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I get a weird error when opening a .Skudef with WrathEd
NiXtaDaBz posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I can play mods all fine on my Steam Version of KW using WrathEd Mod Launcher, but i cannot open Skudefs anymore. I get this: Any idea why that Index error pops ? It never occured to me. And the fact that it is mixed English-French is also weird. BTW, i guess someone will point to me that Wrathed is obsolete now. No problem, point me to another tool i can edit skudef files with (hopefully that can create the mod file afterwards too). PS: Error is really similar to the one the most recent poster made, yet subtly different, and variable name is exposed. To make things clear: i am not trying to open some weird skudef file: it is the One Vision skudef i am trying to read. -
NiXtaDaBz joined the community
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As requested, here i present my program.exe - AUTO IC *Introduction:* This Program is used to make the game works more faster and smoother, for now on this program is forbidden to be used in competitive matches, I have contacted this game pro players and the confirmed it, this is only used for fun base. *Specifications:* -This Program works for Only 1920x1080 Resolution! Standard (for different resolution, contact me i can code it for you) -This Program hotkeys are J for the hotkey, K to switch (Para mode non para mode) (for different hotkeys, contact me i can code it for you) -Starting this program it will use first the Para mode. -There are instructions on the program itself. *Video:* https://e.pcloud.link/publink/show?code=XZtYV6Zd0rV9IHG3xHOxFsF31kgp0AIz9a7 *Downloads:* https://e.pcloud.link/publink/show?code=XZYGX6ZTFM7M8cvjnjx7fHThsCihXm1MVHk -------------------------------------------------------------------------------------------------- Coded with love by Riley (Rileduv) Discord - rileduv Source-code.txt
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Red Alert 2 / Yuri's Revenge APM calculator
rileduv posted a topic in Red Alert 2 / Yuri's Revenge Maps & Modding
Riley APM Counter and Calculator for YR/Ra2 Mostly Requested by Competitive Ra2/YR players ~~ Made by Rileduv ------------------------------------- *Steps:* 1-Run RileyAPMcounterFINAL.exe as Admin 2-This Program detects "gamemd-spawn.exe" automatically. (A black top left label will appear) (does not appear in game) 3-Start a game and play normally **Capturing Cursor and Key inputs only in gamemd-spawn.exe** **Does not capture any action if you ALt-Tab or minimise the screen, it is highly focused only ingame for accurate results** 4-After finishing the game a result will appear a result as Final APM, with a tkinter UI showing results , time and total actions. 5-This program works every game and then continuously, does not need to turn on everytime. *Advantages of this Program:* -It is designed to be through background apps, so it does not consume much cpu. *Disadvantages of this Program:* -Inaccurate, if player attempts to fake the APM on purpose, because its user interface program not related to the game, which capture your actions on the pc in the gamemd-spawn.exe window. *Specifications:* - Win32 API for window and process handling - Multithreading for background tasks - Tkinter for the GUI - Pynput for input monitoring *Updates:* - Now the black background on top left is drag~able and move~able so do not need to close it or interrupt your screen. *Downloads:* https://e.pcloud.link/publink/show?code=XZGbV6ZPho5s7o3o7VKSqyT8YyaiYPQVWYk *Contact:* discord: username- rileduv ------------------------------------------------- THANKSSSS CODED WITH LOVE BY RILEY <3 Source-code.txt -
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Bachsau changed their profile photo
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Can you give instructions or a guide on how to replace the basic models in RA3? I downloaded a pack of models and doubled ship sizes using Blender, but integrating them into the mod using the MOD SDK turned out to be a problem. After putting the models in the appropriate folders (for example, "art/ju" in the SDK itself), nothing changed in my game except broken bones: nothing change but battleship turrets, dreadnought missiles, aircraft carrier doors, etc. are now located far from the ships themselves. After trying to make a separate folder inside the mod and specifying the paths to the models via "mod.XML", the program started to run into an error about a missing WB_data, or mod.manifest. Maybe I'm exporting the models incorrectly or should the folder structure be different?
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Trouble making Kane's Wrath mod with Wrath Ed
KillianGotScrewed replied to KillianGotScrewed's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Okay apparently just using the already provided metabandage source files and tweaking the Banshee from tiberium chaos source code (because to be honest, the Banshee was cool and EA's decision to replace the Banshee with the Vertigo Bomber is the third worst thing to me they did to the franchise behind scrapping Generals 2 and Nuking the series with Tiberium Twilight) seemed to allow me to launch the game successfully and build the Banshee. My only Problem is now the texture is purple shown in image, and I still can't figure out how to give the Awakened and Enlightened squads tiberium immunity/healing. Any Idea how to fix any of these issues? -
Trouble making Kane's Wrath mod with Wrath Ed
KillianGotScrewed replied to KillianGotScrewed's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I have managed to build and load mods using other sources codes provided via moddb like Zadkiel's Wrath and Tiberium Chaos (the later of which I noticed almost all of favorites units to use from Tiberium Essence except for the Avatar ) but when I try to create my own mod using the provided assets (mainly just copying and pasting the xml files from the Kane's wrath xml files plus the edits to the cyborgs armor and minigun) from bibber I get the following. Any idea how to fix it so that I make the mod correctly? -
Trouble making Kane's Wrath mod with Wrath Ed
Plok replied to KillianGotScrewed's topic in Tiberium Wars / Kane's Wrath Maps & Modding
WrathEd Mod Launcher is obsolete. If you're using the Steam or EA App version of the game, you need to use either their unique mod launcher (run the game with the -ui parameter to reach it) or use the manual method (note you'll need to replace all instances of 1.2 with 1.3): https://cncnz.com/features/technical-support-help-guides/running-mods-in-command-conquer-3-kanes-wrath/ -
Trouble making Kane's Wrath mod with Wrath Ed
KillianGotScrewed posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I am trying to create a mod for Command And conquer Kane's Wrath that makes the Marked of Kane's Cyborg units more like the cyborgs of the second tiberium war, since it doesn't make sense that the more advanced cyborgs lack the basic ability to withstand tiberium poisoning, cannot heal themselves from tiberium fields, and have a gun only on par with the basic nod infantry (when supposedly they are armed with miniguns). Only when I try to launch the compiled mod from the mod launcher it will not start up the game, just keeps returning me to the mod launcher. I have followed the instructions from this guide here (https://www.moddb.com/tutorials/how-to-do-simple-modifications-to-kanes-wrath-with-wrathed) but it still doesn't load for me. Anyone know what I am doing wrong? -
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iirosehime joined the community
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Of course, that's a strong statement. Reading this thread brings back some serious memories. I remember checking out these forums back in the day after long C&C sessions with friends - those were some of the best late nights. Since then, life has faded into the background— work, projects, you know what's going on — but coming back here is strangely comforting. Funnily enough, I'm up to my eyeballs in AI-related work right now.
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WaywardMist939 joined the community
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Good choice. Just watched it again recently.
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The Ultimate Free-to-Play PC Games List
haskinerin20 replied to PurpleGaga27's topic in Gaming Discussion
Lately, I've only had time for a few gaming sessions in CS2 with friends, and that's it. I hope to have more free time in the future. -
haskinerin20 joined the community
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wehrWhen started following Need help for Yuri Loading Screens
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Yuris Revenge Need help for Yuri Loading Screens
wehrWhen posted a topic in Red Alert 2 / Yuri's Revenge Maps & Modding
How can I change the text color of unit introduction on Yuri country's loading screen? The original color is purple, and I can only find Aliied and Soviet load colors in rules(md).ini -
wehrWhen joined the community
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Oh nice! I’ve seen Azur Lane, so I’ll definitely check out KanColle and Haifuri—they sound right up my alley. Big fan of that naval warship theme mixed with anime style Looking forward to your Winter List 2020 too love seeing what everyone’s watching! 👌
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Siicophy112 changed their profile photo
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Requesting C&C4 road textures and ambient sound files
nerozzero replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
useful post i still dont know how to load WBData_1.1.big into custom map -
How to modify asset from WBData.big in Wrathed?
nerozzero replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
i have same problem -
C&C3 Tacitus Revolution Open Beta 0.5 Released!!!
nerozzero replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
https://www.moddb.com/mods/cc3-tacitus-revolution/forum/thread/wbdata-11big-by-purplegaga27-wont-load-textures-into-my-custommap/#1125287 -
WBData_1.1.big by PurpleGaga27 wont load textures into my custommap
nerozzero posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
hello i have WBData_1.1.big by PurpleGaga27 from C&C3 tw Tacitus Revolution mod 5) For civilian assets, you can put WBData_1.1.big in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big WBData_1.1.big" without the quotes. I wouldn't recommend running this mod with WBData_1.1.big in the skudef because C&C3 recognizes as another mod itself and not a combination of the two-in-one. i add everything to my Core\1.0" folder config.txt and the moded custom map i want in %appdata% map.xml complir had <Road id="DamagedRoad02"/> <Road id="DamagedSidewalk01"/> <Road id="GermanRoad02"/> <Road id="ItalyDirtRoad01"/> <Road id="ParkingLines"/> <Road id="WashingtonRoadMarking05"/> <Road id="WashingtonRoadMarking10"/> <Road id="WashingtonRoadMarking11"/> <Road id="WashingtonRoadMarking12"/> <Road id="WashingtonSidewalk02"/> <MapMetaData after i complir by BuildMap.bat i get missing partsDangling Assets remaining: 466030751 WashingtonRoadMarking10 3516764358 Road 2165480559 WashingtonRoadMarking11 3516764358 Road 3325237329 WashingtonRoadMarking12 3516764358 Road how i can let me BuildMap.bat load the textures from WBData_1.1.big to my custom map.xml file that are in %appdata% -
Command & Conquer C&C News: Update for TUC, Steam release of TA, source codes and archived videos
PurpleGaga27 replied to Plok's topic in Command & Conquer News
Hey Sonic! back. -
How can I start the country I will establish on my own map from anywhere I want in Generals Zero Hour? Hello. I am quite new to this as this is my first time trying to do something. I made my own map for Generals Zero Hour using WorldBuilder. Then, I created a country in the map I made, which will start as ready when I open Generals Zero Hour and start the game. But I have a problem. The ready country I created in my own map starts from scratch when I open my own map in the game, it does not start as ready as I did. Can you help me on how to do this? Thank you.
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- worldbuilder
- Zero Hour
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Command & Conquer C&C News: Update for TUC, Steam release of TA, source codes and archived videos
Sonic replied to Plok's topic in Command & Conquer News
I enjoyed watching the archive video. Renegade 2..... opportunity lost there, oh well. -
Sonic changed their profile photo
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Command & Conquer C&C News: Update for TUC, Steam release of TA, source codes and archived videos
PurpleGaga27 replied to Plok's topic in Command & Conquer News
This feels like what C&C's 30th anniversary is about to be. And oh, I have to update my mods in order to work with these updated C&C3 and RA3 games, if only I have the time. And best of all, someone's probably already preparing new patches for C&C Generals/Zero Hour and C&C Renegade since both of them still have issues, now that the world has AI to help with coding. Now all they need left are the missing C&C Tiberian Sun and Red Alert 2 source codes, which EA claimed they lost it but people thought there's still hope to recover them (and maybe re-create Tiberian Sun and Red Alert 2 remastered). Not sure if EA would give away the source code for SAGE games from C&C3, RA3 and C&C4 sometime in the future, besides modding support. -
Sorry for the long delay, I just stopped working on this for about 1 year, other things to do, but I went back to it lately and I finally added support for the translation files from this patch, icons, sounds, speech and texts for english, german and french. I guess japenese is harder, probably a special way to display the text so I didn't try to add it. I always found it was a real pity these translation files were not used elsewhere. Too bad for the briefings of the campaign, you need to get a translated general.mix file to get the translation, so this is much harder ! Covert operations are ok though. For now the language is chosen by a setting in the ini, it would be good to add something in the gui for that, maybe later !
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Command & Conquer C&C News: Update for TUC, Steam release of TA, source codes and archived videos
Inferno replied to Plok's topic in Command & Conquer News
I might as well get the games on Steam as well this time, if only to show my support to EA for doing this and my continued interest in the franchise. It's not a new game, but it's something. -
Packaging of compilable CnC Source Code... and new dev forum?
Gracktov replied to dagelf's topic in Command & Conquer: General Discussion
3dsmax 4 sdk likely only needed for the legacy 3ds2w3d plugin so could be removed / commented out. As we have fan made versions that work on modern systems.