  CCHyper 

Posted 09 November 2009 - 08:40 PM
This topic will be used for all status updates, questions and downloads related for my Red Alert 95 Patch.

HyperPatch for Red Alert 95
Status: Active
Current Version: Internal Build


Wish List

Accepted

    * High Resolution
    * Toggle Sidebar Visibility
    * Build Command shortcuts using Build and Place.



Rejected/Impossible


Updates

Update - 25th September 2009
Regarding the resolution, there is not real updates. The game is very different code wise to that of C&C 95, both games have vastly different GraphicViewPorts, and aswell C&C95 is newer than RA95...

The main problem with RA95 is that is sets the resolution of 640x400/480 quite a lot, and has some perverse rules it has to follow when doing so.
In the past i have managed to get around this problem and get the screen resolution to be custom, but still the game's view port is locked at a 640x400/480.


Update - 5th October 2009
Some good news, RA once again works for me pretty much 90% of the time!

I have managed to get some type of reaction out of the game concerning the resolution. The game is acknowledging the resolution is different from
the orignal view port, and is trying to set the custom size, but a DirectX error occurs becuase RA is well, old...

Not a big update, but its progress nether the less!


Update - 6th October 2009
Some very good news this time, only if i am correct...

I think i know now how to actualy force the game to use a resolution i want to give it. It seems to be, if i am right, the orignal code had its own flaws, by saying if i am NOT 400 or 480, then get the hell out!

I have successfully got the game to run in 800x600, 1024x768 and 1280x1024.

Remember though, this is the GAME, not the playable VIEW PORT...


Update - 10th November 2009
I have been working on the code a little today, started moving the sidebar stuff around, and i might even be able to extended the sidebar strip all the way down the resolution height!

NOTE: i have decided that until i can get everything working, when release the patch will only be 1024x768, no option for any other resolution... sorry.

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Please feel free to post suggestions, questions or bugs

-CCHyper
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#2 User is offline   Nyerguds 

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Posted 10 November 2009 - 03:27 PM
oh wow. So, any idea how to extend the TD bar, then? :P
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#3 Guest_RA95_FTW

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Posted 12 November 2009 - 09:02 PM
Thanks for the update!
Can't wait for your release B)
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#4 User is offline   Nyerguds 

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Posted 13 November 2009 - 05:37 PM
Hmm, the Build and Place shortcuts will give trouble in RA... [b] is the opposite of [n] in RA1, namely, select previous unit. (in C&C1 that's [shift]+[n])
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#5 User is offline   CCHyper 

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Posted 13 November 2009 - 08:11 PM
Ill make it use Ctrl+B and Ctrl+P then :P
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#6 User is offline   Bullet 

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Posted 15 November 2009 - 03:56 PM

View PostCCHyper, on 13 November 2009 - 09:11 PM, said:
Ill make it use Ctrl+B and Ctrl+P then :P



Eh why ctrl+B and ctrl+P?? That is quite circumstantial. Thats why they made the "one unit back" button" in RA1 "B" and not "ctrl+n".

And the build and place button should make it easier to build concrete walls but if it is ctrl+b and ctrl+P then its easier to build the walls by using the mouse not the shortcuts...

So you should use only "P"
And btw the other special commands in RA1 dont use buttons which match the abbreviation of the special commands.

And i thought you could put this altogether on only one button: "P"
I thought for example: At first you build a concrete wall by the normal way, after that you press "P" then the concrete Wall gets build and by pressing "P" again it gets placed.... thats what i thought.

If you need to use two keys and then even two for every shortcut only for build and place, then its kinda useless, because then it would be faster if you use the mouse to build concrete walls...

So can you put it together on "P" only?
Then it would be cool to build any walls for everyone and everyone will like to do it :-)
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#7 User is offline   Nyerguds 

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Posted 15 November 2009 - 04:47 PM
re[P]eat construction
[P]lace building

Not a bad idea :D
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#8 User is offline   CCHyper 

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Posted 16 November 2009 - 07:52 PM
That does sound better, i agree!

Also, on the walls note, i might look into having TS style wall placements...
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#9 User is offline   Nyerguds 

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Posted 16 November 2009 - 11:39 PM
Careful with that, it gives some odd effects on the costs of walls... especially if you get money from selling them.
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#10 User is offline   Speedy 

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Posted 16 November 2009 - 11:44 PM
...I'm starting to get the weird idea we should port RA95 to CnC95..

Y'know, since CnC95 is newer and seems to have a slightly more stable engine..

Would that be possible? >_>;
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#11 User is offline   nathancnc 

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Posted 17 November 2009 - 05:00 PM
There is a mod that does that, sound and everything...just it has no skrimish and no RA95 missions.
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Admin of C&C Sector.net
Creator of The First Decade Patch 1.03
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#12 User is offline   Nyerguds 

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Posted 17 November 2009 - 07:37 PM
Ehh, only the GRAPHICAL engine of C&C95 is slightly newer. And the only real noticeable effect of that is the ability to easily put it in hi-res. The rest is all older.

Nathan: I doubt it. I know there's an RA95 mod to turn it into C&C1, but not the other way around...
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#13 User is offline   Speedy 

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Posted 17 November 2009 - 08:23 PM
...Makes me wonder, actually. Would it be possible to get a Skirmish mode for CnC1?
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#14 User is offline   Nyerguds 

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Posted 17 November 2009 - 08:43 PM
There IS a Skirmish mode for C&C1. But the PC can't build anything <_<

http://nyerguds.arsa...#notes_skirmish
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#15 User is offline   Bullet 

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Posted 18 November 2009 - 08:07 PM
Hyper, you said on commandandconquer.com you will implement new rules.ini entrys ...

Here are some ideas for them:

- New Unit Entrys for every Unit type
- New Building Entrys with every basementsize

- Radar Jamming Ability (Default=no)
- need of turning before shooting (Default=yes)
- turrets on units (Default=no)
- turret placement on the units (where on the unit sould be the turret?) (Default=middle)

- Infantry types: - Tanya behaviour: Shoots only on command or when she is being attacked! (Default=no)
- Spy Ability (Default=no)
- Thief Ability (Default=no)
- Invasor Abilities (Default=no)


Other Ideas:

Improve the Waypoint command on button Q: When giving a unit several waypoints, then you should be able to give the unit a target which it can shoot at after it passed all the waypoints.
So the Unit will pass all the waypoints first by alone and then shoot on the target after the waypoints are passed by alone.


Then i noticed CTF-Mode and Slow Unit Build-Mode are not available at all Lobbys: LAN-Lobby, Internet-Lobby and Skirmish-Lobby.
They both should be available for all 3 Lobbys.
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#16 User is offline   Nyerguds 

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Posted 19 November 2009 - 11:28 AM

View PostBullet, on 18 November 2009 - 09:07 PM, said:
- need of turning before shooting (Default=yes)

Actually, technically, that's just the "has turret" option. Units with a turret just turn the turret, and thus don't have to turn around to fire.
The 'firing in all directions without turning' effect is simply that of an invisible turret.

C&C has an option to sort-of prevent turretted units from rotating their turret (used for the MLRS and SSM), but since RA has no such units I don't know if it still has that option.

View PostBullet, on 18 November 2009 - 09:07 PM, said:
- Invasor Abilities (Default=no)

It's called Engineer in english ;)
Also, this will have to be combined with the Infiltrates option.
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#17 User is offline   Bullet 

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Posted 13 December 2009 - 03:50 PM
How about adding the possibility to also scroll through the sidebar with the mousewheel and not only with the arrowkeys... ???
That would be very nice and handy :) :)
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#18 User is offline   CCHyper 

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Posted 13 December 2009 - 11:19 PM
Very easy to do actualy...
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#19 User is offline   Nyerguds 

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Posted 14 December 2009 - 12:03 AM
really? That would be awesome :)
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#20 Guest_Mashuga

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Posted 17 December 2009 - 07:46 PM
Cannot wait for a release on this, C&C-RA has got to be the single greatest C&C ever made. They strayed from the awesomeness of games when they went RA2 /cry

Got a wicked system and more coding experience than I know what to do with if you need a tester or something. 