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Showing results for tags 'Tiberian Dawn'.
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I've noticed that many users are having issues due to not updating the client. Apparently they don't think that it's necessary to update, but it is. So, why not make it mandatory? Woudn't that be better? Why ask them if they want to update or not when they're gonna face problems if they don't? I mean, to be able to use the client properly, see all available rooms, play normally without crashes and avoid getting kicked repeatedly for having different files (not updating) which creates a negative experience (especially for new users), the logical thing would be to just update the client automatically everytime a new update comes out (the next time you start the client), because nobody would want to have problems! It only takes a minute or so, and saves you a lot of time asking here and there, searching for answers, posting, reporting, trying to figure out what's wrong.
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- Red Alert 2
- Yuris Revenge
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Hello people I recently found my physical copy of "Command & Conquer the first decade" in the blue box and i would replay all the campaigns and possibly some multiplayer again for Tiberiun sun and up since i already own the C&C remaster on steam Last time i played it must have been 5 years ago and i had to install an unofficial patch to get it to work on Windows 7 So my question is: Is there 1 patch that makes it all work flawlessly (Im on windows 10) or do i have to manually install a patch for each game ? https://cncnet.org/command-and-conquer#download https://cncnet.org/red-alert-2#download And so forth And do theese patches work for singleplayer / skirmish aswell or is it stritcly multiplayer ?? Im kinda confused And seeing as im mostly here for the Red Alert 2 games are there any good mods you guys would recommend before i start playing the campaigns again ? I play alot of Brood War custom campaigns aswell, is there somewhere where i can find a list of all avaivable campaigns I was thinking something in the line of this Brood War spreadsheet https://docs.google.com/spreadsheets/d/1l_ink-CKwo92syCxJmivfh7zeMZu4U0p_q5Ra7HTF4U/edit#gid=0 Ty for you time Cheers
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- Red Alert
- Tiberian Dawn
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I got a present for ya! http://nyerguds.arsaneus-design.com/project_stuff/2017/CnC64FileConverter/release/ This tool can open about any graphically-representable format in the N64 game, and can convert between most of them. This includes images, maps, palettes and tilesets. Its usage is really simple. Drag-and drop a file in there, or use File-> Open (Ctrl+O) to open a file, and use Save (Ctrl+S) to save it. the Save dialog will give a types dropdown in which you can select the type to convert to. Note that there is also a Quick Convert (Ctrl+E) option in the menu. This is actually identical to Save, except that it automatically selects the most logical convert type when opening the "Save As" dialog. This means PC images will quick-convert to N64 img format and vice versa, N64 and PC map formats will convert to each other, and palettes will convert between the N64 8-bit and PC 6-bit format. Tilesets can only be exported at the moment, not saved, because they have a rather annoying format of tiles using sections of a larger colour palette. I might make a converter from and to actual single cells for that later, when I add a 'Convert' menu to the program. One of the immediate practical uses of this this tool is that it can write the image format used as height maps by the game's missions. These images are paletteless 65x65 images on which each value in the image data represents a height, which is why I display them using a grey palette. This is the "C&C64 paletteless image" type in the save dialog's dropdown. The image needs to be either high-colour or 256-colour to be converted correctly for a height map; if it's 16-colour you'll get a 16-colour paletteless img file, a format which is also used by the N64 game, but not for that I mentioned a 'Convert' menu before... one of the things that'll be in there is an option to automatically convert a map to a rudimentary height map. Here's the algorithm I'm developing for that, shown on rocks: This isn't programmed yet, but the theoretical algorithm seems to work right. The final conversion will do similar things with beach and water, and then combine them in a logical way.
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Added some new features such as saving position of the window and alt+enter to switch between window/full screen. https://github.com/CnCNet/cnc-ddraw/releases Red Alert Config: http://downloads.cncnet.org/addons/ra-config.7z C&C95 Config: http://downloads.cncnet.org/addons/td-config.7z Download and extract the files into your game folder. (You may not want to extract ddraw.ini, otherwise you may override your settings)
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C&C Red Alert Redux (Mod for C&C Generals Zero Hour)
sgtmyers88 posted a topic in Modding Discussion
EDIT: The new mod profile is live! So long time no chat. lol ? Since finally completing the story campaigns for Tiberian Dawn Redux a couple years ago I have been repeatedly approached about carrying the mod over into the RA universe with a spinoff. I haven't decided if it will be a mini-mod type add-on built into TDR (think GDI/Nod vs. Allies/Soviets in skirmish) or a standalone project built off of the renovated C&C Generals SAGE engine TDR is now using. I know a lot of the assets and coding between the original TD and RA games is nearly the same so it would streamline development quite a bit. (looking into the original game files I noticed a lot of the art and audio assets are using the same filenames to confirm this) The biggest hurdles I have will be making a decent naval system, designing, coding, and animating attack dogs and then the Chronosphere stuff. I may also (as I did with TDR) consolidate the unit and structure tech tree and add unit upgrades and special abilities. (e.g. Engineers doubled as Mechanics and APC's doubled as Medics) So who wants Red Alert Redux? And I will say it will not be a 1:1 remake. As I did with TDR I aim to keep as much of the original wacky tech and atmosphere Westwood developed for TD and RA but also have a more realistic spin on it in both appearance and gameplay. I have been considering consulting with the former Cold War Crisis Mod Team and the guys behind Red Alert: A Path Beyond.- 10 replies
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- Tiberian Dawn
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We removed the macOS downloads since Apple dropped support for 32-bit applications in their latest version of macOS (10.15 Catalina). Downloads might be added again at a later point once there is a solution for supporting the new macOS Catalina. If you're running a older version of macOS: You can still download our old version, but it isn't supported by us anymore and we can't really help you with it if there are issues... http://funkyfr3sh.cnc-comm.com/files/CnCNet.dmg Note: On macOS mojave you'll need to manually give “Accessibility” permissions to CnCNet to be able to play or else you'll end up with a black screen. If you're running the new macOS Catalina 10.15: Use bootcamp: https://support.apple.com/en-us/HT201468
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- Red Alert
- Tiberian Dawn
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Hello, I just installed Tiberian Dawn, Red Alert, and Tiberian Sun via the CnCNet installer, on my Linux machine running Ubuntu 18.04.01 LTS (x84_64 kernel). Tiberian Sun appears to run okay, but Tiberian Dawn and Red Alert both crash at launch, giving me a Program Error from Wine. It seem like this is probably a Wine configuration issue, but I'm not sure what changes to make in winecfg. I've attached the backtrace logs from Wine in hopes that someone could help me. Thanks! RAbacktrace.txt TDbacktrace.txt
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Hello, First time using cncnet, I keep getting kicked whenever I join a game in the lobby but don't understand why. Sometimes I get a message saying no connection or problem with connection from one of the players. Or ping will come up with my name as NA. When I join a game in the lobby there's usually no green "I'm ready" button in the bottom left, it's only there if I try host a game (but then when I click it says waiting to connect, please try again in a few seconds or something). Can anyone advise, or help troubleshoot? I'm guessing there's a connection issue my end but dont know how to diagnose. (I have managed somehow to play two online games, no idea why it worked then but not most of the time).
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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.
- 44 replies
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- Tiberian Dawn
- Red Alert
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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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- Tiberian Dawn
- Red Alert
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Below you can find a tutorial about adding support for any mod to CnCNet. No matter if you created the mod or if it's a random mod you found somewhere on the internet. Make sure you check the README.txt. http://downloads.cncnet.org/ExampleMod.zip Works for Tiberian Sun, Red Alert and Tiberian Dawn.
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- Red Alert
- Tiberian Sun
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Hi everyone, I know there several posts out there on Virtual Machine LAN networking, but I haven't come across any referencing VMware ESXi. Was hoping I could start one. Here's what I'm trying to do... I have a ESXi host running vSphere 6.5. On it are several VM guests running Windows 10 (build 1903). All VMs are using VMNET3 virtual NICS, w/8GB RAM, and quad core vprocs. I'm having a heckuva time getting LAN networking to run for any CNC game (Dune 2000, TD, TS, RA - doesn't matter, symptoms are the same). On the VM, all games install successfully using the latest builds. All will run without error too. On the example below, I'm running Dune 2000. As you can see in 'screenshot 1', it does not allow me to join or create a new game. What's interesting is that the IRC client does not appear to load despite being previously installed. The Windows firewall is turned off. Now, by contrast, on a regular laptop - the same game installer will allow me to create a new game or join an existing one. I welcome your thoughts.
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- Dune 2000
- Tiberian Dawn
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When i click full game (for windows) I then click download but, nothing happens. HELP!
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Command & Conquer: Dawn of Tomorrow for Command & Conquer: Tiberian Dawn Releasing on 30/5/20 C&C: Dawn of Tomorrow is a project for Tiberian Dawn. It has two complete 7 mission campaigns, featuring the main two factions of the project: The Company of Answers and the Forces of Tomorrow. There are also bonus missions for the other factions encountered during the campaigns: Russia, USA, Japan, Chris Brutal's forces and Civilians. The project is not designed for multiplayer at this time--due to the multiple changes I've made to the game, it'd be a little weird (and imbalanced, haha). It's not impossible however if there's interest Who will you lead to victory? Will you attempt to conquer the world single handedly or seek to outwit the competition with corporate espionage? Will you take hold of one of the countries who are under threat from a dangerous terrorist regime? The choice will be yours... it was always meant to be yours... The purpose of this thread is to show off some of the content that's being developed as it happens, so everybody's in the know! I welcome feedback and input on anything, and if you have any questions, I'll be more than happy to answer them. A typical day in the life of a Forces of Tomorrow base. Attacks on all sides. Nothing's getting through. Japanese forces entrench a small settlement against American aggression Private security has taken over as the de-facto policing forces in this area. Note the dual tone structures The Company of Answers lays siege to Tomorrow controlled shores A forward Tomorrow Redoubt stands in defiance against Russian and US forces These terrorists seem ripe for the taking... look, they even have Oil Refineries waiting for us... (thanks to White for the graphic I used as a base for mine) Let's get into it and show off some of the factions' tech trees! Company of Answers Structures Units Forces of Tomorrow Structures Units Russia Structures Units USA Structures Units Japan Structures Units Keep watching this space! I'll be posting at least once a week with how the project is moving along. The next milestone will be a release for people who are interested in my upcoming mission making contest to use! And once again, comments and criticism is most welcome
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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)
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Hi all I'm now knee-deep in TD SP mapping and am starting to run into questions that I can't answer via Nyerguds guide, opening the default maps or a lot of googling. Is there anyway to improve the AI on gunboats? They seem to find one target and fixate on it until it's dead. If it moves out of range they won't change target to anything else. This is on the "Hunt" AI used by gunboats in all the campaign maps. I've tried putting gunboats in a difference House (Multi3) and using "All to Hunt" on them to refresh their AI state and hopefully get them to re-target, but "All to Hunt" kicks in for every AI unit in every House. I've also tried creating them as a teamtype and giving them MOVE-HUNT-MOVE-HUNT instructions to try to refresh their AI (I had hoped they would ignore the move instructions), but that just results in them swanning around in the water in a really weird manner. I'm unsure where newly built Orca's will arrive from? I have a House (located SE map corner) where the reinforcement edge is set to South, but Orca's seem to come in from the right side of the map, or from the top-right corner? Do player A-10's always come from the top-left corner of the map? Is there anyway to control this? If Chinooks are buildlevel 98 and so are Wooden Fences, is there anyway to give the player the ability to built Chinooks without Fences, or is that just how it is?
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Hello admins, My Problem is Centered Around Networking... I have one computer that is "split" into two separate computers by using Softxpand, a multiseat gaming software: Softxpand link: http://miniframe.com Youtube "demonstration" video: https://youtu.be/Z1OFJtXSWHU I am trying to play by LAN server. Using station #1, CnCnet starts the lan server using the internal ip address 127.0.0.1 and hosts a game... On station #2 CnCnet starts up the LAN lobby but doesn't startup the lanserver program because it is already running elsewhere on the computer (station #1). Station #2 can see and join station #1's game in the lobbie, but gets kicked due to connection error... Somehow cncnet must be able to host and join on a multiseat computer setup...Perhaps: .Fix cncnet and using ip address 127.0.0.1 .edit the values in the cncnetlanserver.exe config file .make an update for cncnet in make it compatible with multiseat software Thank you Sirs, Noddynod443
- 9 replies
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- Red Alert
- Tiberian Dawn
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Hi, I've been trying to play Tiberian Dawn in DOSBox and have some questions about it. I'll start with the playlist: Is the game supposed to play Act on Instinct at the start of every mission? At the fourth GDI mission this seems strange. I was more expecting the game to play predetermined tracks at the start of new missions. Also, I think I noticed the game skipping tracks in the playlist and I saw no reason for that to be happening. Thanks in advance
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All titles fail to function launched from Origin (Win10)
[email protected] posted a question in Support
I got the complete whatchawhatever from Origin and I'm trying to relive the wonderful days of my introduction to RTS, but it seems as if none of the games are functioning. For Tiberian Sun, clicking anything in the menu freezes the whole program. For C&C RA2/YR, the mouse is invisible. And so on. Is it really necessary to download third party patches for games that Origin (Electronic Assholes) are charging money for? You have my thanks and best wishes, Me- 1 reply
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- Red Alert
- Red Alert 2
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Hi, I was being nostalgic and decided to reimplement cursor graphics from the PS1 version. Note that some of the changed stuff is not a 1:1 rip from PS1 but a recreation, due to PS1 version lacking some of the sprites. Scroll icons were moved a bit for the smoother transition to the "stop sign" versions. They don't touch screen edge anymore, but still look fine. mouse.zip
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I wanna download C&C95 but the link on your website is dead. You guys still got access to that file?
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CnCNET is great, and since RA source code has been released this is a huge step in improving the game and adding nice juicy features that allow us to enjoy the game we love. Add a replay system, maybe as an option as saving a replay could add more lag to games. Fix bug where you can ally someone who is trying to Engi your building which prevents it from being captured New .ini keywords, this would allow for more control over making maps of all types from nurple to Defense maps I'll list a few keyword suggestions Ability to remove darkness crate as random chance Chrono (superweapon) Crate Size of Nukes/Demo Trucks explosions Force Ore Regrowth on (ignores lobby setting "Ore Regenerates") Crusher Flag for vehicles Helicopter Firing Delay Auto Attack Flag (Tanya for example) Build Speed Multiplier (per unit/building) New Triggers New blank units if modders want to add them to maps. (Like Ferrets Tiberian Alert mod)
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Hi All I have followed what is needed regarding the new config and shaders, but when i go to play a mission the base sidebar is still smaller compared to what others i have seen getting. I have attached a screenshot to try and show what I mean. I have run out of things to test :( any help would be great :) Cheers si