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. While it's still in the very early stages of development, Red Alert Redux is slowly being brought to life. 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.
So I try to change the template type of a cell ingame. This is on the Desert theme, going from an empty, passable cell to an impassable brush.
Code: CellClass * cellptr = &Map;
TemplateType TType; // Template type.
unsigned char TIcon; // Template icon number.
temp.TType = TEMPLATE_BRUSH1;
temp.TIcon = 0;
cellptr->TType = temp.TType;
cellptr->TIcon = temp.TIcon;
After triggering this code the cell is no longer passable as it should be.
In the classic graphics the cell gets correctly updated (both the passable status and the GRAPHIC itself), but in the remastered graphics it does NOT (not GRAPHIC update).
What am I missing here?
I am looking for a way to let text appear during a mission like here (from GDI Mission 9):
I went through the code and couldn't find anything related.
I did find the sound that is played when that message appears. It's "TDR_SFC_BLEEP2.WAV" in the "SFX3D.MEG".
It is found twice in "AUDIO.CPP" but not referenced anywhere to be played.
Any input would be nice ^^
I'm trying to render a custom graphic. Let's say I have that pink box. How can I render it on top of the sidebar next to the credits (1), over the build icons (3) and maybe the game view (2).
All I found was code in power.cpp, radar.cpp and sidebar.cpp that mostly doesn't seem to do anything. I can comment out a lot of it without seeing any change ingame.
Any idea how to do that?
By Soviet Reaper Dragon
As any of you fellow traditionalists out there remember about the very first Command & Conquer game, The Global Defense Initiative's armies wore Gold and The Brotherhood Of NOD's armies wore Grey.
The remastered version is almost complete except for this one minor crucial detail. GDI still has the option of choosing Gold as their color, however Grey is missing and traditionalist Brotherhood Of NOD players like me cannot select it, but must settle for second best in choosing Red when playing as NOD.
Has anyone else told the developers about this and suggested they remedy this acute annoyance by adding in Grey to one of the downloadable updates for C&C Remastered?
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