Iran 12 Posted March 29, 2013 (edited) Should I hide the ingame Internet and Serial/modem buttons? They have no use, i can make it a REDALERT.INI option to hide them too. Edited March 29, 2013 by Iran Share this post Link to post
Sonarpulse 1 Posted March 29, 2013 I like ini option, because I still would like to hook in cncnet via wolapi.dll though hifi says wolapi.dll or the interface it implements is too ****ty. Share this post Link to post
Iran 12 Posted March 29, 2013 Sonarpulse noticed the CS versions of the first campaign mission for both sides are different from the original version. Here's two differences I noticed: Allies mission 1: After destroying the Power Plant next to the barrel the civilian with the yellow shirt will move to just above the Soviet base in the original version, in the CS version he starts attacking the Soviet Ore Truck, causing all the Soviet infantry to hunt him. The CS version also fixed an invalid mission for two of the Riflemen at the start of the map (in the CS version they're all in guard mode). A diff of the two files also shows different terrain. Soviet Mission 1: There seems to be a difference between when and how many paradroppers you get during parts of the mission. One glaring difference is that the CS version adds a building next to the civilians standing around a barrel. There's a waypoint linked to this building that's linked to the Church in the original version. In the original version 3 civilians leave the Church after it's attacked. In the original version destroying the barrels next to the Church doesn't completely destroy the actual Church. I've attached the missions, converted so they show up in the 'Custom Missions' dialog etc. first missions.zip Share this post Link to post
r34ch 1 Posted March 29, 2013 (edited) I've attached the missions, converted so they show up in the 'Custom Missions' dialog etc. So what is actually to be tested? Edited March 29, 2013 by r34ch Share this post Link to post
Sonarpulse 1 Posted March 29, 2013 Well it's mainly a matter of deciding which version we like better. We can also mix and match to a limited extent to create a distinctly "restored and remastered" version. There are also some videos that counterstrike changed. They are: bmap toofar spy trinity Share this post Link to post
Iran 12 Posted March 29, 2013 So what is actually to be tested? Differences between them. I added a fix for the Ore Mine foundation, it gets applied in skirmish and single player. I got this fix from Arda. The problem is that the original foundation uses the Blossom Tree one from C&C1 which is one cell taller than the Ore Mine. I found a way to have shroud be shared by allies, needs some testing. I'm currently investigating the addition of a new major feature to the patch, stay tuned. ;-) Share this post Link to post
r34ch 1 Posted March 29, 2013 Cool Btw Soviet AM mission, Situation Critical suffers from the surfaced subs bug as well (if not already known) Share this post Link to post
Iran 12 Posted March 29, 2013 That should be fixed, I included MrFlibbes fix for it. (Next version also doesn't apply the Sub sonar pulse in single player anyway) Share this post Link to post
Iran 12 Posted March 29, 2013 (edited) Here are screenshots of the different versions of the first mission for both sides: Allies mission 1 Counterstrike: Allies mission 1 Original (there are actually 5 Rifle men at start like in the CS version, RAED deleted them cause their mission was invalid): Soviet mission 1 Counterstrike: Soviet mission 1 Original: Edited March 29, 2013 by Iran Share this post Link to post
r34ch 1 Posted March 29, 2013 (edited) subtle. I'm interested in the triggers 8 and 9 in the first mission.. That should be fixed, I included MrFlibbes fix for it. (Next version also doesn't apply the Sub sonar pulse in single player anyway) Well the version I have (thought was latest) doesn't have the fix, nor the CCCP dagger FMV fix just FYI. But no matter since both will be cleaned up. Also, yet another bug In Soviet AM mission 'Lets make a steal', the phase transport is seen as an enemy vehicle by your troops. This wouldn't be a problem if only robo dog survived, but you can save your troops in the gas chambers (seriously allies?). Once the fences are blown open your troops will automatically attack the phase tank if in range. Could be a good use of the secondary house colours iran. I also heard a number of 'Reinforcements have arrived' audio cues in this area. Either; -Your reinforcements never arrive (or are they the prisoners? the fences weren't open at that stage) -It should say 'Allied reinforcements have arrived' Finally, volkov can infiltrate the power plant which will give a mission failure. Not a gamebreaking bug, just a bit random. Edited March 29, 2013 by r34ch Share this post Link to post
Sonarpulse 1 Posted March 29, 2013 (edited) OK Complete expansion diffs! (Well, almost complete: new files are excluded.) ORG -> CS changes merging Counterstrike's main Changed Files: - configuration main/general/missions.pkt main/general/tutorial.ini - missions main/general/scg01ea.ini main/general/scu01ea.ini - images main/general/ppaper.cps main/general/title.cps - movies main/movies1/bmap.vqa main/movies1/spy.vqa main/movies1/toofar.vqa main/movies1/trinity.vqa CS -> AM changes merging aftermath's main Changed Files: - configuration main/general/missions.pkt main/general/tutorial.ini - icons main/conquer/stnk.shp main/conquer/trans.icn main/conquer/truk.shp - missions main/general/scg01ea.ini main/general/scu01ea.ini - sounds main/sounds/dogw6.aud main/sounds/h2obomb2.aud - terrain tiles main/interior/arro0001.int main/interior/arro0002.int main/interior/arro0003.int main/interior/arro0004.int main/interior/arro0005.int main/interior/arro0006.int main/interior/arro0007.int main/interior/arro0008.int main/interior/arro0009.int main/interior/arro0010.int main/interior/arro0011.int main/interior/arro0012.int main/interior/arro0013.int main/interior/arro0014.int main/interior/arro0015.int main/interior/clear1.int main/interior/flor0001.int main/interior/flor0002.int main/interior/flor0003.int main/interior/flor0004.int main/interior/flor0005.int main/interior/flor0006.int main/interior/flor0007.int main/interior/gflr0001.int main/interior/gflr0002.int main/interior/gflr0003.int main/interior/gflr0004.int main/interior/gflr0005.int main/interior/gstr0001.int main/interior/gstr0002.int main/interior/gstr0003.int main/interior/gstr0004.int main/interior/gstr0005.int main/interior/gstr0006.int main/interior/gstr0007.int main/interior/gstr0008.int main/interior/gstr0009.int main/interior/gstr0010.int main/interior/gstr0011.int main/interior/lwal0001.int main/interior/lwal0002.int main/interior/lwal0003.int main/interior/lwal0004.int main/interior/lwal0005.int main/interior/lwal0006.int main/interior/lwal0007.int main/interior/lwal0008.int main/interior/lwal0009.int main/interior/lwal0010.int main/interior/lwal0011.int main/interior/lwal0012.int main/interior/lwal0013.int main/interior/lwal0014.int main/interior/lwal0015.int main/interior/lwal0016.int main/interior/lwal0017.int main/interior/lwal0018.int main/interior/lwal0019.int main/interior/lwal0020.int main/interior/lwal0021.int main/interior/lwal0022.int main/interior/lwal0023.int main/interior/lwal0024.int main/interior/lwal0025.int main/interior/lwal0026.int main/interior/lwal0027.int main/interior/strp0001.int main/interior/strp0002.int main/interior/strp0003.int main/interior/strp0004.int main/interior/strp0005.int main/interior/strp0006.int main/interior/strp0007.int main/interior/strp0008.int main/interior/strp0009.int main/interior/strp0010.int main/interior/strp0011.int main/interior/wall0001.int main/interior/wall0002.int main/interior/wall0003.int main/interior/wall0004.int main/interior/wall0005.int main/interior/wall0006.int main/interior/wall0007.int main/interior/wall0008.int main/interior/wall0009.int main/interior/wall0010.int main/interior/wall0011.int main/interior/wall0012.int main/interior/wall0013.int main/interior/wall0014.int main/interior/wall0015.int main/interior/wall0016.int main/interior/wall0017.int main/interior/wall0018.int main/interior/wall0019.int main/interior/wall0020.int main/interior/wall0021.int main/interior/wall0022.int main/interior/wall0023.int main/interior/wall0024.int main/interior/wall0025.int main/interior/wall0026.int main/interior/wall0027.int main/interior/wall0028.int main/interior/wall0029.int main/interior/wall0030.int main/interior/wall0031.int main/interior/wall0032.int main/interior/wall0033.int main/interior/wall0034.int main/interior/wall0035.int main/interior/wall0036.int main/interior/wall0037.int main/interior/wall0038.int main/interior/wall0039.int main/interior/wall0040.int main/interior/wall0041.int main/interior/wall0042.int main/interior/wall0043.int main/interior/wall0044.int main/interior/wall0045.int main/interior/wall0046.int main/interior/wall0047.int main/interior/wall0048.int main/interior/wall0049.int main/interior/xtra0001.int main/interior/xtra0002.int main/interior/xtra0003.int main/interior/xtra0004.int main/interior/xtra0005.int main/interior/xtra0006.int main/interior/xtra0007.int main/interior/xtra0008.int main/interior/xtra0009.int main/interior/xtra0010.int main/interior/xtra0011.int main/interior/xtra0012.int main/interior/xtra0013.int main/interior/xtra0014.int main/interior/xtra0015.int main/interior/xtra0016.int main/snow/b1.sno main/snow/b2.sno main/snow/b3.sno main/snow/br1a.sno main/snow/br1b.sno main/snow/br1c.sno main/snow/br1x.sno main/snow/br2a.sno main/snow/br2b.sno main/snow/br2c.sno main/snow/br2x.sno main/snow/br3a.sno main/snow/br3b.sno main/snow/br3c.sno main/snow/br3d.sno main/snow/br3e.sno main/snow/br3f.sno main/snow/bridge1.sno main/snow/bridge1d.sno main/snow/bridge1h.sno main/snow/bridge1x.sno main/snow/bridge2.sno main/snow/bridge2d.sno 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main/temperat/wc28.tem main/temperat/wc29.tem main/temperat/wc30.tem main/temperat/wc31.tem main/temperat/wc32.tem main/temperat/wc33.tem main/temperat/wc34.tem main/temperat/wc35.tem main/temperat/wc36.tem main/temperat/wc37.tem main/temperat/wc38.tem Edited March 30, 2013 by Sonarpulse Share this post Link to post
Iran 12 Posted March 30, 2013 (edited) Your troops attacking the Phase Transport is okay IMO because it's stolen and still has the green house colour. I think the Power Plant should be set to not infiltratable on that mission and the Demo Truck reinforcements Allen262 mentioned over at cnc-comm.com should be fixed (if they're bugged) or ingame tutorial text should explain that there are Demo Trucks destroying the pillboxes at the map exit. @Sonarpulse: What kind of changes are there to the tiles? Edited March 30, 2013 by Iran Share this post Link to post
PurpleGaga27 40 Posted March 30, 2013 Finally, you managed to get the skirmish game saving working. Share this post Link to post
Iran 12 Posted March 30, 2013 Did you check if that other guy enabled skirmish saves in his high res patch? Skirmish saves show up as "(Allies)" in the save game list, even if you're playing as Soviets. The other issue I noticed is that the AI ignores prerequisites when buying stuff from the looks of it, .e.g. they buy Tanya and Gap Generator without having Technology Center. I fixed the Technology Center cursor bug, I also fixed an issue in the game where a Chrono vortex doesn't get "destroyed" when one is active and you load a single player mission (same issue with savegames iirc). I also made my Ore Mine foundation fix get applied properly when loading savegames. In addition to that I included a bunch of mission fixes, like Allen262's fix for the Soviets getting two APCs at start on Soviet mission 6 A and B. Share this post Link to post
Iran 12 Posted March 30, 2013 Nvm, seems that it's not an issue with AI just building whatever their house can, the Allies AI just sells their Tech Center after building it lol. I did notice that skirmish savegames are loaded with new Aftermath units disabled. Share this post Link to post
r34ch 1 Posted March 31, 2013 Nvm, seems that it's not an issue with AI just building whatever their house can, the Allies AI just sells their Tech Center after building it lol. I did notice that skirmish savegames are loaded with new Aftermath units disabled. ha amazing. So the 'bug' of keeping tech centre tech after it being sold still affects the AI? Share this post Link to post
Iran 12 Posted March 31, 2013 Yeah, but I'm not sure AI selling Tech Center is because of something my patch changes.. Share this post Link to post
r34ch 1 Posted March 31, 2013 (edited) Just to let you know the fix for time flies didn't work Less than before though Edited March 31, 2013 by r34ch Share this post Link to post
Sonarpulse 1 Posted April 1, 2013 Well the week is over along with my free time for a bit. if anybody can test whether My cncmix will make mixes the game will run https://github.com/Ericson2314/Codec.Archive.CnCMix the game will run mixes made from my github data repo https://github.com/Ericson2314/CnC-Red-Alert/tree/data-master This will greatly allow me to finish stuff up when I get back. Share this post Link to post
Iran 12 Posted April 1, 2013 Could someone try this other possible fix for Time Flies that Allen262 made? Here's a download link: http://cnc-comm.com/community/index.php?action=dlattach;topic=2240.0;attach=2434 Share this post Link to post
Iran 12 Posted April 1, 2013 Should I add a global option to force Aftermath units to be enabled in missions (campaign, expansion missions etc)? Should I also add an option to enable recreations of the beta naval units done by Allen262? Here's a few shots of the recreations: Share this post Link to post
Plok 323 Posted April 1, 2013 Should I add a global option to force Aftermath units to be enabled in missions (campaign, expansion missions etc)?I don't think you need to, personally.Should I also add an option to enable recreations of the beta naval units done by Allen262? Here's a few shots of the recreations:Why not? You already have the beta Tesla Tank, this is an identically interesting addition. Share this post Link to post
r34ch 1 Posted April 1, 2013 (edited) Why not? You already have the beta Tesla Tank, this is an identically interesting addition. ^ What other 'beta' things were seen in RA1? Edited April 1, 2013 by r34ch Share this post Link to post
Iran 12 Posted April 1, 2013 Completely different looking ore or gems with a 3D kinda look and Tanya with orange hair. Probably more though but I can't remember. Anyway I'll add both, just hope I got enough room in my config tool lol or I need to add an extra tab. Share this post Link to post