Red Alert: Tiberium Origins MOD
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- Posts: 92
- Joined: Mon Sep 08, 2014 1:01 pm
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- Posts: 92
- Joined: Mon Sep 08, 2014 1:01 pm
Not the same thing. The game doesn't register panting C4 as an attack, and the unit does not decloak.umairazfar wrote: ↑check how the fremen unit works in d2k or the submarine. I think it is possible if you follow how they do it.
You might be right - but it has been done before - in CnC 3 - and it was well ballanced.umairazfar wrote: ↑ But cloaked commando that plants C4 is too imba in my opinion
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- Posts: 92
- Joined: Mon Sep 08, 2014 1:01 pm
Please file a bug report / feature request for this. It is silly to add your own workarounds when it can be fixed properly in the engine.kaneCVR wrote: ↑Question: would it be possible to force infantry to decloak before planting a C4 charge? I'd like to give NOD a cloakable commando like unit, but as it is now, the unit plants C4 while cloaked.
Will do. Done - https://github.com/OpenRA/OpenRA/issues/7028Sleipnir wrote: ↑Please file a bug report / feature request for this. It is silly to add your own workarounds when it can be fixed properly in the engine.kaneCVR wrote: ↑Question: would it be possible to force infantry to decloak before planting a C4 charge? I'd like to give NOD a cloakable commando like unit, but as it is now, the unit plants C4 while cloaked.
Also added a request for side dependent EVA voices (announcements)
So I'm allmost done updating the mod, and was getting around to adding the missions I made for it - but the map editor doesn't work...
Code: Select all
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: openra.editor.exe
Problem Signature 02: 0.0.0.0
Problem Signature 03: 5450a674
Problem Signature 04: OpenRA.Game
Problem Signature 05: 0.0.0.0
Problem Signature 06: 5450a662
Problem Signature 07: 48c
Problem Signature 08: 29
Problem Signature 09: System.IO.FileNotFoundException
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Read our privacy statement online:
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If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt
Also this is what happens when I try to load one of my old maps:
Code: Select all
Tiberian Origins Mod at Version Beta 0.2
Operating System: Windows (Microsoft Windows NT 6.1.7601 Service Pack 1)
Runtime Version: .NET CLR 4.0.30319.18408
Exception of type `System.ArgumentException`: allies.mix (RA/TS/RA2 format, Encrypted: True, DataStart: 161532), duplicate values found for the following keys: 3376778278: [(offs=42092267, len=1757388087),(offs=703481579, len=1082218451),(offs=674580203, len=1002043735),(offs=3195291371, len=130884522),(offs=3138668267, len=2340808768),(offs=2126595819, len=1933399277),(offs=3200337643, len=541360657),(offs=211240683, len=3362652723),(offs=2333755115, len=1104045204),(offs=2899265259, len=3493607392),(offs=293357291, len=3478734825),(offs=417875691, len=3361461891),(offs=3006875371, len=1836608792),(offs=455952107, len=3752515417),(offs=203900651, len=1945084992),(offs=319375083, len=2246770063),(offs=1535985387, len=887382848),(offs=861751019, len=1034936210),(offs=2864006891, len=2599848094),(offs=3064284907, len=398846311),(offs=1060390635, len=2783516521),(offs=1465730795, len=890142184),(offs=2727167723, len=1817856585),(offs=3537848043, len=3811726508),(offs=3313452779, len=1614852884),(offs=4050011883, len=1667793374),(offs=2286765803, len=3372749652),(offs=4154935019, len=4114167360),(offs=2195408619, len=1525413117),(offs=3447015147, len=670941320)], 1944055308: [(offs=894417522, len=1944055308),(offs=3994729074, len=1958588955),(offs=894417522, len=1944055308),(offs=1288223346, len=451565271),(offs=894417522, len=1944055308),(offs=894417522, len=1944055308),(offs=894417522, len=1944055308),(offs=894417522, len=1944055308),(offs=894417522, len=1944055308),(offs=894417522, len=1944055308)], 527323933: [(offs=2097783356, len=1776208215),(offs=2823332412, len=2256661807),(offs=2051973692, len=1762254304),(offs=418161212, len=2637355746),(offs=482648636, len=2126007625)], 894417522: [(offs=1944055308, len=894417522),(offs=1944055308, len=2863381106),(offs=1944055308, len=894417522),(offs=1944055308, len=3523656306),(offs=1944055308, len=2075441778),(offs=1944055308, len=894417522),(offs=1944055308, len=676575858),(offs=1944055308, len=3611736690)], 338338364: [(offs=750923520, len=3182332213),(offs=3607899904, len=4125582070)]
at OpenRA.Exts.ToDictionaryWithConflictLog[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, String debugName, Func`2 logKey, Func`2 logValue)
at OpenRA.Exts.ToDictionaryWithConflictLog[TSource,TKey](IEnumerable`1 source, Func`2 keySelector, String debugName, Func`2 logKey, Func`2 logValue)
at OpenRA.FileSystem.MixFile..ctor(String filename, PackageHashType type, Int32 priority)
at OpenRA.FileSystem.GlobalFileSystem.OpenPackage(String filename, String annotation, Int32 order)
at OpenRA.FileSystem.GlobalFileSystem.<Mount>c__AnonStorey0.<>m__0()
at OpenRA.FileSystem.GlobalFileSystem.Mount(String name, String annotation)
at OpenRA.FileSystem.GlobalFileSystem.LoadFromManifest(Manifest manifest)
at OpenRA.ModData.PrepareMap(String uid)
at OpenRA.Game.StartGame(String mapUID, Boolean isShellmap)
at OpenRA.Network.UnitOrders.ProcessOrder(OrderManager orderManager, World world, Int32 clientId, Order order)
at OpenRA.Network.OrderManager.TickImmediate()
at OpenRA.Sync.<CheckSyncUnchanged>c__AnonStorey0.<>m__0()
at OpenRA.Sync.CheckSyncUnchanged[T](World world, Func`1 fn)
at OpenRA.Sync.CheckSyncUnchanged(World world, Action fn)
at OpenRA.Game.InnerLogicTick(OrderManager orderManager)
at OpenRA.Game.LogicTick()
at OpenRA.Game.Loop()
at OpenRA.Game.Run()
at OpenRA.Program.Run(String[] args)
at OpenRA.Program.Main(String[] args)
So I got around to adding the EvA voice (announcements like building, and construction complete) from classic CnC for GDI and NOD, and left the Red Alert voice for the Soviets and Allies.
While screwing around, I also included the Cabal EvA voice for NOD from Tiberian Sun, and was planning to add the soviet accent EvA voice for the Soviets. Now comes a little Poll I'd like you guys to vote on:
- Would you like to play hearing the classic female EvA voice for GDI and NOD / British guy for Allies / Soviets
or
- Would you like to play with Female EvA (TD) for GDI, Cabal (TS) for Nod, British EvA (RA1) for Allies, Soviet EvA (RA2) for the Soviets? (current mod configuration, download link on first post - give it a try!).
Please post your opinions below!
While screwing around, I also included the Cabal EvA voice for NOD from Tiberian Sun, and was planning to add the soviet accent EvA voice for the Soviets. Now comes a little Poll I'd like you guys to vote on:
- Would you like to play hearing the classic female EvA voice for GDI and NOD / British guy for Allies / Soviets
or
- Would you like to play with Female EvA (TD) for GDI, Cabal (TS) for Nod, British EvA (RA1) for Allies, Soviet EvA (RA2) for the Soviets? (current mod configuration, download link on first post - give it a try!).
Please post your opinions below!
Don't worry, I won't. The openRA dev team have delivered some amazing results over the last six months - all I need to finish my mod now is the ability to save and load missions + singleplayer AI. When that is implemented, I'll deliver a complete campaign with 30 single-player missions. Problem right now is, the missions are allmost imposible to complete without the savegame feature, and making them to easy is no fun...eddie wrote: ↑option 2
Don't give up on your mod. I really like it!
Version Beta 0.21 is available for download from ModDB: http://www.moddb.com/mods/command-conqu ... /downloads
It features unique EvA voices for all sides (RA1 EvA for Allies, TD EvA for GDI, RA2 EvA for Soviets and finally Cabal TS EvA for NOD). Give it a try see if you like it.
On - topic - 2 votes for unique EvA voices - 0 for standard EvA voices.
P.S. - Does anyone know of a tool for converting .wav to .aud format reliably? For some reason XCC utilities doesn't work for me (it's not outputing any files when I try to convert wav to aud) and I tried converting the RA2 wavs to aud to no avail.
.aud files have better compression and would make the mod smaller.
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- Posts: 92
- Joined: Mon Sep 08, 2014 1:01 pm
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- Posts: 92
- Joined: Mon Sep 08, 2014 1:01 pm
Just tested your mod for a bit, found one bug
Russian Sam was not firing on my GDI A10, it was tracking it, but did not fire.
I recommend changing the scale of commando to 1.2
he looks like a midget, I am doing the same with the commando in my mod
30 single player missions is quite a lot, you sure about that?
anyway, I posted 2 tools, one for making bases from ascii files and another for generating code for your missions. I believe they will be very helpful to you for making the single player missions
Russian Sam was not firing on my GDI A10, it was tracking it, but did not fire.
I recommend changing the scale of commando to 1.2
he looks like a midget, I am doing the same with the commando in my mod
30 single player missions is quite a lot, you sure about that?
anyway, I posted 2 tools, one for making bases from ascii files and another for generating code for your missions. I believe they will be very helpful to you for making the single player missions