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  1. 2 points
    Myself and hifi have been tidying up the remastered dll source dump and adding a few bits that were missing to create a source tree that can build a new exe for the original games as well as build the dll files for the remaster. You no longer have to resort to ASM hacks to modify the original games now. Check out on GitHub. You can also optionally build the game in a developer mode which enables the in game map editor that has only really been seen in the leaked Red Alert beta. Currently the build still needs ddraw which is a limitation but an sdl2 port is in the works which should work better with modern systems. We are also working on cross platform and 64bit builds if you run something other than windows.
  2. 2 points
    In Jim Vessella's latest update, he mentions the latest addition to the C&C Remastered Collection source code package - the map editor itself, which is something that the community has loved to expand on for multiple titles in the series. But alas, next week we will see the last intended patch for the C&C Remastered Collection, as the team feels the game has reached the vision that was meant for it during development. It will, however, include bugfixes, quality-of-life changes, and the introduction of the beacon system in multiplayer. Here's the full update: Fellow Command & Conquer fans, It’s been a little over three months since we launched the Command & Conquer Remastered Collection and we continue to be humbled by the response from players around the world. It’s been wonderful to see Command & Conquer back in the mainstream conversation, and the growing community even more engaged in the long-term success of the franchise. Over the past three months our full-time focus has been on supporting the Remastered Collection. We’ve done our best to listen to the community, and deliver upon some of the top requested items in a transparent and collaborative manner. Next week we aim to launch another Major Update for the C&C Remastered Collection. The focus of this update is also on community requests, including a Beacon system to ping your allies and displaying key information on the Multiplayer loading screen, amongst a handful of quality of life improvements and bug fixes. We’ll also aim to reset the leaderboards and incorporate some Matchmaking Rating and timing adjustments to address community feedback. With this patch, we finally feel the C&C Remastered Collection will have achieved the vision we had for the game when we first started development. As such, in our spirit of transparency, we wanted to let the community know we anticipate this will be the last patch for the game. To prepare for this transition, our goal throughout development was to create an ecosystem where the community would have the resources to take the Remastered Collection even further. Within this goal we released the DLLs and source code under the GPL v3.0, embraced community content with the Steam Workshop, and incorporated LAN Play with modding support. Today we want to add one more ingredient to that mix, which is the release of the Map Editor under the GPL v3.0 as well. The Map Editor source code is available now on Github at the link below, and will be included in the root game folder once the upcoming patch goes live. With these assets available to the community, we hope the Remastered Collection and other community projects will continue to thrive for years to come. https://github.com/electronicarts/CnC_Remastered_Collection We’re then soon approaching a special date in franchise history, with September 26th marking the official 25th Anniversary of Tiberian Dawn. We’ve of course been highlighting this anniversary throughout the project, but hope you will all come together for a special week to celebrate this franchise which we all love. Thanks so much for your ongoing support and looking forward to the rest of September. Cheers, Jim Vessella Jimtern This announcement and roadmap may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
  3. 2 points
    Tiberian Sun modding is still active in 2020 and looks to still continue on into 2021! Here are some updates on some of the more interesting TS mods in the community. Tiberian War: Warzone, the first release of the "Tiberian War Collection" mod for Tiberian Sun, will release this month. You may be familiar with this mod, as it used to be known as "Tiberian Sun WarZone", before mod author Trif_Mircea decided to switch around to a different naming convention. Here's a detailed update on what's new, as well as a small teaser of the following release, "Ion Shock" (Scrin!). --- The Nod arsenal in Twisted Insurrection has received a few visual upgrades over the past few months. Here's some samples: - Black Hand Ghost - Eclipse Heavy Tank - Eclipse V2 - Banshee Interceptor - Wraith Bomber There's also a new 2-player map, titled "Serpentine", based off of a Red Resurrection map. --- The Second Tiberium War v3.0 will add Naval Warfare and a buildable Navy to its roster, as well as updates to the lighting and an infantry rework. You can see some of the lighting enhancements here and here. There is also a video showcasing a GDI vs Nod match of a Work-In-Progress 3.0 build right over here. Feel free to visit their image gallery to see the updated infantry visuals, new GDI powerplant upgrade and lighting. --- That's all for now, Commanders!
  4. 2 points
    As announced last week, today is the day we receive the final (intended) update for Command & Conquer: Remastered Collection. It's a pretty large one, though, including the following key features: loading screen enhancements including minimap display added local replay file support added 6 player support in Tiberian Dawn added beacons expanded features for mods and custom maps including intro and win/loss videos, updated German translation thanks to the feedback from United-Forum.de fixed numerous bugs You can read the full changelog and dev comments here.
  5. 2 points
    Yeah there is nothing else that comes close. I know people wanted a return to the 'talking directly to the commander' style after TS, but personally they were my favourite.
  6. 2 points
    You'll need patched language.mix. It's size is 69 mb and I can't post it here.
  7. 2 points
    can i please have a copy of those files? i am staring to get really bored hearing vanilla quotes for the allied and soviet vehicles of vanilla RA2 =( oh btw i downloaded that zip file called done from before and so far it has not worked =( for me at least. i am running on windows 10 btw.
  8. 2 points
    That not helped. I've just created new .mix file with all audio files inside and it works now.
  9. 1 point
    Hi! You still have these files? Can you send them to me please? It can save me a lot of work and time!
  10. 1 point
    Dawn of the Tiberium Age, the Tiberian Sun mod that reworks and mixes Tiberian Dawn with Red Alert 1 on the Tiberian Sun engine, has received its long-awaited Naval Patch. This latest update, which reworks the Navy in the entire mod, for all 4 factions, and add finally adds Naval Transports, as well. You can read about the update below and download it through the link below: https://www.moddb.com/mods/the-dawn-of-the-tiberium-age/news/naval-patch-is-here Enjoy, Commanders!
  11. 1 point
  12. 1 point
  13. 1 point
    If using other unit bones won't work or telling the xml to use other RM squad bone for the fx don't help, then the only way will be to add new bone that hopefully won't break anything.
  14. 1 point
    PATCH v1.12.6 by Chris880 Here at CNCNZ.com, we value community contributions, particularly those which improve existing games. Thus, we support unofficial patches by the community. The Red Alert 3 1.12.6 patch was made and tested by Chris880 with the help of GameReplays' Red Alert 3 staff. This patch was made mainly in order to fix bugs and improve performance of the game. It is distributed in the form of map packs that have the changes (seen below) applied, and run on top of the regular 1.12 version to enable quick switching back and forth without having to leave the game. In CNCNZ.com game nights, this will be the selected patch for multiplayer (unless mods are used). An important warning: these maps do not transfer in the multiplayer lobby, meaning that all players need to download and install the map packs manually. Below are the links to the latest build, as well as the full changelog. Download link Original thread Installation instructions The map packs installed through the installer, to the Red Alert 3 directory. To uninstall them, simply delete that folder. v1.12.6 changelog Fixed a bug where the Wave-Force Tower displays Defender-VX debris when destroyed on water. Fixed Empire and Allied Tech lights. (Credits to the Chinese modding community) Fixed a bug where frozen tanks can still crush infantry when they get too close. Fixed a bug where Tesla Coils do not fire at all sometimes. Fixed a bug where Bears could kill burrowed Tankbusters. Fixed a bug where Terror Drones sometimes do not damage infected units. Fixed a graphical bug where Defense Bureaus do not display proper debris when destroyed over water. Fixed a graphical bug where Flak Cannons, Defender-VX, and Wave-Force Towers rotate their turrets before finishing unpacking. Fixed a bug where Terror Drones disable the Athena Cannon's shield. Fixed a bug where Multigunner Turrets, Sentry Gun, Wave-Force Towers, Spectrum Towers, and Defender-VX can still fire while being sold. Fixed a bug where units were unable to attack certain wall segments, unless you destroy the segment next to it. Fixed a graphical bug where the Soviet Airfield displays its yellow light animations before finishing unpacking. Fixed a bug where MiG, Striker-VX, and IFV AA missiles do not damage an Assault Destroyer using a Black Hole Armor. Fixed a bug where Outposts provide build radius before finishing unpacking (Special thanks to PDZ of the Chinese modding community) Fixed Oil Derrick and Dry Dock animations. (Credits to TX1138) Fixed Empire EVA when capturing Oil Derricks and Observation Posts. (Credits to TX1138) Fixed Soviet Tesla Trooper's behavior when charging Tesla Coils. Fixed a bug where infected Nanocores can still unpack. Fixed a bug where Terror Drones disable the Assault Destroyer's Black Hole Armor. Fixed a bug where IFV missiles do not damage Tengus/VX or any aircraft that are landing on the ground. Fixed a bug where units that are stunned by a Terror Drone, paralyzed by a Rocket Angel, or affected by an EMP missile, can still crush units when they get too close. Fixed a bug where shrunk MCVs can crush other units. (Banned exploit) Fixed double shrink bug. (This means that if you shrink a unit with the normal shrink ray, and then you get the High Technology upgrade, you will be able to shrink a unit that is already under the effect of the normal shrink ray, however it will have no effect. This only has to happen once.) Fixed a bug where the Guardian Tanks' target painters can stack their effect. (From now on, the target painter that is pointed first will take effect, and the second painter is nullified.) Fixed a bug where Assault Destroyers do not absorb Tanya's fire. Applied a fix that will prevent Subs and ships from getting stuck on shores on Infinity Isle. (This bug seems to occur most frequently on this map, hence this map was the first chosen to have this fix.) Fixed a graphical bug where the Cryocopter's shrink ray can make units visually bright. Fixed a bug where Tanya's and Natasha's weapons do not damage the Assault Destroyer when they are absorbed. (The damage dealt is minimal.) Fixed a bug where the Assault Destroyer's Black Hole Armor can absorb the Proton Collider's fire. v1.12.5 changelog v1.12.4 changelog v1.12.6 graphical changes Removed a good number of particles from the Soviet, Allied, and Empire Power Plant destruction. Removed fire/smoke trails that were attached to the debris of the Power Plants, including the Super Reactor as well. Removed the explosion effect for the Soviet and Allied War Factories (changed back to their usual smoke effect) Removed the big flame effects displayed on Super Reactors when critically damaged (restored to original effects) Removed mushroom explosion for Empire Power Plant (replaced with a standard flame effect) Removed large flame/smoke effects displayed on Allied Construction Yards in red health (restored back to original effects) Removed the green light from Imperial Construction Yards. Removed the big flame effect that was displayed on the Vindicator's and the Soviet Apocalypse Tank's debris. Removed the giant water ring effect caused by the Assault Destroyer's depth charge. Fixed MIRV effect for the Soviet V4 rocket. (The missile no longer displays a very saturated mushroom cloud, and the heroic effect no longer gets mixed with the original) Fixed Heroic Tsunami Tank's effects. (No longer displays a mixed effect between blue and orange, now heroic ones display just orange effects for their shells.) Fixed Heroic Vindicator's bomb effect. (No longer displays original effect + heroic effect at the same time) Fixed Allied Power Plant unpack animation. Fixed Iron Curtain specular map. Fixed Allied Refinery unpack animation. (No longer displays the water platform when unpacking on land.) Fixed Allied Barracks specular map. Fixed a slight visual bug where the Cryocopter's cryo beam flickers. Flame effects displayed on units/structures in red health state reduced back to their original size. Psionic Decimator given a light effect. Tankbusters given a light effect for their lasers. Peacekeepers with Riot Shields now display blood when attacked from the side or back. Super Reactor given a water splash effect when destroyed over water. All building animations will stop playing once the corresponding building is hit by an EMP missile. Heroic Stingrays given a new effect. Allied Blackout Missile given a target decal. (Purely visual, the original effect radius remains unchanged.) Minor changes such as changes in particle count, size and color saturation in small effects, sounds, and changes that are too small to list here. The following changes are inspired by TX1138's Revolution mod, hence he deserves the credit for these effects: Twinblades given a firing effect when launching rockets. Proton Collider given a light effect. Dreadnoughts now display a smoke effect when they sacrifice launchers. Heroic Flak Troopers given a recolored weapon effect. Allied Blackout Missile given a new effect. V4 launchers given a smoke effect when launching a missile. Allied Harvester and Riptide ACV given a water animation effect over water. Improved Vacuum Imploder effects. Natasha's bomber given an explosion effect upon detonating its projectile. Soviet Battle Lab given smoke effect animations. Super Reactor and Vacuum Imploder given a big scorch mark upon exploding. Hammer Tank, Guardian Tank, and Assault Destroyer given heroic effects for their weapons.
  15. 1 point
    add a copy of MultiplayerColors.xml to your mod and just add the following to the file: <!-- Slot 8 --> <MultiplayerColor id="ColorWhiteGrey"> <!-- this is your newcolor name --> <RGBColor R="219" G="219" B="219" A="255" /> <RGBNightColor R="219" G="219" B="219" A="255" /> <LivingWorldColor R="219" G="219" B="219" A="255" /> <LivingWorldBannerColor R="219" G="219" B="219" A="255" /> <TooltipName>Color:WhiteGrey</TooltipName> <!-- for completion sake you could add this to your mod.str file for your tooltip text, but its not needed to work --> <AvailableInMetaGame>false</AvailableInMetaGame> </MultiplayerColor> then reference that file in your mod.xml for TW or your static.xml for KW
  16. 1 point
    If you are pulling files out of a .mix, you can just leave them loose in the RA2 folder.
  17. 1 point
    It's offline, I've already turned it off. My bad, .mix files - where everything is stored in RA2/YR
  18. 1 point
    Um... I didn't say anything about .mmx files, I'm not sure what you are talking about.
  19. 1 point
    Strange. After I've installed the Win10 - these .ini files stoped working. Maybe some write/read rights? Or Win10 problems. Nmenth, you were talking about the coping the files from the .mmx file. Where should I put them in the game directory?
  20. 1 point
    The sounds are accessed differently, you have to launch the Sound Editor. And by "launch", I mean from the Launch menu.
  21. 1 point
    Thank you for a detailed answer. I have XCC Mixer and there were times when I extracted music and video files from CnC games. Now I have looked through the mix files I have in the RA2 folder and found nothing. Where I need to look? i have The First Decade RA2 (RA2 and YR in same folder). Please, write down the process I need to do. I won't do it in one day anyways, I'll do it slowly unit by unit. Thanks.
  22. 1 point
    With all due respect I can't see how these units can be Scrin's, I mean come on! take a closer look at them:
  23. 1 point
    I'm not surprised that someone is attacking me as a person instead of my arguments, that's par for the course. FWIW: if you can't post without personally attacking someone, you're not supporting your argument - you're undermining it Also, armchair psychologists are a big problem.
  24. 1 point
    I asked who defines ethics as applied to this situation. I didn't ask for a Wikipedia article, but I appreciate the read. I'll get around to it when I have some time. I'm not aware of any sabotage. From my access to the staff forums, I see several statements from the leadership saying "we don't want to hurt APB because we like it" and whatnot. There's no deliberate malice that I'm aware of, and I came onboard after the situation happened because I saw an opportunity to work with a community that isn't full of toxic people. Don't worry about your English. I can understand you perfectly. English isn't my only language, either. Jeg er tosproget men jeg generelt at skrive på engelsk. ;-) If the rights to use the launcher were given by the person who developed it but then something screwed up, it isn't permanent. They can fix it themselves. If I owned a business where someone who developed a program I needed (but wouldn't give me the code) and left for another competitor, I'm not going to throw a fit about it. I'd find someone else who can do it. Therein lies another problem here: APB doesn't have people who can do it because Renegade's community shinks year-after-year. It's a big issue for them because their lack of focus on developing a better mod lead to a dying community for their mod. You can't draw talent from a pool that has none. I understand that you have your perspective of how things should go - so try and understand their perspective. If Catalyst were able to access their database of staff discussions before they had a chance to back up everything they worked on, there's no doubt he would've deleted all of it. Years of work would've been lost, and it wouldn't be discussed here on this site because nobody would care. The only reason this is becoming a big problem is because certain individuals are posting about their indignation here and in other forums. Had they not done what they did, they'd lose out and "BHP" would've faced no repercussions. I can't say that I'll speak for you, but I really doubt anyone who's taking their side right now would care if years of staff discussions were lost - and some of these discussions are "lol ack is teh azhoel" which even I don't want to see lost to the ether because someone got mad enough to screw them over. As far as the ends never justifying the means? There's no universal agreement on that. What you meant was "I don't feel that the ends justify the means", but you have the luxury of not worrying about any consequences for a decision you never had to make.
  25. 1 point
    I'd be surprised if APB won anything because it's still incredibly dated looking. That's a big problem for new players. They're still using my old buildings from 11 years ago.
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