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Player1
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After months of work the mod is finally complete and ready for download.

Red Alert RELOADED is a mod for The Dawn of the Tiberium age that brings Red Alert 95 back on an updated engine.

Please keep in mind not everything can be implemented at this time and will be once Hyper Patch is released.


You need to have The Dawn of the Tiberium Age installed in order to play this mod, which can be downloaded from this site's download page.



Visit any of the download mirrors below to download the Red Alert RELOADED:
Chronoseth
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Finally! Looks like all your work has finally paid off! Big smile
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RedGary
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Hell yeah, nice one man. Downloading right now.
Rampastein
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It's good for a first release, but there are some things to fix:

- Some game options (Short Game, Unit Count) are disabled.

- Allies' Turrets seem useless. I haven't compared it's values to the RA1 rules.ini yet, but it often misses its targets (like the Nod turret in DTA).

- The tesla coil's laser beam could look better. I think a railgun particlesystem or just a brighter blue laser would be much better.
Bittah Commander
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Short Game and Unit Count being disabled is not a bug; this was done intentionally as a work-around to allow both factions to start with a different MCV.

Considering there can be only one "Base Unit" (the unit every faction starts with when 'Bases' is enabled), the only way to get different factions to start with different MCVs is by forcing 'Bases' to be disabled by default (otherwise all factions would either all have to start with the same MCV or with 2 MCVs) and since 'Short Game' can't work when 'Bases' are disabled, it naturally had to be disabled by default as well.

At first Player1 locked the starting units on 1, but since it always kept jumping to 2 starting units when hosting online and because it kind of messes up the survivor maps, I did some tests with tweaking unit prices and I finally managed to always get one MCV to start along with a couple starting units. This only works when the unit count isn't higher than 5 however and a unit count of 3 or lower makes the MCV start with no other starting units around as well, which is why I had him lock the Unit Count on 5.
I also found it was best if the MCV only starts with infantry around it, because when there are vehicles as well, the starting units of different players are rarely equal in force and it'll be too easy for players to scout each other's bases right at the beginning of the game (or if you're lucky to get powerful starting units, even just kill your kill an opponent with them right at the beginning of the game).
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Rampastein
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Well, I don't mind the unit count, but short game is quite essential.

I've also noticed some other (mainly unit balance) things that may be wrong, but I'll have to check those on RA1 before I post about them.
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@Rampastein: The turrets weren't very accurate in RA either... in my experience they're only really helpful for taking out the slow tanks and the artillery. They were however a bit better that TD's turrets...

@Player1: Just out of curiosity, are you planning to add an "enhanced" mode for your mod?
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Rampastein
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What I meant is that RAR's (and DTA's) turrets sometimes can't hit targets even when they're not moving.

In my first skirmish matches today I also built a turret close to an AI's Pillbox, and the turret damaged the AI's pillbox slower than the pillbox was repaired.
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Chronoseth wrote:
@Rampastein: The turrets weren't very accurate in RA either... in my experience they're only really helpful for taking out the slow tanks and the artillery. They were however a bit better that TD's turrets...

@Player1: Just out of curiosity, are you planning to add an "enhanced" mode for your mod?


It's actually in Enhanced mod already, and I probably won't have another mode unless it calls for it.
Redalert1
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Party

Now It´s time for a long betatest:)

Love
TiberFCSL
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I want to help too. First of all, thanks for making this mod, the effort and the result are really worth it Smile (need some help with my english, did I write "worth it" right? LOL).
Here are some things that need to be fixed:
- There's no sound for collisions of V2 Rocket's and Rocket Soldier's missiles.
- There's no Light Tank.
- There's no GPS (Spy Satellite, whatever, I don't remember the name).
- The cloaking sound of the Phase Transport is not the right one.
- Spys can be made, I saw it in a mod (if you want I can find that mod and tell you its name, it's on my hard disk right now Wink )
- Tanya doesn't say "Let's rock!".
- There's no Allied's blue color.
- The crystals (the ones you harvest to have money) have some black spots.
- I saw a visceroid.
Hope to see new old features soon, like navy and planes, it will be so cool!
Anyways, nice work!
Bittah Commander
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TiberFCSL wrote:
I want to help too. First of all, thanks for making this mod, the effort and the result are really worth it Smile (need some help with my english, did I write "worth it" right? LOL).

Yup, "worth it" is indeed how you spell (and say) it Wink

Anyways, since Player1 isn't online at the moment, I'll just point out the causes of a couple things in this thread so he can read it when he comes online.
TiberFCSL wrote:
There's no sound for collisions of V2 Rocket's and Rocket Soldier's missiles.

I just had a look and it seems Player1 removed the sounds from the sounds ini file for some reason (probably by mistake).
TiberFCSL wrote:
There's no Light Tank.

This is because of an error in the VehicleTypes list (both 1TNK and 2TNK are indexed as 01).
TiberFCSL wrote:
There's no GPS (Spy Satellite, whatever, I don't remember the name).

The logic for this doesn't exist in TS. Someone mentioned it might be doable by modifying the drop pods (so basically there'd be so many -invisible- drop pod infantry coming down they spread all over the map and thus reveal all the shroud, after which they'd instantly die), but I can only imagine this'd cause extreme lag or even freeze or crash the game. I suppose it's still worth a try, but I doubt it'll work properly (or at least not when the intention is to reveal the whole map).
TiberFCSL wrote:
The cloaking sound of the Phase Transport is not the right one.

I wouldn't know Tongue To be honest I've never used the unit in RA before myself.
TiberFCSL wrote:
Spys can be made, I saw it in a mod (if you want I can find that mod and tell you its name, it's on my hard disk right now Wink )

That's true; in Tiberian Sun spies can indeed function similar to RA spies in the sense they can reveal information of the building they've infiltrated (power, credits, the current unit/building that's being produced, reveal shroud) and this seems to work perfectly well... As long as you play in Skirmish. When you play online however, you'll notice that when a spy infiltrates a building, the information of that building will be revealed to ALL players, rather than just to the player that infiltrated it; so if any spy infiltrates a radar of a player, then that player will then reveal shroud for ALL players that are in the game.
TiberFCSL wrote:
Tanya doesn't say "Let's rock!".

I'm not entirely sure why, since it's coded up properly in both the rules and sounds inis and the sound itself exists as well, but I noticed that even though NOPRBLM1 is also specified as an attack sound, it doesn't seem to exist. "Let's rock!" (ROKROLL1) is the second sound after NOPRBLM1, so possibly it doesn't get played because of that and removing it might fix it.
TiberFCSL wrote:
There's no Allied's blue color.

Yes there is; it's Sky Blue. Sky Blue is the second to last color in the list however, so that's probably why you overlooked it.
TiberFCSL wrote:
The crystals (the ones you harvest to have money) have some black spots.

I'm not sure, but this might be because the Crystals are using a slightly different palette than the one they were made with.
TiberFCSL wrote:
I saw a visceroid.

It should be helpful if you mention on exactly which map you saw it.
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Generalcamo
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Bittah Commander wrote:
TiberFCSL wrote:
The cloaking sound of the Phase Transport is not the right one.

I wouldn't know Tongue To be honest I've never used the unit in RA before myself.

You can play it with the aftermath expansion. Choose aftermath missions, then test drive.

Bittah Commander wrote:
TiberFCSL wrote:
Spys can be made, I saw it in a mod (if you want I can find that mod and tell you its name, it's on my hard disk right now Wink )

That's true; in Tiberian Sun spies can indeed function similar to RA spies in the sense they can reveal information of the building they've infiltrated (power, credits, the current unit/building that's being produced, reveal shroud) and this seems to work perfectly well... As long as you play in Skirmish. When you play online however, you'll notice that when a spy infiltrates a building, the information of that building will be revealed to ALL players, rather than just to the player that infiltrated it; so if any spy infiltrates a radar of a player, then that player will then reveal shroud for ALL players that are in the game.

This is why chameleon spies were removed from TS.

BUG: The buildings are invisible, and the con yard looks like the one from TD.
BUG: Volkov is not armed with his AT cannon, only his AP cannon
Player1
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Generalcamo wrote:


BUG: The buildings are invisible, and the con yard looks like the one from TD.
BUG: Volkov is not armed with his AT cannon, only his AP cannon


1. What building? I saw none invisible Puzzled
2. We had a discussion on this awhile ago, it came to the decision to make it that way.
Generalcamo
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MINE ARE. It could be a problem with my game, however.

EDIT: No problem with my game.
DualOpAmp
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a bug:

My brother-in-law has an Intel i-3 laptop, with Window's 7 and a resolution of 1400 x 900. Now, when going to play the game, if he enters any window screen from the main menu, it justs appears as a sliver.

In other words: He's at the Main Menu where he could choose Play, Skirmish, Exit. Ect. Clicking on Skirmish, internet, options or any choose that pops up a screen will reveal the window, but it's like the window won't expand all the way out. You know, where the animation reveals the entire screen. This leaves just a small sliver of a window that never expands out. Even though, by navigating blindly, he can still press the "play game" button and start up a new game. This appears with the internet screen, LAN screen, options screen and skirmish screen.
Chronoseth
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There is no way something like that is a problem with TS/DTA/RAR. Actaully, see if this error occurs in all three games and we might be able to help you more.
Another thing you can try is running the game at a different resolution and see if the error still happens.
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Player1
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DualOpAmp wrote:
a bug:

My brother-in-law has an Intel i-3 laptop, with Window's 7 and a resolution of 1400 x 900. Now, when going to play the game, if he enters any window screen from the main menu, it justs appears as a sliver.

In other words: He's at the Main Menu where he could choose Play, Skirmish, Exit. Ect. Clicking on Skirmish, internet, options or any choose that pops up a screen will reveal the window, but it's like the window won't expand all the way out. You know, where the animation reveals the entire screen. This leaves just a small sliver of a window that never expands out. Even though, by navigating blindly, he can still press the "play game" button and start up a new game. This appears with the internet screen, LAN screen, options screen and skirmish screen.



That is not a bug, that is PC/Hardware related.
Bittah Commander
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Weird stuff like that tends to happen when you've changed the DPI settings (font settings), so try changing it to the default size (96 DPI).
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RedGary
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Will the projectile explosions be changed to fit more with how Red Alert was? If yes which version of red alert would it be closer to?
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RedGary wrote:
Will the projectile explosions be changed to fit more with how Red Alert was? If yes which version of red alert would it be closer to?


Which projectile explosion? Puzzled Pretty sure TD=RA.
Chronoseth
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I just tested it, and I see no "bugs". However, why does Tanya have a build limit of 1? In RA, you could build 500 if you really wanted to (unless the global unit limit was reached). Seriously, you have no build limit on the Phase Tank, the most powerful unit in the game (minus HP), but you have one for Tanya. I miss spamming harvesters with them... Evil

Ohterwise, very fun to play (same feeling as when I discovered DTA 1.09 Big smile ).

Edit: oh yeah, it seems you've given me credit for everything I've done except make APB. Tongue
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Chronoseth wrote:
I just tested it, and I see no "bugs". However, why does Tanya have a build limit of 1? In RA, you could build 500 if you really wanted to (unless the global unit limit was reached). Seriously, you have no build limit on the Phase Tank, the most powerful unit in the game (minus HP), but you have one for Tanya. I miss spamming harvesters with them... Evil

Ohterwise, very fun to play (same feeling as when I discovered DTA 1.09 Big smile ).

Edit: oh yeah, it seems you've given me credit for everything I've done except make APB. Tongue



I limited it to 1 when introducing Volkov which also has a limit of one.
Chronoseth
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Still kinda silly from a multiplayer perspective... and isn't Volkov a lot tougher than Tanya anyway?
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Chronoseth wrote:
Still kinda silly from a multiplayer perspective... and isn't Volkov a lot tougher than Tanya anyway?


Nope they're both pretty equal.
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All right, I guess I can live with that (don't want to turn this into a flamewar, either Tongue ).
I guess I'll just have to continue spamming Phase Tanks... Evil
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Chronoseth wrote:
All right, I guess I can live with that (don't want to turn this into a flamewar, either Tongue ).
I guess I'll just have to continue spamming Phase Tanks... Evil



LOL it's all good.
TiberFCSL
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Bittah Commander wrote:

TiberFCSL wrote:
There's no GPS (Spy Satellite, whatever, I don't remember the name).

The logic for this doesn't exist in TS. Someone mentioned it might be doable by modifying the drop pods (so basically there'd be so many -invisible- drop pod infantry coming down they spread all over the map and thus reveal all the shroud, after which they'd instantly die), but I can only imagine this'd cause extreme lag or even freeze or crash the game. I suppose it's still worth a try, but I doubt it'll work properly (or at least not when the intention is to reveal the whole map).

I have been thinking about it and I have a suggestion, perhaps an impossible one LOL. In TS there are crates that reveal the entire map, right? Is it possible to make the rocket animation in the Allied Tech Center and then make a crate to appear somewhere near it?

Bittah Commander wrote:

TiberFCSL wrote:
There's no Allied's blue color.

Yes there is; it's Sky Blue. Sky Blue is the second to last color in the list however, so that's probably why you overlooked it.

There isn't. The real blue color that I remember from Red Alert is very different, it's darker.

Bittah Commander wrote:

TiberFCSL wrote:
The crystals (the ones you harvest to have money) have some black spots.

I'm not sure, but this might be because the Crystals are using a slightly different palette than the one they were made with.

This can be easily fixed painting the spots with a color that fits well.

Bittah Commander wrote:

TiberFCSL wrote:
I saw a visceroid.

It should be helpful if you mention on exactly which map you saw it.

I don't remember!!! LOL but the map was a desert one, I'll try to find it.

I have a suggestion to the navy... in this mod there's no navy yet because of the soviet submarines and its problems right? Well, I suggest to make just the missile sub (missile sub because it doesn't launch the underwater problematic missiles) but with no sinking ability (it's impossible to sink subs yet, it's that correct?), maybe invisible, I think that's better than nothing, doesn't it?
Chronoseth
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A building anim spawning a crate? I believe this can be done, but there would be no way of forcing the crate to be a reveal map one AFAIK.
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Chronoseth wrote:
A building anim spawning a crate? I believe this can be done, but there would be no way of forcing the crate to be a reveal map one AFAIK.


Besides it wouldn't make sense for the Spy Satellite to spawn from a crate in the middle of the map, and for that matter it would be available to both teams.

Also that IS the Allied color, I matched the H,S,V Values to the skirmish menu ones perfectly.
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... he meant that the building's animation would do the animation and spawn the crate, but it still couldn't work properly.
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Chronoseth wrote:
... he meant that the building's animation would do the animation and spawn the crate, but it still couldn't work properly.


Ya I didn't think it would.
TiberFCSL
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I didn't say "a building anim spawning a crate", I thought that as two events separate from each other but at the same time.
"it wouldn't make sense for the Spy Satellite to spawn from a crate in the middle of the map"
I didn't say that either, the crate can't appear at the middle of the map, what I thought was that the crate would appear very close to the tech center.
Anyway, I don't really know if this helps or not LOL
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I'm pretty sure that using an animation would be the only properly working method of spawning a crate, but anyway...

The only way of this working at all would be changing the crate logic so that they always use the reveal map prize, but you wouldn't be able to have random powerup crates anymore.
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RedGary
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Player1 wrote:
RedGary wrote:
Will the projectile explosions be changed to fit more with how Red Alert was? If yes which version of red alert would it be closer to?


Which projectile explosion? Puzzled Pretty sure TD=RA.


Although the way it works in RAR is not exactly gameplay changing, if you are looking to replicate red alert as close as possible then the projectile explosions of most of the vehicles in the game are innaccurate. I was putting together an image that would show what I am trying to say with more accuracy but I am unable to take screenshots of the original red alert in game for lack of the necessary software.

I will do my best here, below is an image that shows each vehicle/infantry/defensive structure with their impacts from RAR.

When you have the time, load up this image and the original red alert. Do a bit of comparing with what you see in the original red alert and the screenshots and you will see what I am getting at.

Here are some other innaccuracies I noticed:
General: Infantry and vehicle acknowledgements are mixed up
Sidebar icons not in order

Tanya: The 'Let's Rock!' acknowledgement is not there with 'Is that all you've got?' being played instead

Soviet Grenadier: Has a sound for grenade throwing which wasn't in the original, might be an idea to make this feature optional

Soviet Mammoth Tank: This unit seems to use it's anti-aircraft/infantry rockets as standard rather than its usual tank shells, this was tested while firing at the ground however and not structures.

Please don't interpret this as me slamming your work because I am (And not alone) truly glad that someone has decided to put the effort in to do this. I just want (Again not alone) this to be as faithful as possible.

I could do more in depth comparisons and try to find more innaccuracies if this is what you want.

Ta for reading.
Generalcamo
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I am still getting invisible buildings. Please help
Chronoseth
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Which operating system are you running? (any other info you think would help would be nice, too)
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I haven't experienced the problem with invisible buildings with this mod myself, so I'm unsure why this is happening for you. You could try running the game as administrator and if that doesn't make a difference, try re-downloading the mod (in case something has gotten corrupted somehow).
RedGary wrote:
Soviet Mammoth Tank: This unit seems to use it's anti-aircraft/infantry rockets as standard rather than its usual tank shells, this was tested while firing at the ground however and not structures.

This is merely an "issue" with Tiberian Sun's engine. When units have more than one weapon and both weapons are able to hit a certain target, the weapon they use depends on whichever does the most damage against the specific armor that particular target has (either "none", "wood", "light", "heavy" or "concrete"; "concrete" is unused however, since it didn't exist in Red Alert). The cannon does the most damage against the "wood" and "light" armor types (these are used by buildings/vehicles), while the rockets do more damage against "none" (used by infantry) and since terrain doesn't have an armor, the weapon that's used against it will be the one that does the most damage against "none".
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Quite nice to play - good work so far - but needs more of the original RA units.
RedGary
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In the case of the mammoth tank it is perfect as is then, what I said about the impacts still stands though, for both its rockets and shells.
DualOpAmp
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Okay, this is what I did.

First, I tested both RAR and DTA. On both games the problem persists. (where the menu's windows don't expand out, revealing the entire window)
I couldn't test Tiberium Sun because I don't have it.

Next, I changed the laptop's default resolution (1600 x 900) to 1440 x 900, simply because I know it works on my PC at that resolution, but the problem was still there. Then I tried 800 x 600. But, no change.

After trying the resolution, I thought that I would try changing the DPI as suggested by Bittah Commander. I went to Control Panel > Font > Change Font Size > Custom Font Size. The font size was 100% or 96 DPI, the default. Still, the problem is there.

None of these attemps fixed the problem, so here's a list of as much useful information as I can give:

I and my father both have the game. I have a GeForce 7600 video card with an AMD processor on a desktop PC. The game runs fine. My father has a GeForce 9500GT video card with an AMD processor on a desktop PC. The game runs fine. My brother-in-law's laptop has an integrated, Intel Graphics and Media Accelerator HD video card with an Intel i3 processor.
It also seems to have a graphics control panel.

His laptop's default resolution is 1600 x 900.

His color mode is 32 bit (true color).

He's running Window's 7.


That's about all I've got, thanks for the help.
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Agh, I have no idea what the problem is (I have a friend with a laptop of almost identical specs and for him it works perfectly). Puzzled
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I have no idea about the cause either, so the only thing I can think of right now is to completely disable the slide-open effect of the menus.
Luckily Hyper gave me a hack to do exactly this this a not too long ago (and I was actually still considering whether or not to have the slide-open effect for menus disabled by default for future versions of DTA), so I just applied the hack to DTA 1.10's and RAR 1.00's executables.
Just replace DTA's and RAR's executable files with the ones from this zip file.
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DualOpAmp
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Well, thank you very much guys. And thanks Bittah Commander for going above and beyond and actually changing your EXE for me.

Even though disabling the slide out menus did work, other major problems popped up as well. None of the buttons except for cancel, change map and play work. Once you enter the change map menu, you cannot actually change the map. And I also notices some skipping when playing the main game.

In short, I think that my brother-in-law's laptop is simply not capable of playing this game.

I also read up about his onboard video card (Intel Graphics and Media HD) and found that older games that are OpenGL based can't run on it. Like Doom 3.
So I was wondering is your game OpenGL based? I guess since DTA runs on the Tiberian Sun engine the question would be "Does Tiberian Sun run on OpenGl?"
Chronoseth
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No, it's not. Really, OpenGL is only useful for rendering low-resolution graphics in FPS games, using a bi- or trilinear texture filter. I think it can be used for RTS's, but better things came around before Tiberian Sun's release.
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Strange the exe didn't fix it. I actually witnessed a guy having a similar problem with RA2, but for him changing the DPI settings to default (96) fixed it. Since you said yours DPI settings were already set to default, maybe try changing yours to Larger scale (120) and see if that fixes it... And if not, change it back and maybe miraculously that fixed it somehow. That's all I can think of for now..
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DualOpAmp
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Okay, I've observed the problem a little more closely now that the menu doesn't have to expand out. The problem seems to be that the window doesn't update itselt. For example, I go to Skirmish, then click on "Fog of war", but the check mark doesn't appear. Despite the ckeck mark not being there, when I click "Play Game", fog of war is on. If I were to stop the game and check the Skirmish window, fog of war would now be check marked.


So, it's like the update method for the window isn't being called at all. And the window isn't updating itself. I'm not sure how deep into the engine you can delve, but can you see if there's an If statement or something that's blocking the windows from updating?

Edit: Oh yeah, I tried resizing the DPI to 125%, tested the game. No change. Then resized it back to 100%. No miracle.
Chronoseth
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@Bittah: this might be something CCHyper would be able to better explain... I doubt merely the two of us will ever be able to work this out.
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DualOpAmp
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Sorry, I don't mean to be a burden.


Also: I noticed that the visceriod in on Tiberian Blitz(2) in the upper, middle part of the map next to the some ore crystals.

And on Delirios Island (2 - Cool, if you select the Soviets and you set the tech level to 6, you'll have an SSM launcher, light tank (Nod style) and a Nod buggy.
Bittah Commander
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Have you tried running the game in Windows 98 compatibility mode? If not, try that and possibly also try some other compatibility settings to see if those help.
DualOpAmp wrote:
I noticed that the visceriod in on Tiberian Blitz(2) in the upper, middle part of the map next to the some ore crystals.

The visceroid on that map actually comes from a civilian with 0 HP that was placed on the tiberium. Because the civilian has 0 HP, it instantly dies when the game starts and because it's standing on tiberium, it turns into a visceroid.
Player1 removed the visceroids from all maps, but I can understand why he overlooked this one.
DualOpAmp wrote:
And on Delirios Island (2 - Cool, if you select the Soviets and you set the tech level to 6, you'll have an SSM launcher, light tank (Nod style) and a Nod buggy.

You mean you get these units as starting units (along with the MCV)?
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Player1
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Bittah Commander wrote:

DualOpAmp wrote:
And on Delirios Island (2 - Cool, if you select the Soviets and you set the tech level to 6, you'll have an SSM launcher, light tank (Nod style) and a Nod buggy.

You mean you get these units as starting units (along with the MCV)?


I swore I removed all Naval Coding for that map... But it continues to have Naval coding, unless it didn't put my updated version in the Mix.
 

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