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Everything posted by tomsons26
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Originally they came from my archive i guess. The faded ones/messed up ones were in CMYK, i recovered those from gaming mag pdf's. You can find a lot more on https://picasaweb.google.com/113361105083292812413 while picasa is still online. WW did a lot of bullshots, i recently got a lot more WW assets in general, including bunch of takes on some RA screenshots. But you'll get to see those only when the archives are moved to its new home, as Picasa is going down soon(it should have been actually since 1 of may but for whatever reason google's taking longer to do it) and can't be edited. The UI in the really early TS shots was just copy pasted from UI concepts, the actual UI was just the RA UI at the time. It was either pasted for the sake of having a UI in the screenshot or to cover up the RA UI.
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Is here a "maxcameraheight" change option for RA2?
tomsons26 replied to Mabus's topic in Modding Discussion
I understood what you are implying with those sentences so i won't elaborate anything further.. But to add to my previous statement, i just found the trailer showing these features, thought i only have it which would be on my Picasa album which from what i understand won't be accessable anymore since Google is dropping Picasa but there it is. https://www.youtube.com/watch?v=htGTi4n55EE -
Is here a "maxcameraheight" change option for RA2?
tomsons26 replied to Mabus's topic in Modding Discussion
Short answer, no. Actually it should assuming the code is still there. Well as far as zoom it goes at least, but i'm sure zoom out was a thing too. This was a feature in TS Beta but was cut, we don't know why tho maybe bugs. Right now afik we don't even know where in the code it is in YR, only in TS. None of this does not mean we will re-enable it. Just internal game engine insight trivia really i felt like sharing. -
Since we are attacking everyone here apparently. Oh you are the one to talk. Mister I haven't patched a thing in years. You are as much responsible if not even more for the state TD may or may not be in as any one of us, if not even more cause you have abandoned it.
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Short answer yea. Long answer they could be rebuilt at double resolution using super resolution. Retaliation FMV example, note original FMV is 320x240, scaled it to double for comparison sake. TS VQA example, from a radar VQA which is 140x110. The downsides are: 1. SR isn't really available that simply besides a few demo apps, some obscure stuff, private implementations and tbh rather crappy implementations that really just look like the frames are scaled with Lanczos. 2. While the PSX videos can be worked with, VQA's tho seem to tend to turn quite messy sadly, think we'd need some SR algorithm that is build with how VQA's work in mind. 3. SR uses neighbouring frames to reconstruct things. However a lot of the the cutscenes are really static turning the image into SR'd actors against a blurry background. With Dune 2000 and later it would make a larger difference. Come to think of it i never experimented on the PSX D2K FMV's. The only people messing with superresolution really are Star Wars fans that are trying to restore the old movies and that's about it. http://originaltrilogy.com/topic/Star-Wars-GOUT-in-HD-using-super-resolution-algorithm/id/17552/page/49 We have asked a long time ago. EA drove a lot to a landfill. The Westwood assets EA lost while moving from Vegas to LA are all that exists now at this point unless someone saved everything from the landfill before it was buried under tons of garbage. In 2015 they threw out everything else Superweapon Games dev's managed to save some posters and platinum CD wall mounts https://twitter.com/SuperweaponTeam/status/598917966676111360
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What makes you think we blocked Iranian IP's? CnCNet is likely blocked by Iran itself. Even if not CnCNet is not blocked directly because of the ideas, ideals and such present in the Command & Conquer franchise in general, then it's blocked indirectly because we have Facebook integration in the News page and links to YouTube, Google+, Twitter and Facebook.. You know, free world things banned in Iran.
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Original maps not loading (screenshot of error here)
tomsons26 replied to Mabus's topic in Modding Discussion
This is really weird. The game crashed in PaletteClass & PaletteClass::operator=(PaletteClass &) so its not a trigger issue. I just tested the map and it crashes for me too at the same address. [Edit] The issue is caused by the desert theater -
MS released a update a while back that disabled SafeDisc, which is the copy protection used by the games and for whatever messed up reason its added to the installers as well. https://support.microsoft.com/en-us/kb/3086255 Try uninstalling KB3086255, it should work then if the installers worked previously.
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Aaand the entire wiki is marked for serious cleanup... As it so rightfully needs to be The only information Westwood provided is in the manuals and the RA website. The site is backed up on CnCWorld http://www.cncworld.org/wwr/games/redalert/research.html And maybe there is some more info in the later site backup, sadly it's a broken mess. But iirc the info is just mirrored. http://web.archive.org/web/20001008142303/http://www.westwood.com/games/ccuniverse/redalertpc/siteload1.html Maybe you can find some more info in the RA2 site. http://web.archive.org/web/20010523001352/http://westwood.ea.com/games/ccuniverse/redalert2/english/index.shtml
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The game is crashing in the Radar code. It's the mission where you start off with 2 Commando's you are refering to, correct? Weird, don't get that issue in GDI Mission 2 Blackout. Open conquer.ini and find [Options], try adding and toggling HardwareFills and VideoBackBuffer (they probably will be there already). [Edit] Seems Nyer has fixed this already http://forums.cncnz.com/topic/15009-crash-research/?p=190361 so that's weird. Are you sure you are up to date to C&C95 v1.06c revision 3? Unless Nyer broke it again it doesn't make sense that this still happens.
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Hi The link is outdated, the current Wineskin link for TD/RA1/TS is http://funkyfr3sh.cncnet.org/freeware/CnCNet_Wineskin_Mac_OSX.zip
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Besides rules changes, pretty much everything is under the hood yea. Voice's can be added, it's just ini code and adding the wav's to audio.bag. For the campaigns the exe would need hacks but they are simple and already available. What's possible? Pretty much everything that was possible in RA2. Maybe it could be something could be dug up if you try really hard. Besides the new features? Let's see... As Blade mentioned the combat system indeed was changed, in RA2 the civilian buildings have weapons. When a E1 or CON garrisons it the game activates the weapon. However if you place a building with set to a different owner in the map editor, or mess with the Civilian house code the buildings will attack anything in sight, even different owner buildings. In YR this messy hack of a feature was replaced. Instead of activating a weapon, the units actually fire out of the building. This also makes it a headachy to port the RA2 campaigns to YR, if you don't remove the old ini code the map either crashes the game or all garrisonable civil buildings are hostile to everything if you add back the garrison weapons to rules. Some old unused TS stuff got removed. Hospitals work differently. In RA2 they still work like in TS, you send a unit in to heal it. In YR you capture it and units auto heal, tho this can be restored with a rules change. The probable reason for this are a bunch of bugs with the TS style hospital which i won't discuss further. Particles might have been reworked tho they aren't used in RA2 so it's not really relevant. The Nuke works differently, it TS to RA2 the Multi Missile spawns a dummy unit that fires its weapon, in YR that finally is gone. Weapon burst code was changed, no one knew even about that before people started reporting OP aircraft in RA2 mode. Why was it changed? No no one knows. Mind Control code was changed. Weapon Damage on MC in RA2 served as prioritizing for the AI and the controllable unit count was hardcoded. Now defines mind control links. There's probably more but that's what i remember for now
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Anyway to make the CnCNet Client look more like this:
tomsons26 replied to aWarNoob1's topic in Red Alert 2
No, just thinking from a performance and memory usage point of view, rendering giant png sheets for the anims or god forbid gif's would be messy -
Anyway to make the CnCNet Client look more like this:
tomsons26 replied to aWarNoob1's topic in Red Alert 2
Apparently there's something buggy in the PM notification. Only saw you PM'd me after i saw it in my email. Both a just like YR and YR looks UI's are possible from a technical standpoint, tho if we go with just like YR with anims and all that might turn a bit nightmare-ish unless someone codes in Shape(shp) support which i don't see happening. I was the one who made the initial client UI graphics, the idea when i did it is we wanted the client to match with the website design. That said tho i did toy around with a RA2/YR like looks for the UI idea back when there hardly was a client at all. It's just a PS mockup tho. Honestly i don't really want to make anything like this, definitely not alone. Perhaps some day but dunno if in the foreseeable future. -
Yes that's a bug. It's a known bug in the Retaliate mission code, its not related to the RA2 mode.
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It started that way with Iran's really messy and incomplete version of the mode. I reviewed the actual changes between the games and redid the mode from scratch once i decided YR doesn't actually have such drastic changes that would make a lot more proper RA2 mode possible. I know it's there, Name usually has the last beta name before the UIName to replace Name tag from TS was introduced for localization. I know it is, they just decided to reuse that name for the campaign Yuri units that's all. Since the Alpha Yuri's were always Yuri's and were referred to in plural. The Soviet's were going to have Yuri Prime but the code and assets for that unit were never finished. PTROOP was a actual campaign only? unit later turned into the Psi Commando. You can still find it on the leftover early beta Soviet mission 1 map sov1u still left in the maps02.mix. Well i talked to Speeder and some other people about the subject. I guess we will talk about it what to do with Tanya. Well see I talked about the speed issue with Speeder, he pointed me to a ini tag i have forgot about BuildTimeMultiplier but it's already set to 1.0 to all the tanks but HTNK which i missed at the time i made the mode, that will be fixed. There's nothing else I could find that can affect production speeds or any other speeds for that matter. When comparing production speeds make sure to play at the same game speeds.
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Whoa whoa whoa, noticed you wrote this. That was a deliberate Westwood decision, proven by ai.ini, which specifically allows the AI to build taskforces, one of which with two Tanyas. [0CE3754C-G] Name=2 Tanya, 3 Gi, 1 Blackhawk 0=2,TANY 1=3,E1 2=1,SHAD Group=-1 It also goes well with the fact that you can make more than one Yuri (which they were too lost to name Psi-Corps Trooper in multiplayer). AI.ini was likely generated automatically by Westwood's internal editor as the screenshot of it even implies. None of the other with Tanya taskforces have more than one Tanya. Hmm "Blackhawk" guess that script was made during mid or even early beta as the Alpha name of the Night Hawk was "Shadow Transport" and Beta was "Blackhawk". All the other scripts have the final names. Haven't found anywhere where Westwood would talk about "Tanya's", its either "Tanya" or "a Tanya" however "Yuri's" were always referred in in plural and the story of that unit is that they are clones. Westwood did chat sessions, FAQ's and interviews where they talked about changes introduced in YR, Tanya's build limit wasn't one of them which leads to further believe they quietly dealt with that issue. "Psi-Corps Trooper" is a beta name for the "Psi Commando" which is a different unit from Yuri's, with mind control and C4. I suspect that 2 was supposed to be 2 Seal's, but they didn't have the Seal art and code done then and used Tanya as a placeholder since it's pretty much the same unit or someone just made a mistake. Out of all people you would know how much Westwood Pacific(who did the game code and inis while some people from Vegas did art and the Vegas filming and cutscene 3D artist crew did the FMV's) made mistakes, both of the games are full of them. One of them being because of a constantly repeated spelling error debris on a lot of stuff is broken, at this point i'm not even sure i want to fix that cause well seems it could drastically change the outcome of destroying something. :\
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And what good would that do. It's pretty much pointless until and IF EVER we get World Domination mode working. A lot of behind the scenes hacks were rewritten to proper code and a lot of bug fixes were made in YR. All RA2 would give is a whole load of bugs really. Right, to the issue subject. 1. That's Damage, Strength is health. Yes planes do do more damage, i investigated it, is because Westwood changed the Weapon Burst code. Will be fixed. 2. Indeed GI weapons were changed in YR, missed that one. Will be fixed. 3. Huh? Build speeds or the way units are produced haven't changed since RA2... Nothing to fix there. 4. Training more than one Tanya was a bug in RA2. Won't be changed. 5. That shouldn't happen, appears WW caused a bug in AttackCursorOnDisguise code in YR. Will revert the change that could be affecting this. 6. That was a bug fix made by Westwood in YR. In RA2 under certain circumstances the units could get glitched and get stuck in the War Factories. Nothing to fix there. In YR Westwood rearranged the Rules.ini which made it really hard to compare them to RA2's. When I made the RA2 mode i rearranged the RA2 rules to how they are arranged in YRs RulesMD.ini, because of how much stuff they have it's possible i missed some. Thanks for reporting these, fixes to these and some other things i noticed along the way will be added likely in the next update. 1. Yea, its known. It's suspected to be a bug caused while coding YR. Will try to get someone to see if it can be fixed. 2. RA2 mode has pretty much the same rules as RA2 aside from bug fixes, the Soylent value for TANY is her original cost in RA2.
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The serial key is invalid. That's Westwood's copy protection. I suppose it can happen with the Origin version too, if it does its cause the serials Origin provides have letters in them, at least the original TS/RA2/YR installer only supports numbers, tho im sure they hacked it out but improperly then if it does.
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The expansion changes nothing, it didn't provide a new Windows exe. They won't work for the same reasons why RApp won't support old savegames. The savegames are selective memory dumps, they need either the same-ish code they were created with(meaning at least one unit addition to the game or a significant unit code change breaks them) or special code to handle loading of older saves which Westwood did write for some versions.
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Only thing stopping the YR ladder is that we still need to reverse engineer the existing stat sending code and replace with our own written one. Right now no one has the time to do it. Well that and figuring out what the stats are https://github.com/CnCNet/leaderboard/commit/a74aabe252480bcef00b0a482b7bef4ba1674254 So far i have been able to only find the flags, no meanings, most will be the same as rest the games, some changed, some probably with type changes int8 or int16 etc, i'm quite sure there are a lot more tho, those are the ones i could dig up in the exe right now.
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This thread is about fixing the issues in WWs maps not changing the way they are played. That said tho, a checkbox for Ion Storms in the client probably should added cause don't see why not.
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ISSUE RESOLVED: Red Alert 2 wouldn't install on W10
tomsons26 replied to Techno_Man's question in Support
It's a Windows update. http://myonlinesecurity.co.uk/september-2015-windows-updates-kb3086255-breaks-many-games/ Windows Update KB3086255 isn't installed. It won't be, the update is offered to pre-Win 10, The ''security update'' already a part of Windows 10 since Beta -
Yuri's Revenge - keep menus in correct aspect ratio?
tomsons26 replied to TaxOwlbear's topic in Red Alert 2
You can only set the menu resolution in RA2. In YR it's hardcoded to run the menu and loadscreens at 800x600. Iirc People have looked into disabling this hardcoded function and restoring it to the way it was in RA2 many times but no one has been successful at it. This stretching you are talking about is solely done by the GPU driver, you need to disable it in the GPU Control Panel. Afik you can't control this from a application it's always controlled by the driver. -
Difference between Ultimate Collection and On The House
tomsons26 replied to Jacen Solo's topic in Red Alert 2
It's exactly the same as TUC, which minus the TUC launchers and some hex hacks that are completely different compared to the hacks made in the TFD exe for whatever reason, is the pretty much the same as TFD and that's, minus some hex hacks, pretty much the same as the retail (the game exe's them selfs still the retail 1.06/1.001 compiled in 2000/2001 as the internal timestamp says, just with hex edits)