Posted: Sun Sep 21, 2025 8:55 pm Post subject:
- - - Day-Night Cycle - - - With Day-Night Sounds! for any map by CCCP84
Full Day-Night Cycle with the ability to add alternating day and night Sounds!
I made a file that automatically integrates the cycle into the map, nothing else needs to be done. Just unzip the file from the archive into the same folder where the map is located and run it. (Look Attachments) ( How to add night sounds, read below )
Or you can make it manually:
It can be copy-pasted into any map. Simply copy the text from the file and paste it into any empty space in your map file.
Also, delete the old Lighting section from your map.
You don't need to do anything else. Everything will work.
The duration of day and night can be easily configured in the [Events] section.
If radiation was applied during a lighting change, post-radiation artifacts will appear. When the day comes, these are erased by an invisible lamp.
If your map has lamps, they won't work properly. They should be removed.
You need to take into account that in a real game the time will be longer due to lags. 60, 45, 30 minutes it is time with ideal conditions without any lags.
I did this back in 2022 on - O C E A N I A - Now I've isolated the triggers that were previously mixed in with others.
As far as I know, from 2022 until now, Oceania was the only publicly available map with such a cycle implemented.
Now, I think there will be more )
We could also consider including this cycle as an option in the CN?NET client.
If you mention me inside your map file with this line, I will be pleased:
; Day-Night Cycle by CCCP84 v1.2. Made in 2022. Updated in 2025
- - - ADDING SOUNDS - - -
In order to use alternating night and day sounds in a cycle, invisible lamps are used; each lamp has sounds attached to it; Some lamps have a daytime sound that switches to a night sound at night and back to day; other lamps have either just a day or just a night sound and turn off the sound during non-working time.
Just place the desired lamp on the map.
The assignment of sounds to lamps has already been done inside the Cycle:
[INREDLMP]
WorkingSound=_Amb_BirdsTemperate1 ; multitude of birds in the grove
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INGRNLMP]
WorkingSound=_Amb_BirdsTemperate2 ; the same loud chirping
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INBLULMP]
WorkingSound=_Amb_BirdsPark ; classic bird calls
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INYELWLAMP]
WorkingSound=_Amb_BirdsJungle1 ; suitable as ordinary bird voices
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INPURPLAMP]
WorkingSound=_Amb_BirdsJungle2 ; characteristic jungle bird cries
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[SNOMORLAMP]
WorkingSound=_Amb_DesertHawk ; desert hawk cry
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INORANLAMP]
NotWorkingSound=_Amb_CricketBed ; monotonous chirping of locusts
[TEMDUSLAMP]
NotWorkingSound=_Amb_CricketDesert ; constant pleasant trill of crickets
[TEMNITLAMP]
NotWorkingSound=_Amb_BirdsNightOwl ; different owl cries
[TEMMORLAMP]
NotWorkingSound=_Amb_BirdsMorning ; cry of a night bird
[TEMDAYLAMP]
WorkingSound=_Amb_BirdsBeach ; various periodic cries of seagulls
[SNODAYLAMP]
WorkingSound=_Amb_BirdsHarbor ; constant noise of seagulls
After this, each lamp needs to be assigned a corresponding tag. I created a script that will do this automatically. Unzip the exe file, place it in the same folder with MAP file and run it. Tags will be assigned to the lamps automatically.
Or you can run a python script if you install python before or you already have it installed.
Also, the MAP file and the Python script must be in the same folder. Just run the python file by double clicking.
When installing Python be sure to check the boxes:
? Add Python to PATH
? Add Python to environment variables
? Associate files with Python
Other sounds such as wind, waves, river, etc. can be added using regular waypoints and triggers, as they don't need to be turned off at night or during the day.
If you notice any errors, that something is not working correctly, please report it in this thread.
If you accidentally placed a regular lamp instead of an invisible one, it is convenient to simply replace all the names of regular lamps in the map file with the corresponding invisible one in [Structures] section. ( edit replace replace all REDLAMP -> INREDLMP )
You can also temporarily use country flags as lamp images; flags are visible during the game and in the Final Alert 2, which is convenient for distinguishing between different sounds. Also you will not mix up the invisible lamp with a regular one when placing it; then do not forget to delete the "Image=" lines:
[INREDLMP]
Image=CAUSFGL
WorkingSound=_Amb_BirdsTemperate1 ; multitude of birds in the grove
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INGRNLMP]
Image=CARUFGL
WorkingSound=_Amb_BirdsTemperate2 ; the same loud chirping
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INBLULMP]
Image=CAFRFGL
WorkingSound=_Amb_BirdsPark ; classic bird calls
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INYELWLAMP]
Image=CAIRFGL
WorkingSound=_Amb_BirdsJungle1 ; suitable as ordinary bird voices
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[INPURPLAMP]
Image=CAUKFGL
WorkingSound=_Amb_BirdsJungle2 ; characteristic jungle bird cries
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[SNOMORLAMP]
Image=CAPOFGL
WorkingSound=_Amb_DesertHawk ; desert hawk cry
NotWorkingSound=_Amb_CricketChirps ; periodic sound of a cricket
[TEMDUSLAMP]
Image=CASKFGL
NotWorkingSound=_Amb_CricketDesert ; constant pleasant trill of crickets
[INORANLAMP]
Image=CACUFGL
NotWorkingSound=_Amb_CricketBed ; monotonous chirping of locusts
[TEMNITLAMP]
Image=CALBFGL
NotWorkingSound=_Amb_BirdsNightOwl ; different owl cries
[TEMMORLAMP]
Image=CAGEFGL
NotWorkingSound=_Amb_BirdsMorning ; cry of a night bird
[TEMDAYLAMP]
WorkingSound=_Amb_BirdsBeach ; various periodic cries of seagulls
[SNODAYLAMP]
WorkingSound=_Amb_BirdsHarbor ; constant noise of seagulls
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CCCP84's Day-Night Cycle 1.2. Integrate full Cycle into the Map (Put MAP file in same Folder).py.zip
Description:
The file automatically integrates the entire cycle into the map file (Python required)
Posted: Mon Sep 22, 2025 2:30 am Post subject:
Re: - - - Day-Night Cycle - - - for any map by CCCP84
Andrew84 wrote:
As far as I know, from 2022 until now, Oceania was the only publicly available map with such a cycle implemented.
Fan made maps have been using day to night cycles since the Final Alert map maker was released 26 years ago. You can make the same lighting changes in TS maps too, so this has been common knowledge since before the game was even released.. _________________
I've never seen a map like this.
Can you show me?
I don't think such a full-blown smooth retint has ever been used anywhere. A simple brightness adjustment doesn't produce the desired effect. This is something completely different. It's a completely different level. QUICK_EDIT
If you search the forum you can find several old topics about day night cycles, you should be able find some maps in the archive with day night cycles too. _________________
When I was doing my cycle, I didn't find anything. The most I was told was that someone was doing ambient triggers, which is completely unsuitable for this purpose.
There has never been, and still isn't, a fully functional cycle suitable for use. Other than that. QUICK_EDIT
GREAT idea for extra immersion , wonder if this works on campagin missions too something like the soviets invading new York at evening and deploying the psychic beacon during afternoon or night makes for better storytelling element _________________ SQUARE ENIX REMAKE FINAL FANTASY 2 QUICK_EDIT
for those of you that dont know, this isnt simply the inbuilt ambient lighting system and is
instead an intricate series of triggers that use the retint actions. means better lighting
emulation than before, particularly for sunrise and sunset. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Not that it matters , red alert 2 games don't last over 20 minutes since everyone loves to play at speed 5..... _________________ SQUARE ENIX REMAKE FINAL FANTASY 2 QUICK_EDIT
I have improved the cycle in such a way that it is possible to add night and day sounds to it.
This creates additional immersion in the atmosphere of the night.
I have already implemented this ?ycle with Night Sounds on - O C E A N I A - , - BLACK SEA - and - S T O R M -
These versions will be released along with the next CNCNET update. QUICK_EDIT
Those are some pretty lengthy games i didn't expect to see those
Would it be possible to implement some mechanic that lowers line of sight during night especially for tanks _________________ SQUARE ENIX REMAKE FINAL FANTASY 2 QUICK_EDIT
Those are some pretty lengthy games i didn't expect to see those
Would it be possible to implement some mechanic that lowers line of sight during night especially for tanks
I don't think so. It might be possible to make a fog on war for the entire game, but not just for night or day. QUICK_EDIT
Probably is a bad idea, just saying you can change the shroud with the day and night cycle, which is probably the closest thing to Panda's suggestion. _________________
What is trigger loop?
Isn't it exactly that what i used in my cycle?
You set a trigger to change map light level after let's say 3 minutes.
Then to a lower light level.
After you make daynight combo from that, you make it go to the 1st trigger again.
I tested this a while back in a map and I'll most likely use it in the future single player campaign. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
I noticed you updated your code to add dummy buildings that play sounds at different times of day. I hate to criticize something you've put so much effort into but you can do the same thing with basic triggers and waypoints, no need for any extra dummy stuff. If you look at any of the original maps you can see how its done, you just need to add triggers to turn the sounds on or off along with the day and night cycle. _________________
I noticed you updated your code to add dummy buildings that play sounds at different times of day. I hate to criticize something you've put so much effort into but you can do the same thing with basic triggers and waypoints, no need for any extra dummy stuff. If you look at any of the original maps you can see how its done, you just need to add triggers to turn the sounds on or off along with the day and night cycle.
No. Ambient sound started by a trigger cannot be stopped. QUICK_EDIT
I haven't seen this action. How did I miss it?..
Thanks.
I'll think about whether using waypoints is applicable in this case.
in the case of buildings everything is clear. A certain sound is assigned to a certain type of building. How can this be done using a waypoints? Perhaps could select certain ranges of waypoints and assign each range its own sound. I need to think about this.
The current version is probably still more convenient as a universal solution. QUICK_EDIT
Use action 99 to play a sound at a specific waypoint, you can also use action 98 to play a sound at a random waypoint on the map.
Sounds can play once or loop infinitely depending on how they are coded in the sound(md).ini. Actions can also be triggered once or set to repeat infinitely, so a looping sound only needs to be triggered once but a single sound would need a repeating trigger to play multiple times etc.
As mentioned before you can can turn off a sound playing at a waypoint with action 116, if you are using a repeating trigger to play sounds tho you can use can use a separate trigger with action 54 to disable the sound trigger. You can also use action 53 to turn the trigger on again. _________________
There has never been, and still isn't, a fully functional cycle suitable for use. Other than that.
Scipion's Global Crisis has a semi-plausible system, though its mostly storms
***
In any case, I don't think a longer game makes it "More strategy". This is usually just wildly unbalanced towards defenses against endless AI waves and a game is infinite turtling.
Strategy games such as chess have a balance of defense and attack and can end quickly. _________________ QUICK_EDIT
Use action 99 to play a sound at a specific waypoint, you can also use action 98 to play a sound at a random waypoint on the map.
Sounds can play once or loop infinitely depending on how they are coded in the sound(md).ini. Actions can also be triggered once or set to repeat infinitely, so a looping sound only needs to be triggered once but a single sound would need a repeating trigger to play multiple times etc.
As mentioned before you can can turn off a sound playing at a waypoint with action 116, if you are using a repeating trigger to play sounds tho you can use can use a separate trigger with action 54 to disable the sound trigger. You can also use action 53 to turn the trigger on again.
This is all great, but how can the user who created the map integrate the cycle with a single button press? Or should they manually add triggers for each sound? This is completely unacceptable.
Furthermore, we might integrate this cycle into the CNCNET client in the future. And again, how can we apply such a cycle to any map automatically? There needs to be some kind of universal system.
This works perfectly with buildings. The tag is specified on the building. The cycle remains unchanged. This is impossible with waypoints. QUICK_EDIT
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