r34ch 1 Posted March 13, 2013 Does anyone have issues with that? No, please do patch that. Indeed silly, I just wrote that off to the game being old on my processor. I'll look into the Queen Ant mission again over the weekend hopefully, and maybe try 13b of the allies mission. Share this post Link to post
Iran 12 Posted March 13, 2013 13b of the allies mission? Why? Don't you mean the soviet mission? Share this post Link to post
Storm 0 Posted March 13, 2013 (edited) With the german language pack activated "Mambos Hütte" and "Aksums Hütte" are shown in the menu. Instead of the right translation for "Custom Missions" and "Expansions Missions".EDIT:Done - use FunkyFr3sh updated german language pack. (Link) Edited March 14, 2013 by Storm Share this post Link to post
Sonarpulse 1 Posted March 14, 2013 The game speed in offline games (skirmish and single player) gets multiplied with the game/AI difficulty you chose, on top of the normal game speed slider. This is retarded and I'm gonna patch it. When you play against easy AI in skirmish the gamespeed is sllooowww and when playing against hard its very fast. Same thing with loading savegames. I want to remove this logic and always set the gamespeed for offline games to that of the normal game difficulty (you can still adjust it with the game speed slider like normally). Does anyone have issues with that?Maybe add more positions and adjust the scaling so the full range of speeds is still available? I totally agree it should NOT be difficulty dependent. I've also found the original landscape photos of a bunch of backgrounds used by C&C1 and RA1 renders, see: http://cnc-comm.com/community/index.php?topic=2229.0 Hehe, glad to see I started something. Maybe Nyerguds (IMO CnC's chief "curator" can organize these somehow. Share this post Link to post
Iran 12 Posted March 14, 2013 Storm, it's because I used some unused strings that are leftover from C&C1 for those menus. The language packs aren't updated, you can find updated versions on FunkyFresh's site. "Maybe add more positions and adjust the scaling so the full range of speeds is still available? I totally agree it should NOT be difficulty dependent." It's not actually gamespeed that it modifies, it's some timer related code while doing the main loop for ingame (not inside main menu) activity. The normal gamespeed logic is an index in a game speed adjustment table. Whenever the game needs to normalise gamespeed it calls a function with an argument, that argument gets normalized with the current game speed and a normalized game speed is returned. The assembly for it looks like: AUTO:00526B7C int const OptionsClass::Normalize_Delay(int)const proc near AUTO:00526B7C ; CODE XREF: AnimClass::AnimClass(AnimType,ulong,char,char)+25Ap AUTO:00526B7C ; AnimClass::AI(void)+8FAp ... AUTO:00526B7C 000 push ebp AUTO:00526B7D 004 mov ebp, esp AUTO:00526B7F 004 push ebx AUTO:00526B80 008 mov ebx, eax AUTO:00526B82 008 mov eax, edx AUTO:00526B84 008 test edx, edx AUTO:00526B86 008 jz short loc_00526BA9 AUTO:00526B88 008 cmp edx, 5 AUTO:00526B8B 008 jge short loc_00526B9B AUTO:00526B8D 008 shl edx, 5 AUTO:00526B90 008 mov eax, [ebx] AUTO:00526B92 008 mov eax, ds:int OptionsClass::const Normalize_Delay(int)::.0::_adjust[][8][edx+eax*4] AUTO:00526B99 008 jmp short loc_00526BA9 AUTO:00526B9B ; --------------------------------------------------------------------------- AUTO:00526B9B AUTO:00526B9B loc_00526B9B: ; CODE XREF: const OptionsClass::Normalize_Delay(int)+Fj AUTO:00526B9B 008 mov ebx, [ebx] AUTO:00526B9D 008 lea eax, ds:0[edx*8] AUTO:00526BA4 008 inc ebx AUTO:00526BA5 008 xor edx, edx AUTO:00526BA7 008 div ebx AUTO:00526BA9 AUTO:00526BA9 loc_00526BA9: ; CODE XREF: const OptionsClass::Normalize_Delay(int)+Aj AUTO:00526BA9 ; const OptionsClass::Normalize_Delay(int)+1Dj AUTO:00526BA9 008 lea esp, [ebp-4] AUTO:00526BAC 008 pop ebx AUTO:00526BAD 004 pop ebp AUTO:00526BAE 000 retn AUTO:00526BAE int const OptionsClass::Normalize_Delay(int)const endp AUTO:00526BAE Share this post Link to post
r34ch 1 Posted March 17, 2013 Ok so did Soviet 13b. It works fine. If you capture the chronosphere, audibly you hear objective met then mission accomplished pops up. If you don't kill the domes and go near it it self destructs as it should. And im sure the allies attack it when unshrouded but didn't test, but that just takes a simple spy plane to test. I have the saves but im too lazy to go back and delete my uploaded pictures :/ Share this post Link to post
Iran 12 Posted March 17, 2013 Did the Chronosphere blow up after it was captured? Because that's what's supposed to happen. Share this post Link to post
Sonarpulse 1 Posted March 17, 2013 You might consider giving the soviets an invincible unit so those missions can be tested more easily. Share this post Link to post
Iran 12 Posted March 17, 2013 We had 175 people playing Red Alert 1 today at peak, which is a new record for CnCNet! Share this post Link to post
Sonarpulse 1 Posted March 18, 2013 I'm waiting for 200 people total on CnCNet, which should be soon! Share this post Link to post
Iran 12 Posted March 18, 2013 We had 197 total yesterday at peak: http://cncnet.org/statistics Share this post Link to post
PurpleGaga27 37 Posted March 18, 2013 (edited) After looking in the change list of Dune Dynasty 1.5 compared to this, PortableRA still needs a long way to go on options and features. But hopefully if you will include them if possible, it will be really great to the players out there. PortableRA still needs the following: - skirmish mode saving (Vistha did that) - a viewable picture gallery - a viewable movie playlist of all campaign missions - a campaign mission selection (instead of loading campaign save games) - map zooming (would really be helpful on large monitor resolutions) - set rally point from a war factory and/or barracks - set waypoints on the map given to a unit or units - setting on/off the main sidebar - an option to set on/off build queues - a brutal AI setting - replaying MP games Edited March 18, 2013 by zocom7 Share this post Link to post
PurpleGaga27 37 Posted March 18, 2013 Who's Vistha? http://forums.cncnz.com/topic/16477-hi-res-patch-testers-needed/ IDK if he'll come back here, but I'm certain he has done the skirmish saving mode in-game. Share this post Link to post
Iran 12 Posted March 18, 2013 Can you check if he did actually did? I could probably figure out how he did it if this is the case. I've done it before while doing research into it but the game loaded the savegame I created as if it were a single player game.. Share this post Link to post
Sonarpulse 1 Posted March 19, 2013 http://forums.cncnz.com/user/8616-vistha/ Not been here in a while. Can you do some sort of binary diff on his RA executable? Share this post Link to post
Iran 12 Posted March 19, 2013 Yes but it takes ages to see non-resolution patch related changes because a resolution patch has to update stuff all over the EXE. I need to find every location that's changed and compare it in IDA. Would help if someone just checked for me if his patch contains this feature lol. Share this post Link to post
CCHyper 3 Posted March 19, 2013 Hex Workshop has a smart Compare, very good feature that i use all the time. Share this post Link to post
r34ch 1 Posted March 19, 2013 Did the Chronosphere blow up after it was captured? Because that's what's supposed to happen. Nope. Blows up in the FMV. Share this post Link to post
Iran 12 Posted March 20, 2013 (edited) I see, they probably hacked the FMV in cause the original Soviet ending of the game has the USSR chronoshifting an Iron Curtain'd bomber over the USA's west coast, dropping a nuke over Washington DC iirc. Edited March 20, 2013 by Iran Share this post Link to post
r34ch 1 Posted March 20, 2013 I see, they probably hacked the FMV in cause the original Soviet ending of the game has the USSR chronoshifting an Iron Curtain'd bomber over the USA's west coast, dropping a nuke over Washington DC iirc. ...link? Share this post Link to post
Plok 319 Posted March 20, 2013 http://cnc.wikia.com/wiki/Red_Alert_1_cutscene_script Page 49 Share this post Link to post
CCHyper 3 Posted March 23, 2013 Wait, where did that document come from... Share this post Link to post