Collapse
No announcement yet.
41 results in 0.00 seconds.
Volkov_mk3_legacy x

You can also choose from the popular tags.

  • Volkov_mk3's Avatar
    replied
    Some of the missions will need to be tweked to fit the Lego Genre. I'li use GDI mission 1 as an example.

    pre-mission cutscene.

    GDI hovercrafts deploy some Infantry, a Humvee, & a MCV toward the shoreline. The Infantry & Humvee are deployed successfully but the hovercraft carying the MCV is sunk by NOD Turret guns before it can reach shore.

    pre-mission cutscene ends.

    objective 1 destory NOD Turret guns.

    The player is playing as a GDI officer & can order nearby friendly units to help accomplish objectives. There will be lego objects near the Turret guns. destory them and use their remains to build generic homing beacons to allow a GDI Gunboat to target the turret guns from a safe distance.

    objective 2 establish base.

    After the Turret guns have been destroyed other hovercrafts will deploy more Infantry, a 2nd Humvee, & another MCV.

    the MCV will move to a predetermined point and unpack. build a Power plant & a Barracks.

    objective 3 eliminate remaining NOD forces.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Just completed a Medium tank.

    Attachment

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic Tesla Coil Gun.

    Tesla Coil Gun.

    http://www.popsci.com/diy/article/20...ot-long-sparks

    "While browsing a bookstore near his home in Seattle last year, Rob Flickenger came across a graphic novel titled The Five Fists of Science. The story portrays inventor Nikola Tesla as a crime fighter who battles his enemies with a pair of handheld Tesla coils—transformers that discharge spectacular streams of electricity into the air. To Flickenger, 37, the guns were beautiful, hilarious, and inspiring. “I started thinking, How would I do it?” he says. "
  • Volkov_mk3's Avatar
    replied
    Off topic but, Daleks V.S. Scrin who wins?

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic Lego Command & Conquer

    Lego Command & Conquer

    On March 29, 2005 Publishers Eidos Interactive and LucasArts Released Lego Star Wars: The Video Game. Since then a handful of other franchises have been given a lego game of their own. I've been wandering what C&C 95 would look like legoized.

    So far all I've been able to whip up is this front cover concept.

    Attachment
  • New Tech Building idea. Tech Civilian Broadcasting Center

    Attachment

    Purpose: Provides radar when captured.

    Description

    During the opening days of GWWIII Allied Airforce Command Headquarters were prime targets for invading Soviet forces. During this early communications blackout Allied engineers scrambled to adapt local civilian broadcasting centers to provide radar and communication to units and bases that survived the initial Soviet assault.
  • Volkov_mk3's Avatar
    replied
    Originally posted by Kodaemon. View Post
    C&C is not dying, it's dead. Brutally murdered, in fact. What's happening now is the continued defilement of its corpse.
    Zombie franchise.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by Kyang View Post
    That's like saying a truck with a toaster on it is "as close as real world possible" MCV.

    Not even remotely the same thing.
    Well, duck taping a toaster on a big rig & calling it an MCV is a bit of a stretch. Slap a mobile concrete batch plant, a bin for steel Rebar, & a place to store electrician's tools on it & you might have a better comparison.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by CandCPilot View Post
    How might I go about doing that?
    Command and Conquer Wiki has freeware links on the home page.

    http://cnc.wikia.com/wiki/EVA_Database

    As for getting help from EA. I don't know.

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic A Real Life Crawler?

    A Real Life Crawler?

    If you have a subscription to Popular Science this year then you’ve probably already heard about the Aeroscraft. If you haven’t check it out before continuing.
    http://www.popsci.com/technology/art...t-finally-take

    Combine this technology with advancements in small-scale automated manufacturing/assembly & you’ve got an as close as real world possible Support Class Crawler.
  • Multiplayer/skirmish challenge. Tiberium Reclamation Project

    Remove as much tiberium as possible from a Tiberium Sun/Firestorm multiplayer map. For this challenge you will need a high enough technology level to be able build the Pavement, Concrete wall, and Gate structures.

    To remove tiberium from a map square you must harvest all of the tiberium from that square and build and deploy pavement to replace it.

    This will be a long process so I’ve prepared an example ahead of time using the map Limited Access

    Attachment

    1st we have the main base with con yard

    Attachment

    That’s just the tip of the Power Plant iceberg!

    Attachment

    I call this fortified pinch point the front porch.

    Attachment

    Attachment

    These defenses and the small forward operating base just beyond help secure the southeast face of the main plateau.

    Attachment

    I call this enclosure a piggybank. It’s a Tiberium Riparius surrounded by a layer of green Tiberium which itself is surrounded by a layer of pavement and a layer of concrete wall just beyond that (and why you‘ll need to be able build the aforementioned structures). I’ve added an extra layer of pavement to the gateward side of the piggybank to accommodate SAM upgraded Component towers. You may want to do the same but it’s your call.

    Attachment

    Attachment

    A bridge connecting the main plateau to another forward operating base beyond it help round out the defense of the main plateau/living area.

    Attachment

    Attachment

    And this is the main tiberium storage area.

    Looking forward to seeing what you can do with the map you choose.

    P.S. If the pics aren't viewable here check my Tiberium Reclamation Project album to have a look
  • Volkov_mk3's Avatar
    started a topic

    TRP12

    TRP12
  • Volkov_mk3's Avatar
    started a topic

    TRP11

    TRP11
  • Volkov_mk3's Avatar
    started a topic

    TRP10

    TRP10
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    started a topic
  • Volkov_mk3's Avatar
    replied
    Originally posted by Revanchist View Post
    To fix C&C4, it needs to be remade.

    Start completely over. New story, new units (new name. Tiberian Twilight was always a dumb name) new game mechanics.

    Pick up where C&C 3 left off. Nod is ravaged, GDI is rebuilding. Then the Scrin come in full force. The Others show up and give GDI the tech to blow the Threshold tower. This is when Nod reveals that they're not nearly so ravaged as they led GDI to believe and launch a campaign to stop GDI from blowing the tower.
    If you're setting it up to have NOD be "not nearly so ravaged as they led GDI to believe" have it pick up after Kane's Wrath. Kane probably originally intended LEGION & The Marked of Kane to be ready in time to fight the Scrin anyway.

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic How to save C&C4.

    How to save C&C4.

    I've already posted some ideas in the Where C&C 4 wen't wrong? Thread but I'm starting this Thread to ask your opinions of them.

    Originally posted by Volkov_mk3 View Post
    C&C4 is a good game. Just not a good C&C game.

    2 simple steps can be taken to remedy this.

    Remove (or at the very lest expand) the population cap.

    Mod the Idris landing pads(the spots you get tiberium crystals) so that they work like the ore nodes from Red Alert 3
  • Volkov_mk3's Avatar
    replied
    Originally posted by StormWolf View Post
    In this thread feel free to discuss where Tiberian Twilight went wrong. In my personal opinion the things that went wrong were:
    • Departure from the Classic Formula - This is probably the most important part. Moving away from the classic formula of what C&C had built over the many years is probably what led to the game being not as great as the others. Not having base building, resource collecting, and other things; Was like a slap to the face for all the fans who played the series from the beginning.
    • Bad Ending for Kane - In all our minds Joe Kucan/Kane has come to represent an important almost landmark part of the series. Appearing in all the Tiberium games since the first one that was released back in the 1990's. He has become a fan favorite and deserved a way better ending then the ones that we got at the end of C&C4.
    • Population Cap - It just didn't work and was way to low for it to be considered a C&C game. Compared to the other major RTS games on the market, C&C has always been a game that I enjoyed to play since you could have almost infinite units on the map. The population cap just ruined the appeal of the game and I didn't play it that long after it was released.

    What is your opinion on where C&C 4 went wrong?
    C&C4 is a good game. Just not a good C&C game.

    2 simple steps can be taken to remedy this.

    Remove (or at the very lest expand) the population cap.

    Mod the Idris landing pads so that they work like the ore nodes from Red Alert 3

    Attachment

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by DarK_WarRren View Post
    Is it Tiberium Wars or Kane's Wrath?

    I have a few sollutions you can try:
    1. Uninstall and re-install the game, if you haven't already
    2. Download an .exe patcher from a website if you patch from the game screen
    3. Try running as admin and/or compatibility mode

    For Tiberium Wars try: 1.09
    For Kane's Wraht try: 1.02
    No luck. Gonna try older patches in-case 1.09 is the problem.

    Update, patch 1.08 causes same problem.
    Last edited by Volkov_mk3; 03-30-2012, 10:07 PM. Reason: up to date info

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic Patch problem!

    Patch problem!

    After I patch the game (successfully ) & try to run it ( unsuccessfully ) my computer blue screens & restarts . Anybody have any idea what's wrong.

    it only gets as far as the splash screen before I get hit with a BSOD.

    I only have this problem when I update the game.
    Last edited by Volkov_mk3; 03-29-2012, 01:24 AM. Reason: more info
  • Volkov_mk3's Avatar
    replied
    After I pach & try to run the game my computer blue screens & restarts. Anybody have any idea what's wrong.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by EmeraldStar View Post
    i got that very patch but now the game wont even launch, i just get a error and its shuts down.
    After I pach & try to run the game my computer blue screens & restarts. Anybody have any idea what's wrong.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by EmeraldStar View Post
    the updater from that Command Center doesnt work now to patch and i DL'd the lastest version 1.09 and now the game wont even launch.
    After I pach & try to run the game my computer blue screens & restarts. Anybody have any idea what's wrong.
    Last edited by Volkov_mk3; 03-28-2012, 07:38 PM. Reason: punctuation

    Leave a comment:

  • Volkov_mk3's Avatar
    replied

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by Volkov_mk3 View Post
    I can't find my Aftermath cd. will your updated version run on a First Decade cd?



    rules.ini or redalert.mix

    they can be found under the rules tab of the RAED menu but when I click on rules.ini I receive a file not found: E:\INSTAL\rules.ini error.



    I think I just created an .ini file it's filename is default. where in the file would this key be?




    I think I just enabled the units. but I saved the file under a different location than the original. how do i get it in the game?




    Got it in the game but there's a new problem. some of the units and structures I placed don't appear (I'm under the on-screen limit for both) and the editing I'v done since I last tested it hasn't changed a thing!
    Additional note. The game now crashes at random.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    Originally posted by Nyerguds View Post
    I think the mission's ini file contains a key to enable Aftermath units. Not sure though, I never made RA1 missions.

    I have, however, made an updated version of RAED, that fixes the bug that not all Aftermath missions and maps can be loaded in it
    http://www.cncforums.com/new/local_l...=60&linkid=369
    I can't find my Aftermath cd. will your updated version run on a First Decade cd?

    Originally posted by Nyerguds View Post
    I think the mission's ini file contains a key to enable Aftermath units. Not sure though, I never made RA1 missions.
    rules.ini or redalert.mix

    they can be found under the rules tab of the RAED menu but when I click on rules.ini I receive a file not found: E:\INSTAL\rules.ini error.

    Originally posted by Nyerguds View Post
    I think the mission's ini file contains a key to enable Aftermath units. Not sure though, I never made RA1 missions.
    I think I just created an .ini file it's filename is default. where in the file would this key be?

    Originally posted by Volkov_mk3
    I think I just created an .ini file it's filename is default. where in the file would this key be?

    I think I just enabled the units. but I saved the file under a different location than the original. how do i get it in the game?

    Originally posted by Volkov_mk3
    I can't find my Aftermath cd. will your updated version run on a First Decade cd?



    rules.ini or redalert.mix

    they can be found under the rules tab of the RAED menu but when I click on rules.ini I receive a file not found: E:\INSTAL\rules.ini error.



    I think I just created an .ini file it's filename is default. where in the file would this key be?




    I think I just enabled the units. but I saved the file under a different location than the original. how do i get it in the game?

    Got it in the game but there's a new problem. some of the units and structures I placed don't appear (I'm under the on-screen limit for both) and the editing I'v done since I last tested it hasn't changed a thing!
    Last edited by Stephanovich; 11-18-2011, 08:11 PM.

    Leave a comment:

  • Volkov_mk3's Avatar
    replied
    is there a newer/better Unit Creator available for RA1?

    Have decided to abandon the custom unit idea but a new problem has arisen. I am currently using C&C-RAED - Command & Conquer: Red Alert Scenario Editor. Ver.1.25. Whenever I attempt to save after creating a trigger I receive an Access violation at address 00401B9C. Write of address 2D2C312D error. Is there something I'm doing wrong?

    Deleting objects (structures, units, ect.) from the map seems to help with this.

    Aside from some adjustments the scenario I'm creating is almost done. However I'm not sure how to save it so i can play it. the filename is scg01ea but I have place aftermath units such as mechanics & chrono-tanks in the scenario. will that cause any complications?
    Last edited by Stephanovich; 11-17-2011, 08:45 PM.

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic I need help finding some sprites

    I need help finding some sprites

    I am trying to create a Soviet walker/mech that is based on/the predecessor to the Wolverine Mk. I from Tiberium Sun. The problem is I can not find sprite resources for Tiberium Sun and know nothing about coding or program language.
  • Volkov_mk3's Avatar
    replied
    Running the program as administrator seems to help. Will let you know if something else comes up.

    Leave a comment:

  • Volkov_mk3's Avatar
    started a topic need assistance with a Unit Creator.

    need assistance with a Unit Creator.

    My fellow armchair generals I require your a assistance.

    I am trying to create 2 Units and a structure for red alert 1

    I recently downloaded a Unit Creator from red alert archive http://ra.afraid.org/html/downloads/utilities-3.html (you'll find it at the bottom of the list) the Author was TegoSoft Inc..
    whenever I try to set the Red Alert directory within the utility i receive a Dateizugriff verweigert error. what should I do?
X