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Everything posted by r34ch
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Just a couple mission specific 'bugs' this time. In soviet mission 9 on Elba Island (the lower one on the map select screen, save game attached) the allies have a load of flamethrowers for some reason. It looks like they can build them from their barracks. I also hear the chain-link fence crush sound, yet none are on the map? - I've noticed you can't force fire on ore - The new sandbag crush sound sounds like the concrete wall crumbling sound. Can you use the C&C95 sandbag sound instead? - Is it possible to 'fix' parabombs and paratroopers? The area you click your cursor is the where the last rifle man / parabomb will land. Is it possible to make the 'middle' bomb / infantry land where the cursor is? As another luxury feature, when currently selling vehicles on the repair depot they must they be damaged. Is it possible to disable that check? Finally a crash dump. It was after completing soviet mission 9 and alt tabbing just before the FMV. IIRC when I alt tabbed back, the winning FMV completed and the game crashed just after.
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When exiting the game and loading that mission, she can C4 just fine. It seems to happen between the first allied mission and the 3rd when playing through. (For reference, the tech center mission is the top attack arrow on the mission select map) Ignore that, my grasp of the basic modding of the game is rusty. I just hope you change your mind on the beta TTs in cs only option I have attached a save file. If you kill the last SAM on the island, all the subs are pinged. If you build a sub first though, this doesn't happen. I forget how I managed to have all subs pinged, including my own. -I've also noticed the cursor icons (attack, repair, c4 etc) flickering more noticeably the slower the game speed. At normal speed the flicking is terrible, the C4 is most noticeable. At fastest speed the cursor icon doesn't seem to flicker. And here is a crash dump after completing the alt allied 3rd mission (bottom on the mission map) - tanya with no arty
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These issues are all with V303P-I Beta 1v1 btw Allies Mission 3, the one with Tanya and the arty. The Technology centers are the 'three domed' buildings. Save game (should be right one) attached. Issue could be linked to the mission (Tanyas Tale?) where you send the spy into a Tech center to free Tanya and you see Tanyas pistol 'impacts' on the tech center as she kills people inside - just before it's C4'd. No, AI had a secondary base across the river with CY, REF and WF. Its Allies mission 12, the one where you spawn with 2 MCVs and you must clear the way for the allied navy to move up the Volga river and take out a bunch of TCs with SAMs on a small spit of land near the top. I have no save game for this though. Yea I understand ini editing myself, I just though for your average joe who can't be arsed using notepad these would be little helpful additions that may otherwise go unnoticed. As for the beta TT in the CS missions, is there a way to edit a separate ini file for a given mission and change the "image" tag similar to adding special rules for multi-player maps? This is why I thought the option would have been easy to implement. Only other issues that spring to mind; - On the mission map select screen (map with red/blue and attacking arrows) the mouse cursor starts off screen and takes some erratic movement to locate it. - Print-screen gives a black image. (I remember there was a way to screen shot in-game, you just had to adjust the image with the games palette) I'll keep reporting with more issues if they come up.
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Well I have a few minor ones, nothing game breaking; - When loading a saved mission when in-game and every-other subsequent load of a mission, the music does not play (random music option enabled, don't know if it makes a difference). The second, fourth, sixth load of a mission etc music plays fine. - Tanya can't C4 the tech centers on missions, only fires her pistols. - On allied missions with enemy AI sub-pens if you capture a SP so the AI has no naval buildings, the constant sonar pulse thing happens (not sure if this is really a bug) - Poor mission description in final soviet mission - Force firing naval units while being repaired by naval building causes them to repair on the move Also, some feature requests in a perfect world - Enable beta tesla tank in counterstrike missions only (would love this) - Enable helicarrier in AI skirmish - Enable phase transport in AI skirmish - Enable parabombs in AI skirmish - Possibility of saving missions with more detailed auto pretext; (soviet) xxxxx -> (cs_soviet01) xxxxx - Have the outdated modem / serial etc options in the ingame multiplayer tab launch CnCnet Also as a side note, I assume the England / France multi-player bonus bugs were fixed? Keep up the sick work as always.
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RA95 demo recording and playback
r34ch replied to Iran's topic in Red Alert / Counterstrike / Aftermath
I find it cool that 10 years on, stuff is still being uncovered about this game -
Ok I'll use that. I just don't want to clog it up with minor issues
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Iran, do you take bug reports in this thread? And is there a list of already reported bugs apart from the 'todo' and 'features' files on your github?
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CnCNet - ra3.04 community patch possible?
r34ch posted a topic in Red Alert / Counterstrike / Aftermath
Since there seems to be so many knowledgeable people in this forum, I wish to start a debate / get some answers I have read repeatedly that many new features from both RA and TD (from Iran, Nyerguds, AlexB), will not or cannot be implemented into the game/exe for on-line play because it would either cause too great a disadvantage or a sync error for people not running that exe. Currently for online RA play, patch 3.03 is required, released by WW in '97 and technically, never left Beta. This patch is required to play on CnCNet, which is run by the community. I know almost nothing about the online patch version connection process but I have two guesses as to how it works; A client connecting to CnCNet can only 'see' other clients running the same version of the game in the lobby, and as such doesn't see players of newer or older versions that are present in the lobby. A client connecting has their version checked against the version the server is 'running'. As such all players on-line run the 'latest' patch, and other players are somehow redirected to download the latest patch. Well you see where this is going... What are the major stumbling blocks to releasing completely new community patches (ill just call them CnC1.07 and ra3.04) to add all / agreed new features in CnC1.06c and ra303p / arda that could be implemented, but currently cannot because of on-line sync errors with the existing on-line patches? I don't mean problems with agreement on new features, changes, in-game balance etc, but rather the deployment of the new patches. Literally 1 year ago, it seems RA1 went from completely dead for years on end (in terms of modernising / modding it) to having a multitude of people making massive strides in all areas of the game. It seems that people are sharing their work too between each other and even CnC95. It seems only logical then, to think that everyone's work will eventually merge into one single RA patch, with people helping each other more efficiently (git-hub most likely). So when that time comes, will a community patch be feasible for deployment to replace the ancient WW 3.03 patch? -
CnCNet - ra3.04 community patch possible?
r34ch replied to r34ch's topic in Red Alert / Counterstrike / Aftermath
Ok, I sort of understand. The new CnCNet will automatically update everyone playing on-line to use nyerguds and your new patches? So even people completely in the dark about this project will one day boot up RA to find a new launcher and all these features etc? I guess what I'm also trying to ask is will you guys name the patches something other than 3.03p or 1.06c? I'm struggling to explain these projects to my computer illiterate friends. They remember patch 3.03 as being the last patch for RA years ago. I'm trying to explain about 'Arda', the 303'p' patch and the 106'c' patch and the tons of new features they all bring and how they are kind of in Beta - and the first question my friends all ask is; "so will the live patches be named 4.0 or something?" For you guys who dive into the byte code day-in-day-out, this might sound like a ridiculous question, but for myself and my friends who only know modern games by the patch numbering systems, most patches which bring massive improvements are usually 'n.0'. Also hi Sonarpulse :3 -
TBH, Im just waiting for unit queuing
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May I ask what's the goal of this project? From what I gather this is focusing on fixing bugs and adding hi-res to the game, so wouldn't a rules.ini change to those countries still count since they're bugs? So couldn't the p3 installer just replace rules.ini with a 'fixed' version? Good work, look forward to p3
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Ahh, well this would be it then. Funny I tried copying the mix files over and got past that hurdle only to then get 'unable to read scenario' errors. Has anyone tried using the 'Red Alert Setup Manager v0.98' tool in conjunction with arda? I guess in a long winded way I'm trying to ask if there will be a 'complete no-cd game installation pack' with the latest arda and all music, similar to nyerguds' installer with his latest patch. I don't know if that is a goal of this project or not, I just hate having to mess about with virtual drives and multiple files and the like in my old age
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Sounds dumb but I cannot get this to work with the ISOs. I tried the RA installer on hifi's site but again something similar. What is the best installer to use this with, preferably with the CS + AM missions? Does FullRA+ work with this?
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Firstly; thanks AlexB for continuing to revive my most favorite game to date for use on a modern system. Much <3 (as well as Hyper, HiFi, Vistha and all others over the ages) Secondly; I don't have the time to help test for you, but here are a few bugs that may or may not still exist in the game. -To add to this (I don't know if this still occurs) the power bar logic always seemed weird to me. If you built lots of Tesla Coils and Adv Power plants eventually the power bar would seemingly 'max out' at the top making it hard to see just how much power is needed and being used. -Using an iron curtain on a helicopter on a landing pad will make the landing pad invulnerable (again unsure) Finally; I realise a feature request at this stage is pretty cheeky, but perhaps adding a 'help' sub-menu in the in-game options menu listing the green points as text? Keep up the good work, looking forward to future releases.
