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Found 53 results

  1. Hello, I am trying to use Red Alert 3 SDK. I use 64 bit. It was crashing I updated the BinaryAssetBuilder to 64 bit ant worked. This time I see error at log sth like : [00:00:01.4520502] Error: System.Xml.Schema.XmlSchemaException: simpleType 'uri:ea.com:eala:asset:BaseAssetReference' zaten bildirilmiŸ. (zaten bildirilmiŸ means already defined) I get this error even I try to build samplemod. What's wrong ?
  2. So I've been trying to plan Red Alert with Ares, and I tried to use Launch Base to Use it because manually installing it, is a bitch and a half. But Once I Install it and Try to run it with un-modded, Yuri's Revenge it says ,"One or more game executable's has been altered by a third party" once I click okay, I get an origin error stating ,"Invalid or missing .par file. Please Reinstall your game." I have done so a few times, repaired it a few times too, tried run as admistrator etc. I can play Red Alert 2 and expansion fine using origin or the shortcut, but not using the Launch Base. I'm using windows 7, and have the 1Sp files installed so I'm not sure whats wrong with it.
  3. OK, here's the story. I'm making my first mod, a small one, in which you are able to create a unit through the Chinese barracks that shoots fire. I call him the Dragon Gunner. (Much like the Dragon Tank.) I replicated the Dragon Tank's weapon in order to make a Dragon Gunner weapon, did the same for the weapon object, etc. Everything works fine, but I have a little bug. When the unit is firing in one direction, and then you ask him to fire in another direction, he does not turn. He instead spawns a magical string of fire out of the back of his head. I've tried looking for a possible solution, but sadly there aren't any tutorials that I could find that show how to do what I'm doing. If you need me to put the source code, I will. I am just hesitant to paste the weapons.ini, weaponobjects.ini, and chinainfantry.ini all on one thread. Thank you in advance! -ThePaperRobot
  4. Hello All, Allow me to set the stage: Running Steam version of Kane's Wrath on a Windows 10 Box. Using WrathEd 1.08. Trying to modify the NODSaboteur. I extracted the xml data from CNC3EP1_english_1.2.SkuDef using WrathEd's Open SkuDef. My file structure is Mods\Nod\Data\. In the Data folder is the Static.xml file which contains... <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <!-- Reference to the Game's Global Data --> <Include type="reference" source="Global.xml" /> <!-- Includes of the Mod's Static Data --> <Include type="all" source="Static/NODSaboteur.xml" /> </Includes> </AssetDeclaration> ...and the Static folder that contains the NODSaboteur.xml file. I created a bat file with the following command line C:\WrathEd1.08\BuildMod.bat Nod 2.0 and run it as administrator. When I build, the files that are created are placed in C:\Users\Clay\Documents\Command & Conquer 3 Kane's Wrath\Mods\nod (created by the game itself). This is what shows up in it: I created several mods for TW and those files were a bit more than 1 kb...lol. As a sanity check I did a build of the sample mod. This was the results: The mods were not incorporated at all. Any advice would be appreciated.
  5. Sometimes in my mod the AI would rather build another attack force rather than sending the one it previously created. The 1st attack force just sits outside my base without attacking. Skirmishes are often just the AI building attack forces repeatedly causing a glob of idle units lagging the game. How can I fix this? Is this a result of having large attack teams with low number TeamDelays?
  6. Kane's Wrath Unofficial Big Bang Patch 1.04 Open Beta Kane's Wrath Unofficial big bang Patch 1.04 open beta start today! Kane's Wrath Unofficial big bang Patch 1.04 is actually a mod that run with biber's and asuka's mod lancher, it started with the aim of just balance changes and bug fixes, make stuff that people rarely used to be more noticeable, useful, and add more options for team play like RA3 and BFME had, But since a lot of people requested from me to add a few stuff that in their opinions were supposed to be in the original KW I end up adding some new stuff (but I have red line and didn't added ton of useless stuff to the mixer as the mod don't aim to add too many new units to the point the factions will be unbalance and the units will be useless) So this "Unofficial Patch" eventually became big bang patch that rather from just focusing on balance and bug fixes also add new stuff in order to make the more than half decade KW feel more refreshing, I had many ideas how to add new stuff to game's gameplay, some worked and some didn't (and been removed) This is project that is up on moddb for around two years and half by now and is still in work, One of the main ideas of this project was to work with the community in order to create the mod for the community, however as I mentioned before the mod have red lines, This project can be changed by your commits However I can't promise that I change anything you want, Please note that this mod also try to make things balances while also try to add uniqueness, Uniqueness + balance in RTS is really hard to achieve but if they were added in the right way they can keep the most import ingredient in bay: the "Fun". General list of what been changed so far: *More bug fixed *New units *New features (More Upgrades/Abilities/Special Powers) *Some game changes *More features for team work *Improved Balance (many things like support powers, units, abilities, upgrades, are more useful) *Improved map pack (Optional) *Economic system moved back to how it was in ver 1.00 You can see more info about the project here: MODB Or here Gamereplays.org You can download the mod from here http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/downloads/unofficial-big-bang-patch-104-02-open-beta
  7. So I'm making my first mod for Zero Hour. I'm just about ready to put it in beta, I've just got two things left to do that I can't figure out how for the life of me. Firstly, I want to add the ECM weapon and auto-firing behavior to the Tank General's Battlemaster and Overlord tanks. Trouble is, if I just copy and paste the behavior from the ECM, it animates their barrels as if they're firing their main weapon every time the effect repeats. If I try to make the ECM weapon have control over the secondary weapon slot so it doesn't do that, it crashes the game. If I try to make the tank's main weapon into its secondary weapon and change the animations accordingly, it crashes the game. I have no clue what to do here. So I thought I'd take the easy way out - instead of that, I'll just buff the tanks up a bit and make them EMP hardened (part of the mod includes a lot more EMP rockets from two generals). Unfortunately, that doesn't work either. I've made them immune to subdual damage and I added EMP_HARDENED to their KindOf, but it doesn't work. At this point I'm not sure which I'd prefer, but I'm leaning more towards the EMP hardening. But I don't know how to do either, and I can't find technical information on the EMP effects of the game anywhere, so I need some help, please. The second thing is likely much simpler. I want Dr. Thrax's poison fields to heal all his units. I made custom armor for all of them that has poison as -100% damage, but that simply makes them immune. I don't know how to do this either. So again, help, plz. So yeah. Other than those, the mod is ready to roll. If I could please get some help, I'd really appreciate it. Thanks.
  8. Hello guys! I've made a small but fun mod for C&C Generals Zero Hour. It modifies the behaviour of the neutron missile in following ways. -Overall radius is bigger and the damage dealt is higher. -Creates EMP blast which turns off buildings and units for a certain amount of time. -Creates neutron blast which kills pilots of vehicles in a radius smaller than the EMP pulse. -Creates MOAB like shockwave that pushes units and building debris around Shockwave mod style. -Shockwave/Contra styled delayed explosion. -The countdown is raised from 6 minutes to 10. You really should use this mod alongside a shrubbery fix mod so you will be able to observe how the nuke ignites trees. Will probably break things if you try using it with other mods, but it's inside it's own .big file so you don't have to worry about breaking anything if you install/remove it. The installation instructions are inside the .zip. Images Video Download http://www.moddb.com/mods/two-stage-nuclear-device
  9. Hi guys, I'm sorry if this has been posted before but I honestly have tried many searches to find this out. I hope this forum is still used as this is where 90% of my information comes from. I am only using tibed just now and would like to continue with that if possible. I have made a mod starting with the Air Force General as its base. I have pulled over the upgrades from the other generals but I am having trouble with a few of them and it seems to be the general specific ones which are causing the problem. I have command buttons in my Scud Storm for most of the GLA upgrades (a few are elsewhere as they did not all fit in) and I can purchase them. The anthrax gamma, quad cannon and Chem AP bullet upgrades are there and they are lit up like all the rest but I cannot purchase them, when I click it it just remains lit and the upgrade does not queue. I have had no problems with the China upgrades. Any advice would be appreciated.
  10. - Version 0.39 New Features - For a complete list of features, minor and major, please read our changelog here. Probably one of the most important features in Twisted Insurrection 0.39 is the new and improved Client, granting you the ability to customize your Skirmish and Online games with loads of new options and tweaks, pre-set teams, locations and alliances on all maps (even with AI players) and have many new game modes to try such as Twisted Dawn, Survival, Meat Grinder, Unholy Alliance, Timeless Insurrection and Ultimate Insurrection. Loads of options that were not possible before are now available, which will enhance your skirmish and multiplayer experience greatly, allowing you to play the style of match you are looking for, be it a quick relentless war or a long-winded battle with unlimited funds at your disposal. Some of these new options include Build Off Ally, Start Without Shroud, Tiberium-Resistant Infantry, Disable Tiberium Lifeforms, Berzerk Cyborgs, Unlimited Tiberium and Enable Ion Storms. Some screenshots can be seen just above of all of the new client options! Version 0.39 brings a massive balance overhaul to the mod too implementing lots of feedback provided by staff testing and the public players. The campaign missions have been modified and improved along with the addition of a few more new missions to play, including the Nod Finale. Some new units and structures have been added into the game too, some of which we won't reveal how to acquire just yet. A list of Twisted Insurrection's top features (old and new): Windows 8 / 8.1 Support All new Skirmish/Online set-up Options Optional Base Props mode, giving you more eye-candy for your bases Completely Standalone (No CD/TS Required, TI runs entirely by itself) A new in-depth story-line following Nod's victory in Tiberian Dawn (C&C95) Completely revamped and improved graphics Additional Skirmish Modes such as Twisted Dawn, Survival and Checkpoint New campaigns and new missions for GDI and Nod, including special challenge missions. Over 100 new multiplayer maps Smooth and fast Paced online game-play Official CNCNet and Online Play Support All New Units and Structures Enhanced Skirmish and AI Custom cinematics and a completely Original Soundtrack Head on over to our ModDB page for downloads andinformation for the latest version of the mod!
  11. There's less less than 24 hours until The Dawn of the Tiberium Age's release. While you wait, here's something to warm you up for what's coming:
  12. Okay I need help with tib edit 2 I just want to add new units I do not care about skins or any of that just how to duplicate a unit and make it trainable in a skirmish battle. P.S I am pretty confident I can figure the rest out when I make the unit usable. Any help appreciated
  13. Hello everyone. There are two unplayable generals i think nobody noticed( i searched so long). First General: In GLA mission 2 you are up against the stealth general, but that general isn't the one you are playing with in skirmish/multiplayer. He's different in many ways. I'll just point a few differences - 1. every unit he builds( besides the rocket buggy) is stealth. 2. every building he builds is stealth while under construction and after without the need of upgrading. 3. he can build up to 5 Jarmen Kells that are different from the others. They are stealth whatever they do (shooting, using ability..), and their special ability recharges SUPER FAST!! you face him in GLA mission 2 and you also spot some of his units in chineese mission 5 ( the ones garrisoned in the buildings in the USA base) as far as i know. Second General: The general you are facing in USA mission 5 is also a lot different from the one you play in skirmish/multiplayer. some differences: 1. cool looking rpg troopers 2. tanks look like they are fully upgraded trough salvage drops when they are not. 3. i'm not really sure, but i think his soldiers and workers are invincible to any kind of poison ( once again, not sure). Now for my question regarding those two generals - How can i make them playable in skirmish? I have also noticed that between the difficulties (easy/medium/hard) in generals challenge and in campaign, the AI controlled player is different in other ways besides behavior. In easy difficulty, in both modes, the enemy units seem to be exactly 1 rank behind you. I mean they shot slower and are much weaker. If, lets say a scorpion tank, BUILD by the AI is rank 1 and attacks your scorpion tank which doesn't have any rank, you'll see that there is no difference in the damage/firing rate between the two tanks. The same thing effects EVEN base defenses, particle cannon and some general powers ( yes! they show slower!), as well as every unit the AI builds. In normal difficulty, the AI units are equal to yours, i.e no rank handicap. In hard difficulty the enemy units, base defenses, ect. all shoot faster and are more powerful than yours. A heroic paladin is damn near indestructible, freshly build auroras ( inexpirianced) blow defenses in 1 shot. It is like everything they build comes out with an 'invisible rank'. A rank 2 tank is the same ( SAME!) as your heroic ranked tank. Pretty unfair, i know ( we asked for it xD). If you want to confirm this you can try playing the campaign/ challenges in different difficulty, clear out an enemy tank ( best example is the quad cannon. Play GLA mission 2 and take out one of stealth generals' quad cannons, capture it and compare the firing rate between it and a quad cannon build from your war factory). Question regarding this - can I apply this effect to me or different AI players in skirmish? and/or can i boost myself in campaign and generals challenge this way, and make lets say the AI controlled player on hard difficulty to fall on 'normal level'? Thanks in advance for your help x) Have a nice day.
  14. I created these maps long ago at the beginning of this millenium. Since Iran's 303 update I' m able to play RA1 again, so I collected the best and bunched them together to a full mod/expansion pack. I 've seen there are still people out there playing this old game, so they may enjoy this addon. The Discovert Ops missions are more epic, more complicated, much harder and more detailed (as well landscape and scripting) than the original missions. Originally I built these maps only for me and some friends and did not plan to upload them, so there is no coherent storyline and the sides are not strictly separated in USSR or allies. You are green, the enemy is red, thats everything. Some Features: 13 singleplayer missions 10 multiplayer maps water tiles and ore added to interior terrain reusage of c&c1 civilian structures (which were still hardcoded in RA) more than 20 new units, exclusive major bosses improved AI and ini settings (the skirmish AI now is a little bastard! ) Mirrors: See http://cnc-comm.com/community/index.php?topic=3068.0 Screenshots say more than text: (do not wonder, in some missions you'll hear EVA's "unit lost" at the beginning, I used an improvement containing spies, mines and silver crates to cloak hostile buildings.)
  15. Hi, I'd like to know more about some specs of the abandoned C&C Generals2: - engine planned to be used?; - textures formats?; - polycounts of some units as average examples?; - how the off-engine scripting was being handled?; - Was it also a "browser" game? The reason behind this is that I am evaluating the RTS games in general and see what assets they are using to develop their games. You can also comment and compare other RTS games that will not be off-topic. btw, I'm not developing any game and certainly won't. Greetings Mods - Feel free to relocate this thread to the proper forum if convenient. I tried to put this on modding section, but IDK where.
  16. Hey there guys, First of all, that seems like a great community, congrats! I'm definitely new on modding so I'm trying to explore and learn as many things possible. I've basically get started with editing rulesmd.ini file; added some features to Kirov and made Battle Bunkers garrisonable by Tesla Troopers etc. But since I'm unfamiliar with the "language" of the game, sometimes I have difficulties about understanding which code means what. I mean it's easy to check for a unit's speciality and copy it for another but sometimes there's no explanation for codes and I just can't understand them. Is there a index-like, map legend-ish database available for me to sit down and study? Thanks in advance, Cheers.
  17. Hello CNCNZ! Long time no see! Some of you may be aware that I (Aro) announced my resignation as Twisted Insurrection leader a few months ago, I'd just like to inform you that I have changed my mind on the matter due-to several reasons and will be resuming work as normal! I apologize to our fans whom I may have disappointed, but I'm happy to announce that it was, afterall, only a temporary leave. After recent discussions with some staff members and some other people I consider to be my friends, I have managed to be persuaded to think otherwise about my resignation, so I owe a lot to the guys for helping me pick up my mood again. One other main deterrent of keeping up working on Twisted Insurrection was the fact that Windows 8 hindered my ability to resume work at the pace that I usually keep, but now thanks to a lot of fine-tuning and fiddling, everything is back in order again. Once Public Beta 5 is released and I have found an almost-perfect solution to the Windows 8 issue, I will include a tutorial of how to get TS/TI working correctly on the dreaded operating system. Now that I am back in the game and finally have internet set up at my new home, I am pleased to inform you that Twisted Insurrection will resume progress as normal! Not that Twisted Insurrection has been quiet for all those months, quite the contrary. We are only 2 Nod and 3 GDI Missions away from having a completed campaign, big props to Q45 for all his hard work. Once both campaigns are complete, some additional challenge missions will be created and then work on GloboTech's... missions... will begin. Now, I know what you're all thinking, which is probably something along the lines of "But Aro, when will the faction structures and units be finished?" and the answer to that is simply this, I don't know. ErastusMercy, the lead voxel artist for Twisted Insurrection has been on hiatus around the same time that I took my "leave" due-to several reasons, one of which being to embark on working on his mod, Emerald Prophecy, now for the Unreal engine, but hopefully he'll be back in the game soon. Lin Kuei Ominae, the Nod Building artist for Twisted Insurrection has been unable to use 3DSMAX for quite some time now, but that time is drawing to a close very soon (we hope), once he is able to begin work again, the Nod structures will start flying out again. Henskelion, our cinematics artist is also busy with studies, meaning that progress has been slowed too, but not for long. As for GDI, well it's just a matter of whether the artist in question has time, I'm going to discuss things with some of our SHP artists and see whether or not we can get things rolling at light speed again! So we have taken quite a blow in terms of staff activity, but things are going to pick up again as from today. Sadly, no, I can not give you a set date on Public Beta 5's release, but that's only because unforeseen consequences are bound to happen if I start making promises on release dates. Never-the-less, looking at the progress that has occurred and how much shorter our to-do-list has grown (with the exception of some faction graphics), we're nearing completion, and whilst it's not just around the corner, it's going to happen! Tiberian Sun modding will not die until we die. **** you, Windows 8! Check out Twisted Insurrection's pages around the web!
  18. Hi guys, I'd like to know whether this mod can also be played with KW expansion or not, it is pretty popular by the way http://commandandconquer.filefront.com/file/CC_Retarded_Triple;89630 Thanks in advance
  19. Massive Red Alter Update

    The team working on the Red Alter mod for C&C 3: Tiberium Wars has posted a massive update containing concept art and renders, including Volkov (WIP), Combine and IVF Sickle for the Soviets, as well as the Allied Tank Loader, Wolverine Tanks (I and II) and Harvester. Finally, there's a concept of a South Korean Vault setting. Have a look at these samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16378/major_volkov_by_tugodoomer-d42gwz5.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16378/soviet_harvester_by_tugodoomer-d4du87t.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16378/b9caac16424a.jpg Click here for more.
  20. Version 1.71 of the Tiberium Wars Advanced mod for Tiberium Wars, an updated version of the 1.7 release from earlier this month, has been released. This latest version finalizes the art and English translation, also fixing the few minor bugs present in the 1.7 release. ' rel='lightbox'>http://media.moddb.com/images/downloads/1/41/40630/TWA_1.71.jpg You can download the latest version of the mod here. You can also view the full changelog for 1.71 by clicking this link.
  21. The team working on the Paradox mod for Red Alert 3 has now turned their attention to Release 1, which will be much more detailed than the Apocalypse Minimod. For now, they have shown the renders of the Achilles, the Particle Expeller and Gap Generator for the Allies. The Achilles is a fast, experimental air superiority fighter, armed with a spectrum cannon. It can use a supersonic afterburner to return to its airfield faster than other aircraft. The Particle Expeller is an experimental vehicle that uses particle acceleration to decimate tanks. It can switch from burst fire to splash damage fire and is amphibious. The Gap Generator is more or less the same as we saw it in Red Alert and Red Alert 2. ' rel='lightbox'>http://media.moddb.com/images/members/1/311/310971/AlliedAch.1.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/12/11998/AlliedPE.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/12/11998/AlliedGAP.jpg You can follow their ModDB profile or check out their Mod Wiki.
  22. New Contra Renders

    The team working on the Contra mod for Generals: Zero Hour has released some new renders showing the Saturn Walking Fortress, Nemesis Gunship, Harbinger Cargo Helicopter and Omega Mobile Particle Cannon for the USA, as well as the Chinese Armoured Train and Civilian Bunker. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/Saturn-render.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/Omega-render.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/ChinaTrain-render.jpg Click here for more.
  23. OmegaGroup has announced and released the first version of its latest project, C&C3: A New Experience, on ModDB. A New Experience is a mod that allows users to use different custom game interfaces, a modified camera, weather effects and menus, alongside new maps. Another of its features are new custom sky domes to custom maps. Here are a few sample screen shots, showcasing the 3 main features that are available in the first release: ' rel='lightbox'>http://media.moddb.com/images/mods/1/20/19402/cnc3game_2012-01-16_11-25-07-53.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/20/19402/cnc3game_2012-01-16_11-27-06-98.jpg ' rel='lightbox'>http://media.moddb.com/images/groups/1/5/4666/ATARDECER.jpg You can browse the rest of the C&C 3: A New Experience's gallery over here. You can also download the mod from this page.
  24. Version 1.12 of the W3D edition of the Tiberium Crystal War mod for C&C Renegade has been released just a few hours ago. Some maps have been updated, new units added, bugs fixed, purchase terminal icons changed and more. There are three mirrors for the download: Zunnie.net MultiPlayerForums.com IndieDB It is also important that you thoroughly read the instructions before running the game, as you might find yourself unattached to the server or with the common MyNickname user name.
  25. Shortly after the last update, the Tiberian History mod for Tiberium Wars has updated its screen shot gallery on ModDB yet again, showcasing the GDI Harvester, Component Towers and Nod War Factory from Tiberian Sun, which will be featured in the fifth release. Here are some screen shots with these new assets: ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12642/Harvester_Action02.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12642/NodWarFactory_Info02.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12642/GDIComponent_Info01.jpg You can view the rest of Tiberian History's new screen shots in their ModDB gallery right here.
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