Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Red Dawn (RA-1)


Allen262
 Share

Recommended Posts

I was hoping you would continue the mini-campaign after you captured and modified 'the device' (the chronosphere of course)

And if you are putting NOD 11b into red alert style, please don't make it any harder than it already is....

Link to comment
Share on other sites

  • Replies 721
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

I did the "mini-campaign" so that there was some missons for the Ant Mission option. The GDI missions at the end I was going to use to replace Allied 2 and 4 but they did fit too well give both were to hard to be in the game that early.

 

I since moved moved them to C&C Classic/Custom Mission tab. The "mini-campaign" now ends at "It came from C&C! 8: Under Siege +"

 

Nod11b is the same as it was in C&C95 or the close as I could get it to be to C&C95

Link to comment
Share on other sites

I am having trouble finding where your Icons for Flame tank, Recon Bike and Stealth Tank are located.

I am aware those are the ant replacements but I can't find any ant#icon.shp files anywhere.

 

EDIT: Seems I accidentally deleted them, reinstalling RD solved it.

Link to comment
Share on other sites

so in other words you have the desert.mix files or something inserted in your Red Dawn file? Also I tried to replace some frames from my Adv. Comm Center but  still the frames are not being read by the game. It's like it's radar is not moving. I tried to find numerous ways to solve it but no good but the frames are all exactly 16. :(((

Link to comment
Share on other sites

  • 3 weeks later...
  • 1 month later...

I like this mod very much.

 

But i find in the skirmish NOD AI can not build the radar station so that it can not build more useful units such as SSM launcher. Could this bug can be fixed?

And when the next version can be released?

 

thank you very much! (my English is poor :()

Link to comment
Share on other sites

The RA1 AI won't build a Com Center/radar station tell you have built one first. If building a Com Center/radar station dose not work. Build a helipad.

 

I've been working one a new one for quite a while. It is based on the Iran patch and FunkyFr3sh's Launcher and Configure programs. The Iran patch has a coding option that will let the AI build a Com Center/radar station before the player has one.

Link to comment
Share on other sites

The RA1 AI won't build a Com Center/radar station tell you have built one first. If building a Com Center/radar station dose not work. Build a helipad.

 

I've been working one a new one for quite a while. It is based on the Iran patch and FunkyFr3sh's Launcher and Configure programs. The Iran patch has a coding option that will let the AI build a Com Center/radar station before the player has one.

 

thanks for your response! This mod is the best one which brings c&c units to RA1 i have played.

 

i noticed that i have build a Com Center, but the 3 AIs don't build anyone..

 

in addition, i find some small problems in this mod:

1. the head of rocket lanucher of GDI vehicle can't rotate when rockets are launched

2. Nod SSM launcher. When the missiles are launched, there are always two missles on the ssm launcher. this looks unreasonable

3. the height of Hand of Nod is not high enough

4. the picture of war factory is unperfect

 

look forward to your reply

thanks a lot

 

 

 

Link to comment
Share on other sites

thats because of the limits of RA, and that building size and unit sprites are limited to the RA unit/building they're supposed to be

1. The rocket launcher is not considered as a turret, so it won't rotate

2. Thats because it is coded as an RA unit and is not specialised to have the seperate rocket graphics

3&4. The maximum graphics size of these buildings is too small for the Tiberian Dawn equivalent so they had to be shortened down to fit, its been done on a few units too (like the harvesters)

Link to comment
Share on other sites

Try building a Helipad. That will make the AI build the Com Center.

 

1. I can't add turrets to any units. The ability to add turrets to units wasn't done tell Tiberian Sun.

 

2. The coding/logic that the SSM launcher uses isn't in RA1. That type of logic wasn't seen again in a Command & Conquer game tell Red Alert 2.

 

3 and 4. Both the Hand of Nod and Weapons Factory are cut down do to "clipping". Clipping is when a part of object can been over the shroud. The Adv Guard Tower is also cut down in size because of this. Below is an screen shot of the full sized C&C95 Hand of Nod and Weapons Factory clipping over the shroud.

 

4. I do wish I had a Weapons Factory that was at the same angle as the RA1 War Factory but the C&C95 one will have to work as I have it now as it would be too many frames that would have to hand made to get angle changed.

Link to comment
Share on other sites

Try building a Helipad. That will make the AI build the Com Center.

 

1. I can't add turrets to any units. The ability to add turrets to units wasn't done tell Tiberian Sun.

 

2. The coding/logic that the SSM launcher uses isn't in RA1. That type of logic wasn't seen again in a Command & Conquer game tell Red Alert 2.

 

3 and 4. Both the Hand of Nod and Weapons Factory are cut down do to "clipping". Clipping is when a part of object can been over the shroud. The Adv Guard Tower is also cut down in size because of this. Below is an screen shot of the full sized C&C95 Hand of Nod and Weapons Factory clipping over the shroud.

 

4. I do wish I had a Weapons Factory that was at the same angle as the RA1 War Factory but the C&C95 one will have to work as I have it now as it would be too many frames that would have to hand made to get angle changed.

 

thanks for your response

Looking forward to the new version? :)

Link to comment
Share on other sites

i have several problems

 

1. how can i play this mod in window mode

2. how can i modify the flame of flame tank to be same with the chemical tank rather than fireball, and the color of the flame is yellow . And what about the flame thrower?

3. The lazer of NOD lazer tower is not straight and too thick

 

look forward to your reply

thanks a lot :)

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Similar Content

    • By GganbuFondue
      Sometimes on Cncnet lobby the Quickmatch room shows 1/2 when it's 0 in the ladder client.
      Sometimes players seem to unready when they are actually ready. (Unconfirmed)
      Sometimes takes long time to connect and connection fails, repeatedly.
      Sometimes (less often) client randomly freezes, crashes, needing to restart or logoff or reinstall to get back in queue.
      Sometimes client has higher chance to work when not logged in to Cncnet lobby.
      Others have also recently noticed ladder acting weirdly like pre-disconnecting games and ladder page giving connection errors.
      Sometimes client works great without problem.
      Ladder when it works is great avenue for 1v1 and potentially helps the dedicated playerbase grow.
      Here's hoping that things can be tweaked and issues solved or improved.
      Whoever develops the ladder thank you for efforts!
    • By sgtmyers88
      Hey guys as I mentioned about a month ago in another post I recently started RA Redux. Using XCC Mixer (yes I got the latest version) I am having issues with the campaign cutscene videos getting corrupted or being a colorful mess during playback. I am extracting as the recommended .avi as I did for the TD videos. Also I cannot seem to find the map layouts for the RA missions and whatnot. I know in the past I used Nyerguds database as a reference which proved invaluable for finishing the TD Redux campaigns. Example: https://nyerguds.arsaneus-design.com/cncstuff/mappics/n64-testmaps/sct15ea-nomap.png Is there a section for Red Alert that I am somehow missing?
    • By Player
      I don't want my old nicknames to show.
      I deleted the game and the cnc files in "C" and reinstalled the game, but still my problem is not solved.
      What should I do.?
    • By [Spro]Sin
      Air is over powered in red alert 1  
      also anti air is under powered in red alert 1 
       
      This has been a problem for long time but has become more clear too me over time when i changed from being a base builder too a tanker 
       
      In the game red alert 1 we have many maps and 2 main play styles 
      Tanker players and base builder players
      i get straight to the point and explain everything 
       
      air units are by far the best in the game also there the most hated least fun and only take away good games from players 
      air only good for trolling or for being a one trick pony or cheap wins air dumb the game down a lot 
       
      why is air so over what makes it this way 
       
      its because unlike any other units in the game air can go any where on the map fly over any defense and kill any building but army stuck on the land and navy stuck in sea  
      the next thing i need point out is only few units can even defend them self vs air 
      ok sure what about run away wait cant to that air faster too 
       
      how about kill mcv power it only air air units kill a mcv no matter where it is on the map no range limit too air that is are strongest building a tanker player cant rebuild mcv after this 
      ive been on both sides of this many 2v2 games one sided because cheap win or get teamed up on by 2 pros when am trying do right thing but lose because ally trolls 
      3v3 games often turn into 2v3 games for long time because this too 
       
      base builders even they are not safe a few good hotkeys with air and bookmarks and spam that build button u can take out up too 10 mcv at a time 
      full base gets leveled ever 3-5 mins even with huge anti air  all one type building dead mcv or ore ref most the time 
       
      i played few games op air players they built about 300-400 places in 30-50 mins i looked at stats after game 
      also it didnt matter how many sams rocket soldiers i made waves of air can attack with out it mattering how many die they just build x2 more most game aways turn into this mcv death rebuild build sams rocket soldiers 
       
       
      war tank players out right ban air from there games but air also just op on all maps 
      also tanker base builds dont want because of air 
       
      i was used not mind till too many players used air and how op it is
       but the fact that too many players spam air attack become stuck at this level of play poor play style  don't learn better skills 
       
      u can learn play the game any way u want in your own room this post not shame air players say there not pro 
      there some good players that only play custom mod maps that got good at this am even ok with rigged games as long as the players are open with what they are doing do so in the room they are the host off just playing for fun of it
       
      I want some kind of fix too this air problem 
      The best fix i think is add a button so players can just turn air on or off in room host settings 
      that way the mod maps in red alert 1 that need stats too stay the same will not get messed up by any fix is made 
      another fix just weaken air [by a lot] and make stronger anti air  stronger [by a lot too as well also units need be able fight back vs air not be helpless}
      maybe build build limit be good i also think mod maps hurt less by this kinda change if it was too happen 
      or even range limit 
       
      but a air on or off button be by far the best for everone not doing anything about this me anti air players suffer in a game they don't like and just put up with and the players who aways use air on them 
       
      i just want everone be able play the game how they want too 
      it be so much easyer on everone if we can make it so both sides can have the game how they want it too be played in there rooms best done with settings just asking for no air players don't listen also no way stop them other then ban them from room after game 
       
      players who like air should play with others who like air 
      players who hate air like me should play others of are own kind be able have a clean air free game when is asked of the players 
       
      guys be friendly its ok like air games just dont force it on me 
      just because i don't like air u might or might not like air don't stop us from being friends everone has there point of view 
       
       
    • By sgtmyers88
      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.
       
       
       



  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...