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AlexB

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Everything posted by AlexB

  1. @Chad1233: yeah,I'll save stuff like that for later. @dodgevipergts: I copied both sections into aftrmath.ini and the carrier is buildable for England. The refund value for walls will now be divided by the GuardRange value, and the refund for buildings and units will be customizable. Almost finished for testing. I don't plan to add any new features now until the test version is done.
  2. Hi Chad1233, the function that plans base building is quite complex. It should be easy to make it build certain buildings but I don't know whether the AI would use them properly. The AI fires a nuke it gains through crate, so this shouldn't be a problem, but I don't know whether it would concentrate on ships at the cost of a reasonable army or whether there are other problems. I'm working on it. There are so many things to do, but at some point I've to draw the line, I suppose. I'll hurry. Today I recoded the way walls are placed. In later games a player could place two wall segments and the game would automatically fill the cells in between. This is controlled by GuardRange= on the wall building. By default, this feature is disabled. You won't see the white placement marker yet and I have not updated the refund method, so you could generate money selling walls right now. I thought about refunding Cost / GuardRange * RefundPercent credits.
  3. In the post now gone there was "Owner=allies,badguys" on the [sYRD], The country is "badguy", singular.
  4. It works for me Did you change it in rules.ini or aftrmath.ini? I used the latter.
  5. Hi dodgevipergts, thanks! I don't know why they did it, but if the building is not owned by both factions, a building's initial owner value is changed to be either Greece or USSR. Try to add "BadGuy" to the Owner= tag for the Ship Yard [sYRD], like "Owner=allies,BadGuy". Then try again with Owner=England on [CARR]. As long as I don't know why they use these weird values, I can't change it because it might break something.
  6. One more option would require a huge re-organisation of the entrie dialogs. Won't happen anytime soon. Iron Curtain is available in single play for USSR and Ukraine only, the Nuke is only available, if you are neither USSR nor Ukraine. There are more checks to it, and it is a mess. Yeah, Parabombs just check for the game mode. It's only available in single play. It is a quick fix actually. [DeveloperWarning] AlexB has taken Damage= while working on Yuri's Revenge's SWs.
  7. I got some more pretty pixels. The first image shows the skirmish menu, the second image was taken in the CnCNet lobby. @Chad1233: Super weapons are quite ugly. Every SW has its own coding and it's not a single setting to, for example, connect them to another building. But someday it might be possible.
  8. Ok, the change was done quite quickly. I changed the loading mechanism of rules.ini and aftrmath.ini slightly and moved them to a place before the game allocates the memory for the various object definitions. Thus, it is now possible to make space for more of them in a non-hardcoded way. The first type of expanded objects will be projectiles ("BulletTypes"). Now it is possible to add new weapon projectiles using a [bulletTypes] section in the above mentioned files. (Sidenote: new Weapons and Warheads were possible before this change.) Another new file will be sounds.ini, which allows to add aud files recognized by the game. The last day I looked into unit drawing again. I found a way to fix the opaque green shadow when cloaking or uncloaking. One other thing that doesn't look right is the fact stealh units or submarines are starting uncloaked. They will start cloaking the moment the scenario starts and you'll hear the cloaking sound. Should I look into it to make units cloaked from the beginning so this won't happen? @Chad1233: Changing the maps would break the Digest and I don't know what problems that might cause, but the required time might be better invested in other areas.
  9. Hello guys, today I'd like to annonce some things modders may like. First, I already mentioned the movie list is expanded. This can be achieved by a file named movies.ini, which contains a [Movies] section with all the new movie IDs. Like 0=ALL20 1=TANYNUDE 2=WHATEVER This is also how a new file called themes.ini works. You can define up to 255 music themes now, edit the old ones, change the name without the need for adding it to the language file. The project will contain some of the Retailiation remixes and the unreleased track Journey, which can be installed optionally. The tutorial text file has been expanded from 225 to 1024 lines. The expanded mix loading order will read Expand mixes from Expand99.mix to Expand2.mix (plus the original Expand.mix), as well as 99 Hires mixes, and up to 10 Movie mixes. For localisation purposes, ExpXXX99,... HirXXX999,... and MovXXX9... named mix files are also loaded, XXX being the language abbreviation like FRE and GER. (This is also how the project manages it's language specific additions.) Briefing texts support the pipe character (|) to force a page break, so no more awkward wording is needed to hit the default page break on the spot (last space before the 510th character). This means you could use more than two pages (the entire text can't be longer than 1024 characters, though). I hope these features are intuitive and reasonably easy to use. On a sidenote, I noticed a problem last night that needs to be fixed. This means the testing build will not be available today as I planned, sorry. But it would make little sense to have something tested while I tear it apart in the meantime. I'll hurry, promised!
  10. I found some in a nearby clinic for the restless legs syndrome. I also hired a german table that looks almost like the one von Essling and Stavros use. Almost no difference, could be twins. The rest is post production.
  11. @Chad1233: The countries do work, but I try not to change such aspects of the game for everyone. So to become official, there needs more work to be done. I'll look into the scrolling and deploy functions later. Hi pichorra, thanks, I added a patch that does the same (setting the default Digest value to NODIGEST). Is this your fix? Hi all, I suspect almost nobody would be interested to know about the other language versions in an english community, but I'll post this anyhow. The size of both the French and German videos is about 880 MB (only counting movies with spoken language), and because they are already compressed, they cannot be compressed significantly again. Enter DLL: The language packs will come at less than 35 MB each. That is less than a twelfth of the original size. This was achieved by implementing an in-place dubbing mechanism. When Red Alert loads a movie, the DLL tries to load an AUD file by the same name. It will be decompressed on the fly and replaces the sound stream as the movie plays. At the moment, the largest setup file is less than 90 MB. Videos with text inserts won't be replaced yet because of their sheer size (~130 MB). The censored German movies won't be included either. Speaking of censoring, the project includes an uncensored German language pack, that is, no more cyborgs, no oil and no metallic crush sound, Sarin gas instead of hydraulic oil, and civilans instead of farming Technobots. Of course, purists can re-enable the censored version quite easily. While the insert text is still English, the crickets clearly chirp in German or French. The movie is deinterlaced. The other screenshot shows the uncensored German Counterstrike mission Saringas 1 with uncensored cameos. Due to popular demand of a single person , here's the Missile Silo cameo:
  12. Hi Chad1233, I don't know whether I like to change the UI yet, can't tell for now. Adding up to 8 terrain types should be easy, but there are some requirements that have to be met first. Most of them related to templates. There are two ways to fix the England and France bonus issue: Change the values in rules.ini or change the way the values are read (reading value, saving 1/value). Haven't made a decision yet. I enabled the countries for skirmish. (No guarantee it will be in the release version, though.) No problems with radar names or images so far. (While doing this, I found the reason why the skirmish dialog settings sometimes aren't saved and fixed it.) The other changes will have to wait. And I will gladly accept the offer to test This boring screenshot shows the newly enabled skirmish countries in the German version. Ok, the list of language changes pretty much gave it away already, but in case it went unnoticed: while an English Red Alert is required, the project tries to unify all language editions. To achive this, the mix file loading has been changed and extended to load language specific mix files before their English counterparts. A minimal installation will take about 6 MB, optional French and German language packs with texts, cameos, voices and sounds take some additional 22 MB. I'll also create a pack to support German and French videos, which will be a little larger. More on this later.
  13. Hi Bullet, I'll try to reproduce the scorch mark bug, thanks. The new cameo will be included in the project. It is just a file named MSLOICON.SHP in the right location so there is nothing special about it. The nuke sound cannot be changed right now and I don't plan to make it customizable yet. What would it be good for and is it more important than, for example, the range bug? Hi Hyper! Nice to see you again Hi all! For today I'll make it short. Spend the last day to do this: Infantry electrocution animation added to interior theater. Mines will spread ore evenly around themselves. Crew will not end up in walls when selling high buildings. Additional check prevents infantry from shooting at targets out of range. More information soon.
  14. You said I'd make his life easier, which I doubt. I have no plans to convert it into an exe patch. Wait and see. There will be a way to fix it. I have yet to see the bug in my RA edition. What is the exact problem? The craters or scorch marks are drawn, but the cell below suddenly looks like clear terrain? Or is has the scorch mark some temperate or snow pixels on them which looks weird? Yeah, I know it's nasty. You can win certain missions like Soviet 3, Mousetrap or Besieged quite easily... I used the original icon and edited it using an image editor. Nothing special about it. KABOOM22, the sound played when buildings are destroyed.
  15. Hi Bullet, thanks for the list. I think not all I did until now can be converted to an exe patch easily. Thus this project might not just be included in Hyper's patch to be made obsolete by it afterwards. On the other hand, I've only spoken to him a handful of times, about a year or so ago. I don't know much about his patch that isn't here in the forums. It looks like the DLL will be Hi-Res-compatible. The GNRL's voices aren't exactly a bug. A spy on the russian side won't do it "for king and country", either. And the submarine ping feature is hardcoded to do exactly that, not looking left or right; they even did extra work to ensure only SS and MSUB are revealed. This was on my list of things to do already. I won't change the SC*.MIX and SS*.MIX file loading in particular. Would it work if the smudges from flame throwers would only appear on clear terrain? At least the range bug, drawing shadows and the ore mine spread most likely won't be fixed in this version, otherwise it would take years to finish. Time for player related fixes! Some more changes made by the project, this time language specific: Missile Silo cameo typo corrected. Medium Tank and Heavy Tank cameo texts corrected in the French version. German language glitches corrected. Counterstrike addon theme names added. Don't Drink The Water tutorial text corrected. Counterstrike's theme names were indeed a little off. Under3, VR2 and Shut_It aren't real names, are they? And the Don't Drink The Water ingame tutorial texts tried to convince you to destroy the reseach facility even though your objective is to capture it. Today's feature list additon is a little dull. But there's more to it...
  16. AlexB

    Red Alert Buglist

    Hi guys, just an update on my project, if you are still interested: Here is the announcement and a growing feature list. That's the place I'll soon post more information to. If you want to get your hands on an early version, just post there.
  17. Thanks! I'll post a little more info as i finish this thing and also upload a test version the next few days. Here's is a list of included bugfixes. Instruction Error when destroying fences on upper map border fixed. Automatic Sonar Pulse will not be applied in single player missions any more. The Mobile Radar Jammer will have its Tesla weapon disarmed properly. Disk space check functions updated to today's standards. Music track Arazoid restored. The First Decade Soviet movie loading bug fixed. Fixed a crash related to tags. Made certain frag explosions visible on buildings. The unit formation feature now uses the slowest unit's speed. Enemy shipyards will no longer repair a player's ships. Prevent ships from being repaired when not docked to the shipyard. If projectiles leave the map, the game will not crash anymore. It's pretty standard stuff. Nothing fancy. Just some eliminated crashes and fixes for sloppy coding errors. The Sonar Pulse is fixed completely, not just for certain missions. Most of these should be pretty straight-forward to test. The disk space checks are updated to support "extremely large disks" by 1996 standards. If you don't see a message box when starting or saving and the game doesn't crash, it worked . Now comes the rather uninteresting part of this post: Debug logging and error reporting capabilities added. Real object names shown in tool tips for enemy units and buildings. Suppy Truck casts a shadow now. Automatic evacuation of civilian infantry will not happen in multiplayer modes. The nuke plays a sound on impact. Even if this project tries to fix bugs, the game will most likely still crash on various occasions. When it happens, the DLL will generate a file that might assist in locating them, which hopefully will accelerate development of a patch. I'm not quite sure about always displaying enemy unit's types, but they aren't exactly secret either. Several special unit names won't be shown because the enemy owns them. The nuke kabooms even if it doesn't hit anything and civilians won't trigger evacuation in multiplayer, so modders could safely reuse Einstein, General and friends. I've seen the Red Alert Bugs thread in the Command & Patch section, but couldn't fix all the issues yet. Does anybody know of more bugs in 3.03 that need to be fixed?
  18. Ares 0.2 will support adding a third and fourth campaign button to Yuri's Revenge, and bring back the campaign selection list from TS, so you can add as many campaigns as you like. No new movies can be added at the moment, because they are still hardcoded.
  19. AlexB

    Translation stuff

    limit_frame_rate=Bildwiederholfrequenz begrenzen\n(kann zu schnelles Scrollen beheben) or a little more definitive: limit_frame_rate=Bildwiederholfrequenz begrenzen\n(behebt zu schnelles Scrollen)
  20. AlexB

    EA releases a $100 DLC! Need For Speed World

    If you don't want to spend this much money on a car, send me ten bucks and I'll upload a picture of my Opel Corsa If Generals 2 supports this kind of DLC, I wonder how much the bullets for the quad cannon will cost...
  21. AlexB

    Red Alert Buglist

    Large fonts is a Windows accessibility feature. Menus, window and control captions are drawn with a larger font size to aid people in reading. Some software assumes the font size is a constant and it will fail when this constant suddenly changes. It has nothing to do with the fonts folder. Power Tools for Windows has long been discontinued. It was a pack of free software from Windows 95 up to XP several Microsoft coders created in their free time. Referring to a post from last month: Cnc-ddraw should not slow down RA that much. Have you tried to enable the compatibility option "Disable Desktop Composition" on RA95.exe?
  22. The Origin product page on Generals 2 said "Ever-Evolving Experience — Enhance your game with an expanding array of downloadable content. From maps and units to factions, campaigns, and more, the fight against terrorism is deeper than ever." If they want to make profit of gamers like this, an SDK would hurt their business model. It's better ask them what one can expect as early as possible. They said "We understand you don't like it, but at this stage it's too late to change anything" on TT, also. Mods are important, maybe not for deciding to buy a game, but certainly to buy its successor, because all good memories are counted towards the game, may they come from the game or from mods. It's free PR.
  23. AlexB

    1.06c development topic

    Happy Birthday, Nyerguds!
  24. (CnC had no polygons, and the picture you posted is from the DOS version not Win95.) "Back then", the graphics were top notch and quite realistic (like Pong was real tennis). Whatever. Comparing 15 year old graphics to something that will be released in 2013 can't prove much.
  25. AlexB

    Translation stuff

    Q: Funktioniert dies mit Die ersten 10 Jahre? A: Ja, es funktioniert mit allen PC-Versionen von C&C95. Dies beinhaltet Die ersten 10 Jahre, die von EA veröffentlichen ISOs und die ursprünglichen CDs.
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