Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...


Global Moderator
  • Content Count

  • Joined

  • Last visited

Community Reputation

121 Excellent


About Nyerguds

  • Rank
    C&C1 H4x0r
  • Birthday 12/14/1983

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Experiments with an external program acting as AI made it very clear that such a program would have to accurately predict everything that is happening in the game purely from the actions taken by players. The game does not send information about unit deaths, projectile trajectories, inflicted damage, or any other automatic actions that are part of the game engine. The only thing it sends are active actions taken by players. By performing a synchronisation in advance that ensures that all the pseudo-randomised numbers in the game used for projectile inaccuracy and such are identical on each player's game, only a minimum of network traffic is needed to keep the game synchronised on all connected machines. Quite simply, this means any system you want to hook up into that needs to 100% accurately emulate the entire game. Quite an impossible task. So the only remaining route is to actually program it into the game itself... which is a lot easier said than done. So, if you really want skirmish in C&C 1, and especially if you want "the same amount of control that you have in the other games", well, I advise you to take the much simpler option: buy the remastered version.
  2. The Covert Ops indeed contain a bunch of unique cutscenes: banr_nod.vqa blackout.vqa bodybags.vqa inferno.vqa iontest.vqa refinery.vqa Most of these are already seen in some way; banr_nod.vqa is already in the game as banner.vqa, but this time it shows a Nod APC and banner, rather than a GDI one, and bodybags.vqa, inferno.vqa and iontest.vqa are fragments from campaign briefing videos. However, blackout.vqa and refinery.vqa are completely unique, though the tiberium toxicity animation of refinery.vqa was previously used in GDI briefing 8B (defend Moebius and his research hospital).
  3. Nyerguds


    Here ya go: https://forums.cncnz.com/topic/14055-6-mission-dos-cc-demo/ @drummy434 I moved your post; the Single Player Maps forum is for posting single player maps.
  4. Yes. Have some sources: A detailed answer to exactly this question on the EA Answers board: https://answers.ea.com/t5/C-C-The-Ultimate-Collection/Is-red-alert-1-and-tiberian-sun-now-freeware/td-p/5420723 Screenshot of the official website in 2007, stating that the fact EA no longer hosts the files does not mean you're not allowed to download them anymore: Screenshot of the actual explicit confirmation that C&C1 is freeware, given by EA Apoc on the official C&C boards back in 2007: The official download page EA had for all three games, back in 2010: https://web.archive.org/web/20100214144634/http://www.commandandconquer.com/classic As you can see, it specifically says "freeware downloads". (The archived version actually has working downloads, but the cncnet installers are far superior, for reasons mentioned in the above EA Answers thread) I hope that answers your question
  5. The updated config tool has been integrated into the patch now. The current download is cc95v106c_r3_u6.exe (C&C95 v1.06c, revision 3, update 6)
  6. It honestly depends on what kind of missions you enjoy - some people like build and conquer missions, others prefer sneaky commando strikes. One of my favourites in the latter category was "Syndrome - The Medical Facility", by Mark Stevens. It can be found in Pack 100-139 in Chimas's Huge Collection.
  7. If you mean the extra tracks, yea, we got them in CD quality, as Redbook CD audio tracks on the Sole Survivor CD. So someone just needs to use the tools and convert 'em. Doesn't change the fact that the music.ini in Iran's patch doesn't work, though Um. The installer is literally in the first post here in this thread.
  8. I recreated the Counterstrike/aftermath media pack with the music, ant vids, and the bonus PSX music (well, I just extracted it from Sole Survivor). http://www.mediafire.com/file/jcipr9nkw91i237/reta-exp-music-vids.zip/file Bonus music still won't work right though; the internal handling of that music.ini is a mess.
  9. The link to the Aftermath/PSX music pack is broken... And, you might want to mention those also contain the missing ant videos -_- The problem is that they are mpeg on the original CDs, and needed to be recompressed to VQA to play them in RA. There's really no way around the quality loss.
  10. @segra Ahh, so many lovely renders... I wish we'd have the original digital version of that
  11. All high res images, besides a few renders used for printing large posters, were found at a maximum height of 480 pixels (widescreen though; 752x480). And even there, some of the composite ones looked pretty bad because all live action content was VHS-taped, so I don't think it's even viable to go higher than that. Though, them being produced that way is still no guarantee that the Remaster people will actually find that stuff, of course. A lot was lost throughout the ages...
  12. It's simply a known render. You'll find several versions of it in the CnC-Comm renders gallery for RA1.
  13. You mean it only fixes it when the unit causing the bug was an enemy? Umm. He just said he managed to get the same effect in the original game, meaning he confirmed it's unrelated to whatever cncnet did with the exe fie. How is that related to source code? And, you can figure out how stuff works just from testing a lot, you know.
  14. The patch was created to allow the game to run on modern OSes... why are you playing it on an ancient XP machine?
  • Create New...