Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Sun Mar 27, 2011 5:07 am Post subject:
Red Dawn (RA-1)
Current version of Red Dawn is Red Dawn 2014
Last Updated 10-22-14
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 five 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/
Win and Lose movies for all missions plus some briefing.
Old Red Dawn 2012
I'm keeping support for Red Dawn 2012 as there is small change of systems out there that won't work with the Iran patch setup. Also it is a good source for modders looking for C&C 95 building and units that are already converted for use in RA1.
System Requirements
Windows 95, 98 2000, Me, XP, Vista or 7. You may be able to get it to work on Linux with tweaks. I tested Red Dawn on Win 7 however if it is not working on Vista or 7 you can try ddraw.dll by Hifi http://hifi.iki.fi/cnc-ddraw/#download has download link and configuration.
C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5! Last edited by Allen on Fri May 29, 2020 10:45 pm; edited 36 times in total QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Sun Mar 27, 2011 7:38 am Post subject:
Change the foundation of buildings? Is there somthing I missed? Are you talking about the silo stuck at 1x1 and not the 2x2 as in C&C or the Adv. Power Plants? _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Mar 28, 2011 7:37 am Post subject:
Overview of what you will find in the mod:
General supported list
Single Player campaigns plus ALL Counterstrike and The Aftermath mission. Skimish mode, You milage may vary with it.
From Command & Conquer 95 list
Units
Structures
Sounds
Music, 20 tracks. Counterstrike and The Aftermath expansions still use there RA-1 tracks
Ingame side bar and icon.
Videos: Win, loss and few brifs.
Command & Conquer Red Alert list
Units
Structures
Sounds
Music, Counterstrike and The Aftermath expansions only
Ingame side bar icons.
Videos: Win and loss.
From Command & Conquer Tiberian Sun list
In game EVA voice
Now for the Tech layout. * is Aftermath unit only.
TechLevel 1
Harvester
Rifle soldier/Minigunner
Power plant
Hand Of Nod
Barracks
Refinery
Storage silo
TechLevel 2
Rocket soldier
Grenadier
Sandbag wall
Guard Tower
Field medic
Fakes Construction yard
TechLevel 3
Humvee
Nod Buggy
Nod Recon Bike
Transport (ship)
Attack dog
Transport helicopter
Longbow attack helicopter
Ship yard
Sub pen
Weapons Factory
Attack dog training facility
Gun boat
TechLevel 4
Medium tank
Light tank
Gun turret
Engineer
Fake Weapons Factory
Service depot
Communications Center
TechLevel 5
Armored Personnel Carrier
Surface to Air Missile launcher
Submarine
Chain link fence
Fake Communications Center
TechLevel 6
Mobile artillery
MLRS Rocket Lancher
Flamethrower
Spy
Flame Tank
Infantry Fighting Vehicle Light/I.F.V.L*
TechLevel 7
Destroyer
Adv. Communications Center
Obelisk Of Light
Chemical Warrior*
Field Mechanic*
Chem. Tank*
Airstrike is available when Adv. Communications Center is built.
TechLevel 8
SSM Lancher
Commando
Adv. Guard Tower
Concrete wall
Advanced power plant
Adv. Light Tank
TechLevel 9
Mammoth tank
Mobile Construction Vehicle
Stealth Tank
Cruiser
Jammer Tower
Helipad
E.M.P Tank*
Missile Submarine*
Demolition Truck*
Mobile radar jammer/ mobile headquarters
Orca attack helicopter
TechLevel 10
Temple of Nod
Missile silo
Nuklear Strike is available when Missile silo is built.
Ion Cannon is available when Adv. Communications Center is built. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Wed Apr 13, 2011 5:18 am Post subject:
Anyway, work on Red Dawn is still going on. Most of it is to clean up the and to make the installer easier to read the install instruction. CounterStrike and Aftermath registries to fix Red Dawn for foreigner *Non-English RA-1* users plus instruction for Full RA+ users.
The only work on Red Dawn is for the ingame is use of Mplaye!.ini. Mplaye!.ini is a file that work like the any rules.ini but only works for Aftermath multiplayer. I'm using it to bring back some of the unused things. I'm bring back the Allied Tech Center as the Satlite Center. The Theif is back and the Helicarrier too. These things will be available to Aftermath multiplayer users in the next Red Dawn.
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Thu Apr 14, 2011 7:26 am Post subject:
In a few days. It will add the Satlite Center, Theif and Helicarrier for Aftermath multiplayer. I also reworked the installer to fix a few things. I will have a patch for Full RA+ user too. _________________
Wow what a great mod.. The work put into this is impressive. Fantastic work! The new unit ideas are also lovely... although make sure that their style stays somehow near the original units and structure graphics.
Anyway now since Red Alert & Tib dawn are both Freeware I recommend to transfer everything from C&C95 to your mod.. There are still plenty of soundtracks and videos missing.
Recommendations, wishes: As fan of rts since the first hour starting with DuneII back on Amiga I would recommend to create 2 seperate game modes for your mod. That means if it is actually possible to implement such a feature in Red alert1.
Reaperrr for example did something like that in his mod Return of the dawn for tiberian sun. So we could have a classic mode completely untouched only with original stuff and a new gamemode which is adding units from Red Alert and your own awesome creations and implemantions.
Building wishes: The real normal Silos + Icon please. That which is currently in use doesn't fit. Looks cheap and is way to small.
Heavy weapons factory looks like it's half sunken onto the ground. Fix that if possible. Hand of NOD also looks strange regarding the same thing.
Not sure if it is possible to get the airfield for nod ingame since there were never alternate versions for the factory in red alert. Perhaps you can code something to get it still in?
I recommend to make the Helicarrier a little larger at the sideways. It looks a bit thin at the moment more like a stick instead of a carrier with choppers on it.
Should you add more custom units take a look at Renegade which also plays in the C&C1 timeline. Perhaps you can recreate stuff from there if you like.
http://www.youtube.com/watch?v=aB6yA1pzOgM It's 1 of NOD's subs. In the shape almost like a Puddle Jumper from Stargate Atlantis should you know that series. It could replace the regular soviet sub.
Tiberium isn't giving any damage to infantry yet. Not sure if it's possible to do it since it didn't had that effect in red alert.
Cosmetic recommendation for the campaign missions: Change the basic colour of NOD & GDI forces to their real ones. You can do that by giving them a multiplayer team or more simpler I believe by changing the standart colour for allies & Soviet sides. GDI colour needs to go to NOD and GDI needs gold.
I recommend to replace the Red alert gunboat with the one of C&C95.
Keep working on it I'm definitely looking forward for your next version.
I also stronlgy recommend to change the name of your mod.exe. Vista & Win7 users get colour issues when trying to play Red alert. And the only solution I'm aware about is this one:
However with a exe name like you have it it won't start due to the fact that the name has no _ signs.
Any recommendation for me ?
As you can see I'm using this fullra version. To lazy to play around with the cd's all the time. QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Dec 19, 2011 12:15 am Post subject:
I hate that PPM's won't send me mail about new reply.... I just saw this.
A lot of things you ask for are not possible with out some one better than me to reverse engineer the game engine or some how find the source code for it.
2 seperate game modes can't be done. Lots of thing found in Tib Sun can be done to RA-1. This was done in Tib sun by make Normal mode from the normal Tib Sun and the Extra from Firestorm Mode.
The real normal Tib Silo can’t be done since the silo logic applies to one building and foundation for building in RA-1 are hardcoded. The icon is from C&C95 but RA-1 dose not use the same color palette. When it is converted to the RA-1 color palette some are changed to the closest one RA-1 has.
RA-1 uses a smaller weapons factory than C&C95. So parts had to be cut out and the smoke stacks had to be shorter or there are glitches every place the factory is past the RA-1 factory size. Same with the Hand of Nod. It is shorter that the C&C95 one.
The airfield is not possible. Some one has to really hack the game or get the source code from some were.
I’ll look at the Helicarrier. I’m not sure how wide it can be before it starts to cause glitches.
I can not add more units. RA-1 has a fixed number of units. Needs major hacking to be done.
Tiberium damage to infantry was removed in RA-1. The logic for this is not in the rules.ini so it is completely removed or some were in the game engine.
The basic color for Nod can’t be done in RA-1. In C&C95 Nod used 2 colors. Blue for unit and Red for buildings. This logic is not in RA-1. GDI could be done but recoding 54 missions is not fun at all.
The C&C95 gunboat can’t be used in RA-1. It only has 4 frames 2 left and 2 right. RA-1 ships use 16 frames.
Red Dawn has a color fix done when you install the mod. It works just fine on Vista & Win7. Launch from the desktop icon and make sure you have the FullRA+ patch. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon Jan 02, 2012 5:02 am Post subject:
Why won't the Notify me when a reply is posted work!!!
Okay how did you do that AlexB?
Also you do you know about RA1 protocol for net games? I need to mod it so that Red Dawn becomes incompatible with vanilla RA1 so I can get to work with CNC Net. I know TI and DTA have this done but they are Tib Sun mods not RA1. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Mon May 28, 2012 3:57 am Post subject:
No. Only Arda can do somthing like that. Knowing that Arda is like Ares. Adra would not work with Red Dawn and Adra would not work with C&C Net in the future. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue May 29, 2012 8:22 am Post subject:
CNCNet and Syringe can run together, at least in Ares, they can. I have already played Ares games over CnCNet, so your second half of the sentence is wrong.
Giving CnCNet to launch Syringe and parametring it through the CnCNet GUI have worked since day 1. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Wed May 30, 2012 5:57 am Post subject:
Not being a Ares perosn I didn't know C&C Net coded for it.
From what I read on the Adra site. Adra is based on the Westwood beta 3.03 RA1 and not the community updated beta 3.03 that CNC Net uses. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 30, 2012 7:39 am Post subject:
If there's no difference between the executables, then they're compatible. Tho I amn't an Arda speaksperson and amn't modding RA 3.03 to know the differences. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Fri Jun 01, 2012 4:56 am Post subject:
The community updated beta 3.03 has a number of fixes built into the executables. Off hand I know of Win7 compat and -LAN comand for CNC Net. I know there are more also. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Sat Dec 01, 2012 10:48 pm Post subject:
I'm sorry to any one that tried to download the mod in the last few days. I know 2 of the links were broke.
Twentieth Century Fox and DtecNet said I was infringing on a copyright. They are say I have some how taken part or all of the movie "Red Tails". No one has replyed to my counterclaim so I deleted the old ones and uploaded new ones.
The links at the top will work now. _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Dec 03, 2012 4:06 am Post subject:
I'm mirroring it at PPM.
For your info, Red Tails is being released in this year. Your mod is years older than this crap. Twentieth Century Fox and DtecNet has lost a customer. I won't watch this movie. QUICK_EDIT
For your info, Red Tails is being released in this year. Your mod is years older than this crap. Twentieth Century Fox and DtecNet has lost a customer. I won't watch this movie.
?`?? _________________ Can you hide from me ? QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Sun Dec 09, 2012 12:41 am Post subject:
I don't get here as much as I would like and Notify me when a reply is posted is not working... It looks like I keeping my files flaged because of the title "Red Dawn".
DtecNet nuked both of my new links in less than a week this time on the behalf of FilmDistrict Distribution for copyright of Red Dawn the movie.
Like before I put in a counterclaim telling MediaFirer and DtecNet that they were wrong to flag my files but it is like they won't reply to my counterclaim or unlock the files at MediaFirer as they didn't do so for my first 2 counterclaims.
I don't think they were replay to my 2 new counterclaims so I switched place for main download and videos. Many thanks to Banshee mirroring here at PPM as well!! _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Tue Aug 20, 2013 10:51 pm Post subject:
Red Dawn 2013 launches after too much procrastination. Now updated with the Iran Patch/Portable RA. This added Hires and better compatibility for Vista and forward systems. New Custom Missions options and new theaters.
Allied Blue has been chaged to GDI Gold but for a few Ant/Resistance Missions. The Score Screens and campaign mission selection maps have been updated to change Allied Blue to GDI Gold as well.
Single Player mission count is now 114. Campaigns, Counterstrike and The Aftermath missions total 76 mission. 8 under the old Ant Mission and 30 using the new Custom Missions option. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Wed Aug 21, 2013 3:45 am Post subject:
Don't get here much since I gave up TibSun. Also notify me when a reply is posted is still not working for me. So I do my best to check in on thing and hope CCHyper has made my TibSun dreams ture. _________________
For some I reason I tried replacing the Adv. G Towers with the actual C&C 95 and the same goes with Med Tank with a longer barrel and the Hand of Nod, found out the screen leaves traces of bugs now I know the reason why you shrank them. QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Fri Nov 22, 2013 11:32 pm Post subject:
If I use al larger .shp than the one I was replacing you would see some graphic glitches.
The Med Tank when selcted will leave a trail of graphic glitches behind it once your order it to move. (The Harvester still dose this at some angles) The Adv Guard Tower has two glitches. First is the top will flicker and the Adv Guard Tower top will flicker or bleed through the black cover shroud. The Hand Of Nod and Weapons Factory also did this so both were cut down. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Tue Apr 01, 2014 3:47 am Post subject:
Patch #1 is out!
It will fix a number of small things. Fixes saved game errors with the ‘Resistance Missions”. C&C Classic missions make use of the new Secondary Color Scheme option and Nod Buggy now can't crush men. Fixes by Iran.
Update of the Desert rivers, bridges and beaches done by Tschokky over at cnc-comm.com. Winter theater updated. Weapons for SSM Laucher, Chem Tank, Chem Warrior updated. _________________
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Fri Oct 24, 2014 4:51 am Post subject:
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 five 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/
Posted: Tue Jan 21, 2020 5:35 am Post subject:
Working?
Does this mod/program work with windows 10?
I tried running it but it only shows up as a background process after I click play "Red Dawn"
I have tried trouble shooting the graphic options from the launcher and ran as admin but it still only runs as a background process, stuck trying to initialize RA95 I assume. QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Tue Jan 21, 2020 3:54 pm Post subject:
I have no idea. Don't have Windows 10. It should work if CnCNet RA1 dose. It was built off of what is now a vary old CnCNet setup.
Around 2016 I got logged out of CnC Comm/CnCNet forums and despite sending multiple request for a password reset I got nothing back so I have no idea what changes have been done to the CnCNet setup.
These days I have no idea if CnCNet support single player. If it dose and the CnCNet setup is working for you I would try making a copy of the CnCNet setup than added the needed files from Red Dawn into the copied CnCNet setup.
Needed files for Red Dawn
EXPAND.MIX
EXPAND2.MIX
EXPAND3.MIX
HIRES1.MIX
main.MIX
REDALERT.MIX
SC_DINO.MIX
SC-CNC-M.MIX
scores.MIX From the Music Installer
movies1.mix From the Videos Installer
If you want Mulitplayer I have no idea as well. _________________
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