Nyerguds

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About Nyerguds

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    C&C1 H4x0r
  • Birthday 12/14/1983
  1. Heh. No real use in that; the PSX uses a completely different processor architecture. Even if it's based on the same source code, I don't know PSX's assembly language.
  2. Ah, actually, the unit expanding code is fully finished, and there are in fact 4 dummy units inside the exe. All that needs to be done to re-enable them is linking their init up to the main code, and increasing the value that determines the units list length It's just vehicles, though. Back when I did this I couldn't be arsed to repeat all that work for structures, infantry and aircraft.
  3. Eh? I thought you meant these to be changes that affected multiplayer... and removing the APC from Nod in multiplayer would definitely have a big impact.
  4. Uh... and no thought is given to the impact of such things to the game? Especially the APC is a gigantic change. lel, tibed. I can exceed that. There are no such limitations internally. In fact, I'm surprised TibEd still works on 1.06c.
  5. Huh. Now that's really bizarre. I honestly never encountered the bug myself, but I also never got the impression from the reports that it was specifically linked to that SSM unit.
  6. Well, first of all, it's an old program, so, always run it in administrator mode, or it won't be able to access its own registry settings. Secondly, it's, um, just a file browser, y'know. You double-click or press enter to open a mix file, and press backspace to go out of one. That's about it. This is the easiest way to extract files from mix files using XCC:
  7. A very important distinction: are you talking about selling, or destroying? I know where the code for each of these is, but, it being code, the only way to change it is by hacking it to reprogram the specific exceptions. On the topic of the tech center, though, that exception only works on Nod mission 10. It's a special logic only meant for the Chan mission: http://www.moddb.com/mods/command-conquer-unofficial-patch-106/features/a-look-under-the-hood-special-mission-behaviour For the CY it's a bit more complex, since I know there's a difference between captured and original CYs. I'm not sure if this exception also applies to destroying it, though, or if it's only for selling. No, but a similar thing does work with the Nod transport plane. If you use the classic chinook reinforce logic but set the transport to a C17 instead, the resulting plane will drop off the unit at the airstrip. No idea if this works with infantry though. A fun extra on that technique: it only works with one unit, and only if the player has an airstrip, but due to the Nod airstrip-buy logic, if these conditions are not met, units that can't be delivered are immediately refunded as money. This is, as far as I know, the only known way to give the player instant cash through triggers, in C&C1.
  8. It'll still interrupt your construction, though.
  9. It might be possible; the game has a system for reloading mix files during gameplay; this is used for switching CDs. But I never figured out exactly how to do this.
  10. Uhh... you literally quoted the answer in your question.
  11. Pfff. Of course you can. You just need a repair bay... or a sandbag
  12. Um. The Covert Ops is unrelated to this. "C&C Gold" is not "C&C1 + Covert Ops". "C&C Gold" is simply "C&C95". I'm honestly not sure where that misconception ever came from. The proof: https://web.archive.org/web/19990219213827/http://www.westwood.com:80/games/ccuniverse/ccgoldpc/ And, to prove it's not linked to the Covert Ops: Archive.org seems to be slipping btw... a lot of the stuff that I based WWR on is simply no longer there.
  13. Honestly though, TaxOwlbear, how do you not know this by now?
  14. Strange. Power plants give 100, and the ACC needs 200. Did you have anything else? As for the civilians, actually, them being allied with Nod is not an issue at all. The only thing that matters is that they are not allied with GDI. He could've just allied them with both to avoid that problem.
  15. Mess with the .ini files, I guess. Look around in the mix files using XCC Mixer until you find the music control file, extract it and edit it.