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  1. Yesterday
  2. I find it weird how early internet stuff (digital stuff in general now that I think about it) can just dissapear like that without a single backup anywhere. Another example is that for some lesser known content (movies, series, games) you sometimes cannot find it anywhere on the internet (only by using physical copies). You would say someone uploaded it somewhere on the internet (at least once). Same way the effort of one or two people can mean the difference between it being lost and enjoyed by many.
  3. Last week
  4. Rather than bumping a 2 year old thread, why not start a fresh new one. Not only they got Frank Klepacki to do most of the soundtrack, but also the developer has a new publisher to release it. The first trailer was like from 2 yrs ago: Now it's time to kick *** and chew bubble gum but I am out of gum.... I know Jon St. John's voice taunts will be in the game somewhat. So who's excited?
  5. I am glad they are still doing post-updates to the game but not C&C3, RA3 and C&C4.
  6. That's 13 years too late. Should have been a PC game not a web browser game. Gave up on the game years ago.
  7. C&C Attack Copter was shut down from Pogo.com 14 years ago. No archive was made.
  8. Earlier
  9. This reminded me of the old Generals flash game (iirc you piloted a Commanche against the GLA), but I can't find it anywhere. Big sad.
  10. RodallJuhzizTheModder

    (Re) starting to mod.

    Hello, this is a very late response but... First, you have to add the TransportModule to the Laser tank, I recommend just copying it from any vehicle that you know that transport units. Then, just adjust the amount of soldiers allowed inside the transport vehicle (in this case, the laser tank) to 1 and that would be all. I didn't explain a lot since i bet you know the rest! But if you don't, i can gladly expand this the explanation Edit: My bad, my bad, but you can find the Lazr_ Tank code in the Folder "Objects" and then in the "Laser general.ini" file, assuming that you already extracted the .ini Files and placed them in the corresponding folder.
  11. RodallJuhzizTheModder

    help noob modder

    ok, i know this is a little late, a LITTLE too late but i will help you and anyone that reads this. 1 - Laser Paladin Tank First, to make it buildable without having to get the Paladin Science upgrade, you need to go into the folder called "Objects" and then search for a .ini file called LaserGeneral (or something similar), search for a string similar to "Object Lazr_USAVehiclePaladinTank" (i'm not in my computer right now so i dont remember internal names of the units), after you find it, you will head down in the code until you find the string called "Prerequisites", and you will find one line that says "Science = SCIENCE_PaladinTank" or something similar, then you will just wipe it out of the code or comment it out with a ";" at the start of the code line and then save the file. Congrats, you will not need the Science upgrade to build it, however, this is not done yet. After that, you will exit the folder back where another bunch of .ini files are and you will search for one called "CommandButtons" and "CommandSet" In CommandButton, you will try to search for a line called "Lazr_Command_USABuildUnitPaladinTank" or anything close to that, at this point, I would recommend to use a program specialized in editing or writing in files, even a simple texteditor might help. if you don't succeed after searching that line, just search "Lazr_" and look for one that has paladin in it. However, if there is none, you will have to create one from Zero, and that's hard for a welcomer, so just copy any CommandButton that starts with "Lazr_" AND you indentify that it creates an unit, change the Header of the CommandButton to anything you want and also replace the object that it will create. in this case, replace that line with the object name of the paladin tank found in LaserGeneral.ini The rest of the code is not necessary to edit unless you want a polished CommandButton so i will skip these. Now, after succefully creating that piece of code, you will head into the CommandSet and search for, again, the "Lazr_" suffix until you find something to do with a WarFactory and also creates tank units (always check for the Lazr_ Suffix in these, so you know if you're editing the right CommandSet), if you succeed, then create a new line with a new number among the other commandbuttons of that Commandset, and add the CommandButton Header line (The Lazr_Command_ one) It should look something like this: 5 = Lazr_Command_USABuildUnitPaladinTank The number can vary through. I'm not sure if I explained the process well so ask me anything if you're not sure. 2.Command Centers: Yes, you have to replace the Model and Animations Files in each .ini file dedicated to the Generals (Ex. to replace the Thrax Command Center to the unused one, you need to replace the Model and Animations of the current Command Center in the ChemicalGeneral.ini with the unused one, which also has independant model and animatio, respectively) And yup, you have to do all of that with every State. Now, I'm not sure if they got Damage states at all, since Zero Hour added Animations into the models themselves (like the Nuke Hunter) instead of normal files, so you should have a Model editor that can open these files extensions. Sadly, my computer is very old and doesn't have windows, due to this, i cannot install the programs dedicated to them and check. I would provide the links but I'm, again, in my phone, and don't have the links here, however, if you really want these programs, ask me here for them later. 3.Civilian Structures: is really easy, just copy the Neutral or Civial building you want and add them into the .ini of the faction or general you want. Don't forget to rename the object or the game will crash. The rest is just the same as the Last Crusader tutorial, but instead, for this building. The only difference is that you need to change the "BUILD_UNIT" into "BUILD_BUILDING" or Something similar, Just copy the CommandButton of an already existing building, rename it and change the Object Created. After that, just add it into the CommandSet of a builder unit, I would recommend to match it with the .ini you edited. Basically, if you added a building for the Stealth General (Kassad), add the button into the CommandSet of the Stealth General Worker Also, change the Team (or faction) side into the respective .ini to the faction you want, in this case, it would be "GLAstealth"... Or... Similar, yeah... 4.Flags: No clue, but if you want, you can edit the textures themselfs to add that specific flag you want, but i recommend trying to look first in the code of the map and see how it was done. As far as i know, cutscenes are coded in scripts and various waypoints. However, i never touched map code, so I'm unable to help you in this one. 5.Import: yup, you just have to move the code from there to your .ini Files, and always try to match every header, line of code, etc and etc so your game doesn't crash. To Make the stuff buildable, just follow the point 3 and Point 1 Tutorial For the Models... I only tried once, and it didn't work... however, i fastly gave up, so you can maybe try to stuff all the related model files into the ".ini" folder/s and try that maybe?, i dunno. I hope this help at least a little bit, English is not my first language and there might be atleast one big misspell that i'm not aware of. Again, if you need more details, polishing or even a whole .ini file/code of block, i'm available here to do so, just contact and i will try my best As a side note or fun fact: I was also creating a unused content mod, but I gave up after trying to make the Battle Bus drop Demo Traps as the devs intended, instead of doing my work around. Good day!
  12. Even with EA doubling down on releasing their back catalogue on more digital storefronts, this news came out of left field: Tiberium Alliances, the browser game from 2012 most of us tend to even forget exists, received a Steam page. The game whose servers have outlived many core titles over the years apparently has enough of a playerbase to warrant a proper PC frontend. The release date is not yet known, nor whether a Steam account will be enough to connect or will it still depend on EA accounts.
  13. Patches for C&C: Remastered Collection continue surprising us, but the changes are welcome nonetheless. This is another smaller service update which fixes crashes on Intel drivers, proper GPU detection, maximum framerate limits and tooltips. Here's the official changelog:
  14. Hello. Thank you for sharing this vid. I made it. I recreated it. Our curse is finally broken. https://fearlessrevolution.com/viewtopic.php?f=4&t=1026&start=90
  15. Sonic

    27 Years Online

    Its great to see something I created many years ago still here. Back in June 2017 when I felt it was time to shut things down I never thought about what the place meant to others. Back then I was a different person. 2017 was a hard and stressful year, one I never want to relive. But it was time to step away. Looking back, I'm please to see CNCNZ.com still here. A few months ago Plok and I discussed the idea of me returning. But I decided not to as the community is not what it was in the old days. Plus I don't have the time and resources to commit like I use to. The site is not a hive of activity these day but it's in good hands The legacy lives on!
  16. Nmenth

    27 Years Online

    I was just searching up some old mod stuff a few days ago. It is nice that everything is all still here.
  17. Another year has passed. And another year we've been online. People come and go - more so in other spaces than here, mind - but ultimately there is always an ongoing interest in the franchise, no matter how small it may seem. This spring's Steam release of older Command & Conquer games brought some new buzz, and an additional incentive for community projects to go on. Thanks to sites like SteamDB, there's now a tangible and surprisingly consistent number of players to point towards and say - it's worth keeping the lights on for them. While this site is mostly an archive of old files, news and discussions at this point (surprisingly even to me, people still make use of it as such), I am confident that no matter what happens, the players and the tool/mod creators will keep the series alive long into the future.
  18. "Game has detected a mismatch" or the message stating, "This means the multiplayer game has lost synchronization data between the players," in Command & Conquer: Generals Zero Hour, don’t worry—this fix works 100% of the time if done correctly. Follow these steps: 1. Turn Off Domain Firewall (Most Common Cause in windows 11): The Domain Firewall blocking communication is often the primary reason for the mismatch error. Disabling it can frequently resolve the issue. How to Turn Off Domain Firewall: Open Control Panel and navigate to Windows Defender Firewall. Click on Advanced settings in the left menu. In the new window, select Windows Defender Firewall Properties. Go to the Domain Profile tab. Set the Firewall state to Off. Click Apply and OK. Note: Only turn off the firewall temporarily for troubleshooting. Be sure to re-enable it once you’re finished to maintain security. 2. Sync the Options Files: Navigate to Documents > Command and Conquer Generals Zero Hour Data. Open the Options.ini file. Ensure your IP address matches your network’s IPV4 address (find it in your network settings). Set both IP and GameSpy IP fields to this IPV4 address. Save and close the file. 3. Copy the Options File to the Game Directory: Copy the updated Options.ini file from your Documents folder. Navigate to your game’s installation folder (typically C:\Program Files (x86)\Origin Games\Command and Conquer Generals Zero Hour, or your respective installation path). Replace the existing options file if it’s already there with the one you copied. 4. Turn on "Send Delay" in Game Settings: Launch the game and go to the Options menu. Ensure Send Delay is turned on. This setting helps synchronize network packets better and reduces mismatch errors. 5. Check Game Modifications or Mods: Remove any mods you may have installed or ensure that you and your opponents are using the exact same mod versions. 6. Ensure Consistent Game Settings for All Players: Make sure all players have the same game settings (graphics, resolution, and network settings) to reduce the chance of desynchronization.
  19. is very hard to find someone create one file gameobject ? for these two units?
  20. hello , i have lasher+gatling tank with art+sound+fx +weapon.xml i need gameobject for these two units i have the References: inside MutantGatlingTank.xml + MutantLasherTank.xml source code for the two units : https://mega.nz/file/yhJUAKTJ#RMhZ4jgnT3iy9ZkcCWq6dq6GI9KKyxg-OQDBdr9fyrA regards,
  21. ill do it but i need help to create gameobject xml file i have all References: can you help me to make or provide gameobject: for MutantGatlingTank.xml
  22. hello , today i found something strange for this mod try add infintary fighting vehicle to soviet its called "gdirig" and try let any solider enter to this tank it will go into completly new tank you can add these lines into map.xml into your maps or overrides.xml into your maps folder <LogicCommandSet id="NODDropZoneCommandSet"> <Cmd>Command_ConstructSovietRhinoMkIITank</Cmd> <Cmd>Command_ConstructSovietRhinoTank</Cmd> <Cmd>Command_constructSovietTerrorDrone</Cmd> <Cmd>Command_constructnodscorpionbuggy</Cmd> <Cmd>Command_constructnodharvester</Cmd> <Cmd>Command_constructnodflametank</Cmd> <Cmd>Command_constructnodbeamcannon</Cmd> <Cmd>Command_Constructnodattackbike</Cmd> <Cmd>Command_constructnodstealthtank</Cmd> <Cmd>Command_constructnodavatar</Cmd> <Cmd>Command_ConstructAlienMechapede</Cmd> <Cmd>Command_constructgdirig</Cmd> <Cmd>Command_constructnodmcv</Cmd> <Cmd>Command_repairvehicle</Cmd> <Cmd>Command_selfrepair</Cmd> <Cmd>Command_sell</Cmd> <Cmd>Command_setdefaultbuilding</Cmd> <Cmd>Command_setrallypoint_vehicle</Cmd> <Cmd>Command_togglepower</Cmd> </LogicCommandSet> also dont forget add SovietRA1GrenadeSoldierSquad to soviet and let it enter to infintary fighting vehicle to get the new tank <LogicCommandSet id="NODHandOfNODCommandSet"> <Cmd>Command_Constructnodmilitantsquad</Cmd> <Cmd>Command_Constructnodmilitantrocketsquad</Cmd> <Cmd>Command_Constructnodsaboteur</Cmd> <Cmd>Command_Constructnodblackhandsquad</Cmd> <Cmd>Command_Constructnodfanaticsquad</Cmd> <Cmd>Command_Constructnodshadowsquad</Cmd> <Cmd>Command_ConstructSovietRA1GrenadeSoldierSquad</Cmd> <Cmd>Command_ConstructSovietDog</Cmd> <Cmd>Command_Constructnodcommando</Cmd> <Cmd>Command_TogglePower</Cmd> <Cmd>Command_SelfRepair</Cmd> <Cmd>Command_Sell</Cmd> <Cmd>Command_SetDefaultBuilding</Cmd> <Cmd>Command_SetRallyPoint_Infantry</Cmd> </LogicCommandSet>
  23. i found it just change weapon to <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHardpoint ID="1"> <Weapon Ordering="PRIMARY_WEAPON" Template="AlliedSpyBribeWeapon" /> </WeaponSlotHardpoint> </WeaponSetUpdate> its spy ability from redhistory mod
  24. hello , thank you for replay im not asking for any @Madin source codes i can edit any damage values effect or removing units by editing map.xml from : AppData\Roaming\Command & Conquer 3 Tiberium Wars\Maps , 2- about Mutants units extracting unit gameobject and get assets names manually from Tiberium Wars Advanced 1.8 take long time there is alot of FX lines i just want any of MutantLasherTank , MutantGatlingTank , NODMantisTank units source code to add them as new enemy attacking by editing map.xml regards,
  25. Don't think Madin released any source codes for them, You will need to extract them one by one manually.
  26. shall i add bone? i try this and dosent work <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHardpoint ID="1" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="AlienPlaceManipulatorDeviceWeaponTrigger" /> </WeaponSlotHardpoint> <WeaponSlotHardpoint ID="2" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="AlienPlaceManipulatorDeviceWeaponTrigger2" /> </WeaponSlotHardpoint> </WeaponSetUpdate> <WeaponTemplate id="AlienPlaceManipulatorDeviceWeaponTrigger" Name="AlienPlaceManipulatorDeviceWeaponTrigger" AttackRange="200.0" ClipSize="3" AutoReloadsClip="AUTO" CanFireWhileMoving="true" AcceptableAimDelta="180d" AntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_AIRBORNE_INFANTRY ANTI_AIRBORNE_VEHICLE"> <FiringDuration MinSeconds="0.25s" MaxSeconds="0.25s" /> <ClipReloadTime MinSeconds="15s" MaxSeconds="15s" /> <Nuggets> <SpecialPowerNugget SpecialPowerTemplate="SpecialPower_ManipulateObject"/> </Nuggets> </WeaponTemplate> <WeaponTemplate id="AlienPlaceManipulatorDeviceWeaponTrigger2" Name="AlienPlaceManipulatorDeviceWeaponTrigger2" AttackRange="200.0" ClipSize="3" AutoReloadsClip="AUTO" CanFireWhileMoving="true" AcceptableAimDelta="180d" AntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_AIRBORNE_INFANTRY ANTI_AIRBORNE_VEHICLE"> <FiringDuration MinSeconds="0.25s" MaxSeconds="0.25s" /> <ClipReloadTime MinSeconds="15s" MaxSeconds="15s" /> <Nuggets> <SpecialPowerNugget SpecialPowerTemplate="SpecialPower_ManipulateObject"/> </Nuggets> </WeaponTemplate>
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