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Red alert 3 rotate buildings
Red alert 3 rotate buildings





As the water disappeared, so too did the life. Then, almost in a geologic instant, the air grew warmer and the land dried out. I didnt try campaign since it'll probably be sped up anyways.At first, it seems like a case of extinction by climate change: More than 160 million years ago, during the Jurassic period, a fanciful menagerie crept, swam, and flew through the cool, damp forests of what is now northeastern China. This might also only work for the skirmish Mode.

red alert 3 rotate buildings red alert 3 rotate buildings

But you can change fps on the fly anyway so you'll find your perfect setting. Note: the game runs slower (for me) at 60 and 120 fps. And you might have to rename it, because my windows didnt like the characters somehow. To anyone that wants to go through the struggle, here's the link to the tool. A pro might find weekspots but still this would be huge. Is someone probably able to figure out what one could do to achieve that? Cause that would almost entirely make Red alert 3 playable (probably without some minor timing issues) for the casual gamer like me. Now there's videos of someone online playing this mod at at least 60fps and he also has all the extra effects/animations.

red alert 3 rotate buildings

And at least this mod is totally playable since you can see all the projectiles just fine, just not the Extra vfx. I downloaded the 'the red alert' mod and since building works differently there, this is entirely fixed. Anything else (units, building, destruction etc) works fine till now. For example building animations in the vanilla game, muzzleflashes, bullet impacts and rocket trails. This indeed makes the game feel so insanely awesome - you have no idea until you see that.

red alert 3 rotate buildings

I somehow managed to download some chinese tool from some chinese website that actually makes it possible to switch between 30-60-90-120 fps.







Red alert 3 rotate buildings