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Everything posted by Salvation

  1. Hello guys! CCRDX known as Command & Conquer REDUX is a mod for Red Alert 1. It takes place on a first tiberium war with an alternate history and timeline, where the first tiberium war was fought during years 2015-2020. GDI and Nod has a different arsenal than C&C95 they had (this war they have a plasma tanks, teleporter and railgun tanks + much more). I've been working on this mod since 2016 and released three versions during 2017 and this year, 9th of june i released version which has many balance updates, lots of playable new content and two new units. Download link here: https://www.dropbox.com/s/8o4atgwe9r3fax5/CCRDX-2021.rar?dl=0 This mod is currently at beta stage. Some of the Aftermath and Counterstrike -addon missions haven't converted into CCRDX standards plus single player campaigns are currently original and haven't tested. Despite that there is still a lot of playable missions (meaning that they have turned into CCRDX standards and are tested and fully functional) and skirmishes are available against AI! Thanks and have fun when playing CCRDX!
  2. I'm pleased to accounce that CCRDX newest version, v0.99.9.2 has been released! After several years of hibernating it's finally here! Althoug time ran out and i didn't have time to do completely everything i planned i'm still very proud of this. Download here: https://www.dropbox.com/s/8o4atgwe9r3fax5/CCRDX-2021.rar?dl=0 This version adds two new units for both sides. As a Nod player you will learn to hate GDI snipers who can eliminate your infantry from longer distances. But also GDI commander can be in trouble when bunch of Nod Tank Destroyers approaches and destroys your base key structures. Also, several original game missions are converted into CCRDX standards and both GDI and Nod gets a completely new missions. Revenge of Nod Death Squad is the oldest one and was made 3,5 years ago and Shiny Mosquito were made 2-3 times before it was perfect version. You may found some bugs here, feel free to report them. All kind of feedback is very welcome! Im working this alone and sometimes the RA1 engine has its limitations. Changelog: - Added new unit: Sniper for GDI. Thanks for AchromicWhite from CNCnet.org. - Added new unit: Tank Destroyer for Nod. Thanks for AchromicWhite from CNCnet.org - Added new custom missions: Operation Shiny Mosquito (GDI), Thunder Run (GDI), Revenge of Nod Death Squad (Nod), Kane's Wrath (Nod) - Added new version of Top o' the world (CS): Currently known as Frozen Cargo. - Added new version of Nuclear Escalation (CS): Currently known as Operation Blackmail. - Added new version of Let's make a steal: Currently known as Ezekiel's Wheel. - Added new version of Paradox Equation: Currently known as Ion Storm. - Added new multiplayer maps: No Easy Way Out (2 players), 8-Road (2 players), Operation Firestorm (4 players), Small Town (2 players) - Added new sounds: Building placing, Damaged building, Destroyed Building, Rifleman weapon firing sound(s), Cash Up & Down, Kaboom sounds - Added new graphics & icons: MCV, Construction Yard, Tiberium Silo, Transport, GDI Barracks, Gap Generator - Added new tiles for following theaters: Temperate, Desert, Jungle, Snow. Thanks Allen262 for his incredible Red Dawn mod where these graphics were loaned. - Added new graphics for AA-Gun: It is now Phalanx CIWS. Thanks Sadukar09 from CNCNet.org for the graphics! - Added new graphics for GDI Howitzer. - Added guide: How to set basic SP settings. - Updated version of Highway Of Death. - Updated version of Nod: Don't drink the water. - Updated version of Nod: The fist of Black Hand. It now actually works. - Updated version of GDI: Zero Hour. - Updated version of GDI: Harbor Reclamation. Using Demo Trucks no longer crashes game. - Changed Mechanic ownership: Only Nod can build it. - Changed GDI Guardian Helicopter speed: Decreased 16 -> 13 - Changed GDI Plasma Tank weapon ROF: 100 -> 90 - Changed GDI Plasma Tank strength: 400 -> 450 - Changed GDI Plasma Tank speed: 5 -> 3. - Changed GDI Plasma Tank weapon Burst: It is now 2. - Changed GDI Plasma Tank sight: 7 to 3. - Changed GDI Leopard Tank sight: 5 to 4. - Changed GDI Leopard Tank speed: 6 to 5. - Changed GDI Leopard Tank prerequisites: Requirements are now War Factory + Comm Bunker. - Changed GDI Mammoth Tank speed: 4 to 3. - Changed GDI Mammoth Tank sight: 6 to 4. - Changed GDI Howitzer speed: 5 to 4. - Changed GDI Hum-Vee sight: 6 to 5. - Changed GDI Tech Center price: 1500$ to 2000$ - Changed GDI Tech Center power requirements: -200 to -100. - Changed Nod Comanche Helicopter speed: Increased 12 -> 15 - Changed Nod Gap Generator price: 700$ -> 800$ - Changed Nod Prototype Railgun speed: 6 to 5. - Changed Nod Obelisk of Light armor type: Heavy to Medium. - Changed Nod Obelisk of Light sight: 8 to 7. - Changed Nod Obelisk of Light weapon ROF: 120 to 100. - Changed Nod Slammer Tank prerequisites: Requirements are now War Factory + Comm Bunker. - Changed Temple of Nod price: 1500$ to 2000$ - Changed Nod Infiltrator APC passengers: 6 to 4.
  3. Hello guys! I had a weird a weird issue. I'm currently developing a next version of CCRDX mod and i modified one civilian slot (C3 known as Shelly) as a buildable unit. As rules.ini i turned a value NamedCivilians=yes and with Ingame Strings editor i edited conquer.eng Shelly's name as a suitable unit name. Let's just say that Shelly is no more Shelly but her in-game name is Sniper. A few days ago i was testing a mission which had a Desert theater and i found out that if NamedCivilians is turned on, some of the civilian building names are really weird, such as "are you propse a draw?", etc. -> clicking on that building crashes game immediately. -> But when namedcivilians is turned off, the building name is "civilian building" and game won't crash anymore. -> But if NamedCivilians is turned off, my C3 slot unit name is "Civilian" and i can't edit the name. This is a quality issue. Any ideas how to fix this issue? My goal: I want that each civilian building has a name "civilian building" and game won't crash and also i want that my C3 unit in-game name is Sniper. What i know is that editing rules.ini putting the name tag on a certain building can fix this, but it can also cause many crashes making my mod non-playable. I also tried to make a list of every Civilian building, put the Name=Civilian Building on it and insert these values under certain mission file, this worked 50-50. I'm using Iran's PortableRA
  4. Work-in-progress... So far there are several new things confirmed. What exactly, remains a secret but here is a bit spoiler for you... - New units. - New custom missions. - Several original missions converted for CCRDX standards. - New multiplayer maps. - Balance fixes for both sides. - New graphics for existing units. - New sounds. End transmission. Please stand by.
  5. Well, problem was solved when i found old sniper icon from openra mod that i once created many many years ago. I put that into hires.mix and now it works. However, problem has been solved, but this still confuses me. 🤨😮
  6. It appears every time if c3icon is changed. I think the problem appears because there are already hires.mix in red alert directory but inside redalert.mix is also another hires.mix where are the original icons stored. I think i should remove another hires.mix inside redalert.mix, because the game gets frustrated because there are two mix files which has different icons? I don't have such mix as spawn1.mix and i'm using Iran's portable RA. EDIT: I deleted hires.mix inside redalert.mix and replaced existing c3icon with the new one in the hires.mix that was redalert folder. -> didn't work, still crashes af.
  7. A weird issue: I downloaded this file, change e1snipericon to c3icon and put it into hires.mix -> then once the game starts it will immediately crashes, giving me following error: I've also encountered this issue many times before when i added my own SHP icon's made by myself. Some of them works, some of them not. I have also ra95crash.dmp -file but it's mostly a very strange language that only Iran understands. Could someone help me with this issue? Sorry if i wake topic which is over half-decade old.
  8. After several years of hibernation and few failed restarts i finally found a motivation to continue developing this mod (thanks C&C remastered). A new version is currently work-in-progress state. It contains a lot of balance fixes, new content (single player missions and skirmish maps), new graphics and sounds that replaces original ones. In future versions there will be a new units for both sides and perhaps existing ones get a new shape. I feel that i won't create completely new units from rules.ini because putting them into certain mission data file causes crashes for raed, so i have to use existing unit slots and modify them into new units. Correct me if my information is outdated. I recently tested the dropbox -link and it seems like to be working? Any kind of feedback would be pleased and help me developing this mod. Please note that the version you download is from year 2017! Finally: A small blast from the past!
  9. Just edit the existing teamtype owners: If old was BadGuy just change it to GoodGuy etc. Assuming that if Nod missions "new Nod" has old GDI base and units.
  10. Have you set unit status guard / area guard ? Also you must create triggers / teamtypes, if you want that enemy creates units and send them against you.
  11. If the game is RA1 there two different ways to do this: 1) By editing RULES.ini -> which eventually crashes the game 2) By editing conquer.eng with suitable editor -> this does not crash and it's better way. Fall of Greece -mission Stavros has created very simply way: The mission file itself is a scg**ea.ini (** is because i does not remember the correct number value) and there its being put under the tag of [GNRL]. So opening the INI file and you may find this kind of value: [GNRL] Name= Stavros Hopefully this helps
  12. My mod, Command & Conquer REDUX, has a alternative icons atleast for APC. Also an icon of 3TNK can be used as an icon of Light Tank (since my mod 3TNK is like a Light Tank). You can use them, if you decide to do so.
  13. If you have windows 10 OS you can simply just play windows + g simultaneously which will open a menu bar where you can start recording etc.
  14. 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
  15. A NEW VERSION HAS BEEN RELEASED! 4th of November 2017! 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!
  16. 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.
  17. 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.
  18. 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.
  19. I just looked and i founded it on general.mix and i'm using PortableRA.
  20. If i remember correctly, and if you are trying skirmish, i think you should take a look at mplayer.ini
  21. 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.
  22. 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...
  23. 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...
  24. 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.
  25. 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.
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