Iran
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Everything posted by Iran
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I figured out to extend the size of game classes, for example there's a class for every player in the game which contains data for every player. What this means is that I'm able to add more per player data without using hacks. As part of this I also had to figure out how to support this in savegames while still supporting old savegames. I'm happy to say I figured that out too. In future versions of the patch the patch will create savegames that are incompatible with older versions of the game, but you can still load 3.03 savegames with my patch. What I've done is add two settings that are read from the house specific setting of the map. BuildingsGetInstantlyCaptured= (yes/no) and NoBuildingCrew= (yes/no), these settings make it so buildings of that house are instantly captured by other players and buildings of that house don't leave building crew, respectively. For example you can modify [badGuy] by adding the following to your map file: [badGuy] Colour=8 ; colour = white BuildingsGetInstantlyCaptured=yes NoBuildingCrew=yes @Spyda46: Give this file a try, haven't tested it. Extract the RULES.INI file in the zip and place it in the game folder and start a skirmish games and build lots of War Factories, make sure you have Aftermath enabled. In the config tool under 'extra options' there's a new option to force Aftermath units to be enabled in every single player mission. rules.zip
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Oops try now. BTW I haven't re-added the fast AM build speed option yet, want the RULES.INI for it temporarily before I release an update with the option in it again?
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Okay tested 3.03 compatibility with FunkyFr3sh. Here's the download for the new installer: https://app.box.com/s/89d1b2uv0qlvk5ka2bt6 The included ra303p patch's features list can be found here: https://raw.github.com/cnc-patch/ra303p/0d925ae584058aeec73d2c903b6389de623daf69/docs/features.txt I didn't keep track of the the differences since the last release. Please don't make a new announcement for this release yet, I want to make sure there are no severe issues first.
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BTW for all you AM lovers, I added an option so you can forced AM to be enabled in all single player missions. Normally you need to extract the missions and edit it to have AM enabled.
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ATM the option already uses a RULES.INI file. The config tool does some magic to install the RULES.INI file when you enable the option. The problem is that the RULES.INI file contains the oos-fix rules.ini files (and older version) with bugs etc. To get the desired effects of fast AM build speed grab the RULES.INI file and add the special fast AM build speed key. The problem is that the oos-fix rules.ini might not be applied then. I'd like to restore the fast AM build speed option but I think it would be better if it wasn't a custom RULES.INI file, but an option for skirmish and single player. You'll lose the option for LAN and CncNet v4 online. What do you guys think about that? Same Fast AM build speed option, but only works in single player and skirmish. CncNet v4 and LAN won't work unless a custom RULES.INI is used, like already is (bug the current RULES.INI files has bugs in single player). Nothing final yet, I removed the option because I thought it wasn't really used (and because CnCNet v5 has it too) and it has bugs because the RULES.INI file it uses is bugged and the OOS fix isn't applied to it if I were to change it. It's good you guys told me that you guys want to keep the option.
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I'm still waiting for someone to help me test 3.03 compatibility on CnCNet v4.. @Spyda: Thanks, I appreciate it. The Fast AM build speed option is added to FunkyFr3sh' CnCNet v5 client for both online multiplayer and offline multiplayer (skirmish mode). If you use the Fast AM build speed option in single player you can still use a custom rules.ini file (I could easily upload one for you). Could you tell me how you're using the option, i.e. are you using it in single player, skirmish or online? I'm still gonna remove the config tool option but if you play single player or skirmish you can still use the RULES.INI file the option uses. Let me know so I can help you.
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As soon as someone tests with me if the patch is still compatible with 3.03 on CnCNet v4. Maybe can test this evening. I don't really have much left on my to-do list. The game essentially works and with FunkyFr3sh's CnCNet v5 client multiplayer and skirmish never was so fun and great. Essentially all hosting features from later C&C games are available.
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I have strong evidence that the Radar Dome crash was caused by playing the radar animation. I have a new fix which restores the radar animation and should still prevent the crash. It works by forcing the game to render SHP files compressed, this is the default behavior when you have less than 16 MB RAM on your PC. Forcing the game to render SHP files compressed avoids the code path where the game crashes in when doing the radar animation. Just to be sure I added code to make the game always crash when this code path gets taken now, to make sure the code path never gets taken.
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I removed the force Aftermath online and force Aftermath online with fast build speed options from the config, they were modified rules.ini files which had bugs in them and no one seems to be using the options. I also added two new options to the config tool, one to enable/disable the DOS interface mod and a second option to enable/disable remapping the remap color to the players current color. With the DOS interface mod enabled this latter option will make the cameo icons in the sidebar show up in the color you're playing as. If the DOS interface mod option isn't enabled and this option is however the colors in the sidebar cameo icons will look bad, if you're using the default sidebar cameo icons. I've also updated the language packs and savegames. And I fixed a bunch of error message boxes at game start so they don't have the message box title "Command & Conquer" anymore, but "Red Alert". I made pressing the "Serial/Modem" button in the Multiplayer game menu not doing anything. As all the menus for the modem/serial stuff weren't adjusted for hires and it would have taken ages to adjust them. And of course no one still uses modems. I added a hidden redalert.ini option EnableWOL= (yes/no), which will launch WOL like in 3.03 when pressing the Internet button. the normal behavior in 3.03p is to launch the CnCNet website. This is a hidden option for people who really need to be able to open WOL with my patch. I fixed the crash dump/exception handler code when the game crashes, it was broke because of some complicated stuff with extending the executable. The game will now track unit statistics in all multiplayer games, not just online ones. This is in preparation for full support for end game statistics with the spawner code (which FunkyFr3sh's cncnet v5 will use when he starts working on ladder related stuff). There's a few things that are broken with the normal Red Alert end game results packet sending code (which I'm using), including sending certain data in the wrong byte order (endianness related) and the house colour statistic not working. Minor things which will need testing but which won't take too long. At this point I can release another beta once I know the patch is still compatibile with 3.03 when playing multiplayer games online, i.e. don't get any desyncs playing on CnCNet v4 playing against 3.03. Edit: I just fixed a bug where having the Ore Truck selected and selecting an Ore patch in the minimap showed the "Can't move there" cursor instead of "Attack" cursor.
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What you can do with your tool is grab say main.mix, delete it's content with xcc mixer and add the files with your tool and see if that works.. How do I transfer the repo?
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Just finished adding support for spectators, and for giving spectators and dead players radar. Needs to be tested by players though.
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I added support for the short game mode option from latter C&C games, with this setting enabled you will lose when all your buildings and mcvs are dead, instead of losing when all your units are dead.
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RAED * Yes it's complete but Allen262 used TS trees. FunkyFr3sh noticed that a few tiles which tanks aren't supposed to be able to drive over were set to allow you to drive over them so Allen262 fixed them a few days ago. I added an option to the spawner to disable the delay when the Tesla Zap effect is being rendered, it's needed to make the effect show up properly but when there are lots of Tesla Coils or other Tesla weaponry the game lags because of it. There's also a new option to disable screenshake with spawner. I also made the reconnect time outs when playing a match online shorter, they're 30 seconds now as opposed to 120 seconds at game start and 180 seconds mid game previously.
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Allen262 fixed some desert theater issues. I updated the config tool so the files it requires to function are no longer in the ConfigToolFiles folder in the game directory but embedded in the config tool itself, also added a bit of extra checks for admin rights. I added a new dialog to the launcher for map editors and added a button for the hacked RAED with Desert and Winter support: Note that there are still bugs with these options. I figured out some hard-coded settings on vehicle units today: for every vehicle unit how to enable/disable crushing, radar jamming and shroud generating. Looks like I can also find enabling/disabling turret, turret on back of vehicle and big selection bracket too, but I didn't test this. A week ago I added tons of spawner options to my patch and funkyfr3sh enabled those options in his client (the checkboxes in this screenshot): I figured out what the issue is with the AI selling the Allied Tech Center almost immediately after buying it. The function to raise power for the AI is borked and will always try to sell the AI tech center pretty much. Gotta test my fix which might take some time. Preventing AI from buying certain useless vehicles is figured out but I haven't added code for it yet and likewise for having the AI buy more infantry units (including dogs!). Other than that I need add a checkbox tothe config tool for the DOS mod and one for recolouring the cameo icons to the house colour remap. South advantage work in progress fix seems to only require hard-coding modified Tesla Coil and Pillbox range, I'll have to look up how to check whether the building is either one of those units (Camo piillbox too..), but it seems to work so far. I added black and white colour remaps, with some other key I added to the game you can create a map and place buildings on the map for a non-player house, then add a keyword to the house specific section of the map INI file to change the colour remap of the house to another colour like white, emulating "tech buildings" like in later C&C games. I need to update my installer to change a few annoyances and update file locations. I also need to update the savegames for fixed missions as the savegames are for bugged versions of the missions.. I've been in contact with AlexB and we had some great chats, when he has some spare time and can find the info he might be able to supply me with his fix for two naval exploits and the Service Depot instant repair exploit. I need to ask Sonarpulse if he wants to create a github data repository for the patch with all the patched Red Alert data files included with PortableRA (except movies and music). I'd also like to use his mix tool which has an issue with creating MIX files that needs to be figured out.
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Six Official APA Generals Wallpapers Released
Iran replied to Plok's topic in Command & Conquer News
I don't understand why EA thinks Middle-Eastern generals are offensive but not jingoistic Chinese ones? lol -
They removed the GLA generals because they're middle-eastern? LMAO Are they gonna remove China too because Generals 1 stereo-typed their nationalism in ridiculous ways?
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Same with alliances on a house.
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Nice, new background!
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- Command & Conquer
- Red Alert
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2 Secret GLA factions + difficulty difference in campaign/challenge - questions
Iran replied to Emil Georgiev's topic in Generals / Zero Hour
Yes they're two different Stealth and Toxin generals that you only play in the missions you noted. That stealth General also has the Battle Busses with the disguise ability (same as Bomb Truck) but the General doesn't build Battle Bus on that map. Those two Generals are different from the Multiplayer generals with the same name. ZH wasn't finished (neither was Generals) which explains the single player generals.. -
I was thinking of all the enemy's tech, anything more elaborate I'd need to have the game's source code. I just finished an optional. barely tested fix for "south advantage", waiting for it to be tested. It was one of the things on my to-do list I wanted to tackle as lots of pro players requested I look into it. Hopefully it fixes the bug properly.
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I got the patched binary, I figured out how all the keyboard keys are hard-coded a while ago and I can change the hard-coded keys. The boring part of making the keyboard keys configurable via a INI I left to Nyerguds. Send me a PM on this forums if you want the modified EXE.
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Command and Conquer HTML5 (browser version) - 0.7.7 released
Iran replied to adityars's topic in Command & Conquer / Covert Operations
The nuke in RA1 is hard-coded to do more damage and/OR have more spread/range in single player than in skirmish. Like I said before you're doing great work and I'm happy you're working on replicating C&C1 behavior. There's lots of small details that one has to reckon with so I suggest adding all the big features first and then refining things later. What is on your to-do list still? I was wondering how you're importing the maps, are you using the original map files with the same terrain info and scripts/triggers?- 30 replies
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- tiberian dawn
- multiplayer
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There's no way to code that really..does it work correclty in C&C1? I have no idea how they tackled that. With the source code to the game it would be easy to do. My suggestion is a compromise and yes it does feel silly in the context of C&C games, though RA2 and YR also had stolen tech for a little bit
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No it's different. When you capture an enemy building a variable for that object which contains the original side that built the unit is still set from the looks of it. So the game checks if you have a Soviet CY when you're allies by checking the original owner variable set. When you get a MCV this "original owner side" variable is set to your side I guess. In C&C95 you get the full tech tree after capturing an enemy CY, but if you repack the CY into a MCV and then deploy the CY again you lose the tech you acquired, I'm wondering how that works. For a report of this bug see: http://cnc-comm.com/community/index.php?topic=2420.0
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I was thinking about adding an option which will change the game so that when capture an enemy CY and they are a different side from you get all technology in the game, even after the CY is destroyed. You still have the tech tree requirements though, i.e. before being able to buy Mammoth Tank you need a Tech Centre. I did some experimentation with this by memory patching the game under a debugger and I was able to build every side's tech by patching the right spots in the game's code, but I'm not sure how well it works. Most importantly I need to figure out how to detect when you capture an enemy team's CY. That requires effort and I'm willing to add support for this feature if enough people are interested in it.
