It is actually possible to customize the running of Red Alert 2 by running the RA2.EXE file from the command line and adding any of the following switches. The syntax of the command should be (remember to change the drive and directory as appropriate as this is the default installation path);-
C:\Westwood\RA2\RA2.EXE [apply switches here]
The available switches are (note that they are case sensitive);-
-X Forces the game to run in DOS 1.19 or later compatibility mode (obsolete)
-O Forces the game to run in DOS 1.07 compatibility mode (obsolete)
-WIN Runs the game in a new Desktop Window instead of full screen mode
-16 Forces 16-bit color (although the game defaults to this anyway)
-480 Sets screen height to 480 pixels instead of 400 in 640x400 resolution (DOS compatibility setting)
xXy Runs the game with the resolution settings as specified (height X width)
-ATTRACT Unknown
-MESSAGES Allows incoming messages from outside the game (WOL)
-STEALTH Hides players names in multiplayer LAN and Internet games
-NOROUTER Unknown
-DROP= Unknown
-DLINK1 (YR) Unknown but related to Network options
-NETGEAR Enable additional NetGear logic (helps with NetGear based LAN configurations)
-MPDEBUG Runs the game with Multiplayer Debug Mode enabled
-SOCKET Specifies a network socket number (between 0 and 16383)
-DESTNET Destination network address (IP format, nn.nn.nn.nn)
-SPEEDCONTROL (YR) Unknown but related to Network options
-CD Specifies CD-ROM from which to run the game (0 or 1, but 2 can be used if YR is installed)
/h Meant to query the application's help file (obsolete)
-h Meant to query the application's help file (obsolete)
-? Meant to query the application's command line parameters (obsolete)
/? Meant to query the application's command line parameters (obsolete)
-play [filename] Plays a game movie file (IPB format)
-record Creates a game movie file (defaults to SESSION.IPB) in the Red Alert 2 directory
-noaudio Switches all audio off (useful for players with sound card issues)
-nostr Starts the game without reading the .CSF file
-str As above but the game will read the .CSF file (although the game defaults to this anyway)
-jabber Disables reading of the .CSF file resulting in much jibberish!
GrabPatches Launches the game and gets it only to check for an updated version (patch)
Examples (remember to change the drive and directory as appropriate as this is the default installation path);-
- to run Red Alert 2 in 16 bit color in a new window with Multiplayer Debug Mode enabled you would use;-
C:\Westwood\RA2\RA2.EXE -WIN -MPDEBUG -16
- to record a movie of the game being played, use;-
C:\Westwood\RA2\RA2.EXE -record
- and to play that movie, use;-
C:\Westwood\RA2\RA2.EXE -play session.ipb
As smiff said, the record thing doesn't work for some reason, at least not in TS. But there's a rules tag somewhere that specifies how long the movie records for. Perhaps there's some way to get this to work, with an EXE hack maybe? _________________ Over and out,
~FinalMoon QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu May 22, 2003 7:53 pm Post subject:
In fact, the record would create a file known as "record.bin" which still receives mention in the game engine. However, there is no known way to activate the recording function in TS... it looks like to be a "lost code"... a trash... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Just a thought, since it would record and play ipb files, would maybe those work in place of VQA's? _________________ Over and out,
~FinalMoon QUICK_EDIT
When a game is "recorded", the game simply records all actions the player made.
If the data differs from saved dump file, all player owned units will blow up and the game will freeze.
Ive restored the Beta version harvester, ill be using "B" but as the tires arent quite right IMO
so FS is helping me getting them look just right, it would be done but the normals seem to be currupt
SeaMan i think your Titan turret may need some normals adjusting _________________ QUICK_EDIT
SeaMan i think your Titan turret may need some normals adjusting
How they can be bad? Normals are same as in the unedited version.
And the new harvester looks quite good.. I can see things more clearly in it.
Speaking of recoloring voxels, could it possible to do Unit Capture Pack for TS?
Here is an example:
Nod player captures GDI War Factory... he will get Titan in Nod colors.
GDI player captures Nod Helipad.. he will get Harpy in GDI colors.
Also, could it be possible to have the harvester in GDI colours? The current one is more like in Nod colours. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Also, could it be possible to have the harvester in GDI colours? The current one is more like in Nod colours.
If we made the HORV an .SHP active anim as part of the unloading anim.
I was thinking of something abit (i think is better) and giving GDI the TIberium Dawn style harvester
Quote:
Nod player captures GDI War Factory... he will get Titan in Nod colors.
This would be alot of work but its possible by making
MMCH and
MMCH2
MMCH being only buildable for Nod but requires GAWEAP
Quote:
GDI player captures Nod Helipad.. he will get Harpy in GDI colors.
Also possible using same logic
Back to the HORV problem, looks like we are gunna have to do an SHP anim for unloading HARV anyway
however we would have to make it so that there was an NAREFN and GAREFN. The downside to this is that Nod harvesters would be un-able to dock in the GDI Refinary and vice versa
as it would result in the harvester magically appearing into the GDI version when unloading (which would look dumb) _________________ QUICK_EDIT
Back to the HORV problem, looks like we are gunna have to do an SHP anim for unloading HARV anyway
I have figured what is causing the HORV bug... go to [VehicleTypes] and look at HORV's number. It is using the same as REPAIR.
It happened when I reordered the vehicles list for more available vehicle slots and fix gaps between the list (like jumping from 19 to 25).
With the fix, you have over 40 free vehicle slots (103 is max).
This would be alot of work but its possible by making
MMCH and
MMCH2
MMCH being only buildable for Nod but requires GAWEAP
SMIFF, how would you stop Nod from being able to build the GDI MMCH? By taking the warfactories and other such structures off of their respective lists at the top of the ini's? _________________ Over and out,
~FinalMoon QUICK_EDIT
SMIFF... your solution to seaman's gdi/nod color problem would cause some serious bugs... you say make a MMCH2 with prerequisite=GAWEAP but with owner=nod... this wil actually work for the nod side... but GDI will get this unit in their unit list too after building the GAWEAP.... only they can't build it, as the icon is darkened (like on units that have buildlimit=1 and you already have one)
-edit: this always happens when a player has the required prerequisite building but is not the owner of the unit. QUICK_EDIT
but say you make it require the GDI war factory and the Nod power plant, or the Nod construction yard (if you separated the GDI and Nod MCV's). Bingo, problem solved. _________________ Over and out,
~FinalMoon QUICK_EDIT
That will mean it will take a long time before the tutorial is released.. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun May 25, 2003 10:45 pm Post subject:
it varies in a fast way... I mean, there are days where ppl finish or show screenies of new voxels and buildings, but some other days the forums are dead... ... but we will finish it even if I have to finish it alone in a time where no one will be playing TS anymore ... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue May 27, 2003 1:59 pm Post subject:
I knew they would scrap that mod. We were indirectly informed by them one month ago. In fact I don't care if he canceled or not. They wrote in their news post that the "competitors" would be happy, etc.. but... I've never considered that a competetion. I mean, I've never rushed FD just to finish before them. FD is being done slowly but well done. The important is to release a good quality mod, not a rushed one. At bugs me about them is really the wrong use of "Project Perfect Mod" in their site name and use of the expressions "PPM" for them by their host. If they ever finish or not, is not my problem and I dont give a damn ztype. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Thats cool looks a lil wierd to me at least in the center there might be just the blurry ness of sitting 2 feet away without my glasses but not sure. _________________
All hail me
QUICK_EDIT
Sorry, I like the old ones better... Though I'm not a big fan of the juggernaut or firestorm anyway. _________________ Over and out,
~FinalMoon QUICK_EDIT
didn't you see Seaman's post? It lists all RA2 command line parameters... and most work for TS too.
the most important ones are
-mpdebug for debug mode
-win to run TS in windowed mode (yes)
-16 to force 16 bit color depth
-edit: Oh, this was meant for another thread.... oops, please remove this post (i can't) Last edited by The DvD on Wed May 28, 2003 2:45 pm; edited 1 time in total QUICK_EDIT
OK... I have checked game exe and it has following parameters that can be used:
-X
-0
-WIN
-16
-480
-ATTRACT
-MESSAGES
-STEALTH
-MPDEBUG
-TIME
-SOCKET
-DESTNET
SUN exe
GrabPatches _________________ Project Director of C4 Commando C4 Commando's ModDb profile Last edited by SeaMan on Wed May 28, 2003 3:03 pm; edited 1 time in total QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum