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About Nyerguds

  1. I'm working on a C# version... both for encode and decode
  2. I don't think any specific manual for CS exists. It's just a mission pack, after all. Like the Covert Ops, all it probably has is a single paragraph describing how to install it and how to access the missions in-game. The only notable manual-like thing of CS is included on my site; the morse code sheet for accessing the ant missions.
  3. Ah. I see... so it's not about subtitles. Well, the game managed, and it even limited itself to 320x156, so it should be possible. You just have to start thinking in terms of single pixels when spacing and resizing stuff There are methods to get crisp image on lower resolutions though, if you sharpen images and play with the contrast and brightness.
  4. Tiberian Dawn

    Some updates on this... 1. Image copy option. You can now press Ctrl+C (or right-click the image and select "Copy") to copy the currently opened image representation to the clipboard. 2. Support for paletteless formats has been upgraded with the ability to load different palettes than the standard grayscale fade: This code is obviously just copied from the font editor, though I still have to do some tweaks to make it react right in all situations. Palettes on other file formats (which contain colours) are also freely editable now, and these edits will be preserved if you save the result as new file (if the file preserves colours, of course). This means this tool can now also be used as palette editor. (Happy now, Kamuix? ) 3. I added support for opening/converting C&C1 tileset (template) files. Haven't written the saving code yet, but the format is dead easy, so yea.
  5. It can, but that doesn't mean it'll read missions from them. After all, It only looks for sc*.mix files in the game folder, not inside other mix files. There's no such logic.
  6. I dunno, the Spanish guy managed to get that all subtitled The Kane end speech is a different matter, of course. Hard to subtitle, on that SATSEL.CPS picture (though I guess it's technically possible). But it's just a separate AUD file so it's not hard to replace.
  7. The C&C1 folder should contain a pdf manual, actually. Anyway, I keep a little collection for cases like this: http://nyerguds.arsaneus-design.com/manuals/ I only got them up to Generals though I think. for the later ones, I suggest you check out the wikia: http://cnc.wikia.com/wiki/Category:Manuals Enjoy
  8. Ah, so you edited the map to fix it? Nice. Looks really amazing
  9. Well, okay, it has correct terrain, I'll give it that. But those square gem fields, man...
  10. That said, Crappy Mappy Syndrome is cancer and should stay away from my C&C1
  11. Nope, it doesn't. 320x200 is the maximum. The encoder won't let you use more anyway, for the C&C1 type. Note that TS is a bit of a different case; technically the game supports higher than 640x400, but the encoder locks that in as maximum. Though if I remember correctly a hacked version was posted somewhere on ppmsite in which that restriction was removed, since in reality 640x480 works perfectly fine in TS.
  12. Ah, that explains -_-;
  13. Thanks! I got a new and really cool feature in the making, namely, pasting from clipboard with transparency support. This means that you can actually combine stuff, albeit in a somewhat rudimentary way; you can't really choose the position where it pastes except by adjusting what you copy. But you can get around that by editing / shifting / cutting out the stuff you want to copy in the editor, then copying to clipboard, and then just reverting the symbol you messed up by doing that Specifically, this it should make it much easier to add diacritics on characters that already exist. I think I'll separate the options as "paste as symbol" and "paste on symbol".
  14. Heh. I knew the triggers were house sensitive; "Ion Cannon" means GDI gets to attack Nod with ion cannon, and "Nuclear Missile" means Nod gets to attack GDI with a nuclear missile. Honestly never tested this though. But indeed, seems you can't get the ion cannon as Nod... Seems I indeed forgot RemoveBuildExceptions in that list. It's mentioned in the full changes list though