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CCCP84

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Everything posted by CCCP84

  1. You can only add to the left. The other sides are fine. In my case, I couldn't enlarge the map because it already has maximum size 208x208.
  2. I did this when there was a war outside my window, I lived practically on the front line near Kharkov and did this during the breaks when the electricity was restored after shells had crumbled the wires on the poles into noodles )
  3. It was a huge work done in 2022
  4. The full Day-Night cycle. The duration of day and night can be easily configured in the [Events] section. Day-Night Cycle - 30min.ini Day-Night Cycle - 45min.ini Day-Night Cycle - 60min.ini Day-Night Cycle - TEST.ini- Hier light changing happens every tick. For tests. It can be copy-pasted into any map. Simply copy the text from the file and paste it into any empty space in your map file. Also, delete the old Lighting section from your map. You don't need to do anything else. Everything will work. If radiation was applied during a lighting change, post-radiation artifacts will appear. When the day comes, these are erased by an invisible lamp. If your map has lamps, they won't work properly. They should be removed. You need to take into account that in a real game the time will be longer due to lags. 60, 45, 30 minutes it is time with ideal conditions without any lags. I did this back in 2022 on - - - O C E A N I A - - -. Now I've isolated the triggers that were previously mixed in with others. As far as I know, from 2022 until now, Oceania was the only publicly available map with such a cycle implemented. Now, I think there will be more ) We could also consider including this cycle as an option in the CNСNET client. If you mention me inside your map file with this line, I will be pleased: ; Day-Night Cycle by CCCP84. Made in 2022. v1.1
  5. I conducted extensive testing of the problem. I spent a lot of time on it. Here's what I discovered: The problem area changes its position depending on the terrain's elevation and whether there are any elevated areas. The area is located on the left. Apparently, these are some points that cause an error when removing fog. I came up with an idea for a solution. I placed a civilian gap generator in the problem area, and it worked. Then I created gap generators using ini. I started changing the radius and moving them. In the end, I created generators with GapRadiusInCells=0. They cover 1 cell they're on. I filled the entire side beyond line of sight with them, and then started deleting and checking. In the end left two points that were causing the error without gap generator. I'm attaching a screenshot. This completely solves the problem, but for this specific map. I suspect these points might shift when the terrain configuration changes. Obviously, there won't be a global solution to this problem, so I suggest all map makers do as I did. Fill the sidewall with gap generators with GapRadiusInCells=0 (I think you can do this in just one vertical line) and then remove the excess. It won't take much time. We can agree to use the [CAMSC12A] target as a gap generator. There are two identical ones: [CAMSC12] and [CAMSC12A] Or, a simple, lazy solution: simply expand the map to the left, beyond the visibility limits, by a few cells. If anyone wants, they can test this further using my findings. I'm already tired of testing it. In general, all maps included in the CNCNET need to be fixed. Perhaps someone would be willing to take this on. Or, for example, everyone could rework their favorite maps. I also made an interesting discovery. It turns out you can place a building not only outside the visibility range, but also outside the map, and it works there. For example, a gap generator will generate fog from outside the map. You just need to manually specify the building's coordinates in the file. Negative values also work.
  6. Problem with the elite flak trooper, that is weaker than the regular flak trooper. It have to be: [FlakGuyAAGunE] Damage=20
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  7. - - - TSUNAMI 2 - - - This is a completely new map. But my idea was to make it feel familiar to players. This is my vision of a legendary map. Vertical Proection: As usual, I made a version with my own adjustments to some parameters and bug fixes, and an unmodified version: [4] Tsunami 2 (Author's Mod) v1.1.map- lightly modified version to optimize the game. Some game bugs removed. Most players will not notice any changes. [4] Tsunami 2 v1.1.map- Clear version without mods.
  8. Map updated in CNCNET client. In section Mod Maps you can find v5.2
  9. Map updated in CNCNET client. In section Mod Maps you can find v5.2
  10. Map updated in CNCNET client. In section Mod Maps you can find v5.2
  11. Made a new version, significantly changing the original. Unfortunately, there are some peculiarities of the map, due to the great height. In the client, the lower starting positions are shifted and are not on the preview screen. There are some artifacts in the graphics. But not critical. [8] Diamond Quarry v2.2.map [8] Diamond Quarry (Author's Mod) v2.2.map
  12. Same screen again
  13. you know? So, what is it?
  14. We noticed a peculiarity that the error often occurs when 2 players are looking at approximately the same place. Well, and of course, during a naval battle. Perhaps, of course, the reason is a naval battle, and that is why the players are looking in one place. But nevertheless, this is an interesting feature. We tested this, making sure that our field of view was directed strictly to one point, but this did not lead to an error. Apparently, several factors must coincide.
  15. This is the number of trees in Oceania ) I thought about each one where to place it.
  16. spawn.inispawnmap.ini spawnmap.inispawn.ini
  17. and client is very lagging on win7
  18. Our friend installed windows 7 again, and managed to get the game to start, but now we can't start the game. Everyone sees that he is loading, but the other player is not.
  19. I also suggest replacing the YR logo with RA2 for RA2 games. Now this emblem does not carry any information. My suggestion will make it useful.
  20. Another small suggestion on how to make the game better. There is no refinery animation in RA2 mode. In YR, when the harvester unloads ore, smoke comes out of the chimneys. This does not happen in RA2. It would be nice to apply this to the RA2 mode too.
  21. Guys, I found that a very unpleasant bug has been fixed, when the Harves at long distances began to move towards a distant refinery. Now everything works as it should! This is wonderful. Now its possible to create large maps. Now 2 of my good maps that were unusable due to this bug can now be used. This is wonderful.
  22. Our friend tried to run this on windows 7 for several hours today, but without success. Installed all the required programs, but in vain.
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