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Everything posted by McPwny
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its called tunnel drawer and its here: https://ppmforums.com/topic-37881/ts-ra2-tunnel-drawer/ sadly, it was made with adobe flash player which is now defunct and wont work for most people. you used to be able to use the editor off of the web page, but now you need to get a flash player emulator, and use it to play the .swf file.
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I am surprised you guys are getting tunnels to work at all. last i looked red alert 2's tunnel tiles themselves werent configured correctly and shouldnt work as tunnels, and even if you have a patched version of the tunnel tile files, the way that final alert 2 draws the 'lines' for the tunnels has an error in its calculation for it. mappers have traditionally resorted to using a separate tool for drawing tunnels. PS. try pressing the 'D' key in FA2 to enter the depressed tile mode to access the spaces behind cliffs
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mod maps and official maps are special sections; maps hosted in those categories have been selected by cncnet and are hosted globally to all players via updates instead of through fileshare. so you cant just add maps to that subsection.
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it might have to do with the file name in alphanumerical order, but im not sure how the client sorts the map list
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CnCNet Killing Map Transfers - Fix & Cause Found
McPwny replied to Nuclear Kommando's topic in RA2/YR Maps
oh wow holy crap thank you guys. i had all but given up on fixing it and had just kind of accepted it as gone forever. i think in a recent update they changed the way that map filenames are stored from being an incomprehensible string of letters and numbers to having the name of the map visible in the filename, which would mean that any map with name having any characters that windows cant display in a filename will be broken, and that its not just limited to ":" -
copy the map and give it a new filename as well as a new internal map name. custom maps can be fileshared automatically in the lobby no problem, but if you try and overwrite or change an existing map then it might throw out some anti-cheating measure. make sure the filename AND the internal map name are different that the original; cncnet will be reading out of the Red Alert 2→Maps→Custom map folder, and it will be looking specifically for a .map extension file so make sure your editor hasnt saved it as .yrm or .mpr
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the laziest way to go about it would be to find the allied mcv and give it the tag Image=SMCV to make it look like the soviet mcv, DeploysInto=NACNST to make it deploy into the soviet conyard, and then copy over the various voice dialogue lines that i cant remember off the top of my head to make it also sound like the soviet mcv
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i cant imagine xcc mixer wouldnt work since ive used it on everything from windows 11 to windows 98 without issue, but if you need i could extract and share a copy inside of the .ini file itself will be the object names so open the file, hit ctrl+f, and type in what you are looking for and you will find it in no time.
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make an empty .ini file, then go into rulesmd.ini (which you will find inside of ra2md.mix→localmd.mix with xcc mixer) and find the section that lists the units you want to edit, in this case it would be air units like [ZEP], [JUMPJET], [BEAG], [ORCA], etc. add the bracketed headers you want to the ini file, and then under the headers list the edits for the unit that you want to make. in this case, setting techlevel=-1 will disable them; so it would look something like [ORCA] Techlevel=-1 to disable the harrier. after you write your edits out, save the small .ini file, and in FA2 go to edit→ini editing, and select "insert ini selection" it will prompt you to select the ini file. select it and it will load up all of your edits straight into the map file. after that you still need to save the map
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first of all, .png previews arent used anymore, so you can get rid of that extra file do you have the cncnet client installed, or are you using the OG vanilla game executable for this?
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the ones with random names are, like i mentioned, probably pulled from some hosting server itself inside of whatever client ran the maps, and will be normal maps but with a nonsense file name. theres maps prefixed with reborn and mo which may or may not be maps made for some mod; it would be best to open them in fa2 one time and see if thats the case or not. the maps prefixed with allxx or sovxx are indeed campaign map files. trnxx probably being the prefix for training missions
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the png files are thoroughly obsolete, map previews can be generated and injected into maps automatically using the map renderer. cncnet cant handle campaign maps as it has no campaign map menu. the vanilla exe can run the campaign maps, if the map filename architecture is right (all01umd all02umd etc) and if you go over 7 maps the ini files for listing them needs to be rewritten and to make matters worse the game only reads 1 .csf at a time. even if a person were to mod the client to list campaign maps in some ordered list, reconciling the .csf files would be a huge ordeal. the custom map folder takes only multiplayer map files converted to .map extension. campaign .map files in there will crash on map launch and other file types will be ignored. i did once mention to the devs that it would be cool to have an .mmx type map-in-mix file architecture for packing game assets (including .csf) into maps for use on cncnet, but as of yet there arent any plans to do anything like that
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if i remember right, the mmx files were small mixes that would hold a map file and some other file used by the older, now obsolete WWoL and XWIS multiplay hosts. so for the MMX ones you could open it with XCC, grab the map file, and rename the extension on it to make it work. the files using winzip must be compressed with winzip. back in the day people actually cared about compressing their 1MB map files when sharing on the internet, and .zip folders werent as popular. occasionally i still come across people using 7zip for file compression.... the applications i dont know about but that may very well also be some old, primitive compression technique .csf file is the compressed string file and is basically where all of the text for the game sits; people need to modify this to get text working properly in their fan mission files, which would be all the all01umds you are seeing. those are custom allied campaign maps (for yr). text files are probably a readme, the pngs are probably all map previews. copys of maps with .map/.yrm extensions was probably as a service for ppl that play on cncnet or vanilla respectively. the last ones im not sure, it might have been that these are directly from a multiplay hosting server that renamed the map files when ppl uploaded them via the service, much like cncnet still does today; though cncnet now packs the map preview into the map itself
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frankly, i dont think its possible; maby you can find the exact ranges of retint where it starts to bug out the lighting and avoid going over those ranges, also see if radiation color itself has any effect. the subtle lighting color really is a minor detail in the grand scheme of things and i dont want to see you fight with the game engine like this for little to no reward
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yikes cccp wow. i guess all you can do is leave it with the radiation artifacts, or take out the retint but keep the ambient lighting. maby you could try flashing a map wide lightpost when the retint is reset to try and wipe the artifacts
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oof thats not good. at least the day/night transition will still work without using retint
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the retint trigger bugs lightposts, and apparently it bugs desolators too. you could try using just the ambient light system without retint, or try resetting the tint to 100,100,100 periodically and see if that removes the lighting artifacts
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Mission Map : Signed & Sealed Redux (Allied mission)
McPwny replied to Concolor1's topic in RA2/YR Maps
crazy right? still, i would gladly pay $1 just to have a physical copy of that awesome cover art. -
so the cncnet client that we use for multiplayer doesnt support campaign (even though the underlying client it self can), meaning that you will have to play the maps from the OG game launcher instead of the client, and the .map files will go directly into your ra2 folder instead of in the client's map sub-folder
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i just played this campaign. it was fun but i found some small problems scattered throughout the maps. for example, on mission one the enemy naval team of several subs and sea scorpions will randomly freak out and run back and forth across the shore. this is probably because your taskforce includes the scorpions and the subs in that order, causing the team to use the scorpions targeting. it targets something out of range inland and the units bug out hard trying to get to it. mission 3 was cool but it seemed odd to have to use one of your commando units to C4 a nuke reactor, and in vanilla the game would typically give the player heads up about tesla coils instead of them zapping your critical units from under the shroud. mission 4 i liked but upon doing the mission with no base, destroying the psychic beacon actually caused the start of a psychic beacon countdown which was strange. mission 5 i noticed that two amphibious transports had double units in them, and the other half were empty; probably because loaded teamtypes with transports always load all non transport units onto a single transport. the AI in general could be enhanced by switching from simple triggers with trigger action 4 over to the dedicated AI trigger system. the maps and csf files themselves can also be put into a .mix file for a more compact installation. fun maps. id recommend anyone to give them a play
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theres a seperate download for it. its in the same place as the cncnet multiplayer download but you have to click around a little and look at the different game versions for the right one
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cncnet should enable campaign mode and host concolors many campaign maps
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.mpr and .yrm are the file extensions for maps from ra2 and yr respectively. to get them to work in the cncnet launcher, you need to change the file extension to .map, have the maps in the custom map folder, and be using the launcher and not the vanilla game. if you are doing all that but still dont see the maps, be sure to check under the different game types in the skirmish games screen as not all maps will appear in all map selections
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you need to get the cncnet package for ra2 and install it first, the maps subfolder is part of that package; put the custom skirmish maps with the .map extension into the custom folder and they will be playable when you launch ra2 from the cncnet launcher. if you are trying to play campaign maps instead, then you will have to put the campaign map file directly into the ra2 folder and launch the game from the legacy .exe. this is because the legacy game actually reads maps from the game folder and cncnet doesnt support campaign mode