Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Chrono Vortex

Members
  • Content Count

    89
  • Joined

  • Last visited

Everything posted by Chrono Vortex

  1. The reshroud/reveal all actions consistently cause recon errors in multiplayer, they only work in single player. For multiplayer, I'd recommend sticking a gap generator with a huge radius owned by the neutral house in the center of the map for reshrouding, and providing spysats to players for revealing.
  2. It's 'cause I'm helping him with a map
  3. I'm not sure using that kind of incentive to have people play your map is the most scrupulous idea.
  4. After fiddling around with teleporting boats into pools, I finally figured out a way to make a battleship map for RA2. Everybody starts with several different types of ships/subs and support powers for teleporting them and revealing the map. GAME SETTINGS: • Unit Count: 10 • Crates: Off • Short Game: Off Note that the maps will technically still work without these settings, though they will not function optimally. DOWNLOAD Videos: FFAs
  5. Wait, what? You can search for maps on the database? How'd you do that? EDIT: Nevermind. This info should really be pinned somewhere.
  6. This is an idea I got from @SmegmaLasagna when he showed me the cave map he made for RA1. Turns out you can make a map that looks cave-like in RA2 as well. Nukes and weather storms don't really make sense here, but whatever. DOWNLOAD
  7. A couple weeks ago I was listening to the Foo Fighters, and I realized that the album cover for Sonic Highways had a lot of the same landmarks and RA2. So I decided it needed to be a map. DOWNLOAD Videos: 4v4s
  8. It only now occurs to me that there's a way more useful piece of info which comes from this post I made here a while ago that I didn't bring up at the time. If you're Soviet and you want to destroy a pill box or a sentry gun, you can outrange it by sticking a Rhino in any of the green cells, since it has 0.25 more range.
  9. To my knowledge, recon errors are common in maps with lots of triggers and/or ini edits for no apparent reason. I'm not really sure how to deal with it other than making sacrifices to the CnCNet gods.
  10. IIRC that causes a reconnection error, not an internal error, and I'm not privy to any method of diagnosing those. Also, crap, I totally forgot about this thread. Would this be useful to anybody, is it worth working on?
  11. I came across this map a while back and had some pretty fun matches on it, but it had a buttload of terrain errors and the lighting was an assault on the eyes, so I fixed it up a bit. Didn't make it myself, I'm not sure who the author is. DOWNLOAD
  12. So, using a speed-up stuka siren sound and this, I managed to come up with something which sounds similar to the chronosphere, but it's far from perfect. The siren doesn't sound exactly right and there's a couple more sounds from the original that are missing, like whatever that one is between the siren and the explosion.
  13. Oh yeah, that's what this RA legos vid is talking about, isn't it? That's where I first heard about it.
  14. I know I've heard that one several other places too, but I can't remember where, exactly. Just found the source of the actual in-game chrono teleportation sound (or one of them, at least), but still no luck with the charging sound from the cutscene. The hunt continues!
  15. Found another one! The first sound in this list is totally where the charging sound for the obelisk of light came from. Damn, that didn't take long. Now I'm certain the chronosphere sound is in this archive somewhere. There's a ton of sounds to sort through though, so it may take a while to find it. EDIT: Aaand found another one, last track in this list is the source of some tiberian creature ambience in Tiberian Sun I think.
  16. Ah, gotcha. He's probably a bit busy to be asking silly questions like this. Oh well. I haven't abandoned trying to find this thing myself just yet, though. No cigar so far, but my research has turned up some interesting things. I'm absolutely positive that the ninth sound down in this list on StockMusic.com is the source of the sound for selling structures in Tiberian Dawn and Red Alert, and I'll bet my bottom dollar that there's a bunch of other sounds in that archive heard in the C&C games, so that's a start at least.
  17. Kind of a random question, but I remember reading somewhere that the charging up sound for the Chronosphere you hear in the cutscenes is stock, and I'm pretty sure I heard it in a relatively recent Dr. Who episode, so I'm curious. @Nyerguds, you usually seem to know this sort of thing, do you have any idea where to find it online? Or does anybody else?
  18. What This Is Not too long ago, I found this article on ModEnc detailing the exact causes of a number of internal errors (IEs) in Yuri's Revenge. I thought to myself "great, now I can look up all the error logs for my maps and fix them!" No cigar, turns out the error codes for CnCNet's main executable, "gamemd-spawn.exe," are different from those of the original game. If you've ever tried to make maps with a significant number of triggers or INI edits, odds are you've come across an IE at least once. So, the following is a list of error codes and their respective causes in CnCNet, based on the one from the ModEnc article, so you can identify and fix IEs whenever they come up in your maps. How to Use This Whenever an IE pops up while you're playing a skirmish in CnCNet, a file called "EXCEPT_CNCNET.TXT" will be created in your main CnCNet directory. In this file, it should say somewhere "Exception occurred at [some hexadecimal value]." This hexadecimal value (hopefully) corresponds to one of the error codes listed below. The cause under the error code should tell you exactly what went wrong in your map so you can fix it. Finding the cause of an IE which occured in a multiplayer game is only a bit trickier. The directory for these error logs is "[CnCNet Directory]/Client/ErrorLogs." This folder should contain all your IE and reconnection error logs arranged by date. The IE error logs are named "EXCEPT_CNCNET_[DATE].TXT." If you want to make sure that the error occured on the map you want to fix, open the zip file associated with the log, open the file "spawnmap.ini" it contains in WordPad or Notepad++ and search for [Basic]. under [Basic], "Name=" should tell you which map this error occured on. Error Codes 004184AB Cause: An AircraftType has fired a weapon which has Suicide=yes set. Test Map: test_suicide_aircraft.map Yeah, it's not much right now. I'll get to testing more as soon as I have the time. Drawbacks I suspect that whenever the gamemd-spawn executable is updated, these error codes are liable to change, which is part of why I've provided the maps designed to test these errors. I probably won't be able to keep this list up to date reliably, so if you're inclined, feel free to test any of these errors using the provided maps and let me know what the new error code is whenever there's an update. Also, if you find an error code and cause I haven't covered, let me know so I can stick it on the list.
  19. I made these a while back for personal use after not being able to find any pre-existing ones. The Allied and Yuri logos were extracted directly from the mix files, so they should be the highest possible quality. I don't remember where the Soviet one came from, but it should still look alright. DOWNLOAD
  20. I've gotten a request or two to release WTF MAP without the "WTF," so... as just "MAP," really. I did give it a fancier title than that though, of course. It's all spiffed up to resemble an official map, so it's available not only under "Standard" but also "Battle," if you so desire to play it with that gamemode even though it's not really any different. Oh, and the tunnels still work. Didn't take those out, since they're not TECHNICALLY a "WTF" element (though some may still respond to them with an understandable "wtf"). DOWNLOAD
  21. 'Nother update, this one is just some balance changes and bug fixes. I also begrudgingly added a version number to the map preview, because I couldn't think of anything else to distinguish this in the client.
  22. Quick update, I realized I missed a couple spots. The Yuri MCV now has a primary weapon set like all the other MCVs, and the new actual "MCVs" are now all available in crates. The new version is distinguishable only by the new "WTF" over the map preview 'cause I stubbornly refuse to use version numbers. @fir3w0rx @TerrorWGD Thanks! Glad you fellas like it. I suspect there’s probably some stuff you haven’t discovered yet. If you haven’t already, I’d recommend experimenting with magnetrons and stolen tech.
  23. Every so often, me or my comrades will be hosting some silly maps, and someone will pop in, look at the preview and say the exact words "wtf map?" So, naturally, I figured it'd be a good idea to give 'em a REAL reason to say that. Everybody loves this map! If you don't believe me, just take it from the players themselves: The preview makes it look fairly innocent, but I can assure you, this map will make you go "wtf map?" more times than you can count. The only other thing I'll say here is that those tunnels do work properly, as in Tiberian Sun, if a little finicky. I'll let everything else remain a surprise. Credit goes to FlyingZ for a bunch of the INI in this thing. If you like crazy crap like this, I'd definitely recommend trying his maps. DOWNLOAD Videos: Trailer 2 Versus 2
  24. After several hours of research and sifting through INI, I finally figured out how to make kamikaze aircraft work with only modifications that can be made within a map! The work here is based on this tutorial from ModEnc. If you want more info on kamikaze airstrikes, take a look there. To give the Allies a kamikaze plane like the one pictured above, simply paste this code into your map: [KAMIKAZE] UIName=Mission:MOJOTIP Name=Kamikaze Image=FALC Prerequisite=RADAR Primary=Banzai CanPassiveAquire=no CanRetaliate=no Strength=200 Category=AirPower Armor=light TechLevel=3 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes Dock=GAAIRC,AMRADR Speed=18 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans,Alliance Cost=1200 Points=20 ROT=3 Crewed=yes ConsideredAircraft=yes AirportBound=yes GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 IsSelectableCombatant=yes VoiceSelect=IntruderSelect VoiceMove=IntruderMove VoiceAttack=IntruderAttackCommand VoiceCrashing=IntruderVoiceDie DieSound= MoveSound=IntruderMoveLoop CrashingSound=IntruderDie DeathWeapon=Demobomb ImpactLandSound=DemoTruckDie Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=20 DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=IntruderTakeOff AuxSound2=IntruderLanding VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF Fighter=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes PreventAttackMove=yes [Banzai] Damage=1 ROF=10 Range=8 Projectile=Invisible Speed=70 Warhead=DUMMY Report=Dummy ;No firing sound. Burst=100 ;Fire a ton of projectiles at the same time. Anim=INVISO ;The only avalible animation which allows for self-harm. Only does one damage, hence the burst. [DUMMY] ;Can target anything, but does no damage. Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1% [AircraftTypes] XX=KAMIKAZE ;Replace "XX" with a number above 12 (the first 12 entries under [AircraftTypes] are already in use). [Warheads] XXX=DUMMY ;Replace "XXX" with a number above 105 (the first 105 entries under [Warheads] are already in use). Before you go any further, be sure to add the entry numbers under [AircraftTypes] and [Warheads]. From here, there's a BUNCH of stuff you can do to expand on the concept. For example: Increase the strength of the kamikaze plane (be sure to increase the "Burst" value under [Banzai] as well if you do this). Change the "DeathWeapon" under [KAMIKAZE] to alter the explosion the plane causes when crashing. Add an aircraft-carrier-like unit which spawns kamikaze planes. Add a Boris-style airstrike ability to a unit which calls in kamikaze planes. Add triggers to the map which call in kamikaze planes to attack particular areas at random intervals. Turn the spy plane superweapon into a kamikaze plane superweapon (not sure how feasible this is, I haven't actually tested it). Make a mission in which you have to hijack kamikaze planes, avoid enemy AA defences and crash into a target. Also, as far as I know, the ONLY images under [KAMIKAZE] which will work are "FALC" and "BEAG" (possibly "BPLN" for the Soviet MiG, I haven't tested that one). Any other aircraft images will cause the plane to fail to kill itself when firing its weapon.
  25. How is this whitelisting system going be handled? Will maps be reviewed by request, or is it just going to happen as they pop up? Or something entirely different?
×
×
  • Create New...