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Posts posted by danpaul88
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If you upload the errors.log file from documents/w3d hub/launcher it should indicate what problem was causing it to fail to patch always.dat
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Except it is impossible to add units to the purchase list when a building is destroyed.
says who?
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I can't seem to complete the updating process. The files seem to download all fine, but when it comes to installing, the status on always.patch.3.0.1.0.zip turns to "Failed" after about a minute. I think I had a similar issue with the last patch as well, but I was able to get it to work eventually just by repeating the update over and over until it eventually worked...but no luck with doing that this time so far.
Make sure always.dat isn't in use by another program? That would prevent the launcher writing to it. Check for game.exe still running in task manager perhaps, it might not have shut down properly?
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Are you actually using the tsr SDK from https://gitlab.com/w3dhub/tiberian-sun-reborn-sdk ?
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I think it's also meant to make sure the scripts are setup and linked properly too via some voodoo witchcraft with the registry
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Use LE_path.exe to setup the registry Gubbins
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Parachutes are in original Renegade, they're just not coded in for regular multiplayer.
Umm... not exactly true. What you see in single player is just pre-scripted cinematics, not actual parachute logic. Some servers have modded in hacky "parachutes" but it's not something the engine natively supports.
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I actually did that in AR for some weapons... Same sound but different file names. Makes it easier if we want to change one in future without affecting other things
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It is by design that it requires admin rights, the UAC manifest is deliberately setup to always run in admin mode. This is required to write game files into the program files directory (the default install location) and for writing HKLM registry keys for system wide values (ie: which games are currently installed and where they are).
Whilst it would be nice to have a background service handle these tasks (which is how Steam works) I don't have the time to decouple the code to that extent in the near future, although I have done a few bits and pieces in that direction when I've been working on relevant classes.
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CoolCock
Lets cool it with the name calling please, keep it civil.
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You know... I wonder if this could be applied in such a way that we can run over trees, sandbags, barbed wire, and chain link fences.
Only if you make them soldiers - only soldiers can be run over
AR did have trees that screamed and died when you ran over them for a while as an experiment...
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Have you got a loose objects.ddb in your data folder or something? The launcher won't remove files it didn't put there in the first place.
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Nerf Nodlied!
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What's the point in having random boxes though?
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they are probably simple objects with non-static physics types rather than vehicles, but regardless the above points still stand.
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Yeah, destroyers are kinda meant to be worse than gunboats at the whole depth charging thing. They and missile subs are meant to be anti-base/anti-air artillery that can't fight naval units effectively,
Which is amusing when you consider that;
destroyer
dɪˈstrɔɪə/Submit
noun
1.
a small, fast warship, especially one equipped for a defensive role against submarines and aircraft.
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I don't get it... what's the purpose of this topic?
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Underground silos in caves protected by walls of flame towers / pillboxes
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I've considered this several times over the last year or so and actually done some supporting work behind the scenes. I'm hesitant to allow installing the game directly thru the launcher but patching it with the latest and greatest from TT is do-able...
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An alternative is to just add silos etc to infantry maps to boost income for those maps specifically. Avoids messing with the economy on non-infantry maps then
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No drama, just a friendly kick for not discussing stuff before making unilateral decisions
@Jerad: do what I do then: disable signatures in your profile settings, then you don't have to see them at all
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Good to hear it's fixed and working now
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Welcome to the forums Coolrock
Your signature limit disturbs me. Fix that ASAP, thanks ❤️
I've just upped it to 700x200. Enjoy! <3
errr... I set those limits for a reason. not impressed you changed it without even consulting me...
Communication is important people! :/
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Don't look at us, we didn't pick the versioning scheme
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APB 3.0.2.0 Changelog
in Red Alert: A Path Beyond
Posted
The patching process for always.dat requires about 700mb of free disk space (after downloading the packages). It uses a temporary file to write the patched data into, that file is then moved into the game folder and the old copy of the file is deleted once the patch is successfully applied.