Hijacker should die with it too. COMMANDO-SUB-BOOST - AFTER? The game doesn't care about the order units are in a Transport. TEMPLE BUILD TRICK - Sounds more like the Temple's Adjacenty is bugged then a "tactic". It depends on the range it gives. BUILD GLITCHING - The Tiberium fields are already perfectly accessible i don't see a issue in that map. And, yes, that's cheating and it should be fixed on the CNCNet version for that matter already, if its not report it and the steps to reproduce it. ARTILLERY FOG REVEAL - Yes it will. The attacking units are revealed. The question however here is how much does it reveal, if it's practically a large portion of your base then that'd be a issue that needs to be looked at actually. STACKING PLANES - That's a pretty nasty and shameful exploit.... :\ Eh guess i should be happy these games weren't written by Blizzard as unlike in the C&C engine where you need a lot of nerves most of the time to get the units to stack it StarCraft and StarCraft 2 it happens automatically whether you want it or not... Plane FS kill and Vehicle FS kill and SUB FS KILL and SEEKER FS KILL - This isn't a tactic... Every single one is a bug, in fact sounds like the exact same bug.... The Firestorm should kill everything except Superweapons. INFANTRY NOISE - Basically a exploit of the hardware limitations Westwood was bounded to back then, the game is fixed to a certain amount of sounds to be played back once that amount is reached you won't hear new ones, this isn't a new thing, TD/RA already has these issues where it gets to a point that something glitches and you can't hear any sounds for moments. Elite Chemical Missle - So such thing. There's just A Chemical Missile. It's all about the precision, tho it sounds like something is buggy because taking out the entire base sounds OP. Proper Engineer Loading - The game has no code to keep track of this so it couldn't care less. Engineer Service Depot - Thats sounds like a exploit of a bug, but i'm not that sure, would probably need to be discussed with WW devs to answer with certainty... Jump Jet Sam Disable - That's a exploit of a bug. What happens due to how buggy the JumpJet movement code is is the Sam get's confused and thus breaks. Carryall Landing Stopper - Sounds possible yea. Perhaps misclicking perhaps a bug without looking carefully into this can't really tell more. Visc Fiend Defense - It's a Tiberian Fiend, they make great pets you know. Forget dogs! Engineering deployed vehicle - If we did, good job us. Suidide 1 hit planes - This is a exploit of a nasty bug. What actually happens is because of the bug the Alt command tries to force the Aircraft to land at the location you are Alt Clicking on. This bug is a lot less worse in the second generation C&C engine(TS to YR) than in the first gen (TD/RA) tho, in TD/RA you can force Aircraft to land on a building more easily than in TS/YR. Mutant ServiceDepot NO! - That seems to be a bug. It should be possible, maybe isn't cause of some engine limitation maybe just because of a bug. Whatever reason this happens is related to why ever "Engineer Service Depot" is possible. It's all about the state the Vehicle on the Service Depot is in. Weed truck bombs - Nope. The Weeds are special Terrain objects. They have no Strength or anything, or should affect how the Weeder acts. Ion Carryall No! and Missle hits AIR units - Sounds like one of these is bugged. If you can attack air units with the Multi Missile then you logically should with the other Superweapon which is the Ion Cannon. The question is should you be able to, if not then the Multi Missile is bugged if you should then the Ion Cannon is bugged.
  6. tomsons26

    Lies?

    I highly doubt it was even possible... Technically it could be given what i know how the Hijackers and Engineers work and the shared code between them. If it was possible it was definatly a bug its NOT,never was or ever was intended to be a tactic.
  7. this is a Yuri's Revenge MAP, Tiberian sun is not <USE>!! That's not what he is saying. What he is saying Ore placed on slopes causes crashes. The bug wasn't fixed in RA2/YR, nor we have managed to fix it for that matter
  8. Simple, the router has the ports the game uses to communicate with the other players blocked. After the game starts all players are connected to each other directly, there's no server in between in CnCNet games. Westwoods notes on ports from YR Readme.txt Manual Firewall/NAT support In addition to the automatic firewall support features listed above, we have included an advanced setting for advanced users that can be used if all else fails. From the main menu, select "Options" then "Network". Under the "Internet Firewall Settings" section you'll see a "port number" option, which can be used to instruct Red Alert 2TMto always use the port specified here. You should use a port number between 1024 and 65535. Every computer that you want to play the game on should be given a different port number if they are all behind the same firewall. To return to the automatic mode, remove the port number from the "port number" edit box. 2.16. Firewall Issues: If you are playing Red Alert 2 behind a firewall and wish to host a game, you must open the following ports: Port 1234, 1235, 1236, 1237. These ports use the UDP protocol. If you do not know how to configure your firewall consult your firewall documentation or contact your system administrator or Internet Provider Well apparently no one informed me they broke peer to peer a long time ago and buried that fact so that's irrelevant. Good communication 10/10 team..
  9. Worked for me and a whole lot of other people. The installer has SafeDisc embedded in it, thus this "update" breaks running the installer. TS was the last game to have a installer that doesn't have it. Not really my fault if M$ fucked up something in the update uninstalling
  10. Yea as Ploki said. It wasn't even supposed to be possible in RA2. Yea the naval yards are a derp on my side indeed cause i added Powered=yes to them.
  11. RA2 mode does contribute to making it appear more yes I know how it acts and what happens no need to explain this one
  12. Regarding the first post, that's commonly called Pip Corruption, it happens, even in RA2 just not that commonly as in YR, its a original game bug nothing to do with cncnet changes. This bug was fixed in Ares but every time i propose we should port Ares fixes over i get "its not mp related important issues why should we bother blablablabla 100 reasons not to be assed to port them hurhurdruhuurdur...." and then im ignored for the whole day... so i've long gave up on that.. He does yes, we don't ship a custom soundmd.ini for the mode, gotta take a look if its Global i guess tho maybe we should it if is. That's weird, gonna take a look at some point at that.. Eh workaround of sorts, WW Pacific recycled the Cloning Vats code into the Grinder code but instead of making a copy they replaced it completely, the Cloning Vats grind feature in YR is just a Grinder that can only grind infantry, the grinder had a preset sound it could only be overwritten. That is actually the original sound the Cloning Vats in RA2 should have had played but for whatever reason is broken.
  13. The image is useless, add the except.txt, that will be in the game dir after it crashes, as a attachment to the post
  14. C&C95 is hardly ever updated so this is a already previously existing issue in the game. Really strange one at that, it crashed in DriveClass::Mark_Track If you can try narrowing down the issue, it will be caused by a UnitType, that is Vehicles and the Visceroid and Dinos count in this Type class as well, as only those use DriveClass.
  15. Yes that's the idea, and that's not what i was talking about, i was talking about Clones, when they introduced this feature they didn't consider the possibility of using this for basically farming cash using your own buildable infantry.
  16. Play RA2 mode, get Sov + Allied, create spies and grind them. You will get more than 50%, aka unlimited money. Demonstration in screenshots (no miners are mining..): 1000 money: I create a spy: I toss them in the vats: Woo 800 bonus. Repeat, unlimited money. EDIT: Let me check if this is also a thing in authentic RA2. EDIT2: For CnCnet this can be exploited with every single Allied unit. Thanks for making it clearer what you are saying. Should have mentioned you are sending the cloned unit too Um yea, that's how the game works, i wouldn't say its a exploit, its a design overlook on Westwood Pacific part, indeed its something that should be fixed. The way i see it is we should make cloned units assign a special IsClone bool to the cloned unit and it would refund 0, it should probably be cleared on Owner change to make it fair against the other players. Its highly probable since you mention that it doesn't work for the Soviets that this already exits but for whatever reason doesn't work for the Allies. Edit This will be present in RA2 as well, the difference is you will be refunded 1000 not 1800. As for CnCNet, i looked at my RA2 mode rules, someone besides me has modified them at some point and made the Spy's Soylent 900 not 500 which it's supposed to be.... Looks like that isn't all that has been changed... Well now, seems they are the correct RA2 values after all, but yea the Soylent values should be changed to how they were in YR not how they are in RA2 if they are higher than YR, i'm not sure if they even realized they matter until Yuri got the Grinder... Addressing the Type select issue, seems it was changed, i'm not sure if it was in YR tho as i remember something about this being mentioned somewhere in RA2 changelogs, i can't currently test it with stock RA2 cause the serial key checking code false positives and my base blows up yey.... For now, you can actually select multiple buildings by holding down Shift and then set the Rally Point for them
  17. Unlimited money? lol u wat The Cloning Vats Grinding ability gives the appropriate value specified in the rules tag Soylent, which usually is half or less of the units original cost. Only way you can farm money with this is if you grind units that don't have Soylent set, but most should, there might be 2 or 3 that don't, which are always if present on map, as 1 or 2 in any original maps and meant as hidden bonuses by WW.
  18. lol whats with the one missing FPS, either its being reported wrong or something is eating it away, lol. I have multiple debug builds of Generals both pre-retail and post. When Westwood started Generals they did reuse a lot of code, when EA closed WW EALA started replacing things with their own code and standardized for EA code libraries, a lot of WW code is still there, the W3D engine is stripped down, but mostly intact as Westwood had it. There is infact code that is present in YR all throughout the games, even till RA3, after that point EA started replacing a lot of stuff. It's not really YR engine code, WW had a massive code library that was constantly expanded and updated, it was built in such a way that is platform and game type (RTS,FPS,space shooter(EnB), ARPG(Nox)) etc, independent, so that it can and indeed was used for pretty much everything. The game speed setup is either by design or WW never had a chance to code FPS independent game speed and EA never bothered afterwards
  19. Name StructType WEAP 0 GTWR 1 ATWR 2 OBLI 3 HQ 4 GUN 5 FACT 6 PROC 7 SILO 8 HPAD 9 SAM 10 AFLD 11 NUKE 12 NUK2 13 HOSP 14 PYLE 15 ARCO 16 FIX 17 BIO 18 HAND 19 TMPL 20 EYE 21 MISS 22 V01 23 V02 24 V03 25 V04 26 V05 27 V06 28 V07 29 V08 30 V09 31 V10 32 V11 33 V12 34 V13 35 V14 36 V15 37 V16 38 V17 39 V18 40 V19 41 V20 42 V21 43 V22 44 V23 45 V24 46 V25 47 V26 48 V27 49 V28 50 V29 51 V30 52 V31 53 V32 54 V33 55 V34 56 V35 57 V36 58 V37 59 SBAG 60 CYCL 61 BRIK 62 BARB 63 WOOD 64
  20. First while TD,RA and TS is officially freeware Renegade is NOT. Second, unlike most other Westwood games that aren't officially released as freeware but given their age and no further development count as abandonware, Renegade is NOT. Renegade is activly being developed (using sniplets(sniplets cause the full source code is lost) of the Renegade source code given to them by EA) by Tiberian Technologies http://www.tiberiantechnologies.org/ ,which is the offical developer/maintainer of the game.
  21. C&C Dos debug build? pft Dune 2 DEBUG BUILD!
  22. There are some VQA's on the cds that aren't in the Mix'es. There's a lot more of cut ones tho. A lot were cut in all C&C's because of the space on the CD's. The EMP one from what i could tell from the stills i have is a 3D plus animated digital concept art. Basically i guess a motion fmv concept.
  23. The OpenRA team doesn't use the original logo for their mods. You've confused the competition (my project) with the game. So hurr durr right back at ya No U.. I was talking in general, ORA needs a unique way of designating the mods, for tournaments, youtube, whatever, else people have to resort to wrongly use the original game logos.
  24. Agreed. OpenRA RA mod is NOT the Red Alert, should not be represented, implied as or advertised as such. It’s wrong to use the original games logo for this because it’s not it. You (you as in the OpenRA team in this case) need to think of a your own way of designating the separate mods for cases like these and etc. It’s funny really how the ora team even let that logo be used in the first place for this. Some time ago they were like hurdurur you can't uz original stuffz cuz copeyraits frankly everything should be replaced with cc stuff dur hur, but that the same time they ignored that themselves on many accounts. When a new UI was being made for the D2K mod i tried to pinch in, browsed through the original assets and eventually noticed the texture WW used was from 3ds Max (and can be found in probably all 3d modelling apps that come with textures and as far as any copyright goes to that the textures shipped with 3d modelling tools are free to use for anything and this particular one was abused to oblivion in the early 2000s) and gave it to them proposing to use the original instead of that sin awful thing they intended to. In return they went all copyright hurdurhur on me. Funny how the RA UI used the metal texture taken from the original RA manual and no one even batted an eye https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/uibits/chrome.png https://picasaweb.google.com/113361105083292812413/RedAlert#6144970289232999266 But when i started adapting the original RA2 UI for the RA2 mod and then even remaking pieces from scratch to point accuracy and they lost their collective shit and in the end xanax’s take on what I was doing already was used anyway. As for "conservative in that any alteration". No, just no. When i was introduced to the RA2 mod, it’s supposed goals and intentions, it was presented as with intent of getting things working more like the original RA2 thus paving a way for RA2 modders to have an opportunity to accurately recreate their mods in ORA. The more I worked on that mod the more I learned that keeping anything as original as possible is not of any intention what so ever and in fact they didn’t even want to know how things were done in the engine that much. More time passed more I learned really the intention is to have something that looks and seems to act like in the original. Not really, Westwood started experimenting with different UI's that have tab sorting of sorts in the PSX games and in N64 C&C. It's not a bug… If it still (screenshots are from 2015) lights up like a Christmas tree causing massive lag when nothing is even moving then "could be better" is a major understatement. True, ORA's engine doesn't suck, when it comes to that it’s quite versatile and with more attention to ideas mod developers have for features and expanding the engine instead of endless (un)balancing taking priority and i'll do what i want cuz i don't give a fuck's, it could become even better as a generic RTS engine that could serve as a platform for other developers. Your opinion on the C&C engine and WW coding is really really biased. You are basing it off of your experience with the C&C Gen 2 engine which is TS/RA2/YR, off of RA2/YR specifically. The code added in RA2/YR doesn't really represent how things were done in the original C&C Gen2 engine Westwood Studios built for TS that much anymore. The engine was reworked in many things during the RA2 development by a programmer team at Westwood Pacific without much involvement from Vegas in programming terms in the project. It did chose its own path, but in a lot of moments it feels like it, anyone involved is relentlessly trying to sell it as a pure true replacement to the original games. If someone is gonna clame that ora is that no one really from the dev team has any interest of stepping in and clarifying what ora is and what isn’t Of the oh so many, latest case point http://kotaku.com/fans-remake-classic-rts-games-like-command-conquer-r-1775451029 which sells it as a modernized remake.
  25. It crashed in TriggerClass::Spring, so there's some buggy trigger somewhere in that map. Well it could also be that the unit cap was reached and the trigger code crashed trying to spring a trigger i guess too, but more likely a bugged trigger.
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