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Red Alert: A New Era
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Dec 30, 2009 1:38 am    Post subject:  Red Alert: A New Era
Subject description: Yeah, a Red Alert 1 mod
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Well, I had worked on this a while back, changing everything I could from RA to TD. At any rate, I felt I'd release it being that I've had quite a bit of fun with it. I might work more on it in the near future but don't count on it.

This is just a fun mod that I did in my free time, there shouldn't be any bugs, if any, they are extremely minor. A few answers before you ask questions.

The "Hollowpoint" sniper WH is the rocket infantry's WH so no Tanya is avaliable in multiplay since I gave he the SA WH, which is entirely overpowered for multiplay. Also some of the Volkov missions have a explosive gun. However, it doesn't deviate from the playablity, though some missions may be easier.

Also, don't bring up the UI. I couldn't get around the UI, and I didn't replace the eva voices because then it would be a mix of TD and RA eva voices and that would just sound weird.

If someone is willing to make a Tiberium Mine, I will change the ore to Tiberium. The SHP MUST be 24 x 24.

At any rate here it is. The only requirements are Aftermath (I'm not sure on this, you could try pre-AM) and YOU CAN'T HAVE 3.03 OR HIGHER. (Sorry, it's just the way it is)

EDIT: Updated to v1.1: Newly added Tiberium for the regular Ore (only really visual) and TD size infantry (credits to Nyerguds for his smaller infantry patch that I merged with my mix).



A New Era.zip
 Description:
A New Era v1.1

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 Filename:  A New Era.zip
 Filesize:  1.15 MB
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Last edited by Darkstorm on Thu Dec 31, 2009 9:17 pm; edited 3 times in total

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Dec 30, 2009 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
so no Tanya is avaliable in multiplay


Why not just give Tanya's weapon a different warhead then? Sad

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Dec 30, 2009 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

... You can't make any new warheads (believe me, I tried, IE every time) and the closest thing to the Hollowpoint is the SA WH and that makes Tanya OP vs vehicles. While it is the same as the rifle infantry and the pill box, when she is shooting at triple the speed it is way too much. Besides, having 5 Tanyas creep into you base is one of the bad sides of RA from what I've seen.

A few other things I've tried but gotten rid of:

Tesla Jammer (Radar Jammer with TT weapon) - I personally liked the CS TT
Nuke Bomber - Parabombs -> Paranuke
A-10 Airstrike - No Spy Plane, I believe I kept this in there.
Half sized Tib Tree & Tiberium - hated the small tree.

Was thinking of TD flamer but it would replace V2 death WH with a dummy WH. Though I could use the SA WH, it would be degrading in my mind.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 30, 2009 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you have to replace the palette? Everything just looks messy.

Also I'd replace the hires inf with the lores ones, since they look better IMO.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Dec 30, 2009 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, just the difference in the pallette makes for some messy cameos. I could really never tell the difference between the hires and lores. I'll get right on it I guess.

EDIT: Wait, I'm kind of confused. Isn't one of them for MSDOS?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Dec 31, 2009 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Does anyone want me to add in the TD Harv, it would also mean the Tib Ref's return. However, a downside being that it would just stop infront of the refinery to unload, not any special anim as I am terrible with such things.

PS: Double posted because this has nothing to do with the post above.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Dec 31, 2009 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

If you don't get the cool anims then there's no point IMO.

Also lores.mix is for MSDos, yeah. The infantry in there are small (TD size) and higher quality (the standard inf look stretched bigger, instead of rendered bigger IMO).

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Thu Dec 31, 2009 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Dec 31, 2009 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh your talking about smaller infantry, well I guess I can add that in. I guess I'll combine it with my zip. With credit of course, though I might replace Tanya with the commando.

EDIT: Well I was too lazy for the commando as it requires alot of frame deleteing. Anyhow, v1.1 is up, thanks for Nyerguds' small infantry patch.

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MrFlibble
Cyborg Firebomber


Joined: 28 Feb 2005
Location: 3,000,000 years away from Earth

PostPosted: Fri Jan 01, 2010 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a Commando for RA1.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jan 02, 2010 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool, I'll see about implementing it tommorrow I hope.

Or today, its 1 almost 2 am here.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 03, 2010 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I would touch up the cameos but SHP Builder seems to make the cameos "unknown" to XCC Mixer and the game. I've had crashes before because I tried to edit SHPs, anyone know how to solve this delimma?

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Jan 03, 2010 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

save them as png and convert tem using xcc-mixer

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Jan 03, 2010 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

woah... I should check this out. I already got tons of C&C stuff in RA, but never got around to actually making a mod out of it; I'm not good at the rules.ini part.

For the record, I got a refinery, with harvester, with the correct unloading animation. I also got snow tiberium.

[edit]

Mkay... for the graphics side, I'm not too impressed.

About your icons: you converted them incorrectly. You used the Desert icons set, but converted them with the Temperate palette instead of the Desert one. Unlike in RA, the C&C theater palettes are NOT all the same.

For the rest, you seem to have a ton of the typical white-to-transparency conversion errors (humvee turret, barracks, comm center). Use my conversion palettes to get around those.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 03, 2010 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I could use the Tib Refinery, I'll keep the gems the same since I've already tried to make Blue Tiberium, but it was way too dark. Anyhow how would I use the purple palettes, wouldn't that make all the units loose their remaps?

EDIT: And in relation to what you said at C&P, there are 2 blue countries, good guy and Greece, good is all the nonplayer controlled units in the campaign. I need 2 gold countries, not just Spain.

EDIT2: I tried what you said but it has quite unfortunate side effects.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Tue Jan 05, 2010 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

ehh... SHP files don't have a palette of their own. The actual colours that are put there don't matter. The purple palettes just make sure that the remap areas are saved on the correct spots during conversions.

Darkstorm wrote:
EDIT: And in relation to what you said at C&P, there are 2 blue countries, good guy and Greece, good is all the nonplayer controlled units in the campaign. I need 2 gold countries, not just Spain.

EDIT2: I tried what you said but it has quite unfortunate side effects.

you mean editing palette.cps? That always works. The only side effect is that the multiplayer colours change too. I got a palette.cps with the C&C1 MP colours put into it. Works fine, but I never really looked at the campaign. I'll have to switch them around a bit to get that right.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Jan 05, 2010 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried switching the blue and gold rows but it has some pretty nasty side effects. (turned everything that was blue, gold; like the TD Power plant anim)

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Jan 10, 2010 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know what was wrong... and it's pretty damn amazing.

The first row on the palette.cps actually determines which colours get CHANGED by the remap system Surprised

This means that in your test, the fact everything stayed yellow was simply because that yellow colour on the units was no longer remap. Blue had become the remap colour, and none of the units have that originally.

This means you can't change that first row unless you adjust your unit SHPs to use a different palette range for remap too.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 10, 2010 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, I'm too lazy to do that, might go back and and edit the missions eventually. As for this mod, I might eventually go back an fix the transparency bugs but I am more focused on other mods right now.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Jan 10, 2010 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do you need 2 yellow countries though? No one will care if the gunboats are orange or something.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 10, 2010 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orange=Ukraine... Yeah, if I recolor the people in the missions it will be most likely Spain (Player,Gold) and Germany (Support, Grey).

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Jan 10, 2010 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just use Spain and Multi1, both are Gold Smile

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jan 10, 2010 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have no idea what Multi1 does, it seems reserved for Multiplay, best not mess with it.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Jan 11, 2010 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
I have no idea what Multi1 does, it seems reserved for Multiplay, best not mess with it.


Well in C&C1 the Multi houses could easily be used for AI players, there's one for each MP color Wink

But I just tested it, and yeah, in RA for some reason your units start shooting units from Multi1 even if it's set as allied house, unfortunately it doesn't seem to work in RA as it did in TD.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Jan 11, 2010 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

therefore you got spain and the other "npc-countries"

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MrBarefoot
Civilian


Joined: 27 May 2014

PostPosted: Tue May 27, 2014 7:25 pm    Post subject: Mission Issue Reply with quote  Mark this post and the followings unread

I'm having a problem with Mission 12.
I capture and destroy the "Construction Yard to the north", then I destroy the Hold Out, then the Research Lab, but then, every time I get near the other half of the map, I get "Mission Failed".
I have tried changing the order in which I destroy these thing, and have even tried keeping the Construction Yards.  Nothing seems to have any affect.
Has anyone else had this problem?
Thanks

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