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  1. Last week
  2. Not really sole survivor, its an OpenRA mod so basically a different game.
  3. LucasSK

    [WIP] [Tiberium Resurrection]

    New FinalSun mapping tutorial is out! If you want to learn, how to make custom maps for Tiberian Sun or just revise some of your knowledge, be sure to check FinalSun Complete Tutorial [P.1] - https://forums.cncnet.org/topic/9934-finalsun-complete-tutorial-p1/
  4. InfernoDisco

    Free alternatives to classic games

    Wow, this thread is awesome! Bookmarked it! The last time I was reading about free alternatives was an article in some computer magazine in 2006. By the way does anybody knows is there an alternative to this game? Thanks.
  5. G Daddy

    GenTool Version 7.5 Available

    Version 7.7 is available.
  6. Check it out: http://cncsolesurvivor.com/
  7. ApornasPlanet

    C&C Community News - May 2019

    Nice summary! The OpenRA update looks really promising.
  8. Earlier
  9. its wonderful! it keep's the old style with new a bit more colored icons, and moderns GUI from RA2. i just don't remember if the bottom of the power energy bar should be red, then yellow then green :/
  10. May has been a very active month for the C&C Community in terms of modding, here is an update on what's been happening this past month: OpenRA's team is hard at work on their next release. They have released a new preview blog showcasing the new features and changes in the upcoming update, including Singleplayer Savegames, a Spectator UI, a new Sidebar for Tiberian Dawn, the ability to set support power directions, as well as a plethora of other more minor new features and polishing touches. C&C Final War, for Yuri's Revenge, has received updated Economy Structures for the Empire faction, a new Legion Barracks, as well as a plethora of new visual enhancements. Legion vehicles will also make use of a new Scrap Feature, not unlike the GLA in C&C Generals, which serves to demonstrate a unit's veterancy status. Additionally, the mod has reached beta status and is being actively tested. Tiberian Sun WarZone continues to receive many new and original visual updates, especially for animations. There are also better explosion animations for Tiberium, and new animations for GDI and Nod units. The upcoming update will include the ability to use TS-DDRAW, so it can run properly on newer PCs, as well as rescaled infantry, in the options menu. Red Resurrection will receive a 5-mission Campaign that's fully voice-acted, with cinematic cutscenes, as well. You play the Allied Forces in an assault on Lybia. Twisted Insurrection now has Tiberium Silos and Refineries for its Globotech faction. The standalone Tiberian Sun mod The Second Tiberium War, is progressing towards version 2.2. This upcoming version will have many new features, including an updated Temple of Nod graphic, ruined buildings and snow buildings and cities. Additionally, it will include several new multiplayer maps, a new Orca Transport aircraft for GDI, New Superweapon Icons, New Nod buildings for Campaign, as well as the option to have rescaled infantry. The Desolated Future has had its Sapper unit reworked into the Mad Bomber unit. The Wasteland Scavengers subfaction's unique arsenal has also been revealed. Additionally, there are new gameplay screenshots on their ModDB page. World Axletree for Yuri's Revenge has received a Revolution Upgrade power, a new Spike Tripwire support power a new unit in the form of the Archer SPG, new infantry death effects, as well as brand-new interfaces for the North American and Russia factions. The Yuri's Revenge mod Colony Wars has new and updated units & powers for each faction: Mobile Grinder (Syndicate), Pheromones (Chaos Cell), Cherub (Enclave), Rat Swarm (Syndicate), Siren Sub (Enclave), Prodigy Submarine (Syndicate), Sea Wolf Hydrofoil (Soviet), Riptide ACV (Allies), Ratkin Gunner (Syndicate), Puppet Master (Syndicate), Wight Bomber (Syndicate), Launch Bay (Syndicate), Hail Mary (Allies), Magnet Tower (Syndicate), Fire Ant (Colony) and Seismic Tank (Soviet). You can also now view their Allied Infantry Tech Tree. Doom Desire now has new buildings for the Vintarid faction: The Conduit (Barracks) and The Aligner (Refinery). Kane's Wrath Unofficial Big Bang Patch 1.04 now has beta and cinematic models of GDI units that can be placed in the editor. There are also going to be hostile Tiberium Floaters on certain maps. The standalone Tiberian Sun mod, Dawn of the Tiberium Age, has received 5 new maps: Rocky Ridge, Creepy Obstruction, Duel at Dawn, Idyllic Lake and Underwater Passage. There is also a short Easter Update. A new C&C3 mod, Star Wars: C&C: Tiberium Empire has released pictures of its Republic Peacekeepers Construction Yard and Planetary Deployment Vehicle (MCV). The OpenRA standalone mod Fractured Realms has received new art for the Quasar, the Conclave Factory Gate, new explosion animations and new interface animations. The C&C3 Crossfire mod has updated art for GDI units, as well as some new units for GDI, including: The Titan Mark II, MLRS Mark II (now Slingshot), Disruptor Mark II (now Shatterer), Juggernaut Mark II, Mastodon, Ark (now Zone Shatterer), Thunderhead (now MSRF), Battlestriker (now Hammerhead) and Mammoth Walker (now Behemoth). Operation: Firestorm for C&C: Generals has received 3 new units: The GLA Decimator Cannon and the Chinese Cyclone Launcher and Tu-60 Blackjack. You can read the latest development update here. The RA3 Science mod has a new menu screen, featuring the Scrin, unlocked alpha/unused Red Alert 3 cinematics in its video archive section, as well as alternate or unused loading screens. Additionally, new units will be added to the upcoming version: The Myeche, APC, Trotsky Airship, and Orca. Hybrid Ascension will have Salamanders for Nod, and they leave husks upon being destroyed. Mental Omega has welcomed back 2 Soviet vehicles from its 2.0 version, as well as new units for the Soviets (Shock Trooper) and Yuri (Ruiner). In addition, Speeder, the mod creator has revealed early concept art for some of the Foehn Revolt's Structures and a revamp of the "Money Sources" Co-Op Mission through Twitter. Robot Storm development has seemingly resumed if these 2 new screenshots are anything to go by. That's it for late April, May and early June.
  11. For those interested in C&C Rivals' development, since last year, there have been several new updates to the game. The game interface has been updated. Competitive ladder seasons have been introduced to the game. A brand new competitive event, called CABAL's War Games, has been released. It involves choosing from a limited pool of units to construct a deck and defeat other players over the course of a few matches. A Cloning Chamber feature has been added to help players clone cards of a chosen type after 30 battles. Daily Bonus and boosts have been added. One can also buy these. Vanity Skins have been added to the game, including "Explojis", Commander Emotes and Unit Skins. Several new units heave been released this year for the game: The Laser Drone (Nod), Mohawk Gunship (GDI), Cyberwheel (Nod), Centurion (Nod), Orca Bomber (GDI), Grenadier (GDI), Mutant Marauder (Nod), Slingshot (GDI), Fanatic (Nod) and Shatterer (GDI). That's all for the first half of 2019.
  12. Doesn't look that bad to me.
  13. After a period of silence, EA producer Jim Vessella posted a new update on Command & Conquer: Remastered, this time concerning the sidebar, and entering full production. He had this to say: The post was originally made on the C&C subreddit.
  14. Be patient, these forums do not see extremely high traffic.
  15. Prophetly

    Disable MONEY CRATE

    anyone here to help????? any precious minds??? im still looking for an answer
  16. Prophetly

    Disable MONEY CRATE

    is there any possible way to disable complettely this money crate thing?
  17. as you can see below these crate powerups parameters [Powerups] Armor=10,ARMOR,yes,1.5 Firepower=10,FIREPOWR,yes,2.0 HealBase=10,HEALALL,yes Money=20,MONEY,yes,2000 Reveal=10,REVEAL,yes Speed=10,SPEED,yes,1.2 Veteran=20,VETERAN,yes,1 Unit=20,<none>,no the money crate has same chance to get money as veteran crate and units crate have the same chance. I have made a map; I put some triggers they have eplased time to create crate :PARAMETERS ONLY 1: it means; 0. Money (5000) 1. Random tanks 2. Health 3. Cloaks unit (unused) 4. Explodes (unused) 5. Explodes, sets infantry on fire (unused) 6. Money (2-3000) 7. Reshrouds entire map (unused) 8. Reveals entire map 9. Upgrades unit armour 10. Upgrades unit speed 11. Upgrades unit firepower 12. Gives a single nuclear missile (unused) 13. Empty (unused) 14. Veterancy 15. Empty (unused) 16. Unleashes yellow toxic cloud (unused) 17. Spawns Ore (unused) 18. Empty (unused) 19. (and up?) Random (skirmish crates) RANDOM TANKS, yes it means RANDOM TANKS i removed unwanted vehicles to not get from created crates from trigger putting like; [AMCV] Crategoodie=No or [DRON] CrateGoodie=No all okay now? all of these settings seem to be fine, and it has no problem in early game. BUT after some real minutes later i get ONLY MONEY CRATE from them i reduced money crate luck to 0, increased others it doesnt work i still get money crate from spawned VEHICLE CRATES somebody please fix this solution, maybe there is a hidden thing that gives money crate some time later or it's default crate type that the game is old you know maybe it's confusing to which one had to be spawned.
  18. Greetings, in this way i want to announce upcoming campaign I am working on. I called it [Tiberium Resurrection] - it tells story after Nod mission Sheep's clothing (where NOD undercover as GDI mass-murdered mutants and captured Tratos), so the relationship between GDI and Mutants is really bad. It will contain 3 missions for now (maybe i will add more later), few multiplayer / skirmish maps and some changes to environment (New tiberium type, paved cliffs - thanks to Holland.) It is not complete yet, however now I can tell that map will not be very big but there will be many triggers, and so i recommend you actually checking every black tile for text speech, bonus money or maybe something else . I will update this topic so you can see my progress and maybe some screenshots soon. I want to release first mission in november. Also, if you have any suggestions / requests / wishes / feedback, etc. just reply. Thats all for now, have a good day. <----------> MAPS <----------> 1st - [LOST SHEEP] Map progress: 100% Triggers and objectives progress: 1st - single unit: 100% 2nd - partial control: 90% 3rd - total control: 0% [SHORT BRIEFING] -  - FULL map will have 4 objectives, BETA only 2 2nd - [NEVER-ENDING STORY] Map progress: 15% Triggers and objectives progress: 10% [SHORT BRIEFING] - - This will be stealthy mission. So be really careful. 3rd - (0%) [THIRD TIME'S THE CHARM] [SHORT BRIEFING] -  - This one is just concept. It may change but most of the map should be city. OFFICIAL CHANNEL: https://www.youtube.com/channel/UCOhDiogy78HMZpQ_nuHp1Rw/videos OFFICIAL POST: https://forums.cncnet.org/topic/9186-wip-tiberium-resurrection/ DOWNLOAD BETA: http://www.mediafire.com/file/efawb0d8on8tb7z/%5BTIBERIUM_RESURRECTION%5D.zip/file DOWNLOAD SKIRMISH MAP: http://www.mediafire.com/file/zdf99fl8q44bj7f/Fields_of_Insurgency_v4_%28FINAL%29.zip/file Do not forget to report bugs and share your opinions about this project!
  19. PurpleGaga27

    Free giveaway on promotional game(s) -- post them here

    City of Brass is free at the Epic Games store for a week. Obduction is free in GOG.com for 48 hours.
  20. I've build a spawner system in meta mod with lua. You can incorporate it into your mod. For an example see the meta menu spawner submenu that has a random position option to spawn any object. Initial load mechanism is as follows: playertemplate invisible start object dummy OR spellbook -> OnCreate lua event -> lua random spawn function
  21. You need to know one thing: You can theoretically disable the AI and completely rebuild it in lua. That means you can also mimic only parts of it like the desire you mentioned above. https://pastebin.com/xHHGCVZ1
  22. I may repeat my problem to let others understood. Now the KW/TW original set is if a unit contains 2 weapons, it will just move to the longer range weapon's range and stop to fire, so the shorter range weapon is unused. I need a kind of weapon or unit set, that when the unit contains two different range weapons, 1 for long weapon range, the other for short range, and though target is get in longrange weapon, it will still run to short one's range, so both 2 weapons could fire normally.
  23. PurpleGaga27

    Free giveaway on promotional game(s) -- post them here

    Double freebie today, Jalopy is free in the Humble Bundle store and Rime is free in the Epic Games store for a week.
  24. I don't get the problem. But you can look at the scorpion tank (weapon/turret upgrade), mammoth tank(turret on a turret) and avatar (unit upgrades)
  25. There's another problem which if be solved may helpful to the first issue, that's how to truely remake ZH's overlord modularization upgrade. Now most of CC3/KW mod which try to realize Overlord sub turret upgrade function is in fact using unit's own weapon and model, by using the upgrade to show the hidden sub obj. and active the sub weapon. The ZH's overlord modularization upgrade is adding independent sub unit like spawned slave in KW such as repairing drone and invader fighter, but I always can't realize a totally same turret. If Overlord upgrade could be realized, the first issue can be solved, too. I can using sub turret with longrange and parent unit has shortrange weapon.
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