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Everything posted by r34ch
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Any links to progress or updates? Just curious. I love watching updates for these old gems.
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Wow man, I didn't expect such a personal response, but that's pretty cool I started some basic meditation and found I was much more productive, I should really get back into it. It was great first thing in the morning, it kept me focused more through the day. Yea tell me about it man, I'm still working on mine!
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But understandable. What are you working on these days anyway?
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Any chance of implementing the indestructible ore option since you stumbled across it not long ago?
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Can someone test if the small infantry option and DOS sidebar option works in the latest release?
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New Tiberian Sun Online Lobby - CnCNet5
r34ch replied to FunkyFr3sh's topic in Tiberian Sun / Firestorm
First time running it, the installer seems to freeze/stop when unpacking playerID.7z If I exit however, I can manually unpack it (and the remaining .7z's) and run the game fine. -
New pre-cncnet5 Red Alert 1 Online Lobby
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
1.8GHz Dual Core, 8gig RAM, wine 1.4.1, Ubunutu 13.10 Ok well i've narrowed the issue to the background image. If I disable it and use the default plain red one, it runs pretty smooth, which is acceptable to me I guess the only request I would have for Funky is to have an option for the older red background with the lines running criss crossed, like in the ingame skirmish menu itself. I think it was in the release before the background image update -
New pre-cncnet5 Red Alert 1 Online Lobby
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Will you consider releasing a 'basic' version of the launcher? Turning the transparency off takes ages to apply and it still runs really slow on wine -
I enabled Ore = yes, for all weapons, and nothing seemed to change. I can't target ore or gems and force fire is still disabled. I disabled it for the nuke, thinking perhaps it was an override to allow you to fire the nuke superweapon at units in an ore field, but didn't seem to change anything either - you can launch nukes at ore fields with or without the option. Interestingly I can't seem to see nukes or nuke trucks destroying ore in skirmish though, even when I change those options. Nuke trucks defiantly clear ore in campaign though... Don't worry, its nothing urgent, but glad a fix is easy enough. Maybe some time implementing TS will do you some good now that the RA puns are rolling out
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I was being a massive herp derp. The exe for the ore changes ran just fine. I adjusted OreTruckRate = 2 in rules.ini and it was the best AI skirmish i've ever had. This is about half an hour in, just fannying about and testing. AI is still mining ore and pumping out units. IMHO the only other factor affecting ore fields are battles fought on them, which shreds them in no time. In the warheads section in rules.ini, there is an option for damage against ore, which states it is default at 'no'. No weapon warheads actually have the Ore = 'yes' tag, yet nearly every explosive weapon in the game destroys ore - which I also find odd, because ore is rock, essentially. Personally I think this could be an ancient overlooked bug, and if fixed, along with the other changes would finally eliminate the ore economy issue on older 'normal' maps. EDIT: Nuke warhead has Ore = yes, but oddly (haven't tested) I can't seem to remember nukes damaging ore in particular.. Do you have a link? The savegame crashes the game with the ore patch exe.
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Here is the savegame. I haven't tried playing straight through to mission 3 yet. SAVEGAME.001.zip
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Dunno how when running the full installer it just launches wine and everything is handled easily. The EXE, even in the directory seems to do nothing when launched with wine. As for the ant mission, just played through to mission two, saved near the end and quit. Loaded the save later and as soon as I kill the last bridge, immediately the unable to read scenario pops up. Interestingly, the tool bar at the top is loaded and a new music track is played, but i have to kill wine to exit.
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That would be awesome if you shared the files and Iran could implement them Also, mission 3 of the ant missions reads 'unable to load scenario'. EDIT: Also not sure if known, but if playing soviets you capture an allied CY and build an allied tech centre before you build a soviet tech centre, all allied and soviet tech centre stuff will become available. EDIT2: Also Iran, I wasn't able to test the ore EXE because i can't run it on linux :/
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I also found a small bug in the second ant mission. When you destroy the barrels killing the trucks near the ant hill in the SE (you have to force fire) the anti bug flares/gas that appear have no effect on the ants.
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Hey Bullet, I checked your PPM thread and your screenshots caught my eye. In particular, the list you gave was interesting to me as a PSX retaliation player myself. Would you perhaps be willing to collaborate with Iran so he could implement those files into his launcher options? I think people would love the 'PSX' options to go along with the 'DOS' mod and 'Beta' graphics. I would LOVE the PSX house colours personally, the neon green and the violet blue <3 Also, did you change the ore silo in your mod? The PC DOS one looks like as opposed to the PSX I never noticed the air field flag wasn't animated before
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I have this issue on Ubunutu, so that's why I assume there are two options
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Hey Iran, I've been playing about with those INI settings and have discovered some basic stuff. BailCount = The number of bails carried by a harvester. Affects the visual pips although not really an issue with your pips fix (like the mig now having 3) Increasing this past 28 means the pips 'reset' when the OT has harvested past this amount. Generally leaves an empty pip at the end. Decreasing again leaves empty pips. 56 = depletes ~7/8 cells of ore before returning 19 = depletes ~2 cells of ore before returning 28 = depletes ~3/4 cells of ore before returning GemValue and GoldValue = pretty self explanatory OreTruckRate = This is the speed each scoop animation is played (after the initial scoop animation - which stays at a default rate for some reason, unless you order an OT to mine another cell mid scoop animation - its a little glitchy) and the dump animation. Cranking this up slows the gathering and dumping, but the 'scoops' per ore patch stay the same. When you play about with these values, its a bandaid method to try and get the economy to stay the same, minus the ore depletion. The ore harvesting timings and credit amounts are off no matter what you do. No matter what I change, it appears each 'growth stage' of an ore/gem cell has a certain value that is hard coded, which is obviously the issue at hand. What that value is and in relation to what, I cant really tell. To test further, I would need to see all the pips on the OT as it mines, rather than just the 7 pips. As well as a map with all varying stages of ore, with the ore spread and ore growth turned off. But from what I can tell.. 1 scoop animation (excluding the initial scoop) = $0, but can deplete an 'almost empty' cell of ore. 2 scoop animations (excluding the initial scoop) = $25 (1 bail?) 12 scoop animations (excluding the initial scoop) = depleted ore cell from full (i think) = $275 (11 bails?) ~30 scoop animations (excluding the initial scoops) = full load = $700 when ore 'grows' while mining a cell, it increases the scoop animation count by one. Because the animations seem a little glitchy, I can't work out what's really happening, but I think each cell of ore (perhaps linked to its growth stage shp) has a value (maybe a credit value and a multiplier? Or simply bails?) which is 'scanned' by the Ore Truck before each scoop animation. As this value decreases, it in turn affects the ore frame shp and increases the bail count in the Ore Truck. Oddly, it seems the animations have a count-1 thing going on, even excluding the buggy first scoop animation (1 scoop = 0 bails, 12 scoops = 11 bails) I can't say for sure because the numbers don't quite add up with the glitchy animations and glitchy pips, but ~30 scoop animations for a full load seems pretty close to the default 28 bails an Ore Truck can carry (29 scoops = 28 bails?). So hopefully it would be a case of locating that 'value', which dictates the credit value / bail count of an ore cell and perhaps doubling it, for a 'longer economy' game mode. This is all speculation though, and perhaps what you figure already. I guess finding the code is the hardest part Also I noticed playing about with those values changes how the AI plays, as they focus much more on infantry (although I tested the long games on medium and not hard)
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New pre-cncnet5 Red Alert 1 Online Lobby
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Just to let you know since the transparent background update (which is awesome seeing the map in the background) creating a game lobby loads sooooooooo slow on ubuntu. Like each individual frame, boarder, button, box etc takes a second to load each -
Red Alert 1 campaign "Flame Dancers : Genesis set 1" 19 missions
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath Maps & Modding
I didn't like the prototype tanks mission. Not even for the fact it was ridiculous, but I thought the .shp was really out of place... -
Herp derp, I should have said to perhaps change the line recommending using mono on your linux page. Like you say the bugs are with mono, but they really mess up PortableRA. So far winetricks is working flawlessly with both PortableRA and CnCNet v5 launcher. EDIT: Yes I'm playing about with the values but Im trying to find a good balance. Often, half the ore in maps is wiped out due to fighting.
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New pre-cncnet5 Red Alert 1 Online Lobby
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Awesome, look forward to the changes As for the map, dunno, I just found it about 1/4 from the top (all maps enabled iirc). There is another called '[0] start in the middle' about 1/3 from the top. Again when you spawn it just throws you anywhere. Apart from these, the rest seem to have working spawn points. -
New pre-cncnet5 Red Alert 1 Online Lobby
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Awesome! I tested skirmish because I love a good comp stomp. I noticed a few things; -When adding AI from the 'AI players' button, the AIs colour is default to brown, rather than '???'. -I cant change the AI start location and team from the main GUI after they are added from the 'AI players' button. Instead I have to delete and re-add them after. (Its not consistent with the player options) -I can add loads of AI by mashing the 'add' button from the 'AI players' button. It doesn't seem to take into account the map size. So on an 8p map, if I just mash 'add' a ton of times, then delete say two AI, Hard_AI_9, Hard_AI_10 etc etc, will fill the empty slots. -When 'Random Starting Logic' is selected, the start: boxes should blank out or something. If I choose a start location number, then enable this, the location number stays in the box which is a little misleading. A blank or '---' for boxes when the button enabled would make it clear at a glance the button is enabled (rather than making them reset to '???') - Same should be with 'Allow AI Alliances' button -The map 'A hill divides' says 8p, but is [0] (no spawns shown on map) Apart from that, it is an awesome launcher. Nice work FunkyFr3sh -
New pre-cncnet5 Red Alert 1 Online Lobby
r34ch replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Ok, finally got winetricks working for portableRA, but I get a crash when using ra1client.exe backtrace.txt -
(This is more of a note for me in future, should I reformat) So I ran "winetricks dotnet20" in terminal, and downloaded the x86 exe it told me to do and put it in the right directory. When I ran the command again the dotnet installer popped up, but said I had a x64 system and returned error "Note: command 'wine dotnetfx.exe' returned status 26. Aborting.". So I downloaded a x64 version exe of dotnet2.0 , put it in that dir, renamed it to match the x86 file name and ran the script again to get error "Note: command 'wine dotnetfx.exe' returned status 67. Aborting." After going through a bunch of threads, I realised that the exe had to be the x86 one so put it back in the directory and deleted the x64 version. Eventually I came across these commands. ~$ export WINEARCH=win32 ~$ export WINEPREFIX=$HOME/.new_wine ~$ winetricks dotnet20 Some guy was having issues too and needed to manually delete .new_wine in the HOME dir, but I couldn't even find mine, so I went into HOME and just deleted every folder with the word 'wine' in it and ran the commands but with the second command as ~$ export WINEPREFIX=$HOME/.wine I ran the PortableRA installer and wine popped up and installed it as usual. This time however, leaving the checkbox ticked to 'run after install' the launcher popper up without the hassle of installing mono before. Using winetricks seems the better option. When using mono the launcher background was tiled, and the options buttons were graphically glitched and the options would constantly reset. Not only that, but detect resolution now works accurately. All I had to do to get the game to work properly again was to edit the winecfg for ddraw and wsock32. I would strongly advise against using mono Iran
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Wicked. Well I hope FunkyFr3sh can work out the mono issues, that'd be sweet. Aside from those minor issues I listed I think the only other thing I wish for is that you stumble across the code for the ore regrowth. Bit naff all the skirmishs end the same way on 'normal' ore amount maps but great work so far regardless.
