This member has provided no bio about themself...
You can find a RA1 patch/download all-in-one web installer at Funkyfr3sh.cncnet.org ;)
We got a TS install pack as well, hosted on Cnc-comm.com somewhere. There's a pack in the downloads, but I think a more updated pack (though some of the updates might be experimental) can be found if you look through the forum a bit. There's also a patch for TS here: Cnc-comm.com
Honestly, for C&C1;, RA1 and TS I'd just find and install the freeware downloads of the games, and not bother with the Origin version at all. There's a reason I have a "full game install pack" in the downloads here ;)
Last I checked, though, Command and Conquer 1 never had any Hitler in it, purple or not...
I actually recently found the original image of this. Apparently, the minimap is wrong because this screenshot originally had a different sidebar UI. They just pasted the sidebar from a different screenshot onto it ;)
In case anyone sees this... the unofficial patch 1.06 project has its own installer to get around this.
It's here on ModDB, as part of the unofficial patch project ;)
I made a cleanup script for that stuff. It's included in the unofficial 1.06 patch ;)
Must be a false positive on heuristics scan. I just tested the file through virustotal.com, and it reported that even Comodo sees the file as clean.
Uh. It'd help to specify exactly what doesn't work.
There's a guide for all C&C games at Answers.ea.com - If you got any more specific issues, feel free to post there; I'm usually around.
For C&C1;/RA1/TS specific problems, I advise you to seek help on the C&C Communications Center forum, at Cnc-comm.com
Definitely! The ddraw fix alone will help a ton. Though nowadays it's probably simpler and more reliable to just download and install the full game pack, rather than patch an installation you got somewhere else (Origin or TFD, I'd assume)
There is no "1.03"; the original release version (for English C&C95; anyway) is v1.04. My patches have always been called "1.06", with the suffixes (C, revision 3) indicating the actual version.
The patch overwrites practically all files in the game folder, and cleans up files of my own older patches, so, yes, installing this over an earlier 1.06 version, or even VK's old 1.05 patch, will give no problems at all :)
It appears the cursor blocking issue isn't actually a cursor blocking issue, but a full GUI freeze; your mouse can still move, but the game doesn't refresh to show it, and using the arrow keys to navigate the menus isn't visible either.
It seems it can be solved by putting the game in Win95 compatibility mode - something I hadn't considered since I knew cnc-ddraw had some issues with it. In fact, the CCConfig tool specifically disables that compatibility mode, so making changes in the config will mean you need to re-enable it manually again afterwards. Sorry 'bout that :-\
Well the videos just happen to be spoken in American English. If I had put a British flag there, people would assume the English in the videos would be British ;)
Just a note for people looking at this comment later: the video packs are in the downloads here on ModDB now :)
Hehe. This game is one gigantic collection of wallpaper-shots and scenery porn :D
I just wish there was a way to remove the bloody astronaut from them, like how Minecraft has a "hide HUD" hotkey. So far I've managed to squeeze him against the side of some rocks so the camera is too close above his head to include him, and made him jump into a pool in the Hot Springs area and take a shot just as he falls out of view, but an unrestricted shots feature (without the black edges at the sides, too) would be amazing for this game.
Okay. I laughed out loud at that :D
You should really set the game to Red Alert 2. Choosing "Command & Conquer" as game links it to C&C1, not to RA2.
Oh man. I love this game! Is there a download? The mod has a release date of 2011 set on the profile...
First of all, the patch has an FAQ, which clearly states that it works on TFD and on the Ultimate Collection.
If the patch does not automatically find the folder, it means the game's registry entries are missing, which is rather strange, really. But, even if you installed through Origin, you should have some idea or some way to look up where on your disk the game is installed. Just manually select that folder when installing the patch. You can't really do anything wrong; it'll refuse to install to a folder which does not contain the C&C95; files.
Oh, and it's a patch, not really a mod ;)
Glad you figured it out! Not many people think of checking the FAQ :)
Recommended resolution would be, uh, well... it depends on the mission's map size, really, but I generally feel most comfortable playing in 1024x768. Overall, keep in mind the MAXIMUM map size in the game is 1488x1488 (maps of 62x62 cells, with each cell being 24x24 pixels). So if you play in anything over 1200 pixels, it's practically guaranteed that every single mission will give those refresh bugs you saw in mission 1.
Hee, I never saw you posted this here :D
dwwin is related to the Windows error reporting tool, apparently. It seems, um, your system's crash reporting tool itself crashes when trying to process a game crash? Bizarre.
I'll test the mission, see if there's any error there I can fix. Thanks for reporting this. But, the dwwin part seems to be a problem with your Windows itself.
I do assume you have the patch installed?
I've heard of the cursor blocking in the main menu before... no idea what causes that, though. But you can always navigate through the main menu options using the arrow keys on the keyboard.
As for crashes, well, the addresses mentioned on the error messages generated by the game can be looked up, and help me fix things. There is a thread on the patch forum about that.
Glad I could help :)
What error message do you get?
There's nothing to 'use' about it. It is a target building you're meant to protect, and nothing more. It has no actual healing function.
Ah, you mean the ddraw.dll? That's not actually my work. Credit where due; hifi made that dll, and iran upgraded it later.
For Red Alert 1, check out cncnet.org - they got a link to a patcher/installer for RA1 with high-res patched into it.
Now we need that ingame ;)
Odd bug... but if you can still use the keyboard, then you should be able to go through the menu to save your game.
I advise you to check out Cncnet.org
Honestly, the graphics bugs are really minor if you just clear the screen by opening the main menu... as the FAQ says.
As for RA, other people are already working on that.
And just because you CAN run C&C in 1080x1200 now, doesn't mean you SHOULD; the maximum possible size of the game's maps is smaller than that. I did the free resolution control mostly to accommodate laptops with irregular screen resolutions. Playing in resolutions higher than 1024 is defnitely not advised.
This bug is caused by the "hardware filled blits" option of the game, in combination with using the cnc-ddraw graphics system. Some releases of the game seem to have the "blits" option enabled by default, and the original installer of the patch didn't disable it as part of the patching process as it should have.
Simply open the configuration tool "CCConfig.exe" and press "OK" on it to solve any such conflicting game options.
It most certainly does include the Covert Ops videos :)
(you don't mess around with a game for almost 20 years and forget details like that ;))
No, AUD! Or VQA! :p
LAN and network play is the same thing. As for this screenshot...
In the currently released version, I updated the game options to unlock some combinations of options that were impossible to use together (more specifically, "Capture The Flag" game mode and "AI players"). But these options were still shown the old way (incorrectly) for people who JOINED a game, since I only updated the game host's screen. This has now been fixed.
Using "Radatlogo=WW" or "Radarlogo=EA" in a mission gives some special result. An Easter egg of sorts :P
Yeah... I'd known about the bug for ages, but I've recently found the infantry animation sequences in the exe file. I got those converted to ini file now (see Nyerguds.arsaneus-design.com ), for handy reference, and, who knows, may even get the game to read that stuff eventually.
So when I saw the error happening ingame again, I was suddenly reminded of the fact I could actually FIX that now :)
That 'addon file' was just a co-op map, then. As I said, a multiplayer map with base building AI programmed into it is perfectly possible, as long as it has a pre-placed construction yard (or heck, an entire pre-placed base), and there's only one AI with a base. The thing about multiple base-building AIs screwing up applies to normal single player missions too anyway.
And yes, playing multiplayer maps without other players wasn't possible before my patch. And even with my patch it's only possible if AI players are enabled, which is probably not ideal if there's an AI with a base in there already, since it spawns extra AI units.
The patch is made to work on all versions of C&C95.
Oh hey, never saw this. The name is actually "Project 1.06", not "The C&C Gold Project". It has a moddb page right here: Moddb.com
Oh wow. Apparently there's a slight problem with this system; the game only gets a mission NUMBER from the item you choose, but not a side; it detects whether you chose a GDI or Nod mission BY CHECKING WHETHER THE TEXT STARTS WITH "G".
This means that if the new custom prefix replacing "GDI" does NOT start with "G", it'll load the corresponding Nod mission instead, completely denying you the possibility to play any GDI mission on the list.
Did I mention Westwood coders were idiots? Because, they were idiots.
Anyway, it's fixed in my internal dev version for the next release, at least -_-
Seriously, what part of "test" don't you understand? Do you really think people working on a mod SDK will bother making new models? That's not what this project is about...
There's still a bug in the elevator shaft... it's impossible to jump to the top ledge if you're hanging from the top of the elevator side door; she always picks the bottom one to jump to. I had to jump straight from the tube to get it done. It's also somehow possible to walk from the starting position straight to the tube without jumping. Very odd.
There was also a part where I fell and died and suddenly appeared back before the blue billboard jump, which was quite a bit before the part where I fell and died.
Anyway, despite my (hopefully somewhat constructive) criticism, I thoroughly enjoyed this. The environment felt real and natural throughout the entire thing, and the first puzzle (getting up at your start location) really had me puzzled for a while. I love figuring these things out :)
The ending seemed rather weird; I was sort of expecting another piece after that dialogue, but then, of course, I remembered the whole "injury" thing :p
Maybe you need more aggressive cops there though? They just stayed on their spots, and I took them out one by one.
So, thank you very much for making this :)
You seem to have misunderstood something when you wrote a review for my patch... it has been out for over 3 years.
There's some news on this now... AlexB (who is one of the people working on the Ares project) has figured out how to make the game itself stretch these things vertically as well. So the black lines problem is 100% history, even without the external dll.
Silly thing is, the game simply has 3 stretching methods, namely one that leaves the in-between lines blank, one that doubles the lines, and one that actually interpolates to find the best values between 2 lines. The setting determining which method to use was simply never filled in, making it default to the first method -_-
cncfan mysteriously disappeared around the time Alexb appeared, so he was gone just as I wanted to ask him to split up the line filling and the stretching into 2 separate options, but now Hifi is implementing the 640x400-to-fullscreen detection & stretching functionality as option that can be enabled in the official cnc-ddraw release, so all's going well :)
This isn't an official picture... it's fan art.
Looks like a Belgian design to me... P90^2 :P
Those purple pixels in the lake in the middle (under the "100%") always bugged the hell out of me. I'm so glad it wasn't hard to fix :p
Actually, it includes 1.06b Revision 1. Maybe you missed the latest version?
Heh, this somehow reminds me of the visual style of Mirror's Edge :)
Well the original was a block of rock with a hand sticking out... hardly a realistic building.
Right, but isn't that just showing off the possibilities of the game engine, rather than the actual mod assets? :P
The actual Nod plane in C&C1 was a C17 though. The manual just had that wrong.
The Antonov AN-70 was only used in a para-drop video.
I don't think you can compare those two... this is a whole different game engine.
Eh, from giant manga monster to giant magma monster isn't such a big step :p
It's Lemmin' Buu!
As for why the base should be weaker when the turret is out, simple... the sealing plates are the structure's main armor. The elevator on which the launcher is standing isn't armored at all, so if that launcher's blown up, be sure it'll leave a nice crater in that elevator too. There will be nothing left to rebuild a gun on.
ehh.. it IS a napalm strike, and just like in TD, anyone will be able to get it as crate reward in multiplayer. Meaning we need a Nod version too. Just like in RA1 anyone could get parabombs from a crate.