Vancer2 Posted January 3, 2010 Share Posted January 3, 2010 I modded my game using copy and paste commands :] For example The BlkHand Raptor is now the A10 All I did was open the Ini file with Final big and highlighed these lines Note:Backup your files so if you mess up you can copy and paste your original .ini file with the one that has the error as the editor has no undo button. Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = Muzzle01 ExtraPublicBone = WeaponA01 ExtraPublicBone = WeaponA02 ExtraPublicBone = WeaponA03 ExtraPublicBone = WeaponA04 ExtraPublicBone = WeaponA05 ExtraPublicBone = WeaponA06 DefaultConditionState Model = TVWARTHOG WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY TURRETFX WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat ShowSubObject = BURNERFX01 BURNERFX02 End ConditionState = REALLYDAMAGED Model = TVWARTHOG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = REALLYDAMAGED JETEXHAUST Model = TVWARTHOG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = TVWARTHOG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ; afterburner ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat ShowSubObject = BURNERFX01 BURNERFX02 End ConditionState = RUBBLE Model = TVWARTHOG_D HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = TVWARTHOG_D ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = BURNERFX01 BURNERFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat End OkToChangeModelColor = Yes End Highligh starting from draw all the way down and stop at the *******DESIGN PARAMETERS********* click ctrl C and you cant left click and click copy. Now we go to The Black Hand Raptor Section of BlkHndAir.ini and we highlight starting with Draw in the section underneath the Upgrade Cameos and highlight down to the line "OKtoChangeModelColor=Yes and highlight the word end under the line I OkToChangeModelColor. Now while this text is highlight hold control and press V this will paste the lines from the A10 Warthog I discussed earlier. Now go back to the A10 Warthog in TalonAir.ini and go to the weapon section in ******DESIGNPARAMETERS****** Highlight the following text WeaponSet Conditions = None ; ----- Weapon = PRIMARY A10WarthogVulcanCannon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY A10JetMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End Then go to the Weapon Section of the Raptor in the BlkHndAir.ini and highlight this text WeaponSet Conditions = None ; ----- Weapon = PRIMARY GenericJetMissileWeapon PreferredAgainst = PRIMARY VEHICLE STRUCTURE AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY GenericJetMachineGun PreferredAgainst = SECONDARY INFANTRY AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End Now hold Control and press V to replace this text with the weapon text we copied from the A10 Section of TalonAir. Save the .ini and play the game. Note the icon you click on to build the unit will still have the raptor Icon. But Instead of a Raptor you have a cool A10 Link to comment Share on other sites More sharing options...
Vancer2 Posted January 4, 2010 Author Share Posted January 4, 2010 Ok to Change the Icon you have to go into the 00_CCTDRDXINI.big using Final Big editor Ok go to the file name Data\Ini\MappedImages\HandCreated\HandCreatedMappedImages.INI Right click and find the TDNRaptor You should see this text MappedImage TDNRaptor Texture = NRaptor.tga TextureWidth = 200 TextureHeight = 161 Coords = Left:1 Top:1 Right:199 Bottom:160 Status = NONE End Now Replace the line Texture = NRaptor.tga with WarthogCameo.tga Save it. (be Sure to backup your files :]) Now when you play as the Black Hand you should have the Raptor's Cameo as the the A10 Warthogs Cameo Note: The Description will still be that of the Nod Raptor's As I have yet to get this done. :] Good Luck and happy Tank destroying. Untill Next Time this is Vancer2 signing off Over and Out! Link to comment Share on other sites More sharing options...
sgtmyers88 Posted January 5, 2010 Share Posted January 5, 2010 LOL nice. Link to comment Share on other sites More sharing options...
Vancer2 Posted January 6, 2010 Author Share Posted January 6, 2010 Thank you Sgtmyers. Today I will show you how to change the Adv. Mammoth Tank to the GDI Mammoth Tank. This will follow the same steps that I used to show you how to change the Raptor into the A10 Got you Control C and V fingers ready ^.^ good cus here we go. NOTE:Always backup your files. Im not responsible for anything you choose not to do. Backup is highly recommended. I know because I have had to reinstall to get a fresh .ini file :] (I have 30 different CCTDRXINI.ini files ^.^) Now that you backed up your files (I'm serious go back them up If you haven't Final Big Editor DOES NOT have an undo command. First go to the GDIVehicle.INI section in the .ini file 00_CCTDRXINI.big Right click inside the window with all the text and click on the GDIMammothTank. Scroll until you see these lines: Draw = W3DTankDraw ModuleTag_01 ConditionState = NONE Model = RENMAMMOTHTANK Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = ENEMYNEAR Model = RENMAMMOTHTANK Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX HideSubObject = Headlight01 Headlight02 End ConditionState = REALLYDAMAGED Model = RENMAMOTHTNK_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = RUBBLE Model = RENMAMOTHTNK_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ;------TANK WHEELS!---------------------------- Draw = W3DTruckDraw ModuleTag_WheelsDraw01 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W1 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W1D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE01 LeftFrontTireBone = TIRE02 MidRightFrontTireBone = TIRE03 MidLeftFrontTireBone = TIRE04 ;------------------------------ MidRightMidTireBone = TIRE05 MidLeftMidTireBone = TIRE06 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End Draw = W3DTruckDraw ModuleTag_WheelsDraw02 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W2 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W2D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE07 LeftFrontTireBone = TIRE08 MidRightFrontTireBone = TIRE09 MidLeftFrontTireBone = TIRE10 ;------------------------------ MidRightMidTireBone = TIRE11 MidLeftMidTireBone = TIRE12 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End ;------BUG FIX FOR THE SNOW DUST EFFECT---------------------------- Draw = W3DModelDraw ModuleTag_SnowDustFX DefaultConditionState Model = NULL End ConditionState = MOVING Model = NULL End ConditionState = SNOW Model = NULL End ConditionState = SNOW MOVING Model = NULL ParticleSysBone = TREADFX01 GenericSnowDust ParticleSysBone = TREADFX02 GenericSnowDust End End Ready Highlight that section and press Control C exciting isn't it. Now go to the TalonVehicle.ini section. Right click and go to the AdvMammothTank Scroll until you find these lines: Draw = W3DTankDraw ModuleTag_01 ConditionState = NONE Model = RENADVMMTH Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = ENEMYNEAR Model = RENADVMMTH Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX HideSubObject = Headlight01 Headlight02 End ConditionState = REALLYDAMAGED Model = RENADVMMTH_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = RUBBLE Model = RENADVMMTH_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ;------TANK WHEELS!---------------------------- Draw = W3DTruckDraw ModuleTag_WheelsDraw01 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W1 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W1D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE01 LeftFrontTireBone = TIRE02 MidRightFrontTireBone = TIRE03 MidLeftFrontTireBone = TIRE04 ;------------------------------ MidRightMidTireBone = TIRE05 MidLeftMidTireBone = TIRE06 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End Draw = W3DTruckDraw ModuleTag_WheelsDraw02 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W2 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W2D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE07 LeftFrontTireBone = TIRE08 MidRightFrontTireBone = TIRE09 MidLeftFrontTireBone = TIRE10 ;------------------------------ MidRightMidTireBone = TIRE11 MidLeftMidTireBone = TIRE12 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End ;------BUG FIX FOR THE SNOW DUST EFFECT---------------------------- Draw = W3DModelDraw ModuleTag_SnowDustFX DefaultConditionState Model = NULL End ConditionState = MOVING Model = NULL End ConditionState = SNOW Model = NULL End ConditionState = SNOW MOVING Model = NULL ParticleSysBone = TREADFX01 GenericSnowDust ParticleSysBone = TREADFX02 GenericSnowDust End End Now Highlight that section and press Control + V You should have copied the GDI Mammoth parts over the ones you highlighted. If you messed up or pressed the wrong key Close out and open your .ini file again. DO NOT SAVE and start back from the top. Now lets replace that Cameo Icon shall we? cus no one wants wrong information in the middle of a battle :] Got it? Good, now go to the section called DATA\INI\MappedImages\HandCreated\HandCreatedMappedImages.ini (god do I hate typing that one.) Right Click and go the TDAdvMammothTank It will be in the 3rd line of the right click menu at the bottom of the window that appears after highlighting it or you can do a search. Now you should see something that looks like this: MappedImage TDAdvMammothTank Texture = AdvancedMammothCameo.tga TextureWidth = 200 TextureHeight = 161 Coords = Left:1 Top:1 Right:199 Bottom:160 Status = NONE End Replace the line Texture=AdvancedMammothCameo.tga with MammothTankCameo.tga Save and start TDR and Enjoy :] Your new Mammoth Tank :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: Next will be the Commando. Until next time this is Vancer2 signing off Over and Out! Link to comment Share on other sites More sharing options...
Vancer2 Posted January 10, 2010 Author Share Posted January 10, 2010 Ok I know I said I was going to do the Commando But Today Im going to show you how to mod a Weapons Stats ^.^ I will be using the A10's Vulcan Gun as an example. As you know the A10's Gattling gun is not accurate like it is in the game. I will show you how to make it more realistic while keeping it equally balanced Start up Your Final Big Editor. Open up the 00_CCTDRXINI file and scroll down until you see weapon.ini click on that text should appear on the right part of the editor, right click on this window and scroll until you find A10WarthogVulcanCannon. The text you first see is not this weapon you have to scroll down a tiny bit because the A10's weapon name is on the bottom that appears after clicking the name. You should see some words and numbers. The .ini explains what some of the values mean and what they do. They are pretty self explanatory. As you can see this is the default values for this weapon: Weapon A10WarthogVulcanCannon PrimaryDamage = 25.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 MinimumAttackRange = 50.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 3000.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericMachineGunProjectile ProjectileDetonationFX = WeaponFX_NewGenericMachineGunImpacts2 FireFX = WeaponFX_Comanche20mmCannonFire FireSound = ComancheGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 30 ;500 ; time between shots, msec ClipSize = 80 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 18000 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End If you dont know a real a10 is equipped with a GAU-8 Avenger which fires at about 4,200 rpm (rounds per minute) divided by 60 you get 70 rounds a second. Now for the accuracy the GAU-8 is rated at 80% accurate when fired at 4000 feet, this means that 80% of rounds fired will hit within a 20 foot radius. With these facts in hand I will show you how to emulate this deadly weapon. Now I will show the above stats with what i have changed I have added the following line : ScatterRadius=10 Weapon A10WarthogVulcanCannon PrimaryDamage = 45.0 Changed to 45 as the weapon will not hit as much so we have to compensate for the lowered ac. PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" ScatterRadius=10 <------- added because the weapon in very inaccurate ScaterRadiusVsInfantry =15 <-- Added this line and 15 as it is harder to hit a smaller target AttackRange = 700.0 <-- changed to 700 as this weapon has very long range. MinimumAttackRange = 50.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 3000.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericMachineGunProjectile ProjectileDetonationFX = WeaponFX_NewGenericMachineGunImpacts2 FireFX = WeaponFX_Comanche20mmCannonFire FireSound = ComancheGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 <--changed to 30 as this weapon has an ungodly rate of fire ; time between shots, msec ClipSize = 500 Changed the ammount of amm to 500 as this weapon carries 1,179 rounds ; how many shots in a Clip (0 == infinite) ClipReloadTime = 18000 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End There you have it. A weapon made powerful while still balanced :] enjoy Until Next Time this is Vancer2 signing off Over and Out!! Link to comment Share on other sites More sharing options...
Vancer2 Posted February 15, 2010 Author Share Posted February 15, 2010 Ok I know its been a while since my last post but I had some help from Sgt Myers, But because its 1:21 am I will just tell you what i plan to do. I Will show you how to get a grenadier to be playable on nod and the black hand and flame troopers and chem troopers on gdi and talon. Then after that you can mix units to ur hearts content. After this I will try and help those with less advanced computers on how to increase gameplay fps by decreasing the amount of explosion particles ;D Link to comment Share on other sites More sharing options...
Vancer2 Posted February 3, 2011 Author Share Posted February 3, 2011 Wow its been forever since i posted on here. I got a new computer with 2 5770's and the lot. So Now > let the modding begin. (not now I have to work in the morning) but dont worry ill be back. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted February 3, 2011 Share Posted February 3, 2011 Make sure to get the latest updates for TDR here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-v14-public-beta Link to comment Share on other sites More sharing options...
Vancer2 Posted February 3, 2011 Author Share Posted February 3, 2011 Good Lord SGT. This is alot of features. If you need any help Im more than willing to as I have tons of free time. Link to comment Share on other sites More sharing options...
sgtmyers88 Posted February 3, 2011 Share Posted February 3, 2011 lol ok then Link to comment Share on other sites More sharing options...
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