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PurpleGaga27

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  1. PurpleGaga27

    Tempest Rising

    Any chance @Plok will you create a forum section for Tempest Rising discussion? You already created BFME and Dune forum sections.
  2. Source: http://www.gamereplays.org/kaneswrath/portals.php?show=page&name=cnc3-goes-mobile Some people are starting to believe this, but it's a good fake to be true.
  3. PurpleGaga27

    25 Years Online

    I wouldn't think even to this day, that all or most C&C fansites are on life support. Right now Tempest Rising might be key on reviving the C&C series, and only if EA wants to revive the series. If the series were to be revived, a new generation of devs will take over. Even if I still love CNCNZ, we still missed the people who started it all.... Sonic, plus the others involving Luk3us and Zee Hypnotist (aka Rabbit), to name a few.
  4. This was a very tough challenge for me and this time it will be difficult for me to explain to you modders how to patch a mod, just like how Bibber explained to another modder. The AptUI and the Misc BIG files work as individual files but must be mentioned in the skudef file to run any mod. For modding AptUI you need the C&C3 A New Experience source code which comes with instructions. The Misc files are automatically compiled independently from the static/global data of the mod thanks to Bibber's modified RA3 Mod Buildstudio program. I don't know who created this Run.bat file, but I like to thank the modder for it because the coding of the compilation is mostly derived from Bibber's modified RA3 Mod Buildstudio for C&C3. The Run.bat file is highly recommended for patching a mod. You use that file after compiling the full mod from Bibber's modified RA3 Mod Buildstudio. Notice this parameter was added in the Building Mod Data section: /bps:"BuiltMods\mod.manifest". The compiled "mod.manifest" from your original mod needs to be copied to "C&C3 Mod SDK\BuildMods" in order to apply a mod patch. When you apply the Run.bat, type the name of the mod (based on the mod folder) and press enter. You can also use /bps:"BuiltMods\worldbuilder.manifest" if you are patching and adding new and extra civilian assets. However the usage of compiling with Low LOD is not needed because Worldbuilder assets don't use Low LOD. Here is what I know: Bibber mentioned to create a new mod folder for a patch but it didn't work out for me. However for audio, sound or map files that must reference another file from the original mod folder (type instance or all), it cannot be done for a patch because that will lead to errors. The audio, sound or map files must be compiled in the original mod. For me, I sticked with the same original mod folder and created another mod.xml sort of file (such as mod_0.37.xml) because then files of mod_0.37.manifest, mod_0.37.bin, mod_0.37.relo, mod_0.37.imp and mod_0.37.version will be compiled that way. The patch should contain only your changes with the default references to static, global and audio. Also include the original mod.xml (type="all") of whatever version you started with the original. Note that you can also patch a patch with the same technique. However, the first time you compile a mod, the files from the "Buildmods\mods\your mod name" need to be moved to another folder so when you compile the patch it doesn't need the original mod files. When I did a patch specifically for the civilian and most neutral asset files that work in Worldbuilder, the Low LOD parameters should not be mentioned and used in Run.bat and even BuildMod.bat. Worldbuilder asset files don't need Low LOD and not even Medium LOD. When finished compiling a patch mod via Run.bat, a copy was made in the Buildmods folder while the original compiled mod is put into the mod folder inside Command & Conquer 3\Mods in your Documents folder (if you are in Windows Vista and above versions). You may have to rename the file with a version number (such as TacitusA_0.3.big instead of TacitusA_.big). You also have to mention that patched file in your mod skudef file. Based on this example on a successful run of a mod with split files: Bibber's modified RA3 Mod Buildstudio program doesn't have this option to include (ex. /bps:"BuiltMods\mod.manifest") or change mod.xml into another name like ModWB.xml because then you have edit the executable from either Visual Studio or MS Framework unless you have coding experience and the same goes to WrathEd and the RA3 Mod SDK. I hope this helps out.
  5. PurpleGaga27

    The Great War: Western Front

    Looks like Petroglyph is attempting a Company of Heroes style of play in that one.
  6. PurpleGaga27

    Tempest Rising

    Well technically after seeing the trailer and all, I am really hoping to be a closed or open beta tester, by all means, regardless on how the game will go. Has the game been undergoing beta tests yet? Give me a PM because I am very interested to test it out.
  7. I saw this new article discussion in PC Gamer recently, and I decided to pass this question along. For me, when I was a little kid it was neither Super Mario Bros/Startropics on the NES nor Duke Nukem 3D on the PC that loved me, because that time I wasn't really able to handle controls correctly, until I saw C&C Red Alert and man it was that RTS I still love back then thru today with the excellent usage of music, sound and gameplay. So what's the first game you really loved?
  8. FYI about loot boxes: https://en.wikipedia.org/wiki/Loot_box Well I haven't tried opening this discussion thread ever since the Battlefront II fiasco involving loot boxes as microtransactions. Some countries and now including Hawaii USA are claiming that loot boxes is a form of gambling and are considering a ban (or limit) of sales from that game and possibly future games using that method. The only microtransactions I would accept are cosmetics and optional content used in free-to-play games. When developers are getting tired of making bigger and better single-player games (unlike what CD Projekt is doing to Cyberpunk 2077), developers decided to make free-to-play games that gives you the option to pay-to-win to unlock special content and progress further. BUT NOT EA!!! They decided to make a retail game that still require a pay-to-win format involving loot boxes. Battlefront II isn't the only game using that piece of crap but the upcoming EA Sports UFC 3 is getting more scrutiny of using the same thing: http://metro.co.uk/2017/12/01/ea-sports-ufc-3-under-fire-for-microtransactions-and-loot-boxes-7125274/ Even PC Gamer ran another article on how the future of gaming could be regulated: http://www.pcgamer.com/loot-boxes-are-bad-but-new-legislation-could-be-worse/ Just how bad can loot boxes and other microtransactions go? While PC gaming is declining, this idea of loot boxes as a form of monetization just absolutely sucked big time. And this documentary video pretty much sums more up:
  9. Here's another PC Gamer weekly Q&A discussion based on this question. For mine, definitely Michael McCann's Icarus from Deus Ex Human Revolution. It keeps me thinking in my head that the world is ending on doomsday. 😉
  10. This is the last time I am distributing the mission map pack. All map packs are 100% tested and virus-free. This does not include Boyle's Legacy co-op maps and the Tiberium Essence fan-created mission maps. For Boyle's Legacy, look here: http://forums.cncnz.com/topic/16232-boyles-legacy-co-op-mission-pack-re-released/ 89 C&C3/KW Mission Maps download: http://www.gamefront.com/files/21103873/89CNC3KWMissionMaps.rar Alt mirror: http://www.mediafire.com/download/s4je17xbnsbt6xl Credits and thanks to the entire CNC3/KW mapping community who made their maps on their behalf. C&C3 SP Missions: Deadly Extraction GDI Mission 1 GDI Prologue GDI 1-4 & 14, NOD 1-5 (as Tiberian Dawn missions) KB singleplayermission Nod Mission 1 Technology Hack Nod Mission 2 Columbia Guerilla Fight North Carolina badlands 1-3 Sandstorm (gdi rolk) LA Red Zone Scrin Invasion Renegade GDI Base Path Finder The Scrin Return Operation Mountain Pass Inside the Scorpion's Cave Second (C&C3 Tiberium Uprising mission demo) Co-op Missions: (*beta status - may expect some errors during gameplay) Anumbis Mission Act I-III Killian's Empire Mission Killian's Secret Empire Der Letzte March Boyle's Legacy Mission 7 (KW only)* Boyle's Legacy Mission 8 (KW only) Scrin's Rampage (KW only) Nod Siege Survival (KW only) Scrin Generside (KW only) Legion's Invasion (KW only) KW True Awakening (KW only) Marcion Trilogy Part 1 (KW only) - GDI 01: Trap is Set Marcion Trilogy Part 2 (KW only) - GDI 02: Brother on the Run Marcion Trilogy Part 3 (KW only) - GDI 03: The Fall of the Black Hand Liquid Tiberium Trilogy Part 1 (KW only) - GDI 04: Distant Memories Nod Bonus Mission 1 (KW only) - Nod 01: Silent Assassination Kane's Wrath SP Missions: Cheznya's Rage (Zocom) The Sun Rises Again (Steel Talons) Shaka Zulu (GDI) Economic Turmoil (Scrin) Mecha Roll (Scrin) Retaliation (Scrin) The Last Core (Nod) Kane’s Revenge (Nod) Peace Through Power (Nod) Deperate Measures (Nod) Redeemer Party (Nod) Desert City (GDI) Alien Storm (GDI) Eden Prime AOD The Trio Epic Alliance Tsun GDI 01 Tsun Nod 01 Cabal Bunker (Nod) Search [st. Petersburg] (Nod) Temple Prime Under Attack [sarajevo] (Nod) Operation Snowblind (Black Hand) Operation Steel Talons (Steel Talons) Operation Steel Talons Redux (Steel Talons/Zocom) The Brotherhood's Revenge (Steel Talons) For C&C3 maps, place those maps in: XP: C:\Documents and Settings\your user name\Application Data\Command & Conquer 3 Tiberium Wars\Maps\ Vista/7: C:\Users\your user name\AppData\Roaming\Command & Conquer 3 Tiberium Wars\Maps\ For KW maps, place those maps in: XP: C:\Documents and Settings\your user name\Application Data\Command & Conquer 3 Kane's Wrath\Maps\ Vista/7: C:\Users\your user name\AppData\Roaming\Command & Conquer 3 Kane's Wrath\Maps\ Have fun playing those maps.
  11. This is the Q&A thread that will answer most of the Mod SDK and WB questions regarding to Red Alert 3 and Uprising (some Q&A are from JonWil). Just remember that some links that lead to “Thundermods.net” are in German language. Please do not post anything else in this thread other than questions and their matching answers unless some topics are not covered in the FAQ. I want to make this FAQ as clear and comprehensive as possible. RA3 Mod SDK FAQs Note: The first seven questions are based from a modder (credits to Celestial for the info) from another gaming forum because the very first seven questions are informative and important. Some answers have been modified specifically for Red Alert 3. Note 2: Some of the answers to those questions that lead to an old official C&C forum no longer exist and may require updating from other users that can lead to other links or informative answers elsewhere. Note 3: GameFront links are no longer accepted. 1. What is a mod? The word “mod” stands for modification. It’s a shorthand term which refers to people who change the basic game mechanics into something of their own creation (Although this only really applies to custom skins or other art). Mods are usually a combination of user created art (Skins, icons, and menu items) and modifications of the game statistics, and of course making total new units, with their own specifications. 2. Why do people make mods? There are different reasons why people can make a mod, sometimes it’s because the creator wants to add realism or just change statistics that he/she thinks should be changed to balance the game. Often the goal is to make it more historical, but even this is a personal taste. 3. What can be changed in a mod and what can’t? Red Alert 3 can be edited practically in almost anything, except for some hardcoded key parts of the game. 4. How can I see whether a mod is loaded when I start the game? In some mods the main menu Graphical User Interface (or GUI) is changed or with custom art, or sounds. You can also check in the multiplayer list if you can join all games. Of course when you launch a skirmish game or single-player campaign you can see the actual gameplay changes. If nothing is changed in-game you have to go back to your mod folder and see what you did wrong or did not include. 5. Can I play online ranked multiplayer games when a mod is loaded? When you load a mod, it will prevent the user from playing in ranked online multiplayer games unless another user has the exact same version of the mod loaded. 6. When I install a mod, can I still play Red Alert 3? Yes, a mod will not affect your main Red Alert 3 files, so it will not prevent you from playing normal RA3 games. In C&C Generals and older C&C games, it is possible that mods can affect the original files and they can affect the entire game(s). 7. Can I install and/or load multiple mods at the same time? Yes, mods will usually not be in conflict with each other if you install multiples of mods at the same time, unless the mod folder has the same name, or when SKUDEF and BIG files are in conflict with each other. Two or more mods cannot be loaded simultaneously due to the different variables of the mods being changed in most cases. 8. What do I need to run a RA3 Mod SDK and how to use it? The RA3 Mod SDK works on RA3 patch 1.10 and above versions. All you need are: RA3 Mod SDK v3 RA3 Mod SDK and related Worldbuilder Bibber's RA3 extra files (comes with Uprising content) MS DotNet Framework 2.0 Visual C++ 2005 SP1 Optional: EALayer3 Audio Compression Notes: 1) When using Bibber's buildmod executable: --Make sure your mod.str is in the "mods\your mod name\misc\data" directory. --For sound files, path directory is "mods\your mod name\audio\sounds" --For music files, path is "mods\your mod name\audio\music" (does not work on RA3 yet due to encoding restrictions) --For AptUI files, path directory is "mods\your mod name\Data\AptUI" --For art/texture asset files, path directory is "mods\your mod name\assets". --For art/texture files with W3X, DDS and/or TGA files, path directory is "mods\your mod name\art\your custom unit or structure" For portrait images and other textures, path is "mods\your mod name\art\images". --For custom videos, path is "mods\your mod name\misc\data\movies" (applies to all recent C&C games) --For map files, path directory is "mods\your mod name\misc\data\maps" (applies to all recent C&C games) --For INI files, path directory is "mods\your mod name\misc\data\INI" (does not apply to RA3) 2) If you are using Bibber's C&C Asset Extractor, files will be extracted as ASSET format unless when specified to extract as source files such as W3dMesh, W3dCollisionBox, W3dContainer, W3dHierarchy, W3dAnimation, TGA/DDS textures and WAV sounds. 9. Where do I get the RA3 Uprising Mod SDK? The RA3 Uprising Mod SDK contains only the xmls, xsds, some map files and object assets released by JonWil through Apoc. These files are for Uprising and if only we have a real Uprising mod sdk executable to modify and enable mods for Uprising, this would have been possible in some way. Not all Uprising files will work under the RA3 Mod SDK due to some specific codes and assets not used in RA3. See question #8 for the Bibber's RA3 extra files since it comes with the Uprising Mod SDK content. 10. Can I modify RA3 Uprising with the RA3 Uprising Mod SDK? Absolutely not as the RA3 Uprising Mod SDK release is only for the RA3 Mod SDK. 11. Can I integrate some C&C3 materials into RA3? Can I integrate some RA3 materials into C&C3? Since the coding between C&C3 and RA3 are different, art assets won't be much of an issue. If you are an advanced modder and you do know where to code the parameters and edit the unit assets between C&C3 and RA3, you could do it. The only C&C3 unit with complete source codes and art assets into RA3 is the Annihilator Tripod released by Lauren. 12. Which versions of 3D Studio Max work under the RA3 Mod SDK? Only 3D Studio Max versions 7 and 9 are compatible to work under the RA3 Mod SDK. 3D Studio Max versions 8, 10 and above are incompatible and unsupported since EA does not upgrade their 3DSMax software due to reasons we cannot explain. The same goes to animated max files, models, textures and shaders. 13. Where can I find some RA3 tutorials? There aren't a lot for RA3 and most links are gone, but C&C3 had some of them. Here are some of the RA3 tutorials that I had found: W3X Viewer tutorial: www.youtube.com/watch?v=0LmIf66IIQA Max Scripts and tutorials: http://www.cnclabs.com/modding/redalert3/creating-collapse-models.aspx Moddb tutorials to get started: http://www.moddb.com/games/cc-red-alert-3/tutorials/ra3-starters-guide-pt1 http://www.moddb.com/games/cc-red-alert-3/tutorials/ra3-starters-guide-pt2 http://www.moddb.com/games/cc-red-alert-3/tutorials/add-custom-music-to-ra3 http://www.moddb.com/games/cc-red-alert-3/tutorials/coding-xml-files-reference http://www.moddb.com/tutorials/ra3-mod-sdk-tutorial-section-1-beginner 14. Where can I see some examples of art for RA3? Credits to Plokite_Wolf, here are the new download links: Allied Art Source Pack Empire Art Source Pack Soviet Art Source Pack Mammoth Tank Art Source Uprising Art Source Pack UI Screens Part 1* UI Screens Part 2* *both files need to be downloaded to the same directory in order to work, best used with WinRAR (done to meet Mediafire's quota of 200 MB per file) OR you can get them at the PROJECT PERFECT MOD site: Allied Art Source Pack Empire Art Source Pack Soviet Art Source Pack Mammoth Tank Art Source Uprising Art Source Pack 15. Where can I get full and/or modified unit source codes? Here are some of them: -- Ursa Major (modified by me): http://bit.ly/1ZSg0lL -- Chief Scientist (modified by me): http://bit.ly/1O95fGg -- TheWorms version of the ChronoTank: http://bit.ly/1ZSg4lv -- Overmind's version of the Mumakil: http://bit.ly/1IUJXxa --TheWorms modified Harbinger Gunship: http://bit.ly/1Pj8EjL -- RA3 Paradox source code (Achelles version): http://bit.ly/1ZaRREy -- TWF Imperial Air Force: http://bit.ly/1RdPfGK -- TWF Model Pack: http://bit.ly/1Rp73Py -- TWF C&C3 unit pack: http://bit.ly/1MXtP9f -- OmegaCam: http://bit.ly/1OgediT -- Tank Pack: http://bit.ly/1Pj8J6Z -- Commie Lobster: http://bit.ly/1K2RdSH -- Allied Airfield: http://bit.ly/1ZaRXMA -- Tesla Tank: http://bit.ly/1S8DOAd -- 4-row UI: http://bit.ly/1OSg5E1 -- 5-row UI: http://bit.ly/1ZSgl7Q 16. Where can I see examples of build icons, unit portraits and other such art? To see all the build icons, unit portraits and other packed textures from RA3 and Uprising, you need to use Bibber’s BIG Extractor and C&C Asset Extractor. The original download link is gone. 17. Where do I get the UI files from the game? See question 14 for the answer. Alternative download links are mentioned. 18. How do I add UI to my mod? You need to put the UI folder into the “data\aptui” folder inside your mod. The Mod Build Studio will do the rest (including creating the "babproj" file with the correct data in it) 19. How can I get the 4-rows-per-build-page UI from Uprising into RA3? Due to a dead old link, Bibber released a 5-row-per-build instead: http://bit.ly/1ZSgl7Q Just put the modified AptUI folder into your mod's folder. You don't need to mention any xml files of the AptUI in the file 'mod.xml'. The mod will overwrite the old AptUI with the modified one automatically when compiling the mod. If you want to get a 2-row or 5-row or more per build page UI, see question 49. 20. Is it possible to edit UI screens and add/subtract unit abilities and support powers? NEW SOLUTION: Yes, use JonWil's new UI editing tools based from this post: https://ppmforums.com/post-606730/ As an old note: As Jonwil had said before, some of the codes from C&C3 are not available in RA3. Unfortunately any one is restricted to a limitation of (no more or less than) 3 x 5 of the grid in special powers and only one unit ability per each unit. Support powers are changeable but you cannot add or subtract the number of support powers being used within the game. Otherwise, doing that will make your mod to get compiling errors and/or incidentally crash the game. 21. How do you edit the Main Menu UI screen? As what Bibber said about this: You can download the UI Screens Source Pack from EA. The files you can edit are the textures and Apt files of "fe_shared_mainMenuLib" folder. For the Apt you can use JonWil's tools Apt2Xml and Xml2Apt. But this is not needed if you just want to replace textures. 22. How can I add Shogun Executioner, Emperor King Oni and Tesla Tank into the game even though they are seen only in SP campaign? You need to set parameter code(s) in each unit, particularly for the CommandSet, LogicCommand and LogicCommandSet. You also need to set a price and build time for the unit as well. Before compiling, just be sure to use the latest version of Bibber's extra RA3 Mod SDK files. 23. How do you edit some units immune to the Magnetic Satellite support power? The code "NOT_ATTRACTED_BY_MAGNETS" is a KindOf function that applies to any unit(s) in RA3 which will make it immune as long as this code is applied to the given unit. 24. How do you add new factions? Due to a dead C&C forum link, the answer to this question will be edited later. 25. How do I add starting units? Due to a dead C&C forum link, the answer to this question will be edited later. For editing the starting units in skirmish mode, all you need is to edit PlayerTemplates.xml. 26. How do you create collapse models and put them into RA3? Due to a dead C&CMods forum link, the answer to this question will be edited later. 27. I am running a foreign language version of windows and the Mod SDK won't install, what can I do? Due to a dead C&C forum link, the answer to this question will be edited later. The only things the installer does other than copying files is to add an uninstall entry to add/remove programs and to add a start menu option 28. My mod (or mod browser) is crashing/not working when loading, how do I fix it? You need to delete the “LastReplay.RA3Replay” file from your RA3 replays folder, sometimes this can get corrupted (especially if the game crashes in the middle of a game). 29. How can I create separate low-detail or medium-detail models for my mod? You create art that is the same as the normal art but low-detail. The objects (meshes, skeletons, bones, animations etc) have the same name as the normal art. The only difference is that you append _l to the end of the filename. So if the normal art is test.w3x, the low-detail art is test_l.w3x. The SDK will then take care of the rest and compile your low-detail art correctly. For the medium-detail objects use _m. 30. Can I add custom music into the mod? Yes, but only through maps (and not the menus). Zero has created a way any one can put custom music in-game under the WAV format instead of MP3 format. Due to a dead C&C forum link, the answer to this question will be edited later. You can add music with the tags AudioFileMP3Passthrough and MP3MusicTrack as samples, but remember that Music Palettes don't work anymore. You can just play those tracks via script in the WorldBuilder (deactivate dynamic pathmusic then). Changing the dynamic pathmusic isn't possible either. Because MP3 pathmusic is encoded, EA created the music in a format and compression that no one is able to replicate so no one has done a music encoder (as a third party plugin) that can work into the mod as of now. 31. How do I extract files from the .big files of RA3/Uprising? Use Bibber’s C&C BIG Extractor (highly recommended): http://bibber.eu/downloads/cnc-big-extractor/get XCC Mixer, FinalBig and some other BIG programs won't work for RA3 or Uprising. OS BIG Editor also opens them all and it provides a nice and simple interface. Get that at: http://www.ppmsite.com/index.php?go=osbigeditorinfo 32. How can I open 'bin', 'imp', 'manifest', 'relo' and 'cdata' files after extracted from the OS BIG editor or Jonwil's Big Extractor? Bibber's C&C Asset Extractor, WrathEd, BinOpener and JonWil's BinView can open any manifest file as long as there is a bin file supporting it. You can ignore the rest of them. To extract art, assets, sounds and music, use Bibber's C&C Asset Extractor. Also if you extract files as GOB or Asset, they cannot be converted to XML format no matter what tool you use. You are better off viewing and copying existent xml asset content using WrathEd. 33. How do you disable the EA Logo clip when I load RA3 and/or Uprising? Fortunately there's no mod that can disable the EA logo. However, you can disable this by renaming a movie file: 1. Go to directory: "your drive name\Program Files\Electronic Arts\Red Alert 3\Data\Movies" 2. Rename "RA3_EA_logo.vp6" into "RA3_EA_logo.vp6.bak" 3. You're set to go. Notice after loading RA3, it skips the movie, shows the intro splash screen and goes to the main menu. You can also use RA3 skirmish video remover (by Bibber) to disable and re-enable skirmish videos of co-commanders in-game. 34. How do I edit the XSD files? Although it may look like certain things in the XSD files are editable, you should not edit them. As a general rule, the game will NOT work correctly if you edit the XSD files. The XSD files are run through a tool (that seems to be named xsd2cpp based on what I see in the comments) and compiled into the game and SDK compiler. If anyone knows of any XSD edits that are 100% known to work with NO problems, feel free to add them here. 35. How do I add new terrain? Firstly, you need to make a copy of terrain.xml. Change the id="TerrainAssetStore" to something else and edit as appropriate. Then you compile your mod with this new terrain.xml file. You also need to make sure your terrain TGAs end up in “mods\your mod name\art\terrain” in your BIG file. 36. How do I enable shroud in RA3? To enable RA3 shroud ingame to work, open and edit MultiplayerSettings.xml and change the "UseShroud" command line from False to True. Also add and edit the following settings in W3DDeviceSettings.xml: <W3DDeviceSettings id="Settings_W3DDevice" DefaultShroudStatus="SHROUDED" ShroudAlpha="0" FogAlpha="128" ClearAlpha="255"> <ShroudColor R="0.0" G="0.0" B="0.0"/> <TreeFadeObjectFilter Rule="ANY" Include="INFANTRY CAVALRY" Exclude="HARVESTER IGNORED_IN_GUI" /> </W3DDeviceSettings> Also Bibber wrote this just for explanation and finish this step: Global data (additionalmaps\mapmetadata_mod.xml) is just needed for things that don't take effect when adding to mod.xml e.g. MPGameRules or when changing the original audio events for EVA. So, create a file “RA3 Mod SDK\Mods\[YourMod]\Data\AdditionalMaps\ MapMetaData_WhateverYouWant.xml”; containing the W3DDeviceSettings and if you use my extra files, chose the option “Build global data” in the Mod Studio. Do not include the file into the Mod.xml. You have to replace it, not merge it. Don't forget to copy over you entries for copying scripts and terrain. 37. Can I put custom maps into my mod? Yes, but you have to extract all the files from your mod first using C&C BIG Extractor, JonWil's BigExtract or OS Big Editor. Then you have to use either FinalBIG or OS Big Editor to remake the BIG file by dragging all the extracted files and the custom maps into the game. Save the BIG file (name of your mod choice) as uncompressed. It works for C&C3 and KW, but I do not know if it really works in RA3 and Uprising. For custom maps involving custom music, you need to use BuildMap.bat and a RA3 music tool to get the custom music files in your custom maps first before doing this. 38. Is it possible to make infantry squads and making more than one unit built at the same time? Yes, it has been done but they wind up with errors, making some units unresponsive to move. Two modders, Davoplayer and R3ven (aka Huhnu), had once experimented this. Having squads on the battlefield can wind up being buggy since the front runner unit can fire properly and can garrison himself into a civilian structure while the other units in the same squad stand outside and guard (they cannot be selected). Having multiple units of the same unit type being built at the same time winds up having the front runner unit to move and attack correctly while the second (and so on) unit of the same type cannot move and attack properly. As of now, the thread links that lead to the answers are now gone. 39. I cannot compile a mod using the Uprising xmls and it gives me warnings and errors. What should I do? Regarding the Uprising source code xmls/xsds and asset files available to the public, some xmls, defines, assets and base objects that do not work or are missing will not work for the RA3 Mod SDK. RA3 does not have the special coding and defines that had been used in Uprising, so there's nothing much we can do. 40. Is there a guarantee that the remaining of the RA3 Uprising unit art packs be released so we can modify/edit them and put into the mod? Yes, Bibber released them for his Upheaval mod: http://bibber.eu/downloads/ra3-upheaval-source-code/get And so do I (with the original art): http://www.moddb.com/mods/kanes-wrath-reloaded/downloads/ra3-uprising-art-sound-pack 41. When I extract the UI files, what UI should I edit based on what I am looking for? Here is a list of all the UI files included with the UI download and what part of the UI they are for and for the ones that said “no idea” meaning no one has defined that UI name yet: 42. What command line options does BinaryAssetBuilder.exe accept? It accepts the following: 43. Which shaders have changed in RA3 Uprising? The following shaders are new to Uprising: fxshield.fxo infantrycrushed.fxo objectscrushed.fxo objectsgenericlightmapreflection.fxo objectsgenericlightmapxray.fxo objectspsyonic.fxo objectsxray.fxo The following shaders have changed in Uprising: (none of the changes seem to affect models in any way, all objects I can find that have any of these shaders attached to them are identical in both RA3 and Uprising) buildingsfactionfrozen,fxo buildingsgenericfrozen.fxo objectsfactionfrozen.fxo objectsfrozen.fxo render2d.fxo stream.fxo postfx_lookuptable.fxo oceanovertexture.fxo laser.fxo underwaterdeferred.fxo gpuparticleunderwater.fxo distortingobject.fxo fxlightning.fxo fxprotoncollider.fxo lightning.fxo objectsterrain.fxo ocean.fxo 44. What are the new define names used in RA3 Uprising? The following defines are used in Uprising: RAGDOLL_SWING_DISPLACEMENT, RAGDOLL_SWING_ANGLE, RAGDOLL_TWIST_DISPLACEMENT, RAGDOLL_TWIST_ANGLE, JAPAN_ARCHER_ARROW_BARRAGE_RADIUS, DESOLATOR_INFANTRY_SPRAY_ATTACH_RANGE JAPAN_FORTRESS_UNPACK_TIME ...and more to come 45. What are the Attribute Modifier defines used in RA3? These contains increase or decrease of the following define names to given unit(s) and structure(s): HEALTH_MULT, DAMAGE_MULT, RATE_OF_FIRE, SUPPRESSABILITY, EXPERIENCE, RANGE, VISION, SPEED, ARMOR, SHROUD_CLEARING, CRUSHER_LEVEL, INVULNERABLE, RESIST_EMP, RECHARGE_TIME, AREA_OF_EFFECT, PRODUCTION_COST, POWER_BOOST, BROADCAST_RANGE, SPECIAL_ABILTY_RANGE, COLLISION_GEOMETRY_SIZE_MULT, PRODUCTION. 46. Why can't I find certain buildings and units? This part is so hectic that EA has made most units and buildings with substituted names such as anti-infantry infantry, anti-vehicle vehicle, anti-air vehicle, anti-naval ship, tech structure, superweapon, etc. Most certain buildings and units were renamed at some point in the development cycle and the XML files have different names, as follows: AlliedBaseDefense --> Multigunner Turret AlliedBaseDefenseAdvanced --> Spectrum Tower AlliedOutpost --> Command Post AlliedTechStructure --> Defense Bureau AlliedSuperWeapon --> Chronosphere AlliedSuperWeaponAdvanced --> Proton Collider JapanBaseDefense --> DefenderXV JapanBaseDefenseAdvanced --> Waveforce Tower JapanTechStructure --> Defense Bureau JapanSuperWeapon --> Nanoswarm Hive JapanSuperWeaponAdvanced --> Psyonic Decimator SovietBaseDefense --> Sentry Gun SovietBaseDefenseAdvanced --> Tesla Coil SovietOutpost --> Command Post SovietTechStructure --> Tech Center SovietSuperWeapon --> Iron Curtain SovietSuperWeaponAdvanced --> Vacuum Imploder JapanEmperorMecha --> Greater King Oni JapanMechaKing --> Shogun Executioner Uprising Units: AlliedArtilleryVehicle --> Pacifier FAV AlliedFutureTank --> Future Tank X-1 AlliedGunshipAircraft --> Harbinger Gunship AlliedLegionnaireInfantry --> Cyro Legionnaire JapanArcherInfantry --> Archer Maiden JapanFortressShip --> Giga-Fortress JapanSentinelVehicle --> Steel Ronin SovietDesolatorInfantry --> Desolator Trooper SovietHeavyWalkerVehicle --> Reaper SovietChiefEngineer --> Chief Scientist SovietLargeScoutInfantry --> Ursa Major (aka Giant War Bear) 47. Is it now possible to extract all art, textures, sounds and music for RA3 and Uprising? Yes, all by using Bibber's C&C Asset Extractor tool (now includes PathMusic extraction). Download: http://bibber.eu/downloads/cnc-asset-extractor/get The extraction of art files may be slow but that's the way it goes. All sound effects, voice taunts and music audio are all extracted and saved in uncompressed wav format. 48. Can I fix assets that are Worldbuilder compatible? Back then, we can fix assets that are not WB compatible when compiling a mod. If you are missing assets and you need to fix them (such as the modification changes of base Ore Nodes, Ore Miners and Oil Derricks), right now you can. Thanks to Bibber who re-modified the Asset Resolver, you can download Bibber's extra RA3 Mod SDK files (see question 8). The RA3 Mod SDK must be updated to the latest version in order to work. 49. How do I change the grid size for the build tabs in RA3? From what JonWil had answered (from the cncmods.net forums): This follows on from my APT editing tutorial and assumes you know all the stuff in that. To change the size of the build tabs in RA3, edit the TacticalHUDCommandListBox. Follow the APT editing tutorial to see how to do that. What you want to do when editing the XML is look for the line: <byte action="162" val="26" /> then the line <byte action="181" val="3" /> then the line <noarg action="29" /> The 3 is the number of columns Then find this line <byte action="162" val="42" /> then the line <byte action="181" val="3" /> then the line <noarg action="29" /> The 3 in this case is the number of rows. After you edit these, rebuild the UI as per the APT editing tutorial. I have confirmed that if you change the number of columns from 3 to 4, it does work and you do get 4 columns (with the last column being partially off-screen for obvious reasons). Also, I confirmed that if you edit the number of rows from 3 to 2, you can’t see or build the items in row 3 (say, the Allied Defense Bureau). 50. How do I create/edit a unit or structure? In the RA3 Mod SDK, you are given unit and structure templates to get started. Try looking at other game object xmls referring to units as examples. Some selected RA3 mods have xml source codes available with custom units and structures. I cannot give away something big as an example since this part requires large detailed information. 51. How do I create/edit a support power, unit ability or upgrade? -- For support powers, every one of them needs a SpecialPowerTemplate, PlayerPowerManager in PlayerSpellBook.xml, PlayerPowerButtonTemplateStore in PlayerPowerTemplates.xml (which contains TargetedPowerButton, MultipleTargetsTargetedPowerButton or PowerButton), UnitAbilityButtonTemplateStore in UnitAbilityButtonTemplates.xml (which contains TargetedSpecialPowerButton, PlayerUpgradeButton, SpecialPowerButton, ObjectUpgradeButton, EvacuateButton, BuildWallButton, SingleStateUnitAbility and StanceButton). UnitAbilityButtonTemplates.xml also accepts upgrades and unit abilities coding. Support powers have two ways to be enabled, one through applying in the support powers window when you have enough experience points and the other can be enabled immediately after a structure is built. However though, the most important thing for a support power to be seen in-game is that the flag define name “IS_PLAYER_POWER” must be mentioned in the flags line in the SpecialPowerTemplates. -- For unit abilities, every one of them needs a SpecialPowerTemplate (if applicable), UpgradeTemplate (if applicable) and UnitAbilityButtonTemplateStore. However you cannot add more than one unit ability per unit, except in C&C3 where any unit can have up to four abilities. -- For upgrades, every one of them needs a UpgradeTemplate and AttributeModifier (only used for the increase/decrease of the unit's abilities). There aren't much upgrades in RA3 and like the one unit ability to almost every unit, every structure only has one empty slot for an upgrade such as the packed Allied Command Outpost. 52. Where are the INI files that I want to edit for RA3 and Uprising? Unlike CNC3 and KW, there are no INI files to be found in RA3's Misc.big as well as the other same Misc.big in RA3 Uprising. All coding files compiled into those BIG files are xmls, XSDS and STR formats. Therefore you cannot integrate INI files from C&C Generals and Zero Hour into RA3 or the RA3 Mod SDK since that game engine uses that content. 53. Can I integrate C&C Generals and Zero Hour content into RA3? The answer to this is a mighty no since RA3 does not use INI formats. DavoPlayer did experiment something in a test mod with getting some Generals and Zero Hour content in the RA3 Mod SDK and compiled them without getting any errors. From his test mod source codes he gave away, what I do know is that he was able to compile an Allied air unit with W3D animations along with DDS files and worked in-game. There have been works on converting some W3D files into W3X format but then you have to edit the models via 3DSMax. 54. Can I integrate C&C3 and KW content into RA3? Yes, but you need to adjust the coding compatible for the RA3 Mod SDK. 55. How do I make infantry attack from inside a transport? In C&C3, that section part of coding was HordeTransportContain or TransportContain, in which RA3 doesn't work on that. A different approach was done. Use this coding instead for any infantry unit (thanks to Slye_Fox for the coding): <OpenContain id="ModuleTag_HordeGarrison" ContainMax="5" EnterSound="VehicleEnter" ExitSound="VehicleExit" AllowEnemiesInside="false" AllowAlliesInside="true" AllowNeutralInside="false" AllowOwnPlayerInsideOverride="true" ShowPips="false" ObjectStatusOfContained="CAN_ATTACK"> <PassengerFilter Rule="ANY" Include="INFANTRY"> </PassengerFilter> <DieMuxData DeathTypes="ALL" /> <PassengerData BonePrefix="BoneGarrison"> <Filter Rule="NONE" Include="INFANTRY" /> </PassengerData> </OpenContain> 56. I want to create a patch for the mod instead of redoing the whole thing. How can I do it? Thanks to Bibber who posted this in a thread: This is the main SkuDef: mod-game 1.12 add-big Paradox_1.0.big This is the patch Skudef: mod-game 1.12 add-big Paradox_1.01.big add-config Paradox_1.0.SkuDef 57. I changed the skirmish money settings, but it has no effect in the skirmish menu. What happened? For this to work, you must compile this under Global data, not Static data. According to WrathEd and the latest Bibber’s RA3 Mod BuildStudio tool, you need to create a folder called “AdditionalMaps” (without the quotes) in your mod directory and also create a file called MapMetaData_Global.xml. That file treats like a mod.xml file. Do not reference MapMetaData_Global.xml in your mod.xml file; the mod compiler will automatically recognize the global data and compile anything that is modified there. Now add the modified MPGameRules.xml in AdditionalMaps folder, mention the path line in MapMetaData_Global.xml and that’s it. 58. Is it possible to change zooming and angle positions globally for all maps? Yes, of course, without the need to modify every map in RA3 Worldbuilder! Modify CameraSettings.xml on any changed settings of your choice and just like question 57, you place the file in the AdditionalMaps folder of your mod directory since it must be compiled as Global data. RA3 WorldBuilder FAQs 1. Where do I get the RA3 WorldBuilder? Latest version download: http://bit.ly/1ZfGj8z 2. Where do I get the RA3 Mod SDK WorldBuilder? This RA3 Mod SDK WorldBuilder is required along with the original RA3 WorldBuilder. Latest version download: http://bit.ly/1O95P6Z 3. How can I use my mod with the SDK WorldBuilder? If you want to use a mod into the SDK WorldBuilder, you need to compile and build your mod first and then do the following: Add your BIG file to the RA3 WorldBuilder CFG file. Remember, your mod needs to be tested first in RA3 if it works before attempting to put your mod into the WorldBuilder. Because of bugs/limitations in WorldBuilder and the SDK, if you have used the civilian asset fix on your mod, it will fail. Thanks to Tsumetai, we have some info on damage textures: The RGB channels of the Damaged texture multiplies themselves to the RBG channels of the diffuse map, and the A channel of the Damaged texture adds itself to the A channel of the diffuse map. The catch is that the damaged map has to be mapped on UVW mapping channel #2. This plus the sample art (and its MAX files) should provide all the needed info to make it work. 4. How do I set the WorldBuilder cloud texture, macro texture, lookup table postfx texture, ocean model, depth tint, etc? Download either one of these links and unzip it into your RA3 data folder: link dead Then WorldBuilder will be able to find the art. With regards to the shaders in RA3 and the specular maps, this was what EA_Apoc had said: The green channel of the spec map is not used in RA3. It used to be that red was specular strength and green environment map strength, but we consolidated the specular lighting to be purely done through an environment map, so now we only need one of the two numbers for both. 5. Where can I find RA3 WorldBuilder tutorials? For a good tutorial(s) from C&C3/KW, Protcow made a lot of the good ones: http://forums.cncnz.com/topic/19699-tiberium-wars-worldbuilder-tutorials For how to get started: Part 1: www.youtu.be/t6aTzWciXT4, Part 2: www.youtu.be/SIgX_EI8i1s OR Part 1: www.youtu.be/3fiEvjLZQCo, Part 2: www.youtu.be/3Ln-IGiHOl0 For making the first map: Part 1: www.youtu.be/hON08992dhQ; Part 2: www.youtu.be/rfGd93dZclM For making the scripts: http://www.youtube.com/watch?v=N63AhXeoaOg For custom mapping: http://www.youtube.com/watch?v=768-wiJQzVc Tutorials credited by JeepRubi From Nothing To Something; Your First Map: http://www.cncworld.org/index.php?page=features/ra3maptuts/introduction Creating Cliffs: http://www.cncworld.org/index.php?page=features/ra3maptuts/cliffs Water Tools: http://www.cncworld.org/index.php?page=features/ra3maptuts/water Tutorials by FRISH The main tutorial links contain the following: Part 1 goes into how to set up a map and demonstrates the use of each tool. Part 2 continues demonstrating the tool list and explains how to make a mini-map. Part 1: http://www.youtube.com/watch?v=iepck9Fg_10 Part 2: http://www.youtube.com/watch?v=QuGL0EAlSKI Part 3: http://www.youtube.com/watch?v=TRcQ-ZjQEec Old Tutorial Pt 1: http://www.youtube.com/watch?v=99VvsE7hYDE Old Tutorial Pt 2: http://www.youtube.com/watch?v=SX3f4ZboXeQ As what FRISH already added: 6. Will there be a RA3 Uprising WorldBuilder available to use? No, there won't be one since EA had no support on updating RA3 Uprising at all. 7. How do I disable a unit or structure for the map I am making or editing? The script(s) can be found in the Edit Script window. Examples: Player --> Build -- > Player 'Player 1' is able to build from 'object' Player --> Build -- > Player 'Player 1' is unable to build from 'object' Player --> Build -- > Player 'Player 1' allowed to build 'object' is 'true/false' Player --> Build -- > Player 'Player 1' is allowed to build ALL buildings is 'true/false' Player --> Build -- > Permissions --> 'Player' is able/unable to build buildings or 'Player' is able/unable to build units 8. How do I disable a support power, upgrade or unit ability for the map I am making or editing? Trying to disable upgrades isn't working in KW WB (even when edited with a script) but works okay for support powers. The script(s) can be found in the Edit Script window. --Support Power or Unit Ability: Player --> Special Power --> 'Player' set 'Special Power' availability to 'Available/Disabled/Hidden' --Upgrade: you need to make that structure have a name to work) --Unit (includes structures): Action --> Upgrades --> Remove upgrade 'upgrade name' from named Unit 'name' 9. How can I enable shroud/fog on a mission/skirmish map? The script(s) can be found in the Edit Script window. Examples: --Map --> Shroud or reveal --> Shroud the entire map for Player --Map --> Shroud or reveal --> Border Shroud is turned on --Map --> Shroud or reveal --> Toggle Fog of War 10. How do I end a mission/skirmish game? This only depends if you want all units or all structures or everything to be destroyed or capture/destroy an object or step/pass an area to activate the script. The script(s) can be found in the Edit Script window. Examples: --Win & Loss --> Announce Victory or Announce Quick Win (for the win) --Win & Loss --> Announce Defeat or Announce Local Defeat (for the loss) There will be more RA3 Q&A until I have more information to update. Some links mentioned here may be outdated or no longer existent. Feel free to post any Q&A here instead and I'll update them if those questions do get answered. Updates on FAQs can be changed without notice.
  12. I think no one has discussed this here, but some people did in Discord and Reddit. Australia wildfires, US vs Iran, Trump impeachment, Kobe RIP, Coronavirus (people still blame on China), unexpected climate change, now earthquakes. What's next? War? Invasion? Even as of today, I still think Trump is part alien and a laughingstock because he still doesn't know how to handle government politics seriously. Well guess what, more US citizens are dying (including carnage) under his administration, possibly the most in any US president's history. About half of the world is in a shutdown. And if Coronavirus could kill over 10 million people globally if there's no vaccine, treatment or cure in time, Joseph Stalin would say it's just a statistic.
  13. I never thought I would want to post this here, but for the first time ever, I decided to post a thread asking you guys to post any free giveaway on game(s) that are temporarily free to get and download without any paying cost (whether if it's from Steam, Origin or whatsoever). At least it's better than paying up front. Please do not post MP only games here. Last year, Metro 2033 was the last best free DirectX 11 game to download (via THQ's FB) until EA gave away a free promo code for Battlefield 3 which happened two months ago. I also missed last year's Origin free promo code that should have given me a free download of any game priced at $19.99 or under. As of now only seven games in Origin are permanently free to download. I do not know how many games in Steam are permanently free to download as of now. So far I missed three opportunities at getting C&C4 for free, really, unless someone in the C&C community still has an unused code specifically for that game and use it into Origin.
  14. PurpleGaga27

    Windows 11

    Well Microsoft was wrong when Windows 10 is the last version of Windows ever. Microsoft decided to roll out Windows 11 anyway to probably compete with Mac OS 11 which was released last year, though this is the replacement to the cancelled Windows 10X which was meant originally for foldable devices and later for the desktop. I hope Windows 11 ends the long-time pain of complaints with a buggy and mediocre Windows 10. Windows 10 was made to replace a terrible start menu with a cheesy and terrible Metro UI from Windows 8 that only benefited mobile and all-in-one PC users with touchscreens. So far I know from this: -- It will have a new start menu with a better user interface, but still not even close to a better UI seen in Mac OS X/11 and Windows 7. -- It will have a revamped Microsoft Store with support of running some Android apps (thanks to Amazon partnership). Details are sketchy on which Android apps will run on Windows 11. Also hoping the store will be less buggy and can install or remove MS apps with minimal issues. -- New game features such as AutoHDR, DirectStorage and Xbox Game Pass. -- Like Windows 10, the upgrade will keep your settings, especially program data settings, and it will be free to upgrade for eligible MS users. -- The opened windows can be selectively customized for size in addition to maximize or minimize windows so you won't have to modify the size of the window(s) yourself. -- System requirements only works on a 64-bit PC with UEFI, and you need to have at least 2 ghz dual-core CPU, 4 GB RAM and 64 GB hard drive space (the 1 GHZ dual-core CPU is BS). Plus it needs a system firmware of TPM 2.0 which applies to Intel COre 8th Gen and AMD Ryzen 2nd Gen CPUs and above. It's painful for old PC/tablet/laptop users who may need to upgrade or buy a new PC. Such a huge OS may need a much faster PC with more RAM and storage. So far I don't know whether this will be improved: -- A new version of Windows Defender with antivirus, antimalware and a working two-way firewall enabled by default and use less system resources, maybe enough to kill Norton Security, McAfee, AVG and others who love to hog system resources. -- PC Settings (though most options are in the PC settings, some of the old options from the control panel still exists from there). Otherwise you have to download a tweaker app(s) even to change advanced appearance settings that MS removed recently which no one liked. Still questionable whether Windows 11 will have this when installed: -- An app to open a virtual optical drive from ISO and BIN files. (though Daemon Tools has been a win-win for decades) -- An app to open ZIP, RAR, ISO and CAB archives (like 8-Zip), or even create ZIP, 7-zip and others. (though WinRAR has been a big win-win for decades) -- Powershell (just to install, uninstall or activate MS UWE apps if MS Store still sucks with bugs, unless you know coding) -- MS Dotnet Framework 6.0 with backwards compatibility to 5.0, 4.0 and 3.5. -- One comprehensive MS Visual C++ Runtime version to work for all old and new games and with future updates. The pain is that almost every game must install a specific version of Visual C++ Runtime regardless if it's x86 or x64. -- Legacy apps such as MS Solitaire Collection, Photo Viewer and Media Player, otherwise it's to the MS Store or third-party app to download them. -- Full 16-bit and 32-bit app support on a 64-bit OS regardless of any version of Windows, otherwise it's back to third party apps to get to this. Also questionable but I wouldn't guarantee this, lessons learned from recent buggy Windows 10 versions, especially some issues affecting hardware, software and MS apps. When Windows 10 first came out, there had been a lot of hardware issues and DirectX 12 wasn't enabled for some video cards until a few versions later. All recent Windows 10 versions are buggy (depending on what you are running), except for Win10 Enterprise LTSC. The other issues to be still aware of are spyware rootkits and telemetry that Microsoft enables by default.
  15. PurpleGaga27

    WrathEd v1.10 Released

    Well it's been over a decade for this to finally come through with something, though this latest release lacked Red Alert 3 defines.
  16. Thanks, jonwil. Mentioned this in the C&C3 and RA3 Mod SDK FAQs.
  17. PurpleGaga27

    Video of the day

    It's been two years since the last post until someone bumped it back. Well.... here's the thing, all the recent video of the day clips are in Revora as of now: https://forums.revora.net/topic/102266-video-of-the-day/
  18. PurpleGaga27

    Desktop CPU Thread

    Intel has released the 11th gen Rocket Lake chips, but I wouldn't recommend buying a 11th gen processor (due to its high prices), because the 12th gen CPUs are coming later this year with DDR5 RAM and PCIe 5.0 support. https://www.pcgamer.com/intel-rocket-lake-prices-specs/
  19. PurpleGaga27

    Desktop / Avatar / Sig Showing Off Thread

    An alternative to the previous desktop (same her, same carnival look):
  20. PurpleGaga27

    Now Playing - Games

    C&C Rocket League? I never played Rocket League before, though I may suggest that "C&C version" soon to Eric, Psyonix' lead designer.
  21. PurpleGaga27

    The Ultimate Free-to-Play PC Games List

    I haven't updated this in a long time, until now. Looks like Valve has given up on Artifact since it can't make any money. Its trading card game is now free to download on Steam and will no longer be updated. Despite the expensive success of Half-Life Alyx, I'll bet people still want them to make Half-Life 3.
  22. Updated 6/3/2020 For the official record, here's the list of free-to-play PC games that are either freeware, open-source, non-open-source or independent. Only a limited number of beta, remake, expansion, browser and flash games will be mentioned here. The following free-to-play PC games cannot be included: -- pirated/hacked/cracked games (discussion of this is prohibited in this forum!) -- ROMs used in game emulators (i.e.: NES, N64, GBA, NDS, 3DS, Xbox, PS, etc. -- discussion of this is prohibited in this forum! Some exceptions are now mentioned from the Wiki free games list site) -- adult themed games involving pornography (discussion of this is prohibited in this forum!) -- promotional and free-to-try games only for a limited time (discussion of these can be mentioned here) -- game demos and shareware with partial/limited content -- abandonware/vaporware games that have little or no support (there are some exceptions) -- incomplete or canceled game even in alpha, beta or early access stage (exception is Renegade-X) -- 100% Multiplayer Online with no skirmish mode (ie. MMORPG, MOBA, etc. -- exception will be some browser/flash games) -- any game listed as an add-on modification or plug-in to the original game, program or website (except for standalone mods) -- any game listed as an alternative or clone to the original type of game (there are some exceptions) -- any game listed as a virtual reality game that may require additional hardware (that list is short for now but may consider adding them in the future) -- any game that only takes seconds or minutes to complete (ie. some versions of Reversi, Chess) -- any game that is not for Windows OS (ie. Mac, Linux, Android, iOS, any video game console, etc.) -- any game exclusively for Windows 8/10 that must be downloaded through the Windows Store (until the buggy flawed Windows Store is improved/fixed!!!) -- any game that isn't mentioned as free or free-to-play yet (including the ones that only has the source code released such as Doom 3) Please report any dead links and I will fix them. If there are no alternative download link(s) to that game, that game will be marked with an asterisk and you have to find it yourself. If you find that a game in this list isn't really free-to-play but considered as abandonware or something else, that game will be removed from the list. (Note with the asterisk (*) Please do not ask me how to get or go through it. Just Google it. That game's official download link is gone and may be unsupported or else.) For the free Indie game list (that list needs to be updated): http://forums.cncnz.com/topic/18507-the-ultimate-free-to-play-pc-games-list/#entry218610 For the free alternative/clone games: http://forums.cncnz.com/topic/17264-free-alternatives-to-classic-games For the mods that are standalone: http://forums.cncnz.com/topic/18516-total-conversionsmods-that-became-standalone-games For other shareware and freeware games: http://forums.cncnz.com/topic/18035-places-to-get-shareware-and-freeware-games For free closed source games: https://forum.dune2k.com/topic/27522-list-of-free-closed-source-games For free open source games: https://forum.dune2k.com/topic/27521-list-of-free-open-source-games For the free-to-play game list in Steam: http://store.steampowered.com/genre/Free to Play # A B C D E F G H I, J, K L M N O P Q, R S T U, V W X, Y, Z Free games in GOG.com (digital comics/media, demos and DLCs excluded): https://www.indiegamebundles.com/gog-12-free-classic-games-can-download-right-now The following games are a selected list of free multiplayer games (sometimes playable with skirmish): The following games are considered abandonware, so please do not ask for the download. You might find them in the Internet archives. Updates will be modified without notice.
  23. Is there any way this site can embed videos after posting (like Revora and GameReplays) instead of automatically embedding a video when pasting a clip link on the post? The technical issue is that the site thinks it's rich-text when pasting a video link onto a post. Now that Sonic and Zee Hypnotist (aka Rabbit) are retired, who can really actually fix this long-term issue?
  24. Windows 3.0 File Manager, aka windows explorer, was first used in Windows 3.0. Win95 explorer was a little better. Win98 explorer changed a bit more. WinXP was the best windows explorer but lacked a dual pane. Win7, Win8 and WinVista file explorer suck the worst. Win10 explorer was far better than Win7/8/Vista with a ribbon menu, but it still sucks. Now over two decades later, Microsoft has finally released the Windows 3.0 File Manager for free along with the source code, and it works for all versions of Windows, including Win10. Download: https://github.com/Microsoft/winfile/releases Article: https://www.pcgamer.com/windows-30-file-manager-source-code-takes-you-back-to-1990s-style-navigation I guess maybe someone will probably make a far better Windows File Manager soon that will work for all old and new versions of Windows.
  25. PC Gamer once again sort out the list of best free PC software (39 of them to be exact): https://www.pcgamer.com/the-best-free-pc-software Some of us may have heard most of them and some of them do not. I can't believe they chose Vivaldi over Opera as the next best free browser.
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