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About nariac

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  1. Agreed. It felt like RA1 was trying to be serious, but RA2 and RA3 just seemed to be them embracing the cheese and keeping the Tiberium series as the serious one. The only game which came close to bringing back the feels of Tiberian Dawn for me was C&C3 - which for me felt like Tiberian Dawn with amazing graphics. I loved that game. It brought back Mammoth Tanks! I never liked the Titan walkers or the Mammoth Mk2 of Tiberian Sun. Felt a bit too sci-fi for me.
  2. Some of the things I like in C&C over RA are a bit silly. I like how the infantry are smaller. I also vastly prefer C&C's sound effects compared to RA, across the board everything sounds better to me, music, death sounds, weapon sounds, building explosions. I also prefer the slightly inaccurate missiles in C&C compared to RA's always homing rockets.
  3. This is possible in Red Alert 1 as well - part of the reason they could have so many crazy missions in Counterstrike and Aftermath. (The other reason being RA1 had a more complex trigger system than Tiberian Dawn, so they had more options in mission making anyway.)
  4. I'm morbidly curious to see what this infamous HJK6 map looks like. Maybe I'll learn why my multiplayer maps are so unpopular.
  5. It's done quite a lot in more recent games, for the same reason it's done in movies and television I guess. Helps add to the mood the designer wants to create.
  6. Oh yeah, it definitely would. As does CCW Map. But that's fine. With these sorts of things I build the map, trigger it up, test it until it's 100% finished and ready for release ... and only then do I, for example, switch TEMPERATE to SNOW, if it's going to be a snow map. If I was hex editing in river caves or whatever, I would also only do those at the very end. I would also make a backup archive copy pre-hex editing so if anything did go horribly wrong I could recover it. Also, what do you think about triggers for music tracks as I mentioned in the other post? Could it be possible? Awesome if so!
  7. I don't think it would look very good though. And yeah, I had considered the lack of map editor thing, but it's a circular problem really. There's no incentive for anyone to tinker with the map editor if there's no new tiles people want to easily place, but what's the incentive to add new tiles if nobody is able to place them? That said I would 100% be willing to learn how to hex edit to add these tiles, if they were ever added to the game. I'm sure other people - particularly those who already know how to hex edit would as well, especially MattAttack if he ever finds time to come back! One other request which occurred to me just now: Would it be possible to add a trigger which causes a particular music track to play? I've often wished that when something exciting or tense happens in my missions, a particularly appropriate dramatic track could begin. This also wouldn't involve any map editor updating since it would entirely be code in the INI. For example, a mission I'm making right now has a climactic event where you get reinforced a Chinook to evacuate a scientist, and as it's flying in a nuclear missile is launched at the science facility, and you just have enough time to get the scientist into his helicopter and watch it fly away as the base gets blown to pieces behind him, which was 100% awesome ... except "Untamed Land" was playing at the time, and it would have been 1000% awesome if I could have triggered "I Am" to begin playing for that event!
  8. Hello peoples, and especially hello to Nyerguds who will most likely be able to help me with this! I'm making a mission which involves Nod capturing an Adv. Comm. Centre and using the Ion Cannon against GDI. However, I've run into the following problem: I can't work out how to enable that superweapon for Nod. Here's what my INI files has: [Basic] CarryOverCap=-1 CarryOverMoney=100 Intro=x BuildLevel=98 Theme=No theme Percent=100 Player=BadGuy Action=x Lose=x Win=x Brief=x Name=Eye of the Ion Storm RemoveBuildExceptions=True [EYE] Capturable=True As you can see, I made the AVC capturable, and I removed build exceptions to give Nod access to all the good stuff, but when I capture it, nothing happens (besides it being shot by a GDI Ion Cannon, which was due to player enters -> ion cannon trickery I was trying to use to give it to Nod) Even when I capture the GDI Conyard and build my own AVC I don't get the superweapon. I have vague memories of there being a special INI key which enables superweapons for the other faction, if you capture/build the appropriate building, but I can't remember if this is true or my misremembering. I had a look at Nyer's patch notes for additional INI options ( and it shows this list: (Note that the RemoveBuildExceptions key is not included in this list, which made me wonder if there's a more complete list of extra INI options (including one for superweapons) somewhere that I don't know about! 7.4.1. General mission options:These are enabled by adding them in the [Basic] section of the mission ini file. Note that for boolean options (true/false), other indicators like yes/no and 1/0 can also be used. CustomBuildlevel=True Will force the game to read and use this mission's BuildLevel setting in the campaign, even if the global CustomBuildlevel option in rules.ini isn't activated. Normally, the game always uses the mission number as buildlevel in the campaign. Note that the option is enabled by default in rules.ini. TrueNames=True Show true names for civilians and civilian buildings SeparateHelipad=True Build helipads without helicopters, for only $300 MCVUndeploy=True Construction yard undeploys to MCV when you sell it NoBibs=True Disable concrete foundations under buildings Patsux=True Laser Orcas. Special upgrade implemented for the PATSUX Playstation mission. Note that the Laser graphics can't be shown on Orcas. PassiveHelis=True Makes AI helicopters remain on their helipad just like the player's helis. Note that this is not the same as "Sleep" mode: if you attack the helicopter it'll still retaliate. NoEgoScreen=True Makes sure no score screen is shown after this mission. RadarLogo=XXX With this, you can override the default GDI or Nod radar logo shown in a mission. I made this option to be able to show the T-rex radar logo in the Funpark minicampaign. The value given to this option is actually the file extension for the SHP file it tries to load as radar logo (HRADAR.*). Existing ones in the game are GDI, NOD and JP (the dino logo), but the system can perfectly load custom ones added to the game by putting them in a mod mixfile. The way this is used in the Funpark minicampaign is simply "RadarLogo=JP" to load "HRADAR.JP". scb70ea.BIN scb70ea.INI
  9. I'm pretty sure that was made by MattAttack
  10. I didn't mean that they were literally the missing pieces, was just using them as a placeholder.
  11. You're very welcome, and I'm glad you liked it. ^_^
  12. Just habit from the old days when forums disliked uploading PNG because the quality was too high, making the file too big.
  13. Sure, I can make this for you. And done. Hope it's what you wanted. Winter Solstice A Nod terrorist cell has seized control of a rural village and fortified their position. They're threatening to kill hostages unless their demands are met. We do not negotiate with terrorists, so we're sending in "The Diplomat". Use his strike force to cripple Nod's perimeter defences, allowing our heavy armour access to the battle. Nod may start executing hostages. Do not allow them all to die. Winter
  14. As per the post I made in the Ukrainian translation thread, I was wondering if perhaps there might be a chance to slightly modify the Temperate tileset (and the Snow derivative which you made from RA's tileset for C&C) Generally the Desert theatre is more versatile for map making because its coastal sections are far more varied than the Temperate tileset is. However, Red Alert's temperate tileset is the same artwork, but with added geometry missing in the original C&C tileset. I've enclosed a couple of screenshots to show what I mean. The first is the sum total of shore pieces we have to play with in C&C95, the second is merely the beach tiles from RA (not including all the shore cliff tiles - while they're nice I don't think they're needed in C&C95 because we can't control LSTs) As you can see there's some useful things in there. It wouldn't be necessary to add every single one of the shore tiles, since there's so many and only 40-odd slots available, I think you mentioned? But some tiles would be very useful to have. The missing shore corner tiles, for one thing. The east and west flowing river-to-sea connections, for another. And definitely the river/cliff connector pieces would be an ideal way to end a river without having to take it off the map or lead it into a tiny puddle.
  15. i've got some juicy PNGs coming up just for you, don't worry <3