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About Nyerguds

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    C&C1 H4x0r
  • Birthday 12/14/1983

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  1. Of course not. They didn't take XCC as source. They took the actual game source as source.
  2. That's an original bug I never managed to patch. It's in the patch FAQ. The only fix is running the game with a height of 400 pixels.
  3. There's your problem, then. This is not a remake. This is a remaster of the original game.
  4. I have no idea about campaign replacement, sorry. This is just about addon missions; the remaster equivalent of putting stuff in the New Missions menu.
  5. Map format is 100% unchanged. Now... this'll be immediately clear when the game releases anyway, so I don't think there's much harm in posting it here: Since the remaster does not use name formats to distinguish multiplayer maps from single player scenarios, the single player maps need the ini key "SoloMission=True" in their [Basic] section in order to be accepted by the Remaster as custom scenario. This key obviously has no effect on the classic game, so there's no harm in just adding it to everything. So add that to the inis and you can prepare this collection for the Remaster.
  6. hehe, no prob. The typo actually has a funny history; the Westwood people took the name from the Jurassic Park movie, where it's seen on a vial of Stegosaurus DNA. With that misspelling. They looked up the dinosaur and put it in the game, but never noticed that the name they got from the movie was misspelled. And that typo survived into Sole Survivor, where they made the icons for them because they were playable units there.
  7. All RTS games since C&C1 have bigger maps, though. We identified the original secret password to unlock the 6-player option in early versions of the game, and the password was "crowded". I'd say that sums it up.
  8. ...really? You just need to start the game and hover over your sidebar to know this.
  9. I think you forgot a few things... Like, the fact these icons come from Sole Survivor. And file extensions for the shp files. And a colour palette; took me a while to figure that out, but, I'm honestly not sure why this is posted in the TD section if it uses the RA palette. Also, it's "stegosaurus", not "stegasaurus" btw, for TD-paletted versions of these icons, and the "Stegasaurus" typo fixed, there's a pack I uploaded here some time ago: https://ppmforums.com/topic-14518/td-deluxe-cameo-pack/
  10. Um. Right. I enabled it with my patch, and... cncnet adopted that... and that's it. I think you severely overestimate the amount of "mods" for Tiberian Dawn. And it caused quite some issues, and I really don't know if those ever got truly fixed. I remember weird stuff like multiple players spawning on the same spot and stuff like that.
  11. Wait, how is $20 "very expensive" for two games, three expansion packs, seven hours of remastered music and four hour of bonus behind the scenes video material? Not to mention, skirmish in C&C1 WC3: Reforged didn't have any bonus material and cost 1.5 times that much. Oh don't forget, an official map editor, with full scripting support. To anyone who's messed with teamtypes, there are a lot of still-unknown values in there. This editor is official. Think about that for a second. Nothing is unknown to the people who have the source code
  12. About a month ago, I got something really interesting out of the Red Alert 0.09 beta. There are a bunch of pictures in there, named CREDIT1 to CREDIT9, in both 640x400 PCX and 320x200 CPS format. However, the CPS versions, while all perfectly valid Westwood CPS format, have completely corrupted image content. The PCX images themselves are slightly darkened, because they were apparently made to be the background of the credits roll, and part of their palette was also sacrificed for the colours to be used on the scrolling text. Now, one of the images in there has a CPS version which is not corrupted, namely, the submarine one (CREDIT7). But instead of a resize of the pcx version, the CPS shows the cut-out top left corner. However, when I looked at that image again, after months of leaving them alone, I noticed a peculiar detail. The cps version was brighter. This prompted me to immediately check the palettes of the other, corrupted CPS files, and indeed... all of the palettes were not only intact, but also the undarkened originals, and they could be applied to the darkened PCX images to restore them. There is still some degrading due to some colours on the palette being removed for those text colours, but overall, this made a lot of the images look a lot more clear. Especially the one unique image in there which we didn't actually have yet: the ship blueprint. This blueprint was used in the cut shipyard video we also recovered from the beta. As you can see from the attached image, the bright palette makes a world of difference, restoring the texture of the blue background, and making the image look overall much nicer Compare to the original (which Siberian_GRemlin also posted in the first post):
  13. On Twitter, Jim said they "found it challenging to improve certain AI mechanics", but nothing's really been confirmed one way or another, and there's really no saying whether that referred to things like the wall ignoring issues or the harvesters; those things are completely different. AI is a rather broad thing. And, do note, that tweet was over a month ago. They might have dug up more useful stuff in the code by now.
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