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Iran

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Everything posted by Iran

  1. Allen262 posted conversions of the RA1 DOS sidebar cameo icons, he upscaled and fixed the remap colours on them. I added code to the game so the game can draw icons with a colour remap in the remap of the colour you're playing as. So if you play with orange colour parts of the sidebar cameo icons will be remapped to orange: http://i.imgur.com/6tuQ39P.png http://i.imgur.com/cPud19V.png Wtf the board still doesn't allow me to display PNG images with tags..
  2. The game grabs savegame number from the extension in a few places, I also need to rewrite the savegame code to use a new format while saving and loading savegames plus old savegames won't be loadable unless renamed (or I do some really tedious code to support both). Were you able to successfully build all MIX files Red Alert uses with your tool?
  3. Iran

    Portable C&C

    Yes it includes mouse wheel scrolling, I was also able to change all the C&C95 hotkeys except for ESC. Nyerguds is gonna add it soon but there's a few things he needs to fix which I was unable to. I also made the sidebar resolution independent (at high resolutions the sidebar graphics would break). I also added support for generating crashdumps, the original code for it was written by hifi.
  4. Fixed the issue with skirmish savegames showing up as (Allies), thanks to CCHyper's help:
  5. I figured out how to do custom remap colour..remaps with sidebar cameo icons in both C&C95 and RA95. This can be used to add support for colour remaps to the colour you're playing as in cameo icons. E.g. if you play as purple the Power Plant icon will have purple remap in it This feature is used in C&C1 DOS, but broken in C&C95 and Red Alert (Both DOS and RA95). Edit: WTF it says I can't display PNG images.. http://i.imgur.com/Fi9CEXp.png http://i.imgur.com/nZhtUEi.png
  6. Yeah it's pretty funny but that's how it's shown in the beta shot lol.
  7. Okay I added the option to force missions to have AM units enabled and all the options for the beta naval units recreations. I also fixed skirmish savegames so if you have Aftermath enabled Aftermath units are available.
  8. Completely different looking ore or gems with a 3D kinda look and Tanya with orange hair. Probably more though but I can't remember. Anyway I'll add both, just hope I got enough room in my config tool lol or I need to add an extra tab.
  9. Should I add a global option to force Aftermath units to be enabled in missions (campaign, expansion missions etc)? Should I also add an option to enable recreations of the beta naval units done by Allen262? Here's a few shots of the recreations:
  10. Could someone try this other possible fix for Time Flies that Allen262 made? Here's a download link: http://cnc-comm.com/community/index.php?action=dlattach;topic=2240.0;attach=2434
  11. Yeah, but I'm not sure AI selling Tech Center is because of something my patch changes..
  12. Nvm, seems that it's not an issue with AI just building whatever their house can, the Allies AI just sells their Tech Center after building it lol. I did notice that skirmish savegames are loaded with new Aftermath units disabled.
  13. Did you check if that other guy enabled skirmish saves in his high res patch? Skirmish saves show up as "(Allies)" in the save game list, even if you're playing as Soviets. The other issue I noticed is that the AI ignores prerequisites when buying stuff from the looks of it, .e.g. they buy Tanya and Gap Generator without having Technology Center. I fixed the Technology Center cursor bug, I also fixed an issue in the game where a Chrono vortex doesn't get "destroyed" when one is active and you load a single player mission (same issue with savegames iirc). I also made my Ore Mine foundation fix get applied properly when loading savegames. In addition to that I included a bunch of mission fixes, like Allen262's fix for the Soviets getting two APCs at start on Soviet mission 6 A and B.
  14. Your troops attacking the Phase Transport is okay IMO because it's stolen and still has the green house colour. I think the Power Plant should be set to not infiltratable on that mission and the Demo Truck reinforcements Allen262 mentioned over at cnc-comm.com should be fixed (if they're bugged) or ingame tutorial text should explain that there are Demo Trucks destroying the pillboxes at the map exit. @Sonarpulse: What kind of changes are there to the tiles?
  15. Here are screenshots of the different versions of the first mission for both sides: Allies mission 1 Counterstrike: Allies mission 1 Original (there are actually 5 Rifle men at start like in the CS version, RAED deleted them cause their mission was invalid): Soviet mission 1 Counterstrike: Soviet mission 1 Original:
  16. That should be fixed, I included MrFlibbes fix for it. (Next version also doesn't apply the Sub sonar pulse in single player anyway)
  17. Differences between them. I added a fix for the Ore Mine foundation, it gets applied in skirmish and single player. I got this fix from Arda. The problem is that the original foundation uses the Blossom Tree one from C&C1 which is one cell taller than the Ore Mine. I found a way to have shroud be shared by allies, needs some testing. I'm currently investigating the addition of a new major feature to the patch, stay tuned. ;-)
  18. Sonarpulse noticed the CS versions of the first campaign mission for both sides are different from the original version. Here's two differences I noticed: Allies mission 1: After destroying the Power Plant next to the barrel the civilian with the yellow shirt will move to just above the Soviet base in the original version, in the CS version he starts attacking the Soviet Ore Truck, causing all the Soviet infantry to hunt him. The CS version also fixed an invalid mission for two of the Riflemen at the start of the map (in the CS version they're all in guard mode). A diff of the two files also shows different terrain. Soviet Mission 1: There seems to be a difference between when and how many paradroppers you get during parts of the mission. One glaring difference is that the CS version adds a building next to the civilians standing around a barrel. There's a waypoint linked to this building that's linked to the Church in the original version. In the original version 3 civilians leave the Church after it's attacked. In the original version destroying the barrels next to the Church doesn't completely destroy the actual Church. I've attached the missions, converted so they show up in the 'Custom Missions' dialog etc. first missions.zip
  19. Should I hide the ingame Internet and Serial/modem buttons? They have no use, i can make it a REDALERT.INI option to hide them too.
  20. what are the changes between the first missions? I know bmap.vqa is different from normal Red Alert (and they forgot to include the right palette so the video shows up with glitched colors). I checked the mission and I could find no significance to the GRNL escaping lol, the chinook he's in moves to the north east Soviet base. I checked the autocreate teamtypes and there was no maximum set for the Ore Truck trigger that creates 2 Ore Trucks once the Soviet base becomes active, it has the same priority as the other highest priority team types. I set a maximum of one of this teamtype being allowed to exist concurrently, maybe that fixes it. Nice find, r34ch. scg44ea.zip
  21. I played that mission like a month or so ago and I didn't get the Ore Truck issue. This might be related to the GRNL.. Can you reproduce the Ore Truck issue? It's quite interesting, never heard of it before either. Not sure what the importance of the GRNL is tbh, you can add a map reveal trigger to the mission and maybe you can notice something.
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