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Everything posted by McPwny

  1. quite the necrobump, but its good to see that the famous alpaca is still around
  2. they actually changed it since i made the post. looks a bit better now
  3. random pages with random panels to random things, squishing and crunching the interface into different sections, text that you can barely read as you type. this is just schizophrenic.
  4. they probably do not fire since they have no power. you can do it with .ini editing the map + map triggers. you could make impassable, invincible buildings that self destruct after a certain time, you could make big invincible paris towers that belong to each player that protects their whole base for a time, you could set the tech level of all units to -1 for a while, etc. the limit is your imagination
  5. well he has been dumping his ini edits into maps, mostly other people's survival maps, for years and he doesnt label version. maby you could sort by date and download the "new" versions with some luck, but really i have to suggest just looking for the original survival maps that dont have his edits.
  6. concolor is a certified master mapping jedi now
  7. amazing that he is still working on this 1 map.
  8. attach a few terror drones to the rhinos with a guard command and then spam rhinos
  9. if spamming rhino tanks doesnt work, you arent using enough rhino tanks!
  10. i thought that there already was a command that let you manually load up a map from your custom folder for cases exactly like this
  11. I played this one some time ago and thought it was a lot of fun.
  12. recon errors can happen in any online match even on official maps. they just tend to happen a lot less on official maps for a few reasons.
  13. you hyperfixation on yuri brutes, abuse of english sentence structure, and overuse of emojis baffle and concern me, but im glad you have fun playing ra2 nonetheless. have a nice day.
  14. kind of missing the whole point of infantry in ra2. they are all supposed to play niche utility roles instead of being a mainline attack force; garrisoning buildings, deploying, swimming, destroying bridges, charging coils, spying buildings, sniping, desolating, rocketeering, capturing buildings, scouting, and so on and so forth.
  15. there is a group of people reverse engineering and making additions to the game engine that might be able to help you. some of them are cncnet developers, and some of them speak chinese. i suggest that you try getting into contact with the developers found here https://github.com/Phobos-developers/Phobos
  16. huh that is strange. i wonder if anyone else is having the same problem? i would test it myself, but my client is all messed up atm for modding reasons
  17. yeah it really is a shame that ea insists of making life hard for everyone with their copyright games. tiberian sun doesnt have the same restrictions and so its possible to download and install a standalone TS mod for free in minutes, but ra2... anyways, i dont disagree with you guys on this. enabling ares for cncnet would be an epic win for map modders. perhaps burg could give some input on the matter about whether or not it would be practical to perhaps make an ares mode toggle box in the mp lobbies or something like that.
  18. im not sure what the SRJ maps are. i can say that virtually all mods using ares and phobos, whether they have multiplay support or not, use the cncnet client. simply because they are compatible and because the cncnet launcher is... well... better in every way than using the vanilla menus. mental omega also uses the cncnet client, im sure. so in a way, all cncnet would have to do is include the ares files, a dll file and a syringe file basically, in an update, and then enable them. but at the same time, simply including ares files and enabling them would do almost nothing until someone also put in graphics and also code. and to give a devils advocate argument for a moment, if one wants to play red alert 2 online with ares and phobos and new graphics and code and units and logics, then probably it would be simpler just to download a mod and do exactly that.
  19. thats the generic crash message that pops up whenever something goes wrong. if it only does that when loading a specific save, or saves before a certain time, then it means that the saves are corrupted probably because the base game files have been changed or updated in some way. if it happens all of the time with even new saves, it means there is something wrong with your client.
  20. i agree. kommando brings up a good point. in cncnet tiberian sun, they already have an asset pack with units, buildings, terrain, etc included client-side. since everything is an addition and needs to be enabled by mappers, it doesnt interfere with vanilla gameplay. they could do this for ra2 aswell, and they could even include ares-specific anims if they ever chose to enable it. personally as an shp artist, i have a whole factions worth of structures that i would happily contribute to the client for mappers to use. what kommando said about cameos makes a lot of sense aswell; that problem alone is a huge bottleneck for map modders.
  21. in order to make ra2 standalone you would need to change every single graphical asset in the game for a brand new one thanks to EA's copywright nonsense. the actual problem with the main cncnet client and hosting mods has to do with the fact that mods often use assets ripped from other games, and if cncnet got caught uploading and distributing, for example, some assets ripped from ra3 or starcraft, then it would be goodbye cncnet and hello copyright lawsuits. so that just leaves the option of modding maps, which brings on the pitfalls of mapside art.ini editing (which is possible only with the chinese client by the way), and file size caps. a single shield animation like you see above, or 1 or 2 tanks or infantry would be the most you could pack into a map before hitting 1mb. assuming they found a way to pack files into maps. now im not a dev but thats just my take on the matter. with that said, actually managing to fuse the fun of more sophisticated mods with the convenience and accessibility of the main cncnet client would unprecedented and absolutely groundbreaking for the modding community and the multiplay community alike.
  22. no i havent. the harvesters are completely hardcoded and even if you shut the whole entire AI off, it will still try and build them. if you make the AI build them via AI trigger it will build them then immediately strip their team and send them to harvest resulting in the AI building infinity harvesters. you could try forcing the AI to periodically recruit its own harvesters which would reboot their script, but i somehow doubt it will work.
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