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Posts
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Everything posted by CCCP84
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its not a comrade ricardo it is dima bilan
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i have monitor 27" 1920X1200. Ingame resolution is the same. Its the best! Not small objects because of big monitor + big observe zone. I think its the best for ra2. This is not a standart resolution, it is more than standart. additional 120 lines is very useful. I dont know is there monitors whith such resolution in shops, but you can buy used. My model is ASUS vw266h. It have to be cheap now. Its old but good. Colors much better than have DELL whith same resolution. Im thinking about buying 43" 3840X2160 monitor. Will it be all too small on this monitor, or i have buy 47" for this resolution? Does RA2 support 3840X2160? Will be able 1050ti process 4k resolution in ra2 whithout lags?
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Released new version. Fixed some things. Now its easier to deploy on corner small islands.
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Map has one bug. I dont know how to solve it. I think some problebs present in games engine. When you build rafinery on the top of the map and have rafinery on the bottom, miners become to travel from the top to bottom and from bottom to top. if destroy briges, miners become work normaly. Who know why it happens and how to fix?
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Made new version. Fixed some things. Made that central and all small islands are revealed in the begining of game. Made additional version whith american airport. Good for ra2 mode. Soviets get additional paradrop and 4 planes.
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Instead of wasting time writing, go and check. There is yuri prime in RA2. And on CNCNET it works damn bad
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1. possible. on all maps 2. in original ra2 there is yuri prime (read again first post how to get) 3. this bug isnt fixed You wrong in 3 of 3
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try to install it in RA2 folder, whithout cncnet client. Install ra2 again in other folder and dont install cncnet there. Only FinalAlert2
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I found mistake in ra2 mode. On cncnet Yuri prime can capture 10 units. Its wrong. He can capture on a huge distance. And in combination whith a 10 units, its no chance... In original RA2 prime can capture only 1. ( in ra2 mode player can get yuri prime, when player has soviet barraks and spyed soviet lab. It is a most hard to get unit. ) This is a big problem for RA2 mode. Please fix it. Yuri prime have to capture only 1 unit in RA2 mode. MCV, captured by yuri, cant be deployed! Its a problem. (In original RA2 it can) Big problem found. And not only in RA2 mode. Freezing Oil derrick by chrono-legioner for a second, stops it bringing money. So oil refinery can be killed by freezing on a second... Its a very big problem, i think..
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Westwood & RaVaGe sounds too significant. He was supposed to write "Westwood (changed by ravage)". And his name must be in small letters to emphasize insignificant changes. Russians have a very good saying that best fits this situation: "We plowed the field. I am and the tractor. - the fly said and got off the tractor. " ))))) In our case ravage as a fly ..)))))
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Perhaps trying to give me advice, he later wanted to put his name next to mine? ))))))
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Ravage, you have a great talent in cartography. Especially like "Dont mock the crocs". How were you able to create such a cool map? And only 2 people did it. I thought such a map to make you need at least 5 people.. )))) I remember you trying to give me advice. Now, having familiarized myself with your portfolio, i understand what a privilege it is for me to get advice from such an experienced and well-deserved cartographer ...)))) P.S.: All this maps included in CNCNET map pack.... "Dont mock the crocs" too.. )))))) My grandmother can make better.... ))))
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Added new map file. Fixed waterfall and added better preview. + added some trees..
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Released final version. Map tested, corrected and ready for battles. I made very good thing for this map. When somebodys amphybia enters central island, sounds sirena and radar event happens on minimap. It's very useful on this map.
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Trigger "Entered by any house". How to make. (solved)
CCCP84 replied to CCCP84's topic in RA2/YR Maps
Solved. Value "-1" gives the desired result. Obviously, the value "-1" in the game language means "any value". -
Trigger "Entered by any house". How to make. (solved)
CCCP84 replied to CCCP84's topic in RA2/YR Maps
It works -
Please, help solve the problem. It is necessary to create a trigger, where the event that activates the trigger should be the entering of any unit on the celltag. Since there is no "entered by any house" condition in FA2, I created a separate trigger for each house separately and linked them to each other, with reference to the same celltag. When playing multiplayer, it works only if all players have chosen all different nations for the game. But if there are the same nations in the game, for example, 3 Americans, then the trigger works only on one player out of 3 playing for America. Obviously, the identifier "America" can only be assigned to one player in one game, while the rest, apparently, are assigned to some other identifiers from a certain range. If someone knows this range, please let me know, then I can create additional triggers for identifiers from this range and my idea will work. P.S.: identifiers 4475 etc. (Player A, Player B....) dont work.
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Added map file. The map is very large, so large is file size. It is a pity, I had to greatly reduce the quality of the preview. My wish is that the problem with the maximum size of the map file that can be uploaded to the server at 890kb be solved. Increase it at least to 1.5, and better to 2 mb. Then it will be possible to make very beautiful and detailed previews for the lobby.
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Ты чё, унизить меня решил? Сравнил х с пальцем.. )) На моей карте один остров в 5 раз сложнее чем 2 такие карты вместе взятые..
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- - - O C E A N I A - - - My best map. Map that I'm proud of. For 2v2v2v2 naval batles. This is not just a naval battle. This is a micro model of the world. Geopolitics works here. Do not play this map in 2v2 or 4v4 format. This breaks the whole concept of this map. Play it 2v2v2v2! Prepare for a long game of over 1 hour. Vertical proection: I created this map, already having a lot of experience in the game and map making. I have meticulously planned many separate places around which separate episodes of confrontation can unfold. The main islands, which are divided into 2 halves, connected by narrow passages in the bay area, and a protected fortress in the corner, which is the player's last reliable place to hide even when the main territory is occupied by the enemy. The central island where epic battles often unfold. This island is also divided into 2 zones, and has a sheltered high ground with a lake where a naval yard can be placed. Сontested islands with oil derrics also often become the site of an interesting confrontation. Without undue modesty, I will say that all these carefully thought out things make this map a real masterpiece. The games on this map exceeded expectations. Everything works as it should, and even better. This map takes RA2 to a whole new level. Higher level strategy. ______________________________________________________________________________________________________ Oceania (v5.6) is included in CNCNET client. You can find Oceania (Author's Mod) (v5.6) in "Mod Maps" section in CNCNET client. Latest versions: [8] Oceania (Author's Mod) v5.6.map - Modified version. With day-night cycle*. I recommend using this. And use with RA2 mode. Below is a detailed table of changes. ( included in CNCNET client ) [8] Oceania v5.6.map - Clear version. No mods. With day-night cycle*. ( included in CNCNET client ) [8] Oceania (no night) v5.6.map- Clear version. No mods. No night. * First night will come in about an hour. I will always promote pure RA2. There is nothing superfluous. There is a normal, not annoying voice acting. It is more serious. The YR mod ruined the game considerably in my opinion. Soldiers are overly strong. Battle fortresses and annoying choppers. Friends, RA2 is just better. ______________________________________________________________________________________________________ About Oceania Author's Mod : No new features or weapons. Just changed unit parameters such as range (e.g. V3 rocket), armor and speed (Kirov), in order to accommodate units for long distances on a large map. Some changes (costs etc) have been made to improve the balance between the Soviets and the Alliance. For example, the alliance will be able to build dolphins immediately, and the destroyers after the construction of the laboratory, because the Soviets cannot resist the destroyers in the early stages of the game, they also cannot protect the oil derricks from the attack of the destroyers in the early stages. Despite a large number of changes, the game has not changed much. Changes will usually be invisible to players. I also fixed some bugs. They mainly concern the RA2 mode. List of significant changes in Oceania (Author's Mod) v5.6 (compared to original values) : green - improvement of the parameter, red - deterioration of the parameter, blue - original parameter. Parentheses indicate the original value. [ Map value (original value) ] Infantry: Sniper ------------ Range 25 (14) ; Cost 1800 (600) Desolator --------- Range 8 (6) ; Damage 200 (125) ; Elite Range 9 (8) ; Elite Damage 300 (200) (The damage is related to the shot, not the radiation effect) Rocketeer--------- Cost 800 (600) Spy -------------- Cost 3000 (1000) Yuri Prime (RA2) - Range 25 (30) ; Cost 4000 (2000) ; Required Soviet Lab+PsySensor+barracks (only barracks required) Cuban Terrorist -- !!! Can disguise like a spy !!! ; Damage 300 (225) + Radiation ; Cost 600 (200) Vehicles: Russian Tesla Tank ---- Range 7 (4) ; Elite Range 8 (6) ; C German Tank ----------Range 10 (5) ; Elite Range 11 (6.75) ; Cost 1800 (900) V3 Launcher ---------- Range 40 (18); Cost 2000 (800) Desolator IFV ---------- Range 8 (7) ; Damage 300 (175) All other variants of IFV-Range 8 Libyan DemolishTruck - Damage 800 (300); Cost 2000 (1500) Aircrafts: Black Eagle ---- Missile Launch Range 9 (6) ; Elite Missile Launch Range 12 (9) ; Armor 300 (200) Intruder ------- Missile Launch Range 8 (6) ; Elite Missile Launch Range 10 (9) ; Armor 250 (150) Kirov----------- Armor 2500 (2000) ; Speed 8 (5) ; can auto-attack units below (can't) Night Hawk Helicopter - Cost 3000 (1000) Fleet: Carrier ------- Cost 3000 (2000) Dreadnaught - Cost 2500 (2000) Scorpion ----- Cost 1000 (600) Dolphin ------ no lab needed (need lab) Destroer ----- laboratory required (no lab needed) Squid --------Damage(fighting) 95 (50) ; Enemy Submarine Unit Detection Radius 12 (4) Buildings: Allied Construction Yard (MCV) --- Cost 5000 (3000) Soviet Construction Yard (MCV) --- Cost 4000 (3000) Allied Laboratory ------------------ Cost 5000 (2000) Soviet Laboratory ----------------- Cost 4000 (2000) Soviet Nuclear Reactor ----------- Cost 2000 (1000) Naval Yards ----------------------- Cost 3000 (1000) Grand Cannon --- Range 20 (15) ; Cost 6000 (2000) Prism Tower -------Range 9 (8) Tesla Coil --------- Range 8 (7) | TC + Tesla Trooper - Range 10 (8) Psychic Sensor -- Radius 20 (15) | + Mobile Submarine Detector(new unit) - Detection Radius 18 (15 for Psychic Sensor in original, not CNCNET RA2) Gap Generator --- Cost 1500 (1000) Patriot ------------ Cost 1200 (1000) ; CellSpread 1.4 (0.3) (Increasing this parameter causes damage not only to the unit that the missle hits, but also to units near it. This solves the problem of huge concentrations of rocketers very well. However, it does not deal more damage to a single unit, such as a Kirov. This is a very good solution.) SuperWeapons: ChronoSphere ----- Cost 15000 (2500) ; Recharge time 30 (7) Weather Controller - Cost 20000 (5000) ; Recharge time 40 (10) Iron Curtain -------- Cost 10000 (2500) ; Recharge time 20 (5) Nuclear Missle ----- Cost 20000 (5000) ; Recharge time 40 (10) Fixing bugs and unwanted effects: - Fixed sale price of alliance infantry in cloning vats in ra2 mode. Thus, it is now impossible to make a profit. - Fixed a bug with the Flak Trooper that caused the Elite Flak Trooper to become less powerful than the regular Flak Trooper. - Fixed a bug where Yuri Prime in RA2 mode could capture 10 units at the same time. Now it can capture 1, just like it did in the original RA2. - Fixed a feature where ground and air units, as well as the dreadnoughts and aircraft carriers, could not attack underwater units visible to the player. Now underwater units can be attacked on command, or automatically when they are visible. - MCV cannot be spawned from a crate. (This gave too much advantage to the player who found second base.) - Soviets can't build Allied MCV; Allies can't build Soviet MCV. Possible only capture MCV from enemy, but impossible to make another. - I have restored the Psi Sensor feature that worked in the original Red Alert 2 but was lost in RA2 mode on CNCNET, namely submarine unit detection. I did this with a new unit (Submarine Detector) that spawns with the Psi Sensor. Unfortunately, I was not able to restore the function of the Psi Sensor to unmask spies and mirages. - As an Easter egg, a howitzer can spawn from the crate. It is equivalent to the Grand Cannon in terms of power and range.
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--- O C E A N I A --- My best map. Map that I'm proud of. For 2v2v2v2 naval batles. This is not just a naval battle. This is a micro model of the world. Geopolitics works here. Do not play this map in 2v2 or 4v4 format. This breaks the whole concept of this map. Play it 2v2v2v2! Prepare for a long game of over 1 hour. Vertical proection: LINK : --- O C E A N I A ---
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Can you please tell me how to remove the sound from the waterfall when creating a map?
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How to make RA2 & YR maps - Final Alert 2 Tutorial
CCCP84 replied to [CC] RaVaGe's topic in RA2/YR Maps
Can you please tell me how to remove the sound from the waterfall when creating a map? -
How to make RA2 & YR maps - Final Alert 2 Tutorial
CCCP84 replied to [CC] RaVaGe's topic in RA2/YR Maps
Whats the difference between ore mines? (TIBTRE 01, 02 ,03)