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C&C Reloaded 1.7.1 has been released!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Nov 09, 2020 4:53 pm    Post subject:  C&C Reloaded 1.7.1 has been released!
Subject description: Ion Cannon Ready!
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GDI and Nod from Tiberian Sun together with Allies, Soviets, and Yuri from Red Alert 2 got mixed into the same battlefield with the recent release of C&C Reloaded 1.7.1 total conversion for Red Alert 2: Yuri's Revenge. Versions 1.7.0 and 1.7.1 includes a lot of interesting new features, such as:

- An alternative tech tree for GDI inspired by the vehicles from Tiberium Wars


- A new Ion Cannon for GDI in multiplayer


- Fire propagation and explosions in trees have been re-enabled.


- Remake of the first mission of the Red Alert 1 campaign "It Came From Red Alert" with Red Alert 2 graphics. Here are some of the creatures you may face in this mission:


- An special edition of the MapTool from Starkku with 49 profiles compatible with C&C: Reloaded to allow easier conversions of Tiberian Sun maps into C&C: Reloaded.


- Allied artillery and the Nod experimental stealth harvester got new graphics.

- Added new Skirmish/Online Game option: "Disable Alternative Tech Trees". If set, it disables alternative tech trees, leaving available only the original tech tree of each faction.

- Added 49 new multiplayer maps

- More AI improvements.


Check it out and download it by visiting C&C Reloaded Website.


Key Words: #News #Release #RedAlert2 #YurisRevenge #Ares #CnCReloaded 

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Nov 17, 2020 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice addition, although I am not that fan of Tiberium Wars voxels. I prefer classical styled vehicles. Other than that looks fine.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 17, 2020 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Wed Nov 25, 2020 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am wondering, how mod creator made infantry and structures so smooth after resizing? It is completely impossible in shp builder.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Nov 25, 2020 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Saref wrote:
I am wondering, how mod creator made infantry and structures so smooth after resizing? It is completely impossible in shp builder.

XCC Mixer's resizing looks much cleaner than SHP Builders, and there's also LKO's tool "ImageShaper".

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Nov 25, 2020 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

These resizes would likely be the result of AI image upscaling, it produces pretty reliable results.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Nov 26, 2020 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC most of the stuff were resized and manually corrected thenafter, I remember an old post about this somewhere on Revora.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Thu Nov 26, 2020 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
These resizes would likely be the result of AI image upscaling, it produces pretty reliable results.

What AI could do that?
And which one doesn't require to install over9k of other software and skills above averace PC user.

And i still don't find a way to resize shps with image shaper. Looks like these function just not added yet.

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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Fri Nov 27, 2020 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

No AI image scaling. There is no secret that I posted that info some months ago in my mod's Discord channel:

Steps:
· XBR 4x <NoBlend> algorithm with thresholds=1
· To get the right width frame size in structures and units multiplying it by 0.3125 (because some values could have decimals decide yourself if add 1 pixel or not).
· Then with Paint.NET resize the frames with the option "Nearest neighbour resampling".
· Because Paint.NET doesn't work with 8 bits use Image Sharper for obtaining the frames in the right game palette.
· XCC Mixer for repacking the frames into a SHP file.

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C&C:Reloaded > GDI, Nod, Allies, Soviets & Yuri... & TS terrain!
[ Discord ] [ ModDB ] [ YouTube Channel ] [ Telegram Channel ] [ Official Forums@Revora ]

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Saref
Rocket Cyborg


Joined: 26 Nov 2008
Location: Earth

PostPosted: Sun Nov 29, 2020 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks
But where and how i can use this XBR 4x algorithm?

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