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  1. ORA-sabs

    Can't Update

    I lost connection while in game lobby and tried to relaunch CnC but it would not download the update. It gave me option to run older version, but people are unable to connect to me, I am unable to see maps, gives me errors for that, and it shows N/A for me and beside everyone's names. I tried deleting everything and reinstalling and it did not help. It's not the internet or firewall. What do I do?
  2. today we've played with friends (3 clients) from 1 ip. but now we can"t connect (6 clients from 1 ip). why? how we can fix it? error closing line (g-lined)
  3. Frequently Asked Questions Game Specific Red Alert 2 & Yuri's Revenge Unable to set Video Mode The updater launcher will not exit .NET Framework 3.5 and 2.0 are required, but windows 10 won't download it. All games How do I add custom maps? I just downloaded CnCNet, or updated and my anti-virus flagged it as a virus CnCNet has been blocked by my anti-virus or is showing as a virus My game is slow, shows a black screen, or gameplay is choppy Your IP address has been listed at DroneBL
  4. Im trying to run Red Alert 2 Omega mod but I get this error message. Can anyone help me, please?
  5. Let's build a structure, that spawns a soldier every time when a shot is fired on! That can be used as hostile base-defense in missions or a neutral building in multiplayer games. That's actually a funny and entertaining element in a map. Choose a building with weaker armor, otherwise there could be a huge flood of infantry, which slows down online games. 1. Place the building where you like to have it. Place 2 waypoints: WP1 beneath the building, WP2 next to it. 2. Now create a teamtype: Create a taskforce: 1 E1 (or something else, but but only 1 infantrist!), create a script (1. move to WP2, 2. area guard: few seconds, 3. attack anything) and a teamtype. Set WP1 as Waypoint for the team. Make sure team owner and building owner are identical (or at least allied with each other). 3. Create a trigger: Set in RA1: Existence - constant, in TS/RA2: Type 2 - Repeating. Event: Attacked by anybody/any house. Action: RA1: Reinforce team - Our teamtype. RA2/TS: 80 - Reinforce at Waypoint - Our Teamtype / WP1. 4. Double-click on your building and attach trigger. If the building is destroyed, the trigger automatically will die too. Now with every shot of my hovercraft there is one trooper coming out of the lighthouse!
  6. I changed the terrain properties of [Water] in the rules.ini so vehicles could drive on land and water. A tank should move on water now ... but at the moment that vehicle leaves the shore to open water it just explodes. Telling infantry to go over water that way (Jesus style) is possible that way. But to make infantry move on water is more challenging. For a single map just added to the game, it is probably not possible, sadly. But you can create amphibious tanks by further modding of theatre files. X3M gave me the idea. So it seems to be hardcoded to vehicles to explode on TerrainTypes of [Water], but not to [Beach]. So if I set the water tiles to be Beach by RTMtype and make the [beach] entry of rules.ini moveable to both ships and units, so the tanks won't explode enymore if entering the modified water. There are two types of terrestrial driving vehicles: Tracked and Wheeled. There are only two wheeled vehicles in RA: The Jeep and the (Neutral) Truck. So we can transform wheeled into amphibious! 1. Extract Water tiles W1 and W2 from your theater file, e.g. snow.mix, by XCC Mixer. 2. Download Nyerguds' RMTtype and set the TerrainType of all cells of W1 and W2 to beach. How to do this, take a look into the manual of RTMType. 3. Put modified W1 and W2 back to your theater by XCC Mix editor. 4. Open a map. Now it's time to do some .ini editing: [Beach] Foot=0% Track=0% Wheel=100% Float=100% Buildable=no Now set Tracked=no if you want a specific vehicle type should drive over water, =yes if not. Note that now all beach tiles (SH01 - SH44) are impassable for tracked vehicles, but passable for ships. For aesthetic reasons, it is recommend to change the terrain properties of all beach tiles to [Rough] or [Clear].
  7. TBE-LEB


    HI, I am facing lag during the game, it starts slow at beginning than it gets better, I have contacted my ISP, and confirmed that there is no issue with my connection speed, and they said it is with the server, I have 50mbps internet, everything else I use, ex. youtube or any other games, it runs perfectly and no lag / no buffer. The only issue is when I only play RA, wondering if someone can help me solve this issue, or if someone faced similar case. Thanks Leb
  8. Tengo un problema con el juego... En modo online no me aparece el menú de construcción (creación) solo en el multijugador. En los demás me anda perfecto...
  9. We added new downloads for Fedora and openSUSE today, please leave feedback in this thread. The RPM Packages were tested on Fedora and openSUSE only, but you might be able to install them on other distros too. CnCNet package for Tiberian Dawn, Red Alert and Tiberian Sun https://downloads.cncnet.org/cncnet-1.0-2.noarch.rpm Installation on Fedora 25 (64 bit) https://www.youtube.com/watch?v=sMNXSwlpy0c Installation on openSUSE Tumbleweed (64 bit) https://www.youtube.com/watch?v=Qm_FowK2sNQ Downloads for Windows, macOS, Ubuntu and Mint can be found on our download page https://cncnet.org/download
  10. Hi there, I have videos about Red Alert 1. I hope you have fun. Leave comment please! Online Matches: Goldrush 2v2: https://youtu.be/82hVfO-vyyk Goldrush 2v2: https://youtu.be/6Z-Rnh8pL2A My Custom Maps: https://youtu.be/HiBKvQGye1k https://youtu.be/KoKsv8dkXwA https://youtu.be/U7ZCuvv_17Y Nuclear Bomb Show: https://youtu.be/dj72OPHkVwI Parabombs Show: https://youtu.be/-HP80TsCTNc Tanya Show: https://youtu.be/XANwiillQxc Tanya Show 2: https://youtu.be/3jwsoEQFb08 Super Civil: https://youtu.be/cCjHNKO_1Vg Tolist's Survival map: https://youtu.be/9__IBtjsn0s Skirmish Modes: Keep off the Grass Map - 7 comps (Hard) FFA Mission FAiled :https://youtu.be/MlDZ5vNLnpE Keep off the Grass Map - 7 comps (Hard) FFA Mission Accomplished :https://youtu.be/maSBgWv9mDU Keep off the Grass map, 1v1, Turkey (Green): https://youtu.be/eivVYjvgOkE Keep off the Grass map, 1v1, Turkey (Yellow): https://youtu.be/pWOnnzRyFNg Keep off the Grass map, 1v1, England (Yellow): https://youtu.be/gjmZvG3_shk Keep off the Grass map, 1v1: https://youtu.be/WEU9fkOYjYg My Red Alert 1 Montage Videos: https://youtu.be/VSsy3F1QByA My Red Alert 1 Tutorial Videos: Terrain Tutorial: https://youtu.be/d9ComOaKKk8 Reinforcements, Reveal Waypoint, Set Timer Tutorials: https://youtu.be/-FlHTW39iBM Editing AI with Mission Brifing: https://youtu.be/z9X9tMRDrYw
  11. > d2k-theatre-for-ra11.zip < Well, another theater. I think about making a theatre out of the dune 2k tileset. :d2k: But there are some difficulties so far: The D2k cell size is 32 px, while RA cell size is only 24 px. So I have to do alot of gimping to create fitting tiles for RA. The RA and the D2K palettes are very different, so converted tiles will look ugly, so I have to create a new palette suitable for both RA units and D2k templates. Finally it might look like this:
  12. Registering Your Gamesurge Account on CnCNet NOTE: At this moment, this does NOT work on the Yuri's Revenge client. Registering your account on CnCNet is a very simple process, and is recommended. One of the main reasons we recommend registering is that you'll be able to combat potential impersonators. An impersonator is a person who pretends to be someone else for entertainment or fraud. You'll also be able to have awards tied to your account such as the Gold Medal. Registering is very easy, so here's where we'll begin. Our client is tied with our partners over at GameSurge. 1. Go to: https://gamesurge.net/createaccount/ 2. Enter your information here. Your account name is the name that will be displayed when other players perform a whois on you. Your account name will NOT become your display name. 3. Login to your email. Check your junk folder as well, as sometimes your email will put GameSurge's email into the junk folder. The email should arrive in a timely manner, it should not take more than 30 minutes. The instructions are also posted in the email. 4. Start a private message with a bot, or an admin. Enter the command in the chat window. This can also be performed in the lobby as well. I do not recommend doing this as if you mess up, your information will be plastered all over the lobby. I have seen this happen. The command is: /authserv auth <account> <temporary password> Your temporary password is the password located in the email you received from GameSurge. 5. You will receive a notification from AuthServ stating that your information has been accepted. You are now logged into your account. Changing Your Password 1. Start a private message with a bot, or an admin. Enter the command in the chat window. You can also enter the command in the lobby. The command is: /authserv pass <old password> <new password> 2. You will receive a notification from AuthServ in the lobby stating that your password has been successfully changed. NOTE: If you've pasted your account information in the lobby, change your password immediately! Logging Into Your Account 1. Start a private message with a bot, or an admin. Enter the command in the chat window. You can also enter the command in the lobby. The command is: /authserv auth <account> <password> 2. You will receive a notification from AuthServ in the lobby stating that you've been recognized. You are now logged into your account. When clicking onto a user, you'll receive information about this user. If this user has logged into their account, you will see a (No Fake) title applied to their name and the account they're logged into. If you have any questions or are unsure on what to do, post a reply below!
  13. Hey guys, long time no talky. I'm posting to ask about something that was talked about ages ago. Making more units for a mod in RA1. From memory there was code to allow multiple e1 (rifle), 2tnk (med tank), dd (destoryer) and heli (apache). Any info on this would be great... but the best info is; "Yes White, it's totally in the game and here's how to do it" Cheers.
  14. Running CnCNet server using systemd (Linux x64) wget downloads.cncnet.org/tunnel.sh sh tunnel.sh 200 "Unnamed Server" If you're unsure what linux distro to choose, just take the latest version of Ubuntu Using the above method you can run both CnCNet servers as a service and they will continue to run even after the server restarted. Alternatively you can also run the servers individually (see below): New Server (All Games) Linux x64 example: wget -c https://downloads.cncnet.org/cncnet-server.tgz -O - | tar -xz nohup ./cncnet-server --name "My cool server" --maxclients 200 --port 50001 --portv2 50000 > cncnet-server.log 2>&1 & Linux ARM Windows: On XP, Vista and 7 make sure .NET 4.0 is installed: https://www.microsoft.com/en-US/download/details.aspx?id=17113 Download the server and start it: http://downloads.cncnet.org/cncnet-server-gui.exe Note: Servers are chosen automatically by CnCNet and are only used in case 2 players fail to establish a Peer-To-Peer connection. Yuri's Revenge players can select a specific server via the advanced settings while hosting a game room. Old Server (Yuris Revenge only) Linux (Ubuntu) example: sudo apt-get install default-jre wget http://downloads.cncnet.org/cncnet-tunnel.exe nohup java -jar cncnet-tunnel.exe -name "My cool server" -maxclients 200 -port 50000 -headless > cncnet-tunnel.log 2>&1 & Windows: Download the server and start it: http://downloads.cncnet.org/cncnet-tunnel.exe Note: To use a specific server you'll have to select it via the advanced settings while hosting a game room. The servers will not show up instantly on the website, it can take up to 4 hours
  15. Current version: 1.13.3 (2019/03/21 16:28) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Full readme Source code: (C#) Sources folder Full list of supported types / games: WWFont v1: Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this) BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3: The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4: Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) Dune 2000 BitFont: Red Alert 2 (internal developed use only) Unicode BitFont: Red Alert 2 Original first post: As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now. So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too. Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file. Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls. Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable. Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette. It took a few tries to get it right. But, finally, I managed to get a saved file! No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result! It's starting to look good, no? At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor. It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is: Westwood Font Editor v0.4 The source code is in the folder too, for those who are interested.
  16. *NEW VERSION HAS RELEASED 4th of November 2017* Hi guys! Download here (new version V0.99.9.1, 4th of November 2017): https://www.dropbox.com/s/spwj9986ri9bm0n/CCRDX.rar?dl=0 ------------------------------------------------------------------------------------------------------------------- Im currently working on a mod that takes us on a different timeline of Tiberium universe. GDI and Nod are still fight against each other, but both sides has a completely different arsenal than C&C95 had. In this timeline, The First Tiberian War were not fought on 1995, it only takes place on somewhere between 2015-2020's. Since the global economic disaster that appeared on 2008, Nod has grown up and gathered up massive army. Tiberium meteor was also hit on earth at 2007 and has terraformed earth on a something which is not on this reality. There will be no mercy... My goal is to release the first version during this year. Currently both GDI and Nod are ready (shp's and voices). There are several multiplayer maps and hopefully i can convert several CS/Aftermath missions for compatible into this mod. Thanks to Allen262 great Red Dawn mod, i was able to use many shp's from there. Also several shp's were loaded from sprites.openra.net and ra.afraid.org. Few of the shp's are made by me (partially). Hopefully the following screenshots will get your attention... Currently something is missing from Jungle territory...
  17. This is the official mod thread for the Red Alert mod Armageddon V: The Aftermath. UPDATES ARE POSTED BELOW UPDATE September 9th 2017 Mod Released. See Release thread. https://forums.cncnet.org/topic/7418-armageddon-v-is-here/ Download Link: https://www.dropbox.com/s/fmnz8s8blt66m39/Armageddon V - Beta Standalone.zip?dl=0 What It Is: A continuation of older mod projects from the early 2000's now that there are many more modding options than there were back then, and I have lots of free time now The Storyline has been updated and is posted below. Features: -A total conversion mod that is roughly an interpretation of a Tiberian Sun to Red Alert mod, although NOT following the TS story line. -Full length campaign for GDI and Nod -Bonus missions and scripted conquest/skirmish missions -The new terrains created by members here Beta Screen Shots A Nod Skirmish showing some new units and buildings. The TD units/structures were taken from Red Dawn with permission from Allen262, save the airstrip that I converted. Many of the units came from posts on openRA forums. To the Tiberium ... GDI Mission 1 briefing, some homage to General Sheppard. Missions one is a "traditional" C&C game 1st mission. GDI Mission 1 screen shot. The missile trails were converted from an old TS mod I found. Now that Image= is usable in campaign missions its possible to have a lot more graphics options such as GDI and Nod having separate power plans as shown here. GDI Skirmish Cameos and Beta Cameos that wont make it. Some are new. Others have been seen before. White made the Humvee TOW icon and I modified it slightly. Allen262 made the Chem Tank cameo that I also modified. Beta. Also here is the cityscape I am working on for GDI Blue Zones. So far im not very happy with it though. Thats all for now. Standby for further updates.
  18. Packages were updated with tiberian sun support, check the new thread by clicking on the link below https://forums.cncnet.org/topic/8871-updated-linux-macos-downloads/
  19. CnCNet Client The map browser (left click the map preview) supports now mousewheel scrolling and category selection via mouse button 4/5 Tiberian Sun A bug was fixed that could give players an unfair advantage 2 New hotkeys were added, ChatToAllies (default: Backspace) and global chat is now available via Return (same as F8) Red Alert The limits have been raised, Infantry:500->550, Buildings: 600->650, Aircrafts: 100->150, Units: 500->650, Vessels: 100->150 A bug was fixed that caused the game to glitch (Crash/OOS/Disconnect) when the unit limit was reached, sidebar icons will not gray out anymore when the limit was reached and you don't need to right click to be able to build again 2 New hotkeys were added, ChatToAllies via Backspace and global chat is now available via Return (same as F8)
  20. We had to reset all gold medals and all players need to win the challenge again for the following reasons: 1. There have been multiple cheat versions of the Gold Medal Challenge found 2. Some players tried to offer other gold medal winners money to buy the medal 3. A lof of the gold medal winners did not read the rules All players that have been watched by me will keep their gold medal New Rules: 1. Settings Must be: color "Yellow", country "Germany", TechLevel "10", Credits "10000", UnitCount "0", Speed "7" 2. Add one AI player to ensure the game end trigger will fire up 3. You must defeat all enemy tanks before the time runs out 4. You have to win it using hotkeys like in this video (ctrl shift etc..), stacking/fooling the ai will not count as a win 5. Your screen resolution must be 1280x width or below (higher resolutions are not allowed cause you could win the map without hotkeys) 6. 2 other players must watch you playing the map. Those players can be either other Gold Medal winners, CnCNet Moderators or Herm. Both of them can be in the same game or you can also play 2 separate games with each of them. 7. The spectator must host the game room and not the player. This way the player cannot change the gamespeed during the game 8. Play fair, don't try to cheat in any way 9. The game must run at an acceptable speed, laggy games don't count - If you won the gold medal and you are going to watch another player then please make sure all settings are correct. After the game you must check the resolution of the player in the score screen to ensure he did not use a too high resolution. When the ready button was clicked there should be no Cheat warning, if you found a fake gold medal map which shows a Cheat warning then please report it to the moderators! Use the map search to find the Gold Medal Map, the name is "Gold Medal challenge! Are you the master of Q?" http://www.youtube.com/watch?v=3FcKV7JEQMk
  21. Nowadays, it seems that the very concept of paletted graphics doesn't get much attention in image editors anymore. In fact, many people don't even grasp the concept of colour palettes anymore. So I've decided to write a tutorial explaining what paletted graphics are in general, how they work in the Command & Conquer games, and how to edit them with Gimp. Gimp is probably not the ideal image editor to use for paletted graphics, but it does, in fact, support them (unlike programs like MS Paint), and it's free. It has its drawbacks, though. The relevant options are not always easy to find, and its brush tools have ridiculously large default sizes for pixel editing work, which are always reset on restart of the program. Paletted graphics Right. First of all, what are paletted graphics? I'm not really an expert on the history behind it all, but basically, they are a way to save memory. In a normal, full-colour image, each pixel is assigned a colour. Such a colour is a triplet of bytes, each byte being one colour component. The three are Red, Green, and Blue. This means that each pixel on an image would take up three bytes. On modern image formats, a fourth is assigned for transparency, but that's irrelevant in C&C graphics, so we won't discuss that here. Paletted graphics, in contrast, use only one byte per pixel (or less, but we'll stick to C&C's 8-bit-per-pixel images here for now). A paletted image's file header contains a list of 256 colour triplets which define all colours that will be used on the image. Once you got that palette, each actual pixel on the image simply needs to refer to a colour index on that palette; a number from 0 to 255, a value which fits inside a single byte. So at the extra cost of adding the palette in advance, the actual image can be a lot smaller in file size. There's some historical reasons for this in the way graphics cards handle graphics using palettes, but since I don't really know the specifics of that, let's not go deeper into that. Instead, let's look at a very peculiar kind of paletted image formats: game sprites. What's so odd about game sprites, like the C&C SHP format, is that they are paletted images without colours saved inside them. Instead, they will use whatever colours the game (or an external viewing tool, like XCC Mixer) gives it. This explains why C&C1 graphics will work perfectly fine in RA1, but will look all messed up: the file format is the same, but the C&C graphics were made for a different palette, meaning the palette indices on these graphics are all wrong in RA1's colour palette. So, you may wonder, why did Westwood not simply include the palette? There are two reasons for that. The first: in C&C1 and RA1, the entire screen, at any given time, contains only a single palette. The game itself can only show graphics of one single 256-colour palette at the same time. The second: Command & Conquer 1 uses the same unit and structure graphics for all theaters, while Desert theater has a different palette than Temperate/Winter. How is this done? Simple, actually: the palettes have parts that are different, and parts that are the same. The units, structures and general game UI are made so they ONLY use the palette indices on which the colours remain the same between all theaters. In Tiberian Sun and Red Alert 2, they decided to keep the same 256-colour formats because of the ease of remapping the house colours on 256-colour graphics. The games themselves, though, are high colour, and can handle showing several colour paletted graphics with different palettes at the same time. I hope this gives some insight into the game's graphics formats. Usage in Gimp (everything here was tested on Gimp 2.8.0) From what I've seen, Gimp does not have any feature to import or export colour palettes in specific palette file formats. However, like any image editor that supports colour palettes, it can simply get the palette from the image itself. First of all, to see the palette in a 256-colour image in Gimp, go to [Windows] -> [Dockable Dialogs] -> [Colormap]. This will give you a dialog on which you can see the current image's palette at all times. You can click on the colours in this colour map dialog to easily select them for editing. Another handy feature for pixel work is to enable the grid in Gimp. You can find it under [View] -> [show Grid]. So, what we need to do to get the palettes into Gimp is simply convering some SHP file to PNG with XCC Mixer, with the palette we need, and then opening that in Gimp to get the palette out. For completeness' sake, I'll go over the steps including XCC Mixer: In XCC Mixer, press ctrl+p, and select the palette you want to import into Gimp. Right-click on any SHP file you want, and press [Copy As PNG]. If the conversion created multiple PNG images, delete all but one of them. It doesn't matter at all what is on the image; only the palette saved in its file header is important. Open the remaining single image in Gimp. In Gimp, go to [Windows] -> [Dockable Dialogs] -> [palettes]. This will give you the list of Gimp's internal colour palettes. In that list, right click and select [import Palette]. It will open the "Import Palette" dialog. On the dialog, change the radio button for the source selection to "Image", and select the image you opened as source to take the palette from. At the bottom of the dialog, give the palette a name (easiest would be to use the same name as the one in XCC Mixer) and press [import]. The palette will now show up in Gimp's palettes list. So, what can we do with these imported palettes? One of the uses is the palette conversion I covered in my other tutorial. Here's how to do that conversion in Gimp: Open the image in Gimp. Go to [image] -> [Mode]. You'll see the mode is either [RGB] or [indexed]. If it is already Indexed, change it to RGB. Go to [image] -> [Mode] again, and now select [indexed]. A colour conversion dialog will appear. In the dialog, select "use custom palette", select one of the palettes you imported before, UNCHECK "remove unused colours", set Dithering to 'None', and click [Convert]. That's it. Export the image as png or something again, and you're done. Another possibility is to change an image's palette without adapting the graphics to the new palette. This is handy if you have graphics converted with the standard yellow remap, but you want to change them to the purple palettes as remap for editing. To do such a palette replacement: Go to [Colors] -> [Map] -> [set Color Map]. Click the palette button, select the new palette, and press [Close] Press [OK]. That's it! You should now see the image adapt its colours to the new palette.
  22. It is possible to convert SHP graphics as one big PNG rather than as separate frames, but XCC Mixer only offers this option for the Tiberian Sun SHP type. Also, converting it back is very unintuitive; you need to go to [Clipboard] -> [Copy] on the edited PNG, then use [Clipboard] -> [Paste as SHP (TS)], and then give the frame dimensions and the number of frames. Using single-PNG conversion for the C&C1/RA1 type is possible, by converting to TS type, but as you can imagine, it's kinda complex. Since it's still useful in some situations, though, and since conversion between SHP types can very easily go very wrong, I made a tutorial on how exactly to pull it off. Here are the steps to do that: Start XCC Mixer (duh ) in Administrator mode (always :O) In the [Conversion] menu, disable ALL the options except "Split shadows". Under [View] -> [Palet], disable "Use for conversion". (This shouldn't affect it, but it seems to actually mess up the conversion, so disable it) Select the SHP file, and use ctrl+p to select its correct palette. Right click on the file, and select Copy as SHP (TS). The resulting file will seem to have twice as many frames since it split off the shadow frames. Don't mind that. (If you don't know where the file ends up... see this image) In the [Conversion] menu, disable "Split shadows", and enable "Combine shadows" Right-click on the TS SHP, and select "Copy as PNG (single)" That's it. Now you got your frames as single PNG. If this is for conversion from RA <-> C&C1, you just need to use MS Paint or something to save that file as high-colour PNG. If this is for more serious modding, this is the part where your magic happens. Happy editing Now, to convert back: In the [Conversion] menu, disable all options. If you saved in high colour, use ctrl+p to select the palette to convert to, and enable the [View] -> [Palet] -> [use for conversion] option. It's strongly advised to use the Purple Palettes when doing that. Right-click the PNG, and select [Clipboard] -> [Copy] Right-click in the folder where you want to dump the intermediary TS SHP file, and select [Clipboard] -> [Paste as SHP (TS)], and select where you want the file, what to call it, and then give the frame number and frame dimensions of the original C&C1/RA1 SHP. In the [Conversion] menu, make sure "Split shadows" is disabled, and "Combine shadows" is enabled. Now, right-click on the TS SHP you created, and select "Copy As PNG". This will produce a normal series of SHP frames. Right-click on the first of the SHP frames, and select "Copy As SHP", and you will finally have your C&C1/RA1 type SHP back. So as you see, it's quite some work, but in certain situations, like editing infantry, or converting normal 32- or 64-frame units between games, it definitely beats going over the unit frame by frame.
  23. To play in the new game lobby download the following file and copy it into your game folder: cncnet5.exe If you don't have the game installed yet or you don't know where you installed it then please download one of the following mini Multi-Player installers: Preview:
  24. Current version of Red Dawn is Red Dawn 2014 Last updated 5-29-20 Red Dawn 2014 is standalone like 2013 and still uses Iran Patch/Portable RA that added Hires and better compatibility for Vista and forward systems. Red Dawn 2014 dosen't differ to much from Red Dawn 2013 when it comes to single player missions. The most noteable change is Nod now uses secondary colors for all missions. Five new mission added and one fan made are now included in the game. Jungle theater by Tschokky added and used for five of the new missions. Red Dawn Online has been merged with Red Dawn 2014. This mean online play on CnCNet 5 (old CnCNet 4 has been removed). Aftermath Game option is now Classic C&C option and when turned on the game will only use C&C95 units and buildings. The exceptions are the Missile Silo, Ship Yard, Gunboats and Tranport. The Missile Silo is needed as it is the only way for a Nuke to be made. The Ship Yard, Gunboats and Tranport are need for some RA1 maps most notable "Docklands (Medium)". RAED (Map/Scenario Editor) has been updated to the version edited by Iran to use all 6 theaters. At this time the CnCNet 5 ra95-spawn.exe dosen't support the Jungle theater but I have updated the CnCNet 5 lobby's map preview generator so when/if CnCNet 5 updates the ra95-spawn.exe to use the Jungle theater things are ready to go. System Requirements Windows 2000, XP, Vista or 7. Launcher and configuration tool require the .Net 2.0 framework. I think you could run on Win95 to ME with out the Launcher and configuration tool by starting the game from the RA95.exe. You may be able to get it to work on Linux and Mac with tweaks. PortableRA's Linux and Mac tabs should be able to help http://iran.cnc-comm.com/ra/ GDI Hires Nod Hires C&C Classic GDI9 C&C Classic Nod 11B CnCNet 5 Lobby “Red Dawn 2014 Installer” Required For Play (49.06 MB) https://1drv.ms/u/s!Apc3I0Sl1vNFctDgXQQsnUGIt1I?e=izf7sq https://www.dropbox.com/s/099qbz4em3qpyb3/Red%20Dawn%202014%20Installer.exe?dl=0 Note if the game won't start trying deleting the wsock32.dll from the the game folder! Full game with Terrain Editor (EDWIN) and C&C-RAED v1.26. “Red Dawn 2014 Music Installer” Optional. (61.63 MB) https://1drv.ms/u/s!Apc3I0Sl1vNFc7ylpxYNEVTBGro?e=w1ihpK https://www.dropbox.com/s/konze9ii5p1u0sg/Red%20Dawn%202014%20Music%20Installer.exe?dl=0 35 music soundtracks from C&C95 and Covert Ops add-ons. “Red Dawn 2014 Videos Installer” Optional. (179.83 MB) https://1drv.ms/u/s!Apc3I0Sl1vNFdPHsUJ9p1QGzFX4?e=ktmgTT https://www.dropbox.com/s/sh7ymqows0cxfki/Red%20Dawn%202014%20Videos%20Installer.exe?dl=0 Win and Lose movies for all missions plus some briefing. Old Red Dawn 2012 I'm keeping support for Red Dawn 2012 as there is small change of systems out there that won't work with the Iran patch setup. Also it is a good source for modders looking for C&C 95 building and units that are already converted for use in RA1. System Requirements Windows 95, 98 2000, Me, XP, Vista or 7. You may be able to get it to work on Linux with tweaks. I tested Red Dawn on Win 7 however if it is not working on Vista or 7 you can try ddraw.dll by Hifi http://hifi.iki.fi/cnc-ddraw/#download has download link and configuration. “Red Dawn 2012 Installer” Required For Play (75.76 MB) http://www.ppmsite.com/downloads/C&C%20Red%20Alert%201%20Mod%20Red%20Dawn%20Mod%202012%20Main.exe “Red Dawn 2012 Movie Installer” Optional. (165.84 MB) http://www.ppmsite.com/downloads/C&C%20Red%20Alert%201%20Mod%20Red%20Dawn%20Mod%202012%20AVs.exe "Red Dawn 2012 Covert Ops Music" Optional (29 MB) http://www.ppmsite.com/downloads/Red%20Dawn%202012%20Covert%20Ops%20Music.exe "Red Dawn 2012 Mission Bulider" Optional (21 MB) http://www.ppmsite.com/downloads/Red%20Dawn%202012%20Mission%20Bulider.exe
  25. This is a little topic to point you to some C&C modding tools. Feel free to add more tools to this topic. The XCC Utilities: Essential for any modder. Download HERE. Made by Olaf Van Der Spek. Contains: XCC AV Player, XCC Editor, XCC Mixer (V 1.45), XCC MIX Editor and XCC TMP Editor. XCC TFD Shortcut installer - Handy for TFD users. XCC Radar Color editor XCC AUD writer - This is a plug-in for WinAmp that allows you to create .aud files from .mp3 files. For WinAmp, and MP3 editing, see Sound related tools below. XCC .dll pack - You might need these DLL files to run the XCC utilities. Put them in the same directory as the program you are having trouble running. XCC Utils 1.45 U - with Visual Styles support http://www.vk.cncguild.net/TOOLS/DATA/XCC_Utils_U.zip Mix Protector. Locks your mix files, this program helps to prevent asset theft. http://www.vk.cncguild.net/TOOLS/DATA/MIXProtector.exe INI (.ini) related tools: DCoders AI Editor - A program to help you edit the AI.ini file. If the above link doesn't work, click HERE. Most use notepad for editing the ini files, but some use other notepad-based programs. These are some good programs to edit the .ini files. NoteTab NotePad++ Voxel (.vxl) and HVA (.hva) related tools: Voxel Section Editor III (VXLSE) 1.37 - Another tool created by Banshee and other people from PPM, for creating voxels. Voxels are used mostly as tanks in TS and RA2. Cube Normalizer 1.5 - A program for normalizing voxels. WILL'S Voxel Editor. An alternate voxel editor (as used by Mig Eater). 3DS2VXL - A program for converting .3ds files to.vxl files. Some 3DS2vxl patches OS HVA Builder 2.1 - A program for editing .hva files. OS HVA Builder Quick Patch - Updates OS HVA Builder from V2.0 or above to 2.12. OS Voxel Viewer - A program for viewing .vxl files. OS Voxel Viewer Quick Patch - Updates OSVV from V1.5 or above to V1.75. SHP (.shp) related tools OS SHP Builder - This tool created by Banshee and other people from PPM, is a tool used to create shp files, these files are used as units and buildings in all C&C games from C&C1 to RA2. Download is here. Engie File Converter is a conversion suite created by Nyerguds that supports most of the Westwood image formats (D2 SHP, TD SHP, TS SHP, CPS, WSA). Downloads folder is here. Radar Color Editor Is a program put together by Nyerguds (GUI by IcySon55) which you use to modify the colors of your SHP's on the radar screen, a very handy tool. Music (.aud/.mp3/.wav) related tools For the XCC AUD writer, see the XCC Utilities Section at the top. WinAmp - This program, combined with The XCC AUD writer, can create usable, ready to be inserted into TS, .aud files. Audacity - A program for editing .mp3 and .wav files, which can then be converted to .aud files. Not required, but handy for making many new sounds. 2D Image editing software Not a requirement of TS editing, but many modders use these programs such as PhotoShop, Paint Shop Pro and Gimp. 3D Image software Commonly used for creating renders and buildings. Again, not required, but very handy to have. Blender - A free, open source, easy to use 3D modeling program. 3DS MAX - An incredible 3D program. It comes at a price though. For a free trial, follow the link on the main page. See also: 3DS to VXL above. GMAX- A cut down, but free version of 3DS MAX. That site also has tutorials here and there, so make sure you check them out too. Anim8or is a free 3D modeling program which is a favorite out of the free programs. Hex Editing related tools (for editing GAME.exe) Note: These programs are NOT Decompilers/disassemblers. HHD hex editor - A tool for edting the TS game.exe. Note that this is an older version, but it is MUCH better than the new one. Hex Workshop - A more complicated, but more useful Hex editor. PE Explorer - A hex editor and resource viewer in one, with several other useful features. Only recommended for those with experience in exe editing though. Link leads to a download page for a 30 day trial. Language.dll related tools Resource Hacker - A tool for editing the TS Language.dll. Can also be used to edit the GAME.exe to a certain extent. XN Resource Editor - A more powerful, but slightly more complicated resource editor. Can also be used for modifying certain parts of GAME.exe Misc tools TMP Studio - A tool for editing and creating TS and RA2 terrain files. Explosion Generator - Found by Triforce a while ago, this is a nice program that generates random explosions, which can be used in TS.
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