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zunnie

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Files posted by zunnie

  1. Renegade FDS

    To get passed the WOL installation for the RenegadeFDS you need to enter a (fake) serial number that starts
    with 0669. For example: 0669714956637887900319 (Note: This is a fake serial and you cannot host a server in
    XWIS/WOL mode with this serial, it is only provided for you so you can get passed the installation dialogs.)
    To host a server on XWIS enter your Renegade serial in server.ini
    After installation it is highly recommended to upgrade to TT SSGM 4.x.
    Click the links below to view detailed instructions on how to set that up:
    SSGM 4.x Download Page
     
     


    3448 downloads

       (1 review)

    0 comments

    Updated

  2. 3D Studio Max 8 Demo

    The demo version of 3D Studio Max 8 which most of our mappers for Renegade, Renegade Imperial Age and Tiberium Crystal War use.
    Note: This is a trial version and stops functioning after 30 days.
     
    Contact @Cronus for the full version if you need it.

    91 downloads

       (1 review)

    0 comments

    Updated

       (0 reviews)

    0 comments

    Updated

  3. MPF Origin Renegade Fix (Ultimate Collection)

    ................................. ....www.multiplayerforums.com.... .......irc.cncirc.net.#mpf....... ...._____ _____________________.. .../ \\______ \_ _____/.. ../ \ / \| ___/| __).... ./ Y \ | | \ .... .\____|__ /____| \___ / .... .........\/..............\/...... .....04/08/[email protected]:04AM...... ........discord:gzgCvrq.......... .................................  

    If you purchased the Ultimate Collection from Electronic Arts on their Origin Platform you will not be able to play Renegade right away.
    You will get errors because E.A. made changes to the game files that were non-existant back in 2002.
    Some errors you may get, or a multiple thereof:



     
    To fix this you could install this fix. RenList 1.09 is included with this fix, you must however configure it through the Options->Settings and set the path to UAC Launcher in your Renegade folder from Origin. See readme when fix is done installing.
     
    Installing this fix will also update your Renegade to Tiberian Technologies 4.6 right away so you can play on pretty much all servers out there.
     
    Have fun in Renegade
     
    Greetz zunnie

    211 downloads

       (0 reviews)

    0 comments

    Updated

  4. Renegade Imperial Age

    https://multiplayerforums.com/games/imperial-age/
     
    The maps and game-modes are mostly designed by current and/or former MPF Developers such as @Pwn Call @trunkskgb me @zunnie and former Developer @ImperialKaskins. Coding of the server, brenbot and veterancy were done by me @zunnie @unknown @Genesis2001 and @sla.ro for the most part.
    The game sport a wide range of variety to play with many units, buildings, weapons and powerups.
    We also have a dozen maps available that were created by the Renegade Community over the years since 2002!
     
    Fight as the Global Defense Initiative or The Brotherhood of Nod in a fictionary C&C World.
    Attack the enemy base buildings to win while protecting your own.
    Renegade is not needed to play this, it is a Standalone Installation.
     
    Have fun playing!

    822 downloads

       (3 reviews)

    0 comments

    Updated

  5. RenList

    renlist provides the ability to retrieve server list from GameSpy and WOL. You can also connect to any listed servers by pressing "Connect" or double-clicking the selected server.
     
     
    P.S.: Always wanted to play C&C 3 Tiberium Wars in a First/Third Person setting? We are developing a standalone mod based off Renegade for it, you can try our test version for free already, simply download it as this topic details how:
     

    12500 downloads

       (5 reviews)

    11 comments

    Updated

  6. MPF Keys.cfg Installer

    _ _ _ _____ ____ _ _ _____ __ | | | | | |_ _| _ \ / \ / \ / _ \ \ / / | | | | | | | | |_) | / _ \ / _ \| | | \ \ /\ / / | |_| | |___| | | _ < / ___ \ / ___ \ |_| |\ V V / \___/|_____|_| |_| \_\/_/ \_\/_/ \_\___/ \_/\_/  
    Simply run and install it. Do not change the destination folder unless you know what to do with it and it is required.
    You will then be able to deploy vehicles on the maps from ImperialKaskins and some other MPF related maps.
    As well as a number of things such as:
    The keys.cfg file should now be installed on your game and you can use the keys such as:
    - Press Backspace to Sell vehicles on the Repair Pad
    - Press Q to deploy vehicles and such
    - Press M to lay an Anti-Tank mine
    - Press F4 F5 F6 F7 F10 F11 F12 - and = for additional radio commands
    - Press Q to deploy a tank trap
    - Press Q to detonate your Fanatic
    - Press M to lay an Anti-Tank mine
    - Press N to deploy a barbwire
    - Press O to drop your current previously picked up weapon
    - Press P to drop all your previously picked up weapons
    - Press I to use Chinook Vehicle Transport abilities
    - Press HOME to check your veterancy status
    - Press BACKSPACE while parked on top of a Repair Pad to SELL your vehicle
    - Press END key to quickly look up the Mine and Remote C4 usage and limits
    - Press Keypad number 1 to 9 for special Animated Taunts
    - Press U for chathistory window
     
    If you prefer so, you can download a manual installation file @
     

    2066 downloads

       (1 review)

    14 comments

    Updated

  7. Nod Airstrip Circle (3DSMax8)

    The airstrip in circle format for small area's or just fun. Note: File is in 3DSMax8 .max format.

    46 downloads

       (1 review)

    2 comments

    Updated

  8. MPF Keys.cfg Manual Install

    _ _ _ _____ ____ _ _ _____ __ | | | | | |_ _| _ \ / \ / \ / _ \ \ / / | | | | | | | | |_) | / _ \ / _ \| | | \ \ /\ / / | |_| | |___| | | _ < / ___ \ / ___ \ |_| |\ V V / \___/|_____|_| |_| \_\/_/ \_\/_/ \_\___/ \_/\_/ Simply extract it to your Renegade\Data folder
    Or extract it to your Documents\Renegade\Client folder
    You will then be able to deploy vehicles on the maps from ImperialKaskins and some other MPF related maps.
    As well as a number of things such as:
    - Press Backspace to Sell vehicles on the Repair Pad
    - Press Q to deploy vehicles and such
    - Press M to lay an Anti-Tank mine
    - Press F4 F5 F6 F7 F10 F11 F12 - and = for additional radio commands
    - Press Q to deploy a tank trap
    - Press Q to detonate your Fanatic
    - Press M to lay an Anti-Tank mine
    - Press N to deploy a barbwire
    - Press O to drop your current previously picked up weapon
    - Press P to drop all your previously picked up weapons
    - Press I to use Chinook Vehicle Transport abilities
    - Press HOME to check your veterancy status
    - Press BACKSPACE while parked on top of a Repair Pad to SELL your vehicle
    - Press END key to quickly look up the Mine and Remote C4 usage and limits
    - Press Keypad number 1 to 9 for special Animated Taunts
    - Press U for chathistory window
     
    If you prefer so, or can't get it to work using the manual method, you can download an automated installation file @
     

    402 downloads

       (1 review)

    0 comments

    Updated

  9. DirectX SDK 2007

    Fixes several issues with 3DSMax8 SP3 applied and it not loading or working properly with the W3D Tools and Importers.
    One specific error i was able to take a screenshot of is this one:

    Greetz zunnie

    41 downloads

       (0 reviews)

    1 comment

    Updated

  10. Tiberian Technologies Update

    Install this AFTER you update your game to 1.037!
    The client patch with the TT scripts. Adds a whole lot of new things like automatic map downloader and seriously improved anti-cheat measures. The installer removes old scripts installations and other mods like RR, because these are incompatible with TT, due to various technical difficulties. Don't worry though; most features of those are also included in the TT scripts.
     

    New in 4.2:
    Client side support for reviving dead buildings. New console commands revivebuildingbytype, revivebuildingbypreset, revivebuildingbyname, and revivebuildingbyid, and new engine function BuildingGameObj::On_Revived that support building revival. New engine call Grant_Weapon which grants an object a weapon without needing a powerup. New engine call Get_Animation_Target_Frame that gets the target frame of an animation which is generally the "end frame" passed to Commands->Set_Animation. New scripts for TSR Veterancy work JFW_Deployable_Vehicle, JFW_Veteran_Weapon, JFW_Veteran_Weapon_Deploy, JFW_Veteran_Armor, JFW_Veteran_Armor_Deploy, JFW_Mech, JFW_Deployable_Mech, JFW_Veteran_Help_Text, JFW_Limited_Jetpack_Timer, JFW_Veteran_Model, JFW_Veteran_Custom, JFW_Veteran_Weapon_NoSwitch, JFW_Veteran_Weapon_Switch (unless you are working with dp88_veterancyUnit you dont want these scripts) New scripts JFW_Ion_Storm_3, JFW_Sabotage_Beacon_Layer, JFW_Sabotage_Beacon_Zone, JFW_Sabotage_Beacon. Various changes (new scripts, bug fixes, improvements) to Jerads scripts Add a new mix file creating function BuildMixFile to MixFileFactoryClass.cpp (its loosely based on what makemix.exe does and was written as part of some "mix file patcher" code I wrote for the new launcher the APB guys are doing) Players will no longer get stuck in ghost collision after exiting a ladder. Players will now detonate proximity C4 while on ladders. New engine calls Lock_Soldier_Collision_Group and Unlock_Soldier_Collision_Group which locks which collision group a solder will use or clears the lock. Add new SoldierFlySpeed setting under "global settings-general" in LE that will allow you to have a different speed for flying infantry than the default running speed (just as with walking speed and crouch speed) New engine calls Set_Object_Visibility_For_Player and Set_Object_Visibility which allow you to have per-player visibility for objects (Set_Object_Visibility_For_Player sets the visibility for just one player, Set_Object_Visibility sets it for all players) Make lsdview work again Fix player names sometimes not being visible when a player first joins a game. Fix a crash caused when a refinery building controller class is deleted but the harvester still exists (this only happens on map shutdown/game exit, not when the refinery building itself is destroyed) Fix some issues related to the downward tilt that happens when you reload (including an issue where you could shoot the ground if you are holding down the fire button when your reload completes) Add a fix to vehicles so that vehicles set up with projectile physics (used for certain special things in Tiberian Sun Reborn) will correctly stop moving when they are thrown to the ground Make the UseExtraPTPages tt.ini setting usable in the per-map tt.ini files. Add a new engine call Get_Damage_Is_Explosion that will return true if the damage is comming from an explosion, false otherwise. A bunch of fixes to bugs and issues in various dp88_xxx scripts New script dp88_CreateAttachedObject New script JFW_Vehicle_Crate Fixes to JFW_Medic_Beacon Fixes to JFW_Per_Preset_Visible_Person_In_Vechicle, JFW_Per_Preset_Visible_People_In_Vechicle and JFW_Per_Preset_Visible_Multiple_People_In_Vehicle so that the visible person objects will be properly made invisible if the vehicle is stealthed. Fix to Reborn_IsMech so that when certain units are being delivered, the legs dont animate Remove some obsolete scripts created by Saberhawk. New script SH_ResetDoorKeysOnCreated which will let you clear out the door keys held by a soldier when they re-spawn and issue them with specific keys. Add a "Lock Vehicle Camera To Turret" checkbox to wwconfig.exe New engine call Change_String_Player which changes a specific strings.tdb entry for a specific client (the string table reloads on map change so the changed strings get reset) New engine call Force_Position_Update which forcibly updates the position of an object for all clients. Fixes to ring and sphere primitives (this fixes glitches with the ion cannon animation for example) Add special logic so that objects of type "simple" with "projectile" physics get their position and velocity sent over the network (allows you to have scripts that "throw" something like it was a piece of C4 and have the projectile code handle flying through the air and landing) New scripts JFW_EMP_Mine_Manager_2 and JFW_Spawn_Projectile_Death. Fix a bug with Superweapon building controllers Fix some issues with special-case code for bump-maps so that they get loaded identically to stock again. New engine call Get_Random_Pathfind_Spot which is used to find a random spot via the pathfinding code Fix a crash caused when an AI soldier enters a vehicle New engine call Set_HUD_Help_Text_Player_Text Re-read the team names from strings.tdb on map load (that way maps with custom strings files that change the team name will work properly) Small fix to some texture mapper related code Add a change such that putting "Prelit=false" into the user text of a mesh will cause the default "bumpmapped meshes don't get vertex solve" code to not run (i.e. you put it there if you know that you have the right settings on your bumpmapped mesh and it wont screw up when you run vertex solve on it) Fix an issue with the text in w3dviewer.exe New scripts JFW_Medic_Beacon and JFW_Medic_Beacon_Layer Fix so that the per-map ini files work correctly if you are using the -map command line option to load the map New script JFW_Ion_Storm_2 Fix some sound related issues with JFW_Ion_Lightning, JFW_Vehicle_Weapon_Switcher, Reborn_IsDeployableMech, Reborn_IsDeployableTank, Reborn_IsDeployableTank_2, Reborn_IsDeployableTank_3, Reborn_IsDeployableTank_4 and RA_Ore_Truck_2 Removed "This build of Renegade is out of sync with the strings database (strings.tdb). Strings will be incorrect and may cause the game to crash." warning message as the reason the warning existed no longer matters. Fix crash if the game tries to spawn a soldier and cant find a spawner for them (e.g. if you do "team 1 -3" since no team -3 spawner exists) Fix some cases where gun turrets on certain SP maps (the big one on M03, the ones near the research center on M08 and all the turrets on M10) were starting out pointing at the 0,0,0 of the map instead of the correct direction that they should be pointing Fix to the mutant hijacker script so you cant hijack a vehicle that is currently deploying or undeploying Fix so that weapon reloading properly syncs to all clients over the network (including manual reloading by pressing the reload key) Fixes to code for vehicle AI (this affects all ground vehicles as well as the gunboat in the third mission and anything else that doesn't have an "aircraft" vehicle type) Un hard-code the colors used for the win text on the multiplayer win screen dialog via new hud.ini keywords WinScreenGDIColor and WinScreenNodColor New scripts JFW_Spawner_Delay and JFW_Per_Preset_Visible_Multiple_People_In_Vehicle. Fix so that EntryHelpMessage setting on vehicles only displays for the player that entered the vehicle (a bug was causing it to display for everyone) Fix a bug with the sound volume for movies played via the "movie options" dialog Fixes to Reborn_IsDeployableMech Custom per-map load-screen support (now you can have a completly different loadscreen for your map with different text placement and everything). Players with an older scripts build that doesn't have this feature will simply get the stock loadscreen. Per-map sky color overrides (so you can have different sky color/tint on your map, say, a red tint for a Mars map or whatever). Players with an older scripts build that doesn't have this feature will simply get the stock sky colors. New engine call Set_HUD_Help_Text_Player that displays a string as the "HUD Help Text" (the text that appears in the middle of the screen in single player). Yes it does send over the network properly. New script JFW_Set_HUD_Help_Text_Player that uses the new engine call Fixes to w3dlib.dll and altmat.exe. Fix a typo related to loading some registry settings Changes so that stuff flying in when purchased via AirFactory objects cant be shot whilst its flying in. Fix so that objects with their collision mode in LE set to "KILL" work correctly. Extra debugs for detecting certain kinds of network issues including packets that are too large. New settings under "Global Settings - C&C Mode Settings" that let you have different EVA sounds for power offline (you can now have one that plays for Nod when Nod power goes offline, GDI when Nod power goes offline, Nod when GDI power goes offline and GDI when GDI power goes offline) New collision group DEFAULT_AND_SOLDIER_ONLY_COLLISION_GROUP which collides only with DEFAULT, SOLDIER and SOLDIER_GHOST. Fix to some issues with certain kinds of texture mappers not rendering properly. Fix some glitches with damageablestatic physics objects Fix an issue that can be caused if you have a TT package containing a dazzle.ini file. Fix some issues with fog. Improve the way NavalFactoryGameObj detects objects blocking the spawn point (it now does it more like VehicleFactoryGameObj) Fix some issues with pathfinding where it wasn't correctly loading certain pieces of pathfinding data. Changes to make Commands->Set_Is_Rendered work over the network for things other than vehicles (it always worked for vehicles). Naturally both client and server need 4.2 for this to work. Fix an issue where the muzzle flash on a vehicle can screw up if its model or weapon is changed. Fix an issue with Commands->Set_Obj_Radar_Blip_Color so it works properly Changes so that spies will always appear on radar with the color of the player object regardless of which team the player is on. Fix so that the "battle info" dialog box displays the correct harvester health on the client. Also fixes the vehicle limit to correctly account for the harvester. Fix an issue where Commands->Create_2D_Sound and Commands->Create_2D_WAV_Sound can cause a crash in certain circumstances. Add a new keyword to server.ini, DisableLogs which disables writing to the normal server log file (useful if you are using SSGM or something and handle the log info some other way) Fix an issue where if a soldier is destroyed (e.g. via suicide, team change or leaving the server) and the soldier was in a vehicle, certain objects weren't being properly destroyed. Fix an issue with certain dialogue that soldiers say (it was mixing up the sounds for "I got shot by friendly"/"I got shot by enemy" and "I got killed by friendly"/"I got killed by enemy" Improve the randomness of spawn point selection. Improve certain math functions to use SSE (makes it slightly faster) Remove code that generates sysinfo.txt (it couldn't detect modern hardware) Some fixes to the special Mendoza and Raveshaw boss objects. Fix an issue with movies in single player causing a crash Fix an issue with the single player EVA map dialog causing a crash Added a change so that homing weapons won't target objects that are immovable (that is, anything who's physics type isn't MoveablePhys and that isn't stuck to another object via Attach_To_Object_Bone) Fix an issue with radar in single player Fixes to vehicle dazzles to make them work like stock Code to make the volume of movies (startup movie and mission movies) reflect the setting of the "cinematic" slider in the config options. Improve the randomness of the team remix code New TargetingRange field on Ammo definitions that defines the targeting range (independently of the weapon range). If its set to the default (or not set at all) it will use the normal weapon range. Add a cooldown timer to SH_UndergroundVehicle. Add new custom CUSTOM_EVENT_BUILDING_REVIVED which is sent when a building is revived (to allow any scripts to do things they need to) Fix RA_MAD_Tank_Devolved so it properly destroys the tank when its set off. New script Reborn_IsDeployableTank_4 Various fixes to deployable vehicle scripts Various fixes to the obelisk and AGT scripts including fixes so they wont target AI harvesters. Fix an issue with JFW_Spawn_Zone_Created, JFW_Custom_Spawn_Zone, dp88_Ore_Field, dp88_buildingScripts_functionSpawnTeamZone, dp88_buildingScripts_functionSpawnZone, dp88_conquestControlZone, JFW_Vehicle_Zone and JFW_Building_Zone_Controller where the zone rotation value was being interpreted as radians instead of degrees. Restore M00_BuildingStateSoundSpeaker and M00_BuildingStateSoundController so they work like stock. Add an error message to JFW_Turret_Spawn_3 for if the turret object cant be spawned. New script JFW_Time_Remaining_Sounds_2 which is just like JFW_Time_Remaining_Sounds except per-team New script JFW_Repair_Complete_Sound which will play any time the health or shield strength of the object goes below 100% then comes back to 100%. Fixes to JFW_Time_Remaining_Sounds/JFW_Time_Remaining_Sounds_2 so that they play the sounds properly if the time remaining is changed. Note that each sound will play only once even if the time remaining is increased to the point where the sound would have played again. Change JFW_Attack_Location/JFW_Attack_Object so that they will only immobilize the vehicle if the speed parameter is zero. New script JFW_Airstrike_Cinematic which basically spawns a cinematic at the location of the object JFW_Airstrike_Cinematic is attached to on receiving a specific custom. New script JFW_Ion_Storm_Weather_2 which is able to store the old weather settings before the ion storm starts and restore them after its finished. New script JFW_Spy_Disguise_Target which, when shot with a specific warhead, changes the model of the thing that did the shooting to the model of the object with JFW_Spy_Disguise_Target on it. Its intended so that spies can "target" specific infantry units to disguise themselves as that unit. New script JFW_Warhead_Custom which sends a custom when hit with a specific warhead. Fix an issue with RA_Gap_Generator_Vehicle not correctly displaying the shroud when you first enter the vehicle. Fix a bug with vehicle name display New engine call Seconds_To_Hms which converts a value in seconds to hours/minutes/seconds. Constructions yards and various scripts will now treat simple objects with the encyclopedia type "Building" as buildings. Changed default private message color to light blue. Change the mlist console command so it displays all the maps if you don't pass any parameter. Hide dazzles on stealthed vehicles. Make the NoPowerCostMultiplier and BuildTimeDelay tt.ini keywords usable in the per-map tt.ini files. Add tt.ini keywords (usable in the per-map tt.ini files like the rest of the sidebar stuff) for per-team sidebar sounds. Fixes to how the time limit/time remaining changes get sent over the network so they work better. Add a GetTTRevision engine call to get the current build number (the one displayed on the main menu or by the sversion console command) from scripts. Add engine calls Get_Clouds, Get_Lightning, Get_Wind, Get_Rain, Get_Snow, Get_Ash that do exactly what they say. Add an Update_Game_Options engine call to force sending new game options if they have been changed. Add a new engine call Update_Network_Object_Player which is just like Update_Network_Object but per-player. Improvements to the way we detect a missing d3dx dll Some fixes to AI code used for VTOLs. Fix some issues in various pieces of saveload code. New script JFW_Per_Preset_Visible_People_In_Vechicle. New Find_Observer function on ScriptableGameObj. Fix so that dead soldiers wont collect powerups New CanRefill flag on soldiers that determines if a soldier can use refills or not. This only works for the sidebar and should not be turned off if your mod/map/etc uses the normal PT dialogs. Fix gamespy master server addresses to point to the new community-run GSA clone now that the official ones are gone. New GDIPurchaseReportID and NodPurchaseReportID on vehicles, these strings (and associated sounds) will be played on vehicle purchase. New CanRepair flag on vehicles, determines if Repair Bay objects (and various repairing scripts) can repair the vehicle or not. New EntryHelpMessage and EntryHelpMessageColor values on vehicles, if this is set then the message will be displayed in the center of the screen when the vehicle is entered. Intended for help messages like "press Q to deploy this vehicle". New flag ApplySurfaceEffectDamage on vehicles which makes vehicles take surface effect damage. New flag DisableSurfaceSounds on vehicles which turns off track/wheel sounds for the vehicle. New Check_If_On_Surface function on vehicles to let you check if a vehicle is touching a given surface type. New flag on Physical objects in LE, IgnoreForTracking. Turn this on and the object will be ignored for tracking purposes even if it would otherwise not be. Clear out the texture set by the Set_Info_Texture engine call on map load. Fix an issue where AI units being told to move to the same point they are already at could act weirdly (this was noticeable with the helicopter in the tiberium meteorite room on the dam mission) Fix a case where an object being resized by the engine could result in the game entering an infinite loop Change infantry head turn logic so that it now stores the bones per-infantry instead of globally (fixes the case of objects with custom skeletons) Add support for a "C HEADT" bone that the engine will treat like the "C HEAD" bone but which is also a valid target bone. New script dp88_customPointsPercentage New script JFW_Object_Spawn Fix a crash in Create_Effect_All_Stealthed_Objects_Area Fix missing sun dazzle Some improvements to the in-game chat logic Fixes for a number of netcode issues

    800 downloads

       (1 review)

    0 comments

    Updated

  11. Generals Zero Hour AOD Mappack

    This mappack automatically detects your Generals Zero Hour maps folder and will install the following maps:
     
    !aod triangle base final version(more money)
    -aod- civilian insurrection (more money v3)
    -aod- lagarto3 v1-3
    -aod- mega defense challenge (remade by hazard)
    00011
    a general & his army  new modifidedt version 2
    air aod - frontline by evanz1987 [final]
    aod - 2 mini no money
    aod - fifa terrorist takedown edited by-=modified=-
    aod - level ups final v5! by twinsen
    aod - new frontline! by twinsen
    aod by-  china skirmish
    aod enemy retreat v3 by twinsen
    aod field of fun
    the i^love^aod map (final#2 v3)
     
    P.S. Maybe you want to try our First/Third Person Shooter with Tiberium Wars elements:
     

    7989 downloads

       (0 reviews)

    1 comment

    Updated

  12. Coop & Art of Defense Mappack 1

    This mappack contains a bunch of maps designed for Coop and/or Art of Defense.
    The maps are supposed to be played against scripted computer controlled opponents and in most cases are scripted.
     
    The zip contains an installation file that will install into your CnC 3 Tiberium Wars Maps folder directly.
    Do not change the destination folder unless you know what you are doing and it is required.
     
    Maps in this package:
    AOD_canyon_storm_(v1)
    3v5_Smok@lot_CompStomp_v1.1
    Art_of_defence_-_avatar_invasion_v1.05
    Art_of_Defense_-_Forest_assault_v1
    art_of_defense_-_last_stand_v1.0
    Art_of_Defense_-_Tiberium_grounds_v1_1
    Centralized
    Incoming-=AOD=-
    Mission_under_high_voltage
    Ring_Of_Death(Metal)
    SarajevoRedZone
    VonBing's_Pain_Harbor
    Zunnie_3vs5_Co-op_V5_NoSW
     
    P.S. Always wanted to play TW in an First/Third Person Setting? Download this:
     

    3785 downloads

       (1 review)

    0 comments

    Updated

  13. SweetFX for Tiberium Crystal War

    SweetFX is an universal image improvement and tweaking mod, that works with Tiberium Crystal War and enhances visual quality by the use of special shaders.
    Don't forget to post your screenshots on our forums @ http://www.mpforums.com
    Thanks to rackzz for telling us about this SweetFX shader and it working with Tiberium Crystal War.

    49 downloads

       (1 review)

    0 comments

    Updated

  14. Mapping Guide Package for Renegade

    This file contains all the assets i use in my guide to set up a working environment for Renegade mapping/modding with gMax/RenX and Level Editor.
    View the guide @
     
     

    165 downloads

       (0 reviews)

    0 comments

    Submitted

  15. gMax 1.2 & ByPass

    Terrain and model creator for Renegade and some other .w3d game modifications.
    You also need the registry bypass (included in this zip) for gmax else you cannot use it since registration keys are no longer emailed.
    See readme for details.

    2012 downloads

       (1 review)

    0 comments

    Updated

  16. CoopBeta

    This package will turn your Renegade FDS into a Co-Op server
    where you can fight together with other players against bots on the Single Player Mission Maps.
    This version has the following maps:
    M00_Tutorial
    M01
    M02
    M03
    M04
    M05
    M08
    M10
    M11
    Skirmish00
    Source levelfiles for M08, M11 and Skirmish00 are included.

    435 downloads

       (0 reviews)

    0 comments

    Updated

  17. FireDaemon Lite Service Manager

    This program, the Lite version is free, allows you to create services in Windows which can then monitor the program you tell it to monitor and restart it when it crashes for example.
    This is useful in particular also for the UT4 Hub which automatically quits after every 3 hours of uptime when idle. The service will fire it back up when this happens.
    You can enter parameters as well for the program to monitor and launch it with those settings.
    You can turn on and off desktop interaction too, so if you dont want to see all the started server instances on your taskbar you would turn it off.
     
    I personally tested this with Windows Server 2012 R2 and it works for MPF's HUBs on that Operating System.
     
    For a guide on how to set up a HUB for UT4 using Firedaemon as a service for it, read this:
     

    301 downloads

       (0 reviews)

    0 comments

    Updated

  18. Generals Zero Hour Patch 1.0.4 - English

    GLA WORKER - Slow supply gather rate problem fixed.
    Online lobby sorts alphabetically instead of by rank.
    MOUNTAIN FOX - Missing bridge bug fixed.

    55 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Generals Patch 1.0.8 - English

    December 15, 2005 - 9:00pm
     
    General,
     
    Several of our loyal supporters have passed along intelligence that has allowed the GIA to uncover and repair several glitches in your tactical software. Your software has been updated accordingly.
    Generals Intelligence Agency
    - - End transmission - -
     
    Version 1.8 - December, 2005
    Issues addressed:
    1. Compatibility patch to support multiplayer with C&C The First Decade.

    29 downloads

       (0 reviews)

    0 comments

    Submitted

  20. Unreal Tournament 3 Dedicated Server

    The dedicated server installation for Unreal Tournament 3.
    For a guide on how to set it up see: http://multiplayerforums.com/topic/5323-unreal-tournament-3-server-setup-guide-windows/

    1031 downloads

       (1 review)

    0 comments

    Updated

  21. 3D Studio Max 8 Service Pack 3

    This service pack is required for some plugins to function such as the importer for W3D's.
    This install requires you to have the full English version of 3DSMax8 installed.

    317 downloads

       (0 reviews)

    0 comments

    Updated

  22. W3D Importer 3DSmax8

    This nifty tool lets you reimport models from the W3D file back into Max, for you own editing needs
    Extract into your 3dsmax8 Folder to install
    **Now that you have the model it still needs to be optimized for Rengade, as the importer messes with the W3D file, Please read the tutorial on the subject
     
    Here is the "Importing and Optimizing W3D's Tutorial" - using this script to import

    343 downloads

       (0 reviews)

    1 comment

    Updated

  23. Titan Pack

    Titan Pack is an official Epic Games expansion.
    Included in the Titan Pack will be a total of:

    624 downloads

       (0 reviews)

    0 comments

    Updated

  24. Patch 5

    This will update your game or server to version 2.1 (patch no 5).

    697 downloads

       (0 reviews)

    0 comments

    Updated

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