ROB Posted July 19, 2012 Posted July 19, 2012 I do think it could do a bit more damage, then again the original did about the same anyway. I like the green building tiles too, I might borrow that for my addon : p did you do any hex editing for this?
Allen508 Posted July 19, 2012 Author Posted July 19, 2012 Damage done and hit points are the same as C&C95 for the most part. The only land unit that is drastically different is the Chem Warrior. Green building tiles? The only changes made to the tiles was that the Yak was replaced with the C&C95 UFO. The only hex editing done is to run no CD and to run CS/AS. Feel free to take any thing needed from Red Dawn. All of it is Westwood made parts.
DarkVen9109 Posted July 20, 2012 Posted July 20, 2012 You must be a skilled Hex Editor Allen. Can you teach me how?
Allen508 Posted July 21, 2012 Author Posted July 21, 2012 I'm not as good as you think. The hex editing I did was character changes. If you look at C&C-RAED for Red Dawn I couldn't make the names longer. This is why the Adv. Guard Tower is listed as "Adv Guard T". Since the Adv. Guard Tower use the Flame Tower I was limted to 11 characters with C&C-RAED to do the name change.
DarkVen9109 Posted July 22, 2012 Posted July 22, 2012 Oh ok. Oh yeah I thought it's not allowed to add anything in RA1 but howcome the missions can be added e.g SCA05EA and how were you able to add 35 more soundtracks? Did you duplicated the bigf226m, fac1226, fac2226, etc?
Allen508 Posted July 22, 2012 Author Posted July 22, 2012 The SCA prefix a left over from C&C 95 as the SCA prefix was used in C&C 95 for GDI missions. It seem to been carried over into Red Alert from the start however it was not used tell the "Ant Mission" It was by change that I found out that one could add missions after SCA04EA.ini. You can add to SCA10EA.ini. If you try to go farther the game will show an error and load to a black screen. Warning: Long post ahead! 35 soundtracks is the max the game has normally but you will never see all 35 at once with normal RA1 do to a few things. Some tracks can only be played if you Soviet or Allied. (“Hell March” is a Soviet track only and “Crush” is an Allied track only.) as set in the [ThemeControl] with in the rules.ini To get all 35 at once you have to edit [ThemeControl] so that all sides can use all the tracks and be using the Aftermath CD. Since Red Dawn doesn’t use CDs and all of its music is in the Red Dawn folder (In the Main.mix/Scores.mix and Covert Ops music addon is in the SC-Score.mix) it can be used by the game for all missions since the [ThemeControl] has been set up so that all sides can use all the tracks. With Red Dawn I had to add 2ND_HAND=10 to the end so that “Warfare” would show up in the GDI and Nod campaign’s and when I did the Covert Ops music add-on I had to add a bunch more or the Covert Ops music would only show up in Counterstrike and Aftermath missions as well. You can also make the game play the Score Screen music, Credits music, Map Selection music and Main Menu music by going to [ThemeControl] and add SCORE=1 CREDITS=1 MAP=1 INTRO=1 So the true number of sound tracks the game can play is 39. Also of note is that the Map Selection music and Main Menu music are found in the RedAlert.mix/local.mix
DarkVen9109 Posted July 22, 2012 Posted July 22, 2012 Are the numbers there represents the campaign number (e.g. TWIN=9,Allies SCG09EA)?
Allen508 Posted July 22, 2012 Author Posted July 22, 2012 Yes that is how it works. Twin would be playable for Allies at SCG09EA or SCG09EB
DarkVen9109 Posted July 22, 2012 Posted July 22, 2012 Hmm interesting no wonder why sometimes it fails. So what I did is add a trigger like this bgm1 owner: USSR (where is the player house) existence: temporary Event 1: Elapsed Time (1/10th Min) =0 Action 1: Play Music Theme = Mechanical Man
Nyerguds Posted July 22, 2012 Posted July 22, 2012 You can also make the game play the Score Screen music, Credits music, Map Selection music and Main Menu music by going to [ThemeControl] and add SCORE=1 CREDITS=1 MAP=1 INTRO=1 Don't these have the same problem as C&C, where the themes THEMSELVES are programmed to loop, though? When I added the score and map themes to the playlist in C&C95 they simply stopped the playlist progress since the themes themselves were set to auto-loop. (one of the reasons I completely overhauled the C&C95 music handling system)
Allen508 Posted July 22, 2012 Author Posted July 22, 2012 Hmm interesting no wonder why sometimes it fails. So what I did is add a trigger like this bgm1 owner: USSR (where is the player house) existence: temporary Event 1: Elapsed Time (1/10th Min) =0 Action 1: Play Music Theme = Mechanical Man USSR for Nod maps and Greece for GDI maps. Spain is used for GDI on "Ant Missions" as well. You use C&C RAED and go to "INI" than "Basic" In the basic window it will list the player's house on the last line. Also you can set what sound track you would like from the basic window by clicking on "Theme" than just above the "OK and "Cancel" boxes click on th Down Arrow to the right of "No theme" and a drop down list will open up with all the sound tracks. Don't these have the same problem as C&C, where the themes THEMSELVES are programmed to loop, though? When I added the score and map themes to the playlist in C&C95 they simply stopped the playlist progress since the themes themselves were set to auto-loop. (one of the reasons I completely overhauled the C&C95 music handling system) Yes. Still bugged.... This is why it is not used.
Nyerguds Posted July 23, 2012 Posted July 23, 2012 I should give AlexB my themes handling code... it's pretty well written, and probably not hard to implement in RA
Allen508 Posted July 24, 2012 Author Posted July 24, 2012 Do you have any idea what .exe/.dat he is using?
kanecvr Posted November 7, 2012 Posted November 7, 2012 @Allen262, have you ever considered using ARDA for your Red Dawn mod? I downloaded your mod (amazing by the way) and using files form it. With ARDA, I've been able to make the GDI MLRS exactly like in C&C. When not attacking, the unit uses it's stand-by turret, and when attacking, it uses the raised attack turret. Pretty cools stuff. Also, the MSAM.shp from C&C is clipped a little, so I enlarged the .shp and corrected it by adding some extra pixels. Will do the same for MTNK. If you are intrested in my SHP files, I'll post them in my mod's thread (http://cnc-comm.com/community/index.php?topic=2052.msg11457#msg11457) - thanks for the tips by the way!
Allen508 Posted November 8, 2012 Author Posted November 8, 2012 I've not used ARDA since I hope one day CnC Net will support RA1 mods. They are cut like that to avoid a draw error. Both TNK1 and ARTY can't have a unit that is larger than 24x24. I'm attaching a pic of the draw error. Fun fact. The Red Dawn harvester has this error too.
kanecvr Posted November 8, 2012 Posted November 8, 2012 I see. My .shp does sometimes leave marks like that but a lot smaller... what if I were to make the unit 1 or 2 pixels smaller? would that avoid the draw error?
Allen508 Posted November 8, 2012 Author Posted November 8, 2012 The closer the unit is to 24x24 the smaller the error will be. When I first did the harvester so it would have the C&C 95 unloading the draw error was large but now it is cut down to the point that it only show the error when the harvester turns. What size is your unit at? XCC Mixer will tell you when you select it. The size is just pixal tall and across.
kanecvr Posted November 8, 2012 Posted November 8, 2012 It's 28x28.... very little bleeding tough... only one corner bleeds when the unit turns... I'll re-size to 24x24 and make the unit 1-2 pixels smaller so I can fit the extra pixels.
Nyerguds Posted November 8, 2012 Posted November 8, 2012 C&C1 has an option to make units support a 64x64 refresh frame. I thought Arda had that option too?
kanecvr Posted November 8, 2012 Posted November 8, 2012 how would I implement it? Can't find anything in the manual..
Allen508 Posted November 8, 2012 Author Posted November 8, 2012 The stock Med Tank is 36 x 36. That is the size I used for my screen shot.
kanecvr Posted November 12, 2012 Posted November 12, 2012 Fixed. Used original C&C 36x36 shp, recolored in RA1 pallete, and made selection bracket 23x23. Works, and no bleeding.
Nyerguds Posted November 13, 2012 Posted November 13, 2012 how would I implement it? Can't find anything in the manual.. http://www.stuffhost.de/files/redalert/manual/ArdaManual.html#largerunitupdaterectangle
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