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Everything posted by tomsons26
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While looking for a way to run 16-bit console apps on 64-bit Windows like they ran on 32-bit Win (which i found https://github.com/vyv03354/msdos), i came across "InstallShield Wrapper", it makes it possible to run the old InstallShield based setups such as the Sole Survivor Installer and many many more. http://www.vogons.org/viewtopic.php?f=8&t=42464&sid=3149616fb6403cb3f4bbc73846740610&start=20 With this all you need to do is install the wrapper and old IS based setups will just run from now on In the case of C&C95 and RA installers set setup_isw.exe C:\Windows\SysWOW64\InstallShield\v3x to Windows 95 Compatibility mode else the setup will detect the OS as Windows 6.1 say its a Windows 95 product. There is also another method, but it won't work unless you have a setup where the needed files are in the same folder as the setup exe which is not the case with Sole Survivor. But i'm linking it if anyone has trouble with any other game setup and the wrapper doesn't work http://www.reactos.org/forum/viewtopic.php?t=10988
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Red Alert 2 Classic mode has buildings it shouldn't
tomsons26 replied to Chief's topic in Red Alert 2
Ugh. I fixed this already, Who reverted it O_o -
Nice find. Right. Looked it up,tracked it down, that image is a render of a stock LightWave MustangHighRes 3d scene. Heh the pic of the scene is even on Wikipedia http://www.lightwiki.com/wiki/LightWave_History Stock assets were used by a lot of companies at the time, its not that really surprising, from what i can tell that one is also available as a plain already rendered image that comes with the version of LightWave they used back then. As a Westwood artist explained to me, the artists at Westwood weren't bound to specific software's, instead they used what they preferred and mixes of multiple ones. From what i can tell LW doesn't have a built in renderer, so everything was rendered in 3dsmax at the end tho.
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That's what I mean. Oh derp, realized what happened, messed that up with a last second change. Gonna be fixed as soon as Rampa shows up.
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Well no, tbh that dll shouldn't even work on anything later than XP in the first place anymore. Huh? The YR tracks are there, nothing changed there. It's not that simple, the game loads thememd.mix, it only falls back to theme.mix when thememd.mix is missing. Unless someone figures out how to hack it to get the game to load both mixes nothing can be done about it, because we are not going to pack 75 extra MB just for music, the client is supposed to be lightweight. Its not supposed to have them, it's RA2. Don't see a point in going back to the generic vehicle sounds.
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"copy paste of the concept art texture'' as if that isn't done during asset making workflows.. ''geometry is garbage'' Take it you never seen ingame models from Y2k... "lightwave 8 came out in 2004 and generals came out in 2003." Assuming its not official just because the screenshot features something that didn't exist then now that's stupid. I or WW artists that actually still have bunch of content laying around can take any of the WW models i have open them in Max 2013 and take a screenshot or render them at lighting/scene conditions that aren't possible with what was available at the time, that wouldn't make the model any less official....
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Most of these aren't official. Hmm, interesting, the GDI and Nod logos are significantly higher quality in that pic. Time to go pic hunting i guess Well some times people send me a load of files and i batch add them and sort out the stuff after. Sometimes i dig up some really old files i still have on my hard drives like in this case. I try to keep the archive clean of third party stuff and placing things where they should be, but managing it isn't easy considering the size of it If that is so can you prove it?
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I got most of them on my archive at significantly higher resolution/quality, see my signature for the link. However, if you find anything that isn't in the archive or is at higher quality/resolution i'll be happy to add it to the archive.
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There were 5 map packs for YR. The official map packs are included in the client installer. huh, Circuit Board is missing, weird.. Anyway if you want to get the original pack of all of them you can find it here https://ia700702.us.archive.org/tarview.php?tar=/30/items/2012.11.ftp.westwood.com/2012.11.ftp.westwood.com.tar YRMAPPACK5.ZIP
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To cut down on the download size we no longer ship the previews. (120 MB) The previews are automatically rendered in the background, leave the client running for a while and you should see them. To see if they are being rendered check Maps\Yuri's Revenge, you should see pngs there
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One issue that may require cooperation between CnCNet and XWIS
tomsons26 replied to Eisengeist's topic in General Discussion
Well you can also try copying the ddraw.dll and ddraw.ini from TD to the Sole folder. If it doesn't work at first tweak the settings in ddraw.ini, i only tried it in windowed mode tho. Sorry, you can't really remake them spot on in TD nor RA. The Sole Survivor maps are out of the max map size limits of the two games. Actually it seems that they are the same res as RA maps. Afik the only converter made is by the OpenRA people and that's for their engine only. Nyerguds made map renders a long time ago. http://nyerguds.arsaneus-design.com/cncstuff/mappics/multi-ss/ -
One issue that may require cooperation between CnCNet and XWIS
tomsons26 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. -
One issue that may require cooperation between CnCNet and XWIS
tomsons26 replied to Eisengeist's topic in General Discussion
XWIS is a WOL emulation, it doesn't run actual WOL software or have the actual WOL files. Hence why the World Domination Tour for example doesn't work. If Olaf had the needed files for Sole Survivor or at least the needed info to emulate it then we would have seen Sole a long time ago already. -
Ra2 and Yuri´s Revenge Black Screen Windows 10
tomsons26 replied to FjongFjong's topic in Red Alert 2
Nvidia Geforce 740m seems to be a cause of it. Someone else with the same GPU had the exact same issues a few days ago. Tho i suspect any mobile GPU's will have this issue, mobile GPU's tend not to even work properly with modern games hence why almost every game on Steam says "Mobile GPUs are not supported". If what hardman suggested doesn't work: Try installing the latest Nvidia drivers from http://www.nvidia.com/Download/Find.aspx?lang=en-us and then setting the resolution to 800x600 in the client options or manually by editing RA2MD.ini [Video] section to: ScreenWidth=800 ScreenHeight=600 We were reported by the other person that after updating the drivers he managed to run the game but only at that resolution and nothing higher or lower. -
CnCNet 5 YR Update Released! Report bugs and give feedback
tomsons26 replied to Rampastring's topic in Red Alert 2
Hi, we don't really officially support Linux for the YR client. The client requires .Net Framework 3.5 to work. Try installing it if you can find how to install it on Linux. -
CnCNet 5 YR Update Released! Report bugs and give feedback
tomsons26 replied to Rampastring's topic in Red Alert 2
Hi The map categories were set up using the original map ptk file that defines map names and modes. According to it it does belong there. YR_Rekooooool isn't a official Westwood Studios map. Game modes can be defined in the custom map file as well so that would be why it shows up there. "Nukewar" wasn't even supposed to be there, now we removed it, Westwood scrapped it during development, there is no defined game mode for it in the executable because of that it does nothing and is just a plain Standard game. "Airwar" was a official mode and specific maps exist for it, don't see why should we scrap it. Tho actually i'm not quite sure it made the final cut, it seems the games string table is missing the description for it and that raises a eyebrow, we will investigate that. 'Duel" is now properly called "Land Rush", and it should have been called that in the first place. Westwood internally referred to as "Duel". "Teamgame" is indeed a duplicate of "Team Alliance", is now properly called "Team Alliance" and the duplicate is removed now. "Battle" and "Free for All" have both have been replaced by "Standard", the difference between them is that "Battle" allowed allying but "Free for All" didn't, we didn't find any other differences so instead we introduced a allow allying checkbox. We will check out the coop issue. There aren't any official maps called Redzone. -
Download Red Alert 2 + Yuri's Revenge for free on Origin
tomsons26 replied to FunkyFr3sh's topic in CnCNet News
To clear out the recompiled updated for newer systems myth, well rather EA PR stunt here is a bin diff and internal EXE compilation timestamp If if was a new exe compiled from the sources there wouldn't be minor byte differences, in fact i couldn't really diff it in a hex editor at all, all would be different, you would need to do a disassembly level comparison to see what has changed. -
Download Red Alert 2 + Yuri's Revenge for free on Origin
tomsons26 replied to FunkyFr3sh's topic in CnCNet News
I don't think so. they edited .exes for ultimate collection to add their copy protection crap, how would they do it without a source? don't even think they hex-edited or decompiled it They did actually do hex edits, they just added all the known community hex patches in TFD. Really really really really easy, SafeDisc protected application launching functions like this : There is a launcher, that does its magic voodoo protection stuff and then if all is ok it launches the actual game exe and tells it that the game was launched from the launcher and thus the game proceeds to start, else game instantly closes if it doesn't get that OK to start. All you need to do is make a new launcher exe that tells the game exe that same thing. Since EA would still have the SafeDisc integration source code they know what needs to be feed to the game exe. And thats exactly all EA did. -
Oh, checked PPM DTA forums, it was Bittah who is poking Nvidia.
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Download Red Alert 2 + Yuri's Revenge for free on Origin
tomsons26 replied to FunkyFr3sh's topic in CnCNet News
They don't have any of that either, EA lost Westwood source codes till Renegade and assets somewhere in transit when they were moving Westwood stuff to EA LA after they shut down Westwood. This was confirmed by Louis Castle Further proof is that the mixes in TFD and that would also mean in TUC were edited with XCC Mixer (as it leaves a local database for filenames when saving in the mix) -
Free for now.. "On The House" is temporary. You do own the game permanently on the specific account its bind to if you use the opportunity to get it. The offer can be removed in few days to a bit more then a month. EA offers random free games to get people on Origin. https://en.wikipedia.org/wiki/List_of_Origin%27s_On_the_House_games
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RA2 and YR are in fact capable of handling dual core CPU's but that's about it. How well they can handle them that's a whole other subject. Actually its pretty much the higher you go the lower it gets in a lot of cases, for example some Mental Omega playtesters have like i5 and i7s and the game runs at 4 fps so they can't really test anything. Currently on CnCNet 5 the players are connected to each other directly when they are ingame,the servers exist just for setting up the game info and connection info, only lag there is is the player own network lag and, if any, the usual lag you would get in SP.
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There are features the software mode can't do and since Microsoft has no intent to continue DirectDraw whatsoever heck in Windows NSA (10) DirectDraw and DirectInput are optional features that can only be installed if the user chooses to. Everything but voxels and terrain height maps(which info for is specified in the terrain sprite files) 2D sprites... That has nothing to do with graphics, any single player map has more stuff on it to render then any MP map with a load of players, lets face it the MP maps are really plain and rather boring.. Well nope, if it was Rampastring wouldn't have to contact Nvidia every time a new driver completely breaks all games... For now its still there, DDRAW likely will only go away completely once MS decides to do it. heh for fun i just disabled DirectDraw acceleration, Red Alert doesn't start "Error -Unable to allocate primary video buffer - aborting" as for YR, it will run but won't display anything but a black screen hmm what's so special used by RA... *goes to poke Hyper
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No! Because of DirectDraw, RA2/YR is completely CPU bound and has no business to do with your GPU, at all. I just pulled it out of my ass, based on Moore's law. I also want a mention to my name wherever the table is used. Ah ok. Smart ass! Did the XWIS version use DirectDraw? Because when I used to turn off my NVidia's 3D settings and set my desktop colors to 16bit, there was a noticeable difference, so I've just been doing the same with the CnCNet version. ... DirectDraw is the renderer used in the game it can't be just ''not used''.... DirectDraw isn't CPU bound, in fact DirectDraw runs by default in hardware accelerated mode, which use special features on the GPU itself, heck RA1 system requirements state that a "1MB Local BUS video card with MS DirectDraw compatibility." is required. The whole reason why we are having issues with lag and all sorts of shit is cause the features are being disabled in drivers, to some extent removed by Microsoft from the OS, and, i guess, maybe even removed from actual GPUs by now, to make room for new tech, not that the GPU makers will tell you that. DirectDraw today runs, i guess you can call it, in a sort of hybrid of hardware acceleration and software emulation mode, cause everyone keeps breaking it carelessly so they can get rid of it, even in software emulation the GPU is used to minimal some extent, if it wasn't and would run in a complete true emulation mode i doubt anything would be playable, well maybe on i5 it would today...
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RA has no voxels, voxels were introduced in Tiberian Sun. SHP's are sprites which use palettes for colors, every pixel has a index applied which corresponds to a index in the palette. Its not exactly that simple as in new games where you can open the game archives and swap out textures with better res ones you made. You need to apply the right palettes, make sure the colors you intend to be remap colors use the proper palette indexes and there are limitations that need to be obeyed as well. In artistic look/style aspect the desktop UI won't change, other UI's, if there will be any, really likely will be kept in the same artistic look/style as the originals. This isn't OpenRA Could be possibly likely probably might get a 32-bit/or at least unique palette for UI upgrade but shush.. XD Oh nononoo,its the exact opposite Now why would you make that On CnCNet verison of YR we changed a lot of the shroud code and made it so that it can't really easily be messed with. Just don't take it as a challenge. Leave the CnCNet version alone :puppydog: But have fun haxing XWIS if you figure out how to gain access, since they could never be assed to fix game bugs or exploits (and rather ban people trying to track down and fix exploits :/ ) :ivan: