Jump to content

Salvation

Members
  • Content count

    48
  • Joined

  • Last visited

Community Reputation

1 Neutral

About Salvation

  • Rank
    Grenadier
  1. It appears that edwin does not work into this version. Every time you start program you will get "please insert Red Alert CD" -error. You can simply override it by downloading following edwin file and extract it into your CCRDX directory. edwin.ini
  2. A NEW VERSION HAS BEEN RELEASED! 4th of November 2017! DOWNLOAD HERE: https://www.dropbox.com/s/spwj9986ri9bm0n/CCRDX.rar?dl=0 As in new version of CCRDX there are dozens of new things: For skirmishers there are several new maps that has special options and single players gets a several action packed missions: First you'll be assign to fight Nod's secret BlackHand base somewhere on Yellow Zone, second you will be set Nod underground facility where you face Nod troops that are determined to defend the facility at all costs. Or how about a 72 hour war against GDI when defending Temple Prime at South-America? The choice is yours. Download CCRDX and just play! Changelist: - Added new unit: BlackHand Flame Tank for Nod. Thanks for Messiah from CNCnet.org and who is also a creator of RA Discovert Ops. - Added new custom missions: BlackHand Threat (GDI), Evacuation (GDI), Resurrected from the Dead (Nod), Cloak & Dagger Strikes Again 2015 (Nod), Temple Prime Under Siege (Nod) - Added new multiplayer maps: Highway of Death (4 players), Winter War (2 players), No Fly Zone (3 players), River Runs Through It (6 players), Lake of Misfortune (4 players) - Added new War Factory -icon. - Added new mini-campaign: The Tiberium Strain. It replaces Sarin Gas -mini campaign. - Added new version of Legacy of Tesla (CS): Currently known as "Uninvited guests". - Added new version of Grunyev Revolution (AM): Currently known as "We are Forgotten!" - Updated armor and hit points for GDI Howitzer. - Updated Guardian Attack Helicopter primary weapon: It now hit and affect against vehicles. - Updated GDI Mammoth Tank graphics: Cool, black 120mm pipes now. - Raised Guardian Attack Helicopter ammo 6 -> 8. - Changed GDI's Howitzer 155mm cannon warhead AP -> HE. - Changed GDI's Plasma Tank weapon ROF 150 -> 100. - Changed Nod's Slammer Tank cannon 105mm -> 90mm. - Fixed Nod mission 'The Betrayal' bug, where a single Transport ship does not unload its cargo. Now it does. - Fixed Airstrike Control -building graphic problems when building is heavily damaged. - Fixed GDI Mammoth Tank prerequisites on multiplayer, so AI has a chance to build it. - Fixed Nod Infiltrator APC prerequisites. Have fun!
  3. C&C RAED New tilesets and goodies?

    That picture and other stuff relating on that is from an open source game named "OpenRA". OpenRA has a straight bridge but i think Red Alert (Portable or any else) does not have such thing. You can make civilian towns on multiplayer map by using RAED. Just put the civilian buildings on a map -> save and then just play! They should be there with no problems. HOWEVER! Some versions of Red Alert Terrain Editor has a bug that erases any buildings if map file is opened on Terrain Editor. But i think PortableRA does not have such problem.
  4. Today, October 14th is the day when creation of Command & Conquer REDUX was began a year ago. During this time, i've learned much about mission creation: What means Global Set, how to get autocreate working accurately. Since the beginning, i've also learned new tricks about graphics editing, the upcoming version of CCRDX consist a new version of Mammoth Tank which was previously introduced and i must admit that im proud of it. But due to importance of this day, i think it would be a good idea to tell you about deleted scenes and things that were originally planned but scrapped when entering later stages of editing the game: - Originally, The United States was meant to be a one side and some, mysterious terrorist organization was meant to be the second side. However, this was removed once i decided that this mod will take place on a C&C Tiberium universe, but 20 years later and different kind of story of The First Tiberian War. The US side was only very early concept. - Medic was planned to be a Sniper -unit in the game, but it never make it since it's a bit hard to get them work fine. - GDI Grenadier was originally Mortar Soldier. - Black Hand Elite Soldier was originally named Mercenaries (Contract Killers) and they've supposed to use Railgun weapon. - Nod Railgun Tank supposed to be Laser Tank, but that idea was scrapped long before Nod side was even born in this game. - First the mod was named Command & Conquer REDUX 2016, but the 2016 tag was removed due to the fact that this mod wasn't ready in 2016. - A Black Hawk helicopter was planned to replace Chinook. Right above you can see the picture of upcoming Nod mission, which current working title is "Airbase 22f Infiltrated!". What can i tell you about this mission is that this is pure Nod's "infiltrate and destroy" military doctrine.
  5. RA1: The Curious case of the Gun Turret

    But it must be somewhere there because your changes didn't affect. But as Messiah said, just make new mplayer.ini and keep it empty.
  6. RA1: The Curious case of the Gun Turret

    I just looked and i founded it on general.mix and i'm using PortableRA.
  7. RA1: The Curious case of the Gun Turret

    If i remember correctly, and if you are trying skirmish, i think you should take a look at mplayer.ini
  8. Armageddon V is here

    I was able to play when i disabled windows defender smartscan. My O/S is Windows 10 so if you made this with linux computer, it can may cause this issue.
  9. Armageddon V is here

    I downloaded it and played. Looks very nice and especially Mammoth Tank was great! However, my Windows Defender SmartScan alerted me and also AVG Anti-Virus when i tried to play...
  10. Here is an another gameplay video: https://www.youtube.com/watch?v=Colyk2sQcQ4 This mission was included version 0.99.9 and it replaced final mission of Siberian Conflict. In this mission, the player will learn to hate Slammer Tanks and Teleporters...
  11. A next version is currently work-in-progress. There will be new missions as well as new units and dozens of new things. But now i need a community opinion. I made some graphic adjustments to Mammoth Tank (new black barrels). What do you guys think? Worth of using it? See attached images.
  12. Problems with patrols has been fixed. My first post contained an attached image, where Team 2 consist with two Riflemen and one 1TNK -> Changed their side into Goodguy and now they works fine. However, i still need help with the Technology Centers. My idea was next: 1) Player captures technology center -> Reinforcements will arrive inside the center 2) If anyone destroys technology center -> Mission failed. Currently when my Engineer captures building -> Reinforcements will arrive inside the technology center. After it has been captured -> anyone destroys it -> nothing happens. Any help? Currently the trigger is next: EDIT:Also my idea is that ALL four technology centers must be captured and ALL enemy structures must destroy before mission is accomplished. That trigger i haven't created yet, since i want to advance step-by-step.
  13. Creating teams, with existing units

    I wrote my problem into an another section, but luckily i found this topic. In my map, there is three 1TNK placed on Guard -mode with teamtypes and they get confused. Have you ever encountered same kind of problems?
  14. This is a very long post, but i'm gonna trying to be short: Im currently having a problem with AI behaviour with my current mission. My plan is to do next: USSR must capture and defend four different technology centers. If any technology centers gets destroyed -> mission is failed. Each captured technology center gives you a four General units at your usage. The mission is completed when all Technology Centers are captured and enemy forces are destroyed. Currently when my engineer gets in Technology Center -> The units will come out but if someone destroys the technology center -> game continues running but no mission failed screen... Here is the trigger: Name: +1 Owner: Greece Existence: temporary (any linked event -> switch, destroy) Type: complex (event1 => action1; event2 => action2) Event 1: Entered by...USSR Event 2: Destroyed by anybody Action 1: Global Set... 1 Action 2: Loser is... USSR Linked to: Buildings - 1 and the [Trig] itself : +1=0,1,3,1,1,-1,2,7,-1,0,28,-1,-1,1,2,-1,-1,-254 Another problem [SEE THE ATTACHED PICTURE]: Currently Spain does have a four different patrols which will be created shortly after mission is started. The Tanks near at the Number 1 should be a one team and they should patrol nearby. The tank and two riflemen near the Number 2 are our own, independent team and they does not have anything relating on team number one. HOWEVER! Right after the mission starts -> One of the Team 1 tanks will switch places with Team 2 tank?! The red line means that those two tanks will switch places (see the attached picture). Here are the codes for this: Name: grd2 Owner: Spain Existence: temporary (any linked event -> switch, destroy) Type: simple (event1 => action1 [+ action2]) Event 1: Elapsed Time (1/10th min)... 1 Action 1: Create Team... grd2 and Teamtype: Name: grd2 Owner: Spain Priority: 14 Max: 0 Num: 0 WayPoint: 50 Team: Light Tank 2 Orders: 0 Move to waypoint... 51 1 Guard area (1/10th min)... 2 2 Move to waypoint... 52 3 Guard area (1/10th min)... 2 4 Move to waypoint... 50 5 Guard area (1/10th min)... 2 6 Jump to line #... 0 Linked triggers: grd2 PROBLEM NUMBER THREE! Right after start, there are two 2TNK units placed on South-West and South-East. The unit from South-West should start patrolling. BUT! The 2TNK which is placed on South-East will actually starts doing that?!?!?! Both are Guard -stance and but if i set the 2TNK from South-East Area Guard -stance it will stay where it is supposed to and the unit in South-West will patrol as i've planned. I'm very frustated on this and during this evening i almost destroyed my keyboard and throw PC out of the window... this is very frustating since feels like nothing is not gonna work and i don't know or understand why! This mission is meant to come the next version of Command & Conquer REDUX for Red Alert 95 which im currently working on...
×