Jump to content

GradualyWatermelon

Members
  • Posts

    64
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

GradualyWatermelon's Achievements

  1. More footage on GDI's attack on the twin towers https://drive.google.com/file/d/1i2y35SLAXGjt7GWB64BjSFZz64HFq6k7/view?usp=drive_link
  2. Can you at least explain how this game mode used to work?
  3. Instead of waiting for CnCNet to support your mod, It would be a better idea to add the client (link) to your mod yourself.
  4. These days, the CnCNet client can't use the game's random map generator, but that doesn't mean you can't. Here's how you can go back to the good old fun of randomly generated maps today! First things first, you'll need to download the latest version of MapTool and my script which you put in MapTool's Profiles folder. Edit: I updated my script. For those that already downloaded it before, please download it again. Tiberian Sun & Firestorm As you may or may not know, there is an engine extension for this game called Vinifera which fixes bugs and adds new features to increase the modding capabilities of the game. One of those features is being able to save a randomly generated map as a proper map file which will be useful for this tutorial. Here's a build of Vinifera with this feature: vinifera-preview-e9ef53b.zip Vinifera expects your game to be unpatched. Fortunately, I have a solution for this. Back up Game.exe first, located in your Tiberian Sun install directory, download the vanilla Game.exe and replace your Game.exe with it: Vanilla Game.exe.zip To install Vinifera, extract the files to your TS install directory. You can now launch TS with Vinifera by opening LaunchVinifera.exe Now we can get to saving a randomly generated map! Generate a map and when you click on "OK" the game will ask if you want to save the map. Click on yes, and a new .MAP file will be created in your TS install directory. This is where MapTool comes in. Open MapTool, select the saved randomly generated map(s) you want, select "[Misc] Fix Randomly Generated Map", and click on "Process Maps". Give those maps a name in the map editor and your randomly generated map(s) are now ready to be played! Of course, don't forget to put the maps in Maps -> Custom folder. When you're done, replace Game.exe with your back up. You may keep Vinifera for when you want to save more RMG maps again. Alternate Solution If for whatever reason you can't save RMG maps, then resort to this alternate solution. Create a shortcut of LaunchVinifera.exe, right click on the shortcut, click on "Properties", type -DEVELOPER after the path in the Target text box (like this) Click "OK", and launch Vinifera through this shortcut. You may get a prompt about enabling a debug output window. Answer it as you would. Now, go to keyboard options, click on Developer category, find "Scenario Snapshot" in the Commands panel, and assign a hotkey to it. Generate a map, this time play it, and press the Scenario Snapshot hotkey. If a .MAP file appears in your TS install directory, hurray for you, it works! Yuri's Revenge You'll need Ares for this one as it has a scenario snapshot feature just like Vinifera's. To install Ares, simply extract the files to your Yuri's Revenge install directory. You can now launch YR with Ares by opening RunAres.bat Just like the alternate solution above in the TS/FS section, go to keyboard settings, go to the "Development" category, select "Map Snapshot", and assign a hotkey to it. We're almost there! Create a RMG map, play the map, and press the Map Snapshot hotkey. A .YRM file is created in your YR install directory. Just like in the TS/FS section, open up MapTool, select RMG maps, select "[Misc] Fix Randomly Generated Map", process maps. Name the maps in a map editor, rename the maps' file extension to .map, and they're good to go now! Don't forget to put the maps in Maps -> Custom folder. You may also keep Ares for when you want to save more RMG maps again.
  5. UPDATE: I was mostly wrong. the tunnels in the rest of the theaters do work, your units just has to be right next to a tunnel and click on the very end of the tunnel where the tunnel entrance points (the red tunnel squares only seen in FA2) are, which is not intuitive. Also, in Desert, NewUrban, and Temperate, units can't actually pass through the non-road tunnels because there seems to be impassable tiles on the tunnel entrances.
  6. Kazuto, I noticed that you're placing the North-West/North-East tunnels wrong. You should place these tunnels with the purple line in between the cliffs. Yeah, the tunnels are incorrectly configured, but I remember some of them worked, so I tested tunnels on all theaters except Lunar (because Lunar has no tunnels.) Here are my results: In NewUrban, only the tunnels with road tiles on them worked. The non-road tunnels don't. In Urban, all types of tunnels work, albeit they use incorrect graphics. In the rest of the theaters, the tunnels don't work at all. Well, Kazuto, you're only hope of making tunnels work are in these theaters. Thankfully, this MapTool I mentioned a few posts ago has features to convert your map to one of these theaters. Also, you can have my tunnel testing maps: RA2YR Tunnel Test Maps.zip
  7. There's a better way. MapTool has an option to fix tunnels broken by FA2/FS.
  8. We recently had someone who had the same issue in Red Alert 1 and his solution was weirdly enough, ending Microsoft Teams with Task Manager. You may also need to reinstall TS and download the full version from CnCNet.
  9. open the map with a text editor (Notepad++ is preferred) and add [CAEAST02] Capturable=yes
  10. Here's my take: Mammoth tank in first cameo is from C&C: Renegade, second cameo is the same thing but it's using the cameo palette. Tbh, this looks better than the mammoth tank cameos above to me.
  11. re-downloaded, didn't work. I still get the error. btw, I have Windows 7 Ultimate 64 bit
  12. I installed C&C: Dawn of Tomorrow but it doesn't work. I can get it to work by replacing its executable with the one from CnCNet Tiberian Dawn but it will use Tiberian Dawn rules. Any way to get the mod to work without messing it up? Also, here's the error:
×
×
  • Create New...