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  1. 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.
  2. 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/
  3. 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)
  4. 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
  5. 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.
  6. 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.
  7. 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:
  8. 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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