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Modding Discussion / Re: Red Dawn (RA-1)
« Last post by Allen262 on October 22, 2014, 09:20:46 PM »
Red Dawn 2014 is released!

Red Dawn 2014 is standalone like 2013 and still uses Iran Patch/Portable RA that added Hires and better compatibility for Vista and forward systems. Red Dawn 2014 dosen't differ to much from Red Dawn 2013 when it comes to single player missions. The most noteable change is Nod now uses secondary colors for all missions. Five new mission added and one fan made are now included in the game. Jungle theater by Tschokky added and used for fivr of the new missions.

Red Dawn Online has been merged with Red Dawn 2014. This mean online play on CnCNet 5 (old CnCNet 4 has been removed). Aftermath Game option is now Classic C&C option and when turned on the game will only use C&C95 units and buildings. The exceptions are the Missile Silo, Ship Yard, Gunboats and Tranport. The Missile Silo is needed as it is the only way for a Nuke to be made. The Ship Yard, Gunboats and Tranport are need for some RA1 maps most notable "Docklands (Medium)".

RAED (Map/Scenario Editor) has been updated to the version edited by Iran to use all 6 theaters. At this time the CnCNet 5 ra95-spawn.exe dosen't support the Jungle theater but I have updated the CnCNet 5 lobby's map preview generator so when/if CnCNet 5 updates the ra95-spawn.exe to use the Jungle theater things are ready to go.

System Requirements
Windows 2000, XP, Vista or 7. Launcher and configuration tool require the .Net 2.0 framework. I think you could run on Win95 to ME with out the Launcher and configuration tool by starting the game from the RA95.exe. You may be able to get it to work on Linux and Mac with tweaks. PortableRA's Linux and Mac tabs should be able to help http://iran.cnc-comm.com/ra/



GDI Hires


Nod Hires


C&C Classic GDI9


C&C Classic Nod 11B


CnCNet 5 Lobby




“Red Dawn 2014 Installer” Required For Play (49.06 MB)
https://www.dropbox.com/s/099qbz4em3qpyb3/Red%20Dawn%202014%20Installer.exe?dl=0

Full game with Terrain Editor (EDWIN) and C&C-RAED v1.26.

“Red Dawn 2014 Music Installer” Optional. (61.63 MB)
https://www.dropbox.com/s/sh7ymqows0cxfki/Red%20Dawn%202014%20Videos%20Installer.exe?dl=0

35 music soundtracks from C&C95 and Covert Ops add-ons.

“Red Dawn 2013 Videos Installer” Optional. (179.83 MB)
https://www.dropbox.com/s/sh7ymqows0cxfki/Red%20Dawn%202014%20Videos%20Installer.exe?dl=0

Win and Lose movies for all missions plus some briefing.
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Command & Conquer (Tiberian Dawn) / Re: Any C&C TD speed runs around?
« Last post by Karpet on October 22, 2014, 07:24:22 PM »
I found that you can engi-rush the GDI base in the Nod PSX mission and skip defending your base.


You use your helicopter to drop off a flamer on the cliff next to your Nod con-yard. The helicopter may die but just build another engineer.


Then go to the cliff right of the GDI base, destroy some walls, land, capture the production facilities, and then capture the base you were SUPPOSED to capture. You might be attacked with 2 medium tanks and a mammoth so beware.
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Modding Discussion / Re: Tiberian Dawn hit points, cost and prerequisite limitation
« Last post by Mussuy on October 22, 2014, 06:10:59 PM »
I've found the units, infantry and buildings section in the .exe and located the iep values that belong to each stat (prerequisite included) thanks to your ini files, a hex to decimal converter, and a bit of testing with tibed to make sure what iep belonged to the prerequisite stat. I've also found the hex values for MISS (400000), HOSP (4000) and BIO (40000) as prerequisites.

Now I'm working with the ASMTool trying to do the same that Kilk did with his tear gas infantry, but in my case I'll change the stealth tank prerequisite to MISS. That's the code I've made:

Code: [Select]
#eip=0044B6A65 ; A6E65h
jmp 00680000 ; jump to unused space
; label indicating the jump back location
jumpback1:

#eip=00680000 ; 1C9600
push    00400000h ; new prerequisite
jmp .jumpback1


I've guessed that the 'no operation' lines that Kilk wrote were for removing data that the game would not read (due to the jump), but I'm not sure.

What do you think? This is actually the first time I'm doing something like this and it feels like being a chimp in an airliner cockpit  XD
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get XCC Mixer to extract files from within the .mix archives: http://xhp.xwis.net/
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There's only original single player missions and multiplayer maps in the editor list.
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Tiberian Sun / Re: guys help me out
« Last post by johnZpro on October 22, 2014, 11:30:11 AM »
1 shot he kills infs with those they are sinpers fact!
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Modding Discussion / Re: Tiberian Dawn hit points, cost and prerequisite limitation
« Last post by Nyerguds on October 22, 2014, 11:17:40 AM »
The first; Do every unit and building have a hex address and eip value related to them? In that case, how do I know which 'part' belongs to every unit and building in order to make it jump to the new location with the new code?

Well, that's not exactly related to units and buildings; they're addresses in the exe file, so every single byte of program code and program data has one, really. As for how to find them... I'm not sure what you use for editing the game exe in general, but if you use my UGE modules, they should list the addresses of all the data you edit, as decimal numbers. If I just gave Kilk the start addresses for the units, then he probably used my ini files (which have the stats in the right order) and counted the 'push' command bytes (6A for a 1-byte push, 68 for a 4-byte push) to see where the property he needed was.

And the second; I've downloaded the asm tool, and I know I have to write the new code there (the jump and the new cost and hit points value), but what should I do with it then? How do I put the new code in the .exe?

Uhh... copy the bytes, and paste them in the exe with a hex editor  :P


Oh... be warned that, no matter which editor you use to edit C&C95.exe, the data will either look severely corrupted, or the editor will fail to load altogether, after you start messing with moving values around.
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Modding Discussion / Re: Tiberian Dawn hit points, cost and prerequisite limitation
« Last post by Mussuy on October 22, 2014, 08:21:25 AM »
I've read Kilk's topic about editing the units cost beyond the 127 limit (the solar power plant one, that btw I think it's pretty cool), and although I think I can 'understand' what I have to do, there are some things that I don't know how to do.

The first; Do every unit and building have a hex address and eip value related to them? In that case, how do I know which 'part' belongs to every unit and building in order to make it jump to the new location with the new code?

And the second; I've downloaded the asm tool, and I know I have to write the new code there (the jump and the new cost and hit points value), but what should I do with it then? How do I put the new code in the .exe?
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Tiberian Sun / Re: guys help me out
« Last post by UltATK on October 22, 2014, 12:31:24 AM »
its a fs map 2 be 100%

Check to make sure you didnt download it. just because its a official map doesnt mean he couldnt have modified it. and ya depending on the weapon if its a sniper its a modified unit. that unit is not a sniper normally. i will check to make sure though but im sure its not because i use tech cheats and i build umagons when i want a sniper lol

thats a mutant soldier and normally shoots a gun that sounds like a vulcan cannon turret or buggy. not a sniper rifle at all.
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Tiberian Sun / Re: guys help me out
« Last post by johnZpro on October 21, 2014, 11:47:02 PM »
its a fs map 2 be 100%
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