   nathancnc 

Posted 31 October 2009 - 12:55 PM
Here is a list of all of the bugs I could dig up for Red Alert 95. If you have any more, feel free to post them here.

    * 8.5.1. The LST / Mine Layer "cheat"

      Quote
      To maintain backward compatibility with Red Alert and Counterstrike it proved impractical to disable this cheat, so we're going to
let everyone know about it so the playing field (if you like to cheat) is level. Simply explained, if you group any unit(s) slower than
the LST or Mine Layer (for example) with an LST or Mine Layer, and make them a formation, all the units will move at the speed of the LST/Mine Layer!
This works for all naval/ground units in the game. If you see a group of units moving at unusual speed, you know your opponent is cheating!

    * Instruction memory error in Soviet Mission 6
    * Counterstrike Tesla Tanks' graphics should be changed to the actual Tesla Tank (from Aftermath)
    * Skrimish and Multiplay is only possible with Aftermath CD if Aftermath is installed
    * The second last Soviet Mission (with the Chronosphere) is sometimes impossible to win, even after all enemies are gone
    * The Missile Silo Icon has a wrong name: On the Icon for the Missile Silo stands: Missle Silo
    * Killa57's Errors
    * All Units and Turrets which have a weapon with a damage of 45 and higher and with the Warhead AP, don't have a visible Explosion if they
      shoot on buildings like the Construction Yard, Weapon Factory, Radar Dome or Helipad. If this is the case you simply cannot see the Explosion on these buildings
    * The General [GNRL] doesn't have his extra made voice if you choose the Russians, then he have the standard voice like the other Soldiers.
      He only has his right voice if you choose the Ukraine!!!
    * If you take a General [GNRL] and order him to go into an Chinook/Helitrans [trAN] the Helitrans will flight out of the map and both Units
      the General and the Helitrans disappear and they are no longer your Units. This could have something to do with a certain Missions Trigger
    * Rocket Soldiers, Flame Troops, and Grenadiers : When you force Grenadiers to Fire on the ground and just
      when their arms are up in the air you can give them order to fire across the whole map
    * When you repair a damaged Naval Unit in the Naval Yard or SubPen and when you order them to shoot somewhere out of
      their range of fire while they are getting repaired then while they are driving near to the place
      where you ordered them to shoot they get constantly repaired till their health is fully restored.
    * The SAM Site smoke animation played when firing is terribly displaced.
    * Sometimes if flamethrowers or flame towers shoot not on normal terrain like beaches or bridges, the terrain will turn into temperate or snow terrain.
    * In v3.03, when you play the Soviet Aftermath mission "Situation Critical", the submarines that you have in
      the beginning will all uncloak for no specific reason, making the mission difficult to play. This has been fixed by MrFibble.



Thanks everyone, main list updated.
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#2 User is offline   Bullet 

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Posted 07 November 2009 - 06:38 PM
Nathancnc you forgot most of the Bugs in the old Forum:

    * Rangebug applies to all Infantry types with any weapon!
    * TFD: After the Intro Video is shown when launching RA1 for the first time, the game takes you directly
      to the first soviet mission, instead of the main menu, as it should.
    * Small Infantry Patch: If you installed the Small Infantry Patch, then the flames from the Flamethrower Soldier are too high, because he
      is now smaller than before, but if you lower the flames, then they are too low for the Flametower...
    * Most of the Animations of the Shps are not used.
    * When you take a damaged Naval Unit very near to an enemy Naval Yard or Subpen and you select the Naval Unit
      while it is next to the enemy Naval Yard or Subpen and if you then click on your own Naval Yard or Subpen, then your Naval Unit gets repaired by an enemy Naval Yard or Subpen!!!



And this new Bug, which is really annoying, i have found on the Internet:

    * Excessive use of memory, and therefore slow performance (pauses) in multiplayer, and choppy video and sound.
      The multiplayer may be helped by making sure the win95 system configuration is for desktop machine, not network server
      (server uses more caches that actually can slow RA), and the video/sound can be helped in some cases by reducing audio and CD-ROM cache (believe it or not, in re the read-ahead cache).




This means for example when you play a RA1 round with many players, buildings and units, then the Sound really gets very bad, if most of the units shoot at the same time!!!
You can try it by yourself and make a huge battle in RA1 and then you will notice the sounds of weapons and explosions get suddenly always truncated, because there are too many sounds at the same time...
And this sounds really like crap! It happens to me most of the time when i play RA1.
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#3 User is offline   CCHyper 

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Posted 09 November 2009 - 04:47 PM

View PostBullet, on 07 November 2009 - 04:59 PM, said:
Excessive use of memory, and therefore slow performance (pauses)
in multiplayer, and choppy video and sound. The multiplayer may be
helped by making sure the win95 system configuration is for desktop
machine, not network server (server uses more caches that actually can
slow RA), and the video/sound can be helped in some cases by reducing
audio and CD-ROM cache (believe it or not, in re the read-ahead cache).

This means for example when you play a RA1 round with many players, buildings and units, then the Sound really gets very bad, if most of the units shoot at the same time!!!
You can try it by yourself and make a huge battle in RA1 and then you will notice the sounds of weapons and explosions get suddenly always truncated, because there are too many sounds at the same time...
And this sounds really like crap! It happens to me most of the time when i play RA1.


Never had any performance issues, but for now im gonna say that ill leave this becuase it sounds like the core engine hitting limits, if so, nothing can be done.
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#4 User is offline   MrFlibble 

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Posted 15 December 2009 - 04:27 PM

View Postnathancnc, on 31 October 2009 - 03:55 PM, said:

    * The General [GNRL] doesn't have his extra made voice if you choose the Russians, then he have the standard voice like
the other Soldiers. He only has his right voice if you choose the Ukraine!!!
    * If you take a General [GNRL] and order him to go into an Chinook/Helitrans [trAN] the Helitrans will flight out of the map
and both Units the General and the Helitrans disappear and they are no longer your Units. This could have something to do with a certain Missions Trigger



Since when are those two "bugs"? Fixing them will most certainly ruin the Allied "Rescue Kosygin" mission, won't it?
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#5 User is offline   Nyerguds 

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Posted 15 December 2009 - 06:14 PM
Well you could argue that it'd be better to give him the russian voice no matter which Russian country you are.
But the evac thing is definitely not a bug. It'd be nice if it was an option that could be disabled though.
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#6 Guest_killa57

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Posted 24 December 2009 - 04:39 AM
Dont know if this makes since but everytime i exit red alert i always have to close it manually
cause the ra95.exe never closes on its own. I dumped the file and this is what it shows hopfully it makes any sense







Microsoft  Windows Debugger Version 6.11.0001.404 X86
Copyright  Microsoft Corporation. All rights reserved.


Loading Dump File [C:\Users\killa57\AppData\Local\Temp\ra95.DMP]
User Mini Dump File with Full Memory: Only application data is available

Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path. *
* Use .symfix to have the debugger choose a symbol path. *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
Windows Server 2008/Windows Vista Version 6002 (Service Pack 2) UP Free x86 compatible
Product: WinNt, suite: SingleUserTS Personal
Machine Name:
Debug session time: Wed Dec 23 22:11:29.000 2009 (GMT-6)
System Uptime: 0 days 6:36:33.449
Process Uptime: 0 days 0:40:42.000
................................................................
...........
Loading unloaded module list
....
eax=00000001 ebx=000f4240 ecx=0011fcc8 edx=00de2650 esi=0006fcf0 edi=00000000
eip=77675e74 esp=0006fcac ebp=0006fd14 iopl=0 nv up ei pl nz na pe nc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000206
*** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll -
ntdll!KiFastSystemCallRet:
77675e74 c3 ret
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#7 User is offline   CCHyper 

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Posted 24 December 2009 - 01:39 PM
Is there any chance of getting the address from the message box, not the windows debugger?
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#8 Guest_killa57

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Posted 24 December 2009 - 05:52 PM
no message box ever comes up but it happenes everytime. I play one game then exit the game through the game menu and
the ra95.exe stops responding so i have to close it manually.But if i dont play any games and im in the RA menu and just exit, it closes just fine.
i can reproduce it as many times but i get no error box so i saved the dmp from the task manager. Am i the only one it happens to?
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#9 User is offline   MrFlibble 

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Posted 30 December 2009 - 03:53 PM
I keep forgetting to mention, not exactly a bug, but the Cargo Truck did not have a shadow until
Aftermath, yet in Aftermath, the fixed SHP with the shadow is inside conquer.mix (and not expand2.mix), so if you play the original
campaign or Counterstrike missions, you still get the old Cargo Truck without the shadow (this is non-issue for the TFD version, I suppose).
Basically, putting the new version of the SHP inside expand2.mix should fix it.
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#10 User is offline   Bullet 

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Posted 03 January 2010 - 05:57 PM
In Red Alert 1 are some Balance errors which went wrong in the game not only in TFD.
If you have the original game and if you have a look at the printed Manual you will see the Country Statistics...
I have attached them in german :-)

All Countrys have a 10% advantage in one of the 6 Characteristics.
Buildtime is always 1.0
The other Characteristics are: Firepower, Rate of Fire, Speed, Armor and Cost.

In the Manual Germany has as advantage 10% more Firepower, France has 10% higher Rate of Fire, the Ukraine has 10% more Speed, England has 10% more Armor and Russia has 10% less Costs.

But in the game its not right if you test that and look into the Rules.ini!

You will notice France has a 10% decrease in the Rate of Fire because they made ROF=1.1 but the comment says: ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
So it has to be ROF=0.9 :-)
And i tested the Armor command and i noticed when you increase it then all your units get a weaker armor, so Armor for England also has to be Armor=0.9 and not 1.1 !!!
And if you look at the Speed settings there are two not only one like as the other Settings.
Speed is divided in Groundspeed and Airspeed. The other settings are only one and are not not divided for Groundunits and Airunits.
For example there is only Firepower and not GroundFirepower and AirFirepower...
And if you look at the Rules.ini no Country has the Airspeed advantage and because of the Ukraine has the Speed advantage it
should get both for Groundunits and Airunits not only for Groundunits, the other Countrys have their advantage also for Groundunits and Airunits!!!

Here are the Commands for Rules.ini to fix that 3 balance errors:

[England]
Armor=0.9

[France]
ROF=0.9

[Ukraine]
Airspeed=1.1


You only need to change these 3 commands in Rules.ini and all is fixed :-)
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    * Attached Image: Country Statistics German.jpg


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#11 User is offline   Nyerguds 

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Posted 04 January 2010 - 10:39 PM
Valid points there, Bullet. Yeah, that's definitely a bug.
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#12 User is offline   nathancnc 

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Posted 04 January 2010 - 11:23 PM
Although that would cause incompatibility with those missing the patch, I guess it needs to be done.
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#13 User is offline   Speedy 

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Posted 05 January 2010 - 10:03 AM
Eh, if there'll be a new online service for RA1 (I'm looking at you CnCNet, get to it.) they'll just have to add in warnings..

"Warning: Use Hyper's v9001.a patch" or something.
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#14 User is offline   Nyerguds 

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Posted 05 January 2010 - 09:02 PM
Nathan... not like my 1.06 patch is still compatible with 1.04 anyway. An RA1 patch of this magnitude will most probably cause incompatibility ANYWAY, so there's no reason not to fix this.

My patch proved that once the benefits of using the unofficial patch version are so enormous that you're obviously at
a disadvantage if you don't install it, the patch creator can dictate his own versions. A lack of active multiplayer activity
on the game only makes it easier to accept, since anyone with the patch can just tell the few other players "get the patch, it fixes tons of stuff".

View Postnathancnc, on 31 October 2009 - 01:55 PM, said:

    * In v3.03, when you play the Soviet Aftermath mission "Situation Critical", the submarines that you have in the beginning will
all uncloak for no specific reason, making the mission difficult to play. This has been fixed by MrFibble.



Still worth fixing in the exe, imo... can't be hard to add a play mode check on that so it doesn't happen in single play, or at least in single play for the player side.
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#15 User is offline   Bullet 

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Posted 05 January 2010 - 09:47 PM
It should only be fixed/changed in this Mission because in the other Missions it can also happen that the CPU has only Submarines left, so you can see them also in Singleplayer :-)
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#16 User is offline   Nyerguds 

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Posted 05 January 2010 - 10:23 PM
So? That may be the point of some missions. You just want a cheat :P
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#17 User is offline   MrFlibble 

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Posted 10 January 2010 - 02:31 PM
You're right, I remember there's an Allied mission where you need to fend off a Soviet submarine fleet. I'm not sure, but this might
be happening after the rest of the Soviet forces on the map are destroyed. If so, subs will be visible, making them easier to deal with.
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#18 User is offline   Bullet 

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Posted 10 January 2010 - 06:57 PM
Who is right?
Which Mission do you mean??
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#19 User is offline   MrFlibble 

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Posted 15 January 2010 - 12:58 PM
I agreed with Nyerguds that there might be other singleplayer missions that would be affected in a negative way by the submarine "auto-uncloaker" in v3.03.
I don't remember the details, as I haven't played RA for quite some time, but there was a mission in the Allied campaign where a Soviet submarine
fleet would arrive after the player completed the first objective (which was to destroy the Soviet base, I think). If the submarines get uncloaked, this part of the mission is going to become much easier.
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#20 User is offline   Bullet 

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Posted 16 January 2010 - 05:46 PM
So a Mission from the Red Alert Allies Campaign not from the Addons?
What is the Missions name ??? :rolleyes:
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