Iran 12 Posted April 1, 2013 (edited) Okay I added the option to force missions to have AM units enabled and all the options for the beta naval units recreations. I also fixed skirmish savegames so if you have Aftermath enabled Aftermath units are available. Edited April 1, 2013 by Iran Share this post Link to post
Iran 12 Posted April 1, 2013 Yeah it's pretty funny but that's how it's shown in the beta shot lol. Share this post Link to post
PurpleGaga27 39 Posted April 1, 2013 Just to let you know the fix for time flies didn't work Less than before though I wonder if there's a way to limit the number of enemy harvesters in that mission to 4. Share this post Link to post
r34ch 1 Posted April 1, 2013 I wonder if there's a way to limit the number of enemy harvesters in that mission to 4. Allen262 in the other thread has fixed the spam Share this post Link to post
Iran 12 Posted April 2, 2013 (edited) I figured out how to do custom remap colour..remaps with sidebar cameo icons in both C&C95 and RA95. This can be used to add support for colour remaps to the colour you're playing as in cameo icons. E.g. if you play as purple the Power Plant icon will have purple remap in it This feature is used in C&C1 DOS, but broken in C&C95 and Red Alert (Both DOS and RA95). Edit: WTF it says I can't display PNG images.. http://i.imgur.com/Fi9CEXp.png http://i.imgur.com/nZhtUEi.png Edited April 2, 2013 by Iran Share this post Link to post
Iran 12 Posted April 2, 2013 (edited) Fixed the issue with skirmish savegames showing up as (Allies), thanks to CCHyper's help: Edited April 2, 2013 by Iran Share this post Link to post
Sonarpulse 1 Posted April 3, 2013 Speaking of saving, can we have number.sav instead of savegame.number? Share this post Link to post
Iran 12 Posted April 3, 2013 (edited) The game grabs savegame number from the extension in a few places, I also need to rewrite the savegame code to use a new format while saving and loading savegames plus old savegames won't be loadable unless renamed (or I do some really tedious code to support both). Were you able to successfully build all MIX files Red Alert uses with your tool? Edited April 3, 2013 by Iran Share this post Link to post
Iran 12 Posted April 3, 2013 (edited) Allen262 posted conversions of the RA1 DOS sidebar cameo icons, he upscaled and fixed the remap colours on them. I added code to the game so the game can draw icons with a colour remap in the remap of the colour you're playing as. So if you play with orange colour parts of the sidebar cameo icons will be remapped to orange: http://i.imgur.com/6tuQ39P.png http://i.imgur.com/cPud19V.png Wtf the board still doesn't allow me to display PNG images with tags.. Edited April 3, 2013 by Iran Share this post Link to post
PurpleGaga27 39 Posted April 3, 2013 (edited) I don't have a problem posting PNG images: @Iran, not sure if I thought your browser could be blocking something that prevented this to happen, especially javascript. PM the admins if you are still having this issue. Yesterday, you posted a PNG image successfully. Edited April 3, 2013 by zocom7 Share this post Link to post
Plok 320 Posted April 3, 2013 Wtf the board still doesn't allow me to display PNG images with IMG tagsThe image tag has been altered thanks to one of IPB's updates. Use the following:[img=www.example.com/image.png][/img] Share this post Link to post
r34ch 1 Posted April 3, 2013 Sexy. But I hate the oil silo. I'd prefer the Retaliation ore silo to that. But I love the concept. Is there an option to keep the default 'yellow' colour? Share this post Link to post
Iran 12 Posted April 3, 2013 (edited) Thanks Plokite_Wolf. Do you have any time to update your launcher image to use CCHyper's Red Alert logo btw? @r34ch: Yeah I added one, it's needed because the normal RA95 icons use the remap colour yellow. This is what it looks like if you remap them with the player's colour (see the Barbed Wire icon): [/img] I'm gonna start working on adding support for hifi's new spawner code and my "enhancements". The spawner code allows you to start a RA95 online or offline multiplayer match by creating a properly configured SPAWN.INI file and launching the game with a new "-SPAWN" argument. This is needed for Funky's new online MP client and if I feel like writing it, my own skirmish client. My "enhancements" will be support for various improvements my patch adds and a few RULES.INI settings that are nice to have like MCV repack/undeploy. I will also add selectable spawn locations and pre-determined team alliances, sharing shroud with allies, allowing you to build off ally bases, disable the ability for players to change alliances ingame, normal build speed with Aftermath enabled etc. This while you guys are doing important work fixing RA95 missions. Edited April 3, 2013 by Iran Share this post Link to post
Sonarpulse 1 Posted April 3, 2013 (edited) The game grabs savegame number from the extension in a few places, I also need to rewrite the savegame code to use a new format while saving and loading savegames plus old savegames won't be loadable unless renamed (or I do some really tedious code to support both).so you are thinking something like new.number and old.number?Were you able to successfully build all MIX files Red Alert uses with your tool?All I have tried is my mixes + my mix tool which didn't work (I hope because of unmerged 3.03 changes). I am almost done revising my tool to use Maps instead of lists, and then I will test again. Edited April 3, 2013 by Sonarpulse Share this post Link to post
Iran 12 Posted April 4, 2013 im not changing the way savegames are saved. Share this post Link to post
Sonarpulse 1 Posted April 4, 2013 wait did you mean to say The game grabs savegame number from the extension in a few places, I would also need to rewrite the savegame code to use a new format while saving and loading savegames plus old savegames won't be loadable unless renamed (or I do some really tedious code to support both). Share this post Link to post
Iran 12 Posted April 5, 2013 (edited) I noticed that paranoid AI was turned on in skirmish, this conflicts with allying AI cause after killing an AI player all the AI will break any alliance they had with you. So I hacked in a new exception, paranoid AI is turned off now in skirmish unless you set a new keyword to 'yes' in RULES.INI. I also fixed the skirmish so when all the AI players that are allied with BOTH you and all the other AI you're allied have defeated all enemy AI players, the game will actually end now. Before when you and your ally team mates killed all other players the game wouldn't end until you killed your teammate. There's still an issue with the logic, when you ally AI players they won't ally any other AI players you allied, the game will only end when all players allied with each are the only one left. So until I write an external launcher for skirmish games that will allow you to have a bunch of players ALL allied with each other the game will still not end unless you only ally one AI player ingame. Kinda complicated but lets say you have like 8 players and you ally two of them: Player YOU allies player 2 and player 3 player 2 and 3 are allied to you BUT NOT to each other After you kill all other players the game won't end until either player 2 or 3 dies. Allying just one AI player works correctly because both of you and the player you ally are allied to each other. I also added code so in skirmish allies share shroud with each other by default, later on this will also be turned into a configurable setting for online games. I've enabled fixes by default in skirmish and single player for the formation speed glitch, "magic build" exploit, infantry range exploit and the building crew getting stuck on impassable terrain bug (with e.g. Tesla Coil). I've also added Arda's "invisible explosions" fix for skirmish and single player. Edited April 5, 2013 by Iran Share this post Link to post
PurpleGaga27 39 Posted April 5, 2013 Any way you could make the skirmish mode be selectable by a player on which spot you could start from on a skirmish map rather than start on a random spot? Share this post Link to post
Iran 12 Posted April 5, 2013 Not without writing an external launcher, sorry. Share this post Link to post