Posted: Sun Jan 07, 2007 2:33 pm Post subject:
It Came From Red Alert R2.5
Subject description: Important version
Release 2.5 Fixlist
· GPS Satellite is delayed as in RA.
· Mines are hidden to enemy.
· Mines are legal targets.
· Bigger spread on M.A.D. Tank’s weapon.
· Skirmish menu colour list reflects actual remap colours.
· AA Gun turns faster.
· Turret turns faster.
· Chronosphere has the correct cameo.
· Radar Jammer turretoffset fix.
· Hind rotors spin.
· Radar Jammer jamming doesn’t protect against damage.
· Destroyer depth charge has the correct range.
· AA Missiles are a bit less effective (or at least they should be).
· Nuke has been adjusted.
· Flame weapon internal error has been fixed.
· Start location numbers on skirmish menu have been fixed.
· Infantry only mode has been added.
· Shock trooper no longer crushable.
· Kennel added.
· Technician sequence fix.
· Cruiser damage reduced.
· Helipad cost reduced (no free unit so cheaper Helipad).
· Units come from the front of the war factory again, though still not glitch free.
Release 2.5 known issues:
· Soviet Sidebar graphics glitches. This will be fixed in R3, possibly with scratch built sidebars for both sides.
· Unit drives over front of war factory on exit (at least it comes out of the front now)
· Torpedoes don’t work on the new terrain (no naval units on ICFRA – Them! So you won’t notice this).
· New terrain beaches and trees don’t match, as only the standard tile has been changed.
If you find an bug other than those listed in the known issues, please report it.
Download is here
MOD REQUIRES ROCK PATCH! _________________ QUICK_EDIT
Yeh, 1.08SE or whatever it is. I've not used anything (to my knowledge) that is affected by the latest fix but it's best to be safe.
This wasn't planned, but having an IE everytime a flame weapon half damaged a building was too big an error to not immediately fix. _________________ QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Mon Jan 08, 2007 2:48 am Post subject:
A new look into ant society - it seems all clear now - for aYuri is a mutated ant!
Oh darn - Fraps didn't got the image... but really - whats with the ant side?
Also - up the demo's damage and make ants on "Them!" Attack AI players... _________________ DUNK! QUICK_EDIT
Alot of people are saying they don't need Rockpatch, it would appear that the tags added by RP are just being flat out ignored by the unmodified game.
I assume your spysat was instant or didn't exist, mines were visible and the drop down colours were wrong? _________________ QUICK_EDIT
Alot of people are saying they don't need Rockpatch, it would appear that the tags added by RP are just being flat out ignored by the unmodified game.
I assume your spysat was instant or didn't exist, mines were visible and the drop down colours were wrong?
None of us (Me, Von K, or Modder666) used Minelayers, and I didn't tech up to Tech Center on a non-RP match, but the colors were definitly wrong. _________________
Yeah, what Kyler said. I didn't notice anything or even realize you needed RP to play the mod until I checked your site out. Funny how the engine works.
And yes, I've played with the RP, but I don't use it online because of it's instability. You'll get lots of Recons. _________________
Something else that needs RP - M.A.D. Tank.
If you fire the M.A.D. Tank without R.P. you've got an I.E. on your h.a.n.d.s.
(Because of the large cellspread on the warhead)
And Von, I accepted your MSN add I just haven't been online _________________ QUICK_EDIT
Ants were in a secret campaign added in Red Alert Counterstrike, they replace Yuri.
If I can make it work to a decent level they'll be skirmish playable, if not they'll be campaign only (if I ever get round to that).
Edit: I've got a planned out Ant side that works like a normal faction but you only ever need 'ore refinery', 'barracks' and 'construction yard' type buildings.
It's whether I can come up with satisfactory graphics (it's a bit different to making manmade buildings) and whether the implementation works, that are the defining factors.
I think I actaually coded it in, if Yuri was selectable you'd only have available to you what was in my plan rather than the normal Yuri techtree. I haven't tested it or refined it any though because I had other more important things to do whereas the Ants are a bit of an extra rather than a core part.
Edit Again:
The coded version is quite what I had in mind as I had another idea for the refinery, the coded version uses oil derrick logic on the conyard.
Just thought I'd add that incase anyone managed to modify the rules.ini that gets droppped into the RA2 directory _________________ QUICK_EDIT
I'm not sure if the mod's launcher deactivates the mod as soon as you exit Yuri's Revenge or when you close the mod launcher.
If it's the latter, you could open the ICFRA .exe file, launch the game, exit the game and then edit the rulesmd.ini that is in the RA2 directory so that [YuriCountry] is multiplayer yes.
Otherwise you'd have to launch the mod and game, alt tab out of the game and open the RA2 directory. Then copy and paste all the files the mod adds into another directory. Then alt tab back to the game and exit, copy paste the mod files back into the RA2 directory and edit the rulesmd.ini.
I don't think it's worth that much effort to be honest.
Edit:
I've made an R3 progress thread.
I've also not had a 'random' internal error for a while and none have been reported to me in R2.5, if it stays that way R3 might be the first release that can be deemed stable _________________ QUICK_EDIT
I've just alt tabbed out, alt tabbed back in, and alt tabbed out again to make this post.
Works fine for me, maybe it's a no RP thing? _________________ QUICK_EDIT
my comments:
1) The ParaBomb SW icon is too dark,
impossible to see SW rechange status.
2) Sometimes planes fly around airbase and don't want to go to airbase
3) Change string in RULESMD.INI [General] Name=
from original to anything like : C&C Yuri's Revenge - It came from RA!.
you can see this string at list in MainMenu->Options->Info (RP1.08SE). _________________ ARM forever - x86 sucks QUICK_EDIT
I tried it, its good job.
Except I have probs with helicopters like hind, they keep moving around target like they should, but they never shoot. At all. I've waited. Nothing. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
You must still be using R2.
In R2.5 they strafe rather than move around like they should as the tag that makes that difference was causing problems. _________________ QUICK_EDIT
I've come across a problem regarding terrain. Lunar is incapable of handling a few things relating to water (weapons and placing shore properly is what I've come across so far) so I'm switching to replacing the standard RA2 temperate.
As such the maps at the moment look like this-
On the upside, it means that when the terrain is done there'll be alot of maps already using it.
The War Factory has had a few changes.
It's now 5x3 so the units exit correctly.
I've swapped the pipes from the far side to the near side (Pusskyfly mentioned that wall was very bare).
Changed the main texture slightly.
Made the windows have proper transparency (you can see through them to the interior).
Put a frame around the windows on the front.
Fiddled with the specular and blur values on the textures (this last one has been done to all the buildings).
AND it's a tad smaller, a long time ago someone mentioned it was a bit on the large side so I've shrank it a bit.
That's a flatbed truck carrying the ore scoop from the front of an Ore Truck parked round the back if anyone's wondering.
The current changlist for R3 is as follows:
R3 Change/Fix List wrote:
Done
Mig has correct number of missiles.
Mammoth Tank AA fix
Chronosphere has the correct cameo (for real this time).
Shore to water terrain tiles are done.
Mplayer.ini fixes (these are detailed below*), and are removed in Contraction mode.
Crates don't appear as much.
Removed removed sides (Libya, etc) from random country picker
Airfield lights anim
Specular/blur building graphics overhaul
War Factory - New graphics, now 5x3 and units exit correctly.
42 new voxel debris types.
New crate graphics.
New terrain - replaces RA2 Temperate theatre.
Infantry-only mode.
M.A.D. Tank damages vehicles.
No timer shown for superweapons.
Launcher asks whether to deactivate mod – selecting no would leave the mod files in the game directory, allowing mapping.
*Mplayer.ini fixes are as follows:
Turret cost to 800
Turret power to -55
Turret weapon damage to 60
Turret weapon ROF to 35
Turret weapon speed to 50
Iron Curtain recharge to 5
Concrete Wall cost to 50
Gap Generator strength to 700
Gap Generator power to -90
Tesla Coil strength to 600
_________________ Last edited by Daz on Sun Apr 01, 2007 10:22 am; edited 1 time in total QUICK_EDIT
I was going to use Rock Patch with it, but the 1.08 SE says it can't find YR. I have TFD. Any help? (offtopic, I know, but I want to play the mod with all of it's features ) _________________
Edit: Changelist wasn't comprehensive, editing the last post to fix. Last edited by Daz on Sun Apr 01, 2007 10:22 am; edited 1 time in total QUICK_EDIT
If registry entry (HKLM "SOFTWARE\Westwood\Red Alert 2" "InstallPath") exists, then check to see if <ra2> exists at that location.
Else If registry entry (HKLM "SOFTWARE\Electronic Arts\EA Games\Command and Conquer The First Decade" "r2_folder") exists, then check to see if <ra2> exists at that location.
If <ra2> not found or neither registry entry exists then report that RA2 is not installed.
I suspect that the registry entries are not correct.
If you clean install whichever RA2/YR (FirstDecade or original) you want then the registry entries should be fixed.
Daz, from what I've seen in this thread this mod of yours is breathtaking. I've downloaded it but I haven't played it yet (for lack of RA2) but I ahve to ask, are you going to recreate the campaign of RA1 as well? if you will, damn, this will be THE best RA2 mod ever. _________________ "War.... war never changes....." QUICK_EDIT
I believe the problem is in registry key. I have had tons of registry problems with TFD, as it seems to install the games in to folders that don't exist in registry settings o_O
EDIT: The registry settings seem to be correct this time...gotta play some more with them.... _________________
Need to do the cliff terrain tiles which will probably take an hour, buildups which will take a few days perhaps, some random animations (M.A.D. Tank, building active anims) and a few little coding things.
Also, slope terrain tiles.
This last one is a problem, as I've got no idea how to do them so they'll match my normal ground tiles. _________________ QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Fri Apr 06, 2007 1:25 pm Post subject:
Impressive, brings back good memories.
BTW are you following RA1 style buildups? since I see that you're using the gray scale start from the games before RA2; but I don't remember the advanced power plant buildup.
Anyways is an impressive mod, I'm looking forward to it QUICK_EDIT
I'm not looking at replicating the actual animations (you see them for about 2 seconds ingame so it would be a massive waste of time, not to mention impossible on things like the War Factory that look different).
But yeh, the greyscale fading into the right colour is supposed to replicate RA.
I'm aiming for the mod to feel like RA, but I don't want to be completely anal about it. _________________ QUICK_EDIT
I highly doubt it, the maps are probably coded in an entirely different way.
The terrain in RA is all flat, directly from above.
RA2 is tiles that, whilst flat, are viewed from an angle and placed on a map which works in 3 axis.
Shouldn't be anything stopping me (or other people once there's a public version with complete terrain) from remaking them though.
I quite fancy Naval Conquests (or whatever it was called), though that seems to have disappeared from my RA :S
Edit:
Loading an RA map in FinalAlertYR gives you an empty map, but with the right [Basic] settings. So no.
Edit Again:
Well well, I appear to have found a way to do it.
I loaded up Naval Conquests in RA95, got myself a GPS and uncovered the whole map.
Then I took a screenshot, cut out the minimap in PSP and edited the colours a bit to make them stand out more (I was going to make it by hand), at this point I remembered FinalAlert's import .bmp feature. So I saved my edited minimap as a .bmp.
I now have Naval Conquests in FinalAlert and the part that took the longest was waiting for the GPS sat.
Unfortunately only the geography gets carried across, I need to add the ore, trees and start points by hand. And some of the shoreline is wrong, but it's saved alot of work. _________________ QUICK_EDIT
I've just done Naval Conquests. For those not familiar it is an 8-player "mega" map that was added in the The Aftermath expansion.
There are four corner islands, two small islands and one big main island.
It's brilliant for long 2v2 matches using the corner starting positions and having to fight over the main island when the corners run out of ore, with 8 players it's sheer chaos.
It's 126 by 126 so I haven't sat and taken the masses of screenshots it would take to make a full map pic of it, but here's the minimap resized up a bit.
Unfortunately I don't have cliff edges in the places that RA had them. I might get round to making some new terrain pieces of cliffs at ground level, but we'll have to wait and see. _________________ QUICK_EDIT
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