Jump to content

CnCNet Forums

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


Global Moderator
  • Content Count

  • Joined

  • Last visited

Everything posted by Nyerguds

  1. @FunkyFr3sh Well, the code starts at 0044AB83. First it differentiates between funpark and normal. It seems the spawn chance is 1/1000 for normal games, and 1/450 for dinos. The actual call to the randomizer is at 0044ABA3. If the test fails, it aborts. Then once again it checks if funpark or normal, and if funpark, it creates an object for one of the 4 dinos. If not, it jumps to 0044ABF6, where it creates an object for the visceroid. Then it picks a random location inside the map bounds and spawns it. The simple fix for all this would be to replace the first funpark check by your own check, and make it either abort, or jump on to selecting the value "1000" to check. #EIP=0044AB83 cmp byte [????????], 0 ; your variable for disabling visceroids; "not 0" would mean they are disabled. jnz 0044AC80 ; abort jmp 0044AB9C ; set eax to 1000 and continue random spawn check This would end up being just 15 bytes: Offset 3AF83: 80 3D ?? ?? ?? ?? 00 0F 85 F0 00 00 00 EB 0A As I said, though, I dunno how you make your checkboxes and how you communicate that to the game. You'll have to save your config value somewhere and then insert the address in the code above. (Ideally, the whole thing could be rewritten to actually choose to spawn either nothing, visceroids or dinosaurs, but I'm betting whoever ends up in the north will strongly disagree with me on that ) Note that according to this code, visceroids only appear if you are playing on Tech level 7. This rule does not apply to the dinosaurs.
  2. Well, I have no idea how cncnet makes its checkboxes... but I can look up where the spawning code is located in the exe. I remember that when I experimented with adding new units I originally used the dinosaurs, which required me to change the unit IDs of the dinosaurs... and through that, when checking where the game used those IDs, I discovered that when Funpark mode is enabled, the game randomly spawns dinosaurs in multiplayer, just like visceroids. So I'm fairly sure I found the code that handles that spawning for both of them.
  3. Y'know, I'm fairly sure I know where the visceroid spawning happens. Can probably just disable that outright.
  4. Um. Infantry are SHP files, not voxels...
  5. You should zip them up to one archive, lol...
  6. Of course. Addons on C&C1 are very simple things. No in-depth install involved. Put files in folder and they work, remove them and everything is back to normal.
  7. Where did you download it, and how are you running it? This should be all you need: Full game installer English videos pack
  8. *looks at the title* Is that supposed to be "programmers" or "pro gamers"?
  9. Hmm, shouldn't that be 480? Height adjustment is 5/6, so for a play resolution of 1920x1080 you would need a game resolution of 1920x900. Straight conversion of that to an in-game content width of 1024 (divide both by 1.875) gives 1024x480, not 1024x576.
  10. If you want the game in its intended aspect ratio, use 1024 x 480 stretched to 1920x1080 😛
  11. Moved. The "Suggestions" forum is about the remasters, not about CnCNet...
  12. Note that if you implement this correctly as described on the wiki page, you can actually define multiple filters to be applied on unit graphics. I tried doing that in the original game, but sadly the game only reserved 512 bytes for reading the file, so it could never store more than just the index block and the shadow remap table. The shroud edge shadows use this principle as well; the ?SHADOW.MRF file contains a whole bunch of filters, and has an index that assigns them to specific palette indices, and you can see in the shroud graphics SHP file that exactly those indices are used as gradual fade to black.
  13. Well, that was the whole point of the filter creator tool... to recreate these mrf files for new theaters
  14. Not having it random should be enough; there is no difference between having it disabled and having it not set to random; as long as the playlist doesn't use up any random values that should be used by the game, it can't cause desyncs. Of course, everyone in the game will need to disable random music then.
  15. @DummyMike You seem to be simplifying things. There's no such thing as a global mapping for shadow; it depends on the theater and palette, and is saved in the ?units.mrf file for its theater. I'm not sure why you would feel the need to recreate it, let alone try to reconstruct it manually from screenshots. You can just load the files, no? They're simple remapping tables; for all pixels covered by the shadow filter area of the SHP file, replace the found colour index X by the value at RemapTable[X], and you're done. http://www.shikadi.net/moddingwiki/Westwood_Fading_Table And if you don't want to use the mrf files, you could use the data from the mrp files in my tool to generate the remap table it on the fly when loading the game theater, the way Red Alert handles it. You can check the source code of the FilterCreator tool to see exactly how the included filters are applied. The game palettes indeed seem to reserve the last 16 colours on the palette, minus the very last one, for the shadow filter, though, yes. After applying the darkening filters, all colours are mapped to only use that set of 15 colours. Also of note (and specified in the mrp file) is that the shadow colours themselves are never darkened by the shadow filter; they are excluded from it and just map to themselves. This avoids double shadows applying double darkening. It also means the shadow colours are most likely not used by any of the other playing field graphics in the game, because if they were, these graphics would become "immune" to having shadow cast over them, which would look very odd.
  16. Why are people discussing tabs? There's no mention of tabs in the question, folks... keep it on topic.
  17. It's interesting how everyone is offering feature suggestions in a thread specifically asking what should not be changed... 😓
  18. There is a logic like that in the game, but it's completely broken and prevents spread of tiberium altogether, and I have no idea what to do to fix it.
  19. The bugs. Keep them in. Keep them ALL in. (damn, I'm turning into Myg )
  20. Nyerguds

    News from EA.

    It depends largely on what "remastering the classic PC games" means... as far as I know they don't have the sources nor the original 3D resources of the classics anymore, so, what, would it be like a remake or something?
  21. Nyerguds

    C&c maps

    Umm... there isn't a single version of C&C1 without a "start new game" button. You just need to look on the actual main menu, and not inside the "New Missions" listing.
  22. I'm honestly not sure. I know it's determined by the following mission's ini file, and that the system is disabled when CarryOverMoney is set to 0, but I don't think anyone ever researched the specifics of how much can carry over. As far as I know it's unlimited, meaning the value in it would be a percentage of the previous mission's money or something like that. MattAttack did figure out that only "cash" money is carried over, and not tiberium: https://forums.cncnet.org/topic/4074-campc95tiberian-dawn-carry-over-money-amp-credits-vs-tiberium/ Note that the musings of CarryOverCap in there are most likely incorrect; it's probably a cap on the amount that can be carried over. It's always disabled in the campaign though, and no one ever really tested it. But, feel free to do some testing of your own.
  • Create New...