ROB
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Everything posted by ROB
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Any plans on a RAED version with the expanded tilesets Allen262 made?
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Thats too bad. Yeah hopefully that will happen, the combining of those 2 projects has a lot of potential!
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I got all recent issues fixed. Had a few Arda crashes since then but Alex is currently absent looks like. Anyone know the status/future of Arda? Although Ares seems like the priority.
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Looking for custom maps and missions (packs)
ROB replied to Iran's topic in Red Alert / Counterstrike / Aftermath Maps & Modding
Iran, are you looking for missions and campaigns to integrate in your patch in the future? I have a campaign thats maybe 90% finished ive been working on since '05. It is a Mod/Campaign though so not sure how that would work. -
Red Alert installer for Original CDs/ISOs (win xp/vista/7 32&64)
ROB replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Per the other thread, Arda worked flawlesly for hours with heavy mods. Just 3 minor issues that may be able to fix with settings tinkering that I'll report on later on. -
It works now, thanks! Couple more questions: Does your installer install the same game version as 3.03-Iran? I am trying to get my head around all the various install methods and versions of the game currently avaliable. Good news is that Arda worked flawlessly for hours yesterday with heavy modification using your install program. The only 3 issues were: (1) that tons of CS-AM maps have dissappeared from multiplayer list. (2) All of the music tracks that are supposed to be on the list (single-multi) are not there, just a few random songs. Only the music I add with Arda shows up. I think its some weird compatability thing with 3.03p-Iran and Arda. (3) The Hi-Res is not working. Everything is set to 1024x768 and have tried a few options, I'll tinker more later with it.
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Red Alert installer for Original CDs/ISOs (win xp/vista/7 32&64)
ROB replied to FunkyFr3sh's topic in Red Alert / Counterstrike / Aftermath
Is this new update still suposed to work with Arda? -
Have not scene this mentioned anywhere so... I installed Red Alert using FunkyFr3sh 3.00 installer and then did the patch, Installed ARDA and it would not start; got a ra95.dat System Error: The Program can't start because mpgdll.dll is missing from your computer. Try reinstalling the program to fix this problem. I know the Arda version has not been updated since the 3.00 installer release so I assume the two are currently not compatible. Does anyone know if that issue is being worked on? For now I'll install Red Alert the way it says in the instructions.
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I like how the rocket launchers act in C&C, like you described, better than in RA. I got the MSAM working, and thats exactly what I was looking for to get the MLRS (SSM) to work. I've been getting all kinds of crashes latley so heres some except logs i've been gethering. These are from crashing when clicking aftermath missions, starting various skrimish maps, random crashes during single player play. There seems to be a pattern of crashing 3 times in a row when clicking aftermath missions, then working the 4th time, note the date modified time on several logs are very close together. Something big I just noticed. If I save a custom mission I made, being an aftermath mission with units, when I try to load the mission it says to insert disc 1. But it is an aftermath mission and should load off the aftermath disc, same disc I started the mission with. If I do insert disc 1 and try to load, it crashes, some of those logs are in there to, they would be dated 8/17/12. So I can never load any saved progress with aftermath missions, at least my custom missions, dont know about vanilla. debug.rar
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Has anyone got the ssm launcher with the turret to work properly (like in c&c)? I mean with the ammo count as 3 and the reload time + using a turret. I keep experimenting but no luck.
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Yeah all the sounds I did define are there. But ra does not completely overwrote default. My commando still says tanya: "I'm there" and another move response I cant remember. Even after I defined 2 additional reponse sounds it did not work. E7 is the only unit I have tried so far. Also, I seem to have lost several except logs I was gonna upload on that site. I got the new mission featurs to work but haven't tinkered with map selection anu further, just disabled for now. I have several new logs ill get to that site later. Still seems to crash sometimes when I click aftermath missions or certain skrimish maps. Btw... any way to add building frames possible like the hospital?
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I found a non crashing bug. Maybe more of an observation. I was tinkering with custom unit sounds for tanya, commando for me, and assigned all the response sounds I wanted. Apparently red alert expects a certain number of reponses for each sound group (moving, attacking, selecting etc..) if the number of custom sounds you add is not the same amount of sounds in the vanilla sound group, then red alert selects the default sounds anyway to fill in the ones you misses, but does not overwrite your custom sounds. I tried just listing the sounds more than once under the unit type to compencate but that does not work. I would have to define the same actual sound twice and list each one. In this case I think we need a list of the sounds each unit makes and how many are in each group so we all know how many to replace. Maybe I could work on that.
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I might get to try the new version today. But my signifigant other has been getting impatient with me lately Have there been stability upgrades with this version? I cant even seem to get to the 2nd mission in my Mod campaign without a crash, no matter which method of implementing the new levels I use. I did the usual replacing original missions (SCG01EA etc...) and the new feature of adding mini campaigns but it keeps crashing at the map select for mission 2.
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Hmm, I read through the entire thread a week ago, guess I didn't remember that part On another note, since I repacked the Mix files some of the maps that did not work before are working now. Skrimish settings also seem to have an effect whether it will crash or not. I also found 2 other bugs that dont crash the game. I added a completely new sound track and disabled the vanilla one. Apparently this disables intro.aud from being the title music and instead the game selected the last track from my list as title music; and it continues to be the title music even after disabling it and adding an additional track last on the list thinking the last track is title music by default. And if I abort a skrimish, the sound volume is boosted to the max at the game menu and next time I start a game. I hope you make a feature that makes it possible to add additional turret buldings Keep up the good work! Im enjoying experimenting with this. I also have a lareg amount of except crash logs if you think they will help you any further. Mostly from crashing skrimish games at the start.
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Merging RA and TD?
ROB replied to Titan32's topic in Red Alert / Counterstrike / Aftermath Maps & Modding
It might be possible with future versions of arda too. But openra could do it for sure. -
Hey Alex, nice work, glad to see a new version soon! I started to think it was a mix loading problem. I had all my mod contents in Expand3.Mix, about 7mb, so I repacked it in to 2 , Expand 3 and 4 but it did not seem to effect it. The more changes I make using ARDA, the less stable it seems to be. Specifically, loading skrimish maps, there are very few maps left I can actually load and play on, most of them crash right away. I also have a request that you may or may not be able to implement: Is it possible to customize explosions? Like, Piff, PiffPiff, Frags, Pops, etc... I would like to customize which explosion SHP and which AUD are used for a specific explosion type and the damage intervals, And even possibly add new explosions to use. Something like: Explosions.ini [Explosions] 0=Piff 1=FRAG etc.. [Piff] Explosion=xxxx.SHP Sound=xxxx.AUD [FRAG] Explosion.Interval1=xxx.SHP Sound.Interval1=xxx.AUD Explosion.Interval2=xxx.SHP Sound.Interval2=xxx.AUD Also, have you discovered what the intervals actually are for each warhead? For example, HE rockets up to 100 Damage (Not FROG!), use a certain SHP and AUD, (cant remember which specifically). But then if you increase the damage above 100, the explosion and sound change. Thinking about it more, the type of projectile also is a variable, so this may be more difficult than it seems at 1st glance.
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Here are some excepts, mostly from crashing trying to start a 8 player skrimish on mega maps. I also started tinkering with the add missions ability,works for the most part, however: MissionID]â–ºMissionList= (integer) The number this mission will appear in. Use 0 for Counterstrike, 1 for Aftermath. Defaults to 0. I put 1 but the mission hows up in the counterstrike missions list. excepts.rar
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Hey AlexB, The Physical drive I use is E: and the virtual drive is L: I have NoCD mode disabled. I'll have to run some more tests and see what type of crashes I get. Cant say I particulary noticed any except.txt files in the debug folder but I'll keep and eye out and get them to ya.
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Not intending to spam this topic, just wanna provide you as much feedback as possible. I completely reinstalled ra using my old discs to ensure an unmodified ra95.exe. when I change resolution in arda.ini or ddraw.ini arda seems more likely to crash. Arda seems to read mu counterstrike disc iso from daemon but will not read it when I burned to a disc. Crashed when clicked counterstrike missions. Loading aftermath and counterstrike missions seems very inconsistant in general. Arda also crashed when starting the 2nd solo mission of either campaign with correct discs inserted. Also randomly closes skrimish games with no error message.
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RELEASED: Red Alert 1.5, Mod using ARDA
ROB posted a topic in Red Alert / Counterstrike / Aftermath Maps & Modding
***EDIT**** I have a question that requires feedback, if anyone could answer. First some background info leading to the question. The future of this project depends on the future of ARDA. This is not a final version of the mod. What I plan is a stand-alone total conversion, like Red Dawn, that implements arda. This release would include solo missions for each side which I am already building. I have also changed many features since the current release. I plan to utilyze almost all if not all new features Arda injects, including future additions, to make a truley unique mod. I know there is hardly any demand for this stuff anymore, but I thought Arda might revive some nostalgia in people. I wanted to release it officially on all the big time C&C sites, make an official web site and everything. Even make it fully Win 7 compatible. So my question is: if my Final, Stand Alone, Total Conversion for Red Alert ARDA is ever complete, would there be any demand? Would anyone bother? I have just finished my new Red Alert 1 mod, called Red Alert 1.5. This mod implements ARDA, so you need that installed to play. You can learn about ARDA and download it from http://www.stuffhost...alert/arda.html if you have not already. I also recommend using DDRAW.DLL Be Sure to read the provided material. Get the mod: http://www.smallfile..._0.9_B.rar.html RELEASE NOTES: Red Alert 1.5 implements the ARDA patch, meaning modding possibilities have greatly been extended. ARDA allows modders to customize turrets and facings on any vehicle or unit, add custom sounds, weapons, projectiles, and warheads, Change the shape of buildings, plus much more I have not yet implemented. Allies vs. Soviet, no real storyline, just an updated version of redalert with additional unitis, structures, tech trees, new specialized weapons, new specialized warheads. Soviets have been granted an armor and fire power bonus, their units are also built more tough and powerful. They have also extended their nuclear arsenal, for a heavy cost. An improved airforce is also used. All the firepower and armor comes with a cost of slower build time and speed. See details on new units below. Allies focus on a larger-than-before variety of units to strategize against their enemy. Where they lack in armor and fire powerpower, they make up for in speed and build time. They also posses the superior navy. Allies have taken favor to artillery as well, with 3 different varietys. See detailed unit descriptions below. DETAILED CHANGES: WALLS AND FENCES - Can now built like walls from later C&C Games, meaning up to 5 cells at a time. Can build 5 cells away from base. Base Defences can be built farther from base. Iron Curtain and Chronosphere have 5 min Charge Time Air Crafts of all type reveal shround, very useful for soviets, who dont have GPS satellite. SpyPlane revelas shroud as it travels and has faster prep time Nukes: More realistic, destroys anything, new explosion sounds. Maverick and Hellfire Missiles are now laserguided and more powerful. HeatSeeker type projectiles are no longer AA. LaserGuided still AA but only useful on Stinger Missiles. Flak is used for Anti-Air now, see units details Ore and Gems Worth more Starting credits max 12500 AI has a turtle personality, most of the time. They Focus more on tanks and air-power, when provoked. They Build larger bases. I have sceen them make Tech centers, gap generators, and advanced units. Pick a map with A LOT of room for bases, works best. War Factory, Construction Yard, Refinery, and Missile Silo now have Concrete armor and very high HP. Ore Silos are osolete, no more, gone. Refinerys store all credits, thus the improved armor. United States a new Faction Helicopters do not come with HeliPad, Helipad Cost greatly reduced. Ore grows faster Crates chances greatly increased! Mostly money ($2500) Chance of many other great bonuses, plus a couple baddies! ParaBomb Airstrike avalaible from crates, no prep time. 3 Planes, more accurate parabomb. Airforce in General has greatly been improved: HP, Speed, weapons, and shroud revealing. Navy in general has greatly been improved: weapons and speed Helicopters, all 3, avaliable for all sides, Hind has a new weapon, details later. New Advanced Armor Piercing Warhead, only outfited on Stinger Missiles, Hellfires, Mavericks, and Adv. Medium Tank Cannon. -Is more effective, (than standard AP) against light armor, concrete, and wood. New Advanced Highley Explosive Warhead ONLY outfited on the allied siege artillery shell, much more effective against light armor, wood, concrete, and no armor, less effective on heavy armor than standard HE. Several new weapon types on various units, old and new. (See rules file for full details.) Naval units can travel in streams. Rifileman, Grenadier, Rocket Soldier avaliable for all sides. Infintry in general have been improved: Higher HP. Rocket Soldiers Weapon is twice as powerful, for a price. 1 engineer can capture a building Tech Levels have been re-organized. New Prerequisite structure is utilized, Research Power Plant, acts as a research center and advanced powerplant, with high power output. 10 Tech Levels Total to explore Ore Truck is faster NEW UNITS DETAILS: Allies: Light Tank, new graphic, fastest of the tanks. Cannon has longest range, fastest ROF, but weakest shot of all the tanks. Secondary weapon is AA Flak, only allied AA vehicle in the game, save Missile Frigates and Rocket Soldiers. Medium Tank, new graphic. Stronger cannon than light tank. No secondary weapon. Advanced Medium Tank, new unit, new skin. Stronger cannon than medium tank, with advanced warhead. (details described earlier). Secondary weapon, M60 machine gun Jeep, Faster, armed with 2 M60 MG's. APC, new graphic, now has a turret. Better armor. Primary weapon is Armor-Piercing Machine gun. Secondary is M60 Mg Artillery, same as before, longer range, more powerful. Rocket Launcher, improved Graphic, Long range High-Explosive rockets, quite powerful and expensive. Light Armor Siege Artillery, New Unit, with a turret. Very Long Range and powerful with advanced warhead (described earlier) Gun Boat, new graphic, weapon has longer range, faster speed Missile Frigate, More Powerful Stinger Missiles, New Graphic. faster speed Cruiser, weapon has longer range. Faster speed. sea Transport, new graphic Commando. Sniper Rifile and AP Rifile, C4, high-health Spy, pre-requisite lowered. Armed with a pistol. Thief, Prerequisite lowered. Chrono Battle Tank - Heavily Improved Unit. Heavy Armor with high HP. Powerful AP Rockets and strong HE rockets for secondary. Useful for anti-armor and anti-infintry. Radar Jammer- Mobile Gap Generator and Radar Jammer are combined into a single unit. Chronosphere is now a wormhole generator that creats warps! Soviets: Buggy, Fast scout vehicle, armed with powerful vulcan cannon Recon Bike, Fast scout vehivle, armed with a light dual-shot AP rocket. Heavy Tank, armed with a very powerful single cannon, heavy armor. New Graphic, no secondary weapon Apocolypse Tank, New Awsome Graphic. More Powerful than Mammoth Tank. Strong Armor and most powerful tank cannons. Secondary weapon: Upgraded mammoth Tusk. (But Not AA!) *build flak tracks* SSM Launcher. Powerful Dual SCUD launcher, with upgraded missiles. Flame Tank, Fast shooting flame cannon Flak Track, ONLY SOVIET ANTI-AIRCRAFT VEHICLE, heavy armor. Rapid Fire AA canon, not to powerful, build a few! NO ANTI-GROUND WEAPON, escort required. Tesla Tank - Improved armor, and weapon, to last longer in battle Frog Foot Bomber - New Graphic, Powerful missiles with advanced AP warhead (described earlier) Ideal for Concrete armored structures and light/heavy armored units, structures. Support Aircraft - A10 Bomber - Armed With Very Powerful Napalm. Might have to force-fire for accuracy. Missile Sub - Improved weapon and speed. Secondary weapon is Torpedo. Nuclear ICBM Submarine. Deadliest unit in the game. New graphic. Armed with a nuclear warhead ICBM, long range. very slow reload time. Sub remains vulnerable for a long time when firing. Secondary weapon is torpedo. ShockTrooper - Improved overall Flamethrower - Improved overall MAD Tank - Does 100% Damaged in 10 cell radius. Capture a tech-Center and build a chronosphere! SHARED UNITS/STRUCTURES Rifileman, improved overall, longer range weapon Grenadier, higher damage, improved overall Rocket Soldier, Much Better in the Anti-Armor Role. Engineer, lowered tech requirment. Enemy uses them, watch out! Longbow. Improved HP and Hellfire Rockets. Ammo Capacity 20 Hind - Improved HP. Weapon is a rapid Fire grenage launcher, like a MK-19. HE Round. Ammo=36 Chinook - Transports 10 men, Armed with 2 M60 Machine Guns LST - New Graphic Radar Center - Same as Dome, More expensive. Replced tech center as a lot of prerequisites so AI would build. Research Power Plant - Early Tech Center and advanced power plant. Missile Silo - Fixed Cameo Typo. Concrete Armor. 20 min Nuke prep-Time Fake Radar Center - Allies Nuclear Power Plant - Highest Power output, expensive. Missile Silo a prerequisite. Armored War Factory - Concrete Armor, High HP, new graphic. -
I did some research. Lemme see if I got this. Ra95.dat is actually a renamed ra95.exe so I should put it back as exe then delete the other exe? I did learn about draw dll also, soundz good! -EDIT- I got ddraw.dll working now in 1920x1080 with arda. As far as I can tell I have an unmodified ra95.exe, unmounted all RA discs from Daemon and tried playing and it would not launch, so... When I click Aftermath Missions, it still crashes. Sounds like somone else here has that problem too. I also integrated my current -just for fun- mod with it. I customized 5 weapons and 3 projectiles, they work perfectly. I think i figured out why it crashed when I named my .Mix file Expand3, because Expand3 would superceed Expand2, and my expand 3 did not have any expand2 essentials. I have not actually played a skrimish longer than 15 minutes so I cant report if it crashes then or not, like it has for others. Oh, and my RA Directory does not even have RA95.Dat ?? Wounder if thats normal. This is looking very good so far, I am impressed! -EDIT- After Days of testing and a few crashes here and there, I got this figured out pretty good I think. I got my Mod complete that implements ARDA and wanted to release a beta, however I got a crash during a LAN test play that I think can be ironed out before I release it. I attatched the debug log, looking at it im sure its something obvious im just missing. And on a Good note I can report ARDA works with LAN and custom mods with DDRAW.DLL, all but that crash of course, which was weird, the games just abrubtly shut down on both computers at the same time. LAN CRash Debug.rar
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I'm not using a nocd patch. I emulate from daemon tools with iso. Not using tfd either. I do have nyerguds 3.03 installed too. I don't know the origin of my isos either, they have been on my pc for a while in storage. You recomend maybe reinstalling using redalert1.com.version? I removed my mod files and just tried regular. I was able to start a skrimish and fully builld but the game crashed again when I tried to start an aftermath mission. Another thing, I have to run the launcher in 640x480 or ra will not work. I think that's my tv though its touchy with certain resolutions and certain exes. I never changed or touched ra95.dat so idk why that would happen. Any reccomendations? But while mod testing in vanilla sometimes the game crashes and ra95.dat is to blame per error report. Sorry on my phone cant edit prev post. I don't know about draw.dll, never heard of it. Reading back in this thread it seems that fixes crashes. Ill have to check when I'm home if I have it. And what's with affinity? Setting cpu to zero? Thays foreign to me also. Where and how could I do that?
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This will be my 1st post here. I found this site from C&C Comm center in a topic concerning Arda. Being an old school mod creator, I decided this was worth looking into for the new features that were innaccessable when I was modding 10 years ago. I successfully installed arda and was able to boot up RA just fine with no hiccups. However, I am at a bit of a loss in one aspect. I was expecting to see new INI files or something to edit all this new stuff, but there does not appear to be any. So how does it work then? Just use the syntax provided in the guide and add them myself to an existing Rules.ini? Also, how do I change it to Hi-Res? I see options in the launcher but 640x480 is the only option. Is this a Rules.ini entry? Copy the syntax from the guide? Thanks for any help! -EDIT- Okay couple more questions: "A newly added themes.ini controls the in-game music tracks. Red Alert supports up to 256 music tracks." Where is Themes.ini ? "You can add more sounds to Red Alert. If you add the IDs to sounds.ini, you can use these IDs later on." Where is sounds.ini? Do I create it myself and add something such as: [sounds] 0=BOOM1.AUD 1=BOOM2.AUD etc... Went to boot up a skrimish with my mod i've been working on and it crashed. Debug Logged attatched. I had my mix file named SC-001 but renamed it to expand3 after reading that can be done now. -EDIT- Renamed it to sc-001 and it worked. AS soon as i built a power plant it crashed. uploaded debug2.rar debug-ROB.rar debug2.rar
