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Everything posted by Nyerguds
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Not sure. I think there was some upgraded build of the XCC Utilities floating around with the new version of the westwood LCW compression algorithm implemented, but I have no idea if people made upgraded files lists for xcc too...
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Might be more cohesive in the print if you include the base plate.
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I'm just gonna close this topic. It just seems to attract bots.
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Orange Selection Glitch. Anyone else? Is there a fix?
Nyerguds replied to Palmgrow2's topic in RA Singleplayer Maps
That's just Guard Target mode. Just tap each of your Ctrl, Alt and Shift keys once and it should unlock. -
Um. I literally said "He has his own server, and a link to that is available on his youtube channel:" Just click the youtube link, scroll down, click the Discord link. That's not Stefan Hendriks, no. Hendriks is Dutch; No Strings is British.
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It really is just misspelled. Really, one little google, or glance at your game boxes, and you could've checked that -_-
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[About Tiberiem Sun] Does ViNiFera have any instructions?
Nyerguds replied to printer's topic in Tiberian Sun
I'm not sure why you ask that here; Vinifera has its own forum on PPMSite: https://ppmforums.com/forum-574/vinifera/ -
You misspelled "Tiberian Sun" in title and in the zip file name
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Is there any way to stop the timer in singleplayer?
Nyerguds replied to Grove4life5's topic in Red Alert
Eh. You can learn that. I learned a whole lot just messing with the editor and opening the existing maps. Well, it's fairly new. So far, it does not support classic graphics, so you need the Remaster to use it https://github.com/Nyerguds/CnCTDRAMapEditor/releases I'll get around to making it read RA's mix files... eventually. -
Is there any way to stop the timer in singleplayer?
Nyerguds replied to Grove4life5's topic in Red Alert
Yea, the default on both games is one tick below halfway. In the scripting, all timings are in a time unit that's defined as "1/10th of a minute", and this is only true on that default game speed. As for the countdowns... they're part of the scripted missions, and in many scenarios, they're not just mission fail timers, but something actually happens after the countdown ends. I don't see any point in changing that. But I guess you can edit the scripts with a map editor like RAED or Mobius Map Editor and just remove that part? -
Is there any way to stop the timer in singleplayer?
Nyerguds replied to Grove4life5's topic in Red Alert
The default speed of the game is one tick below halfway; at that speed, one second is indeed one second. Anyway, if you just slow down the game a bit it's really not that hard to beat these missions. And if you do run out of time, well, at least you know the map layout a bit better now for your next attempt. That's just how these games work. -
The RA2/YR installer isn't a game. It's just CnCNet. RA2 isn't freeware; you need to buy it on the EA App before you can play RA2 online.
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This is the cursor you get from holding ctrl and alt together; it's meant to give the "guard target" orders. It means that for some reason the game is stuck thinking the ctrl and alt keys are constantly pressed down. Tap all your Ctrl and Alt (and if you got it, Alt-Gr) keys once and it usually fixes such stuck-keys problems.
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CnCNet is specifically created to emulate the old Westwood Online (WOL) system. For the newer games, go to cnc-online.net.
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I dunno. I don't remember seeing him in the Remaster bonus material, and that's the only "tapes from a moldy basement somewhere" that we got.
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Desktop? The Copy As function copies stuff to the second pane in XCC Mixer. By default that's set to the XCC folder. And I think I told you the yellow fade represents the source colours it tries to change, so, don't change those or the existing units will simply stop remapping.
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I don't think those videos are included by default. You need to add the pack from here: I think you only need the .mix file from the pack though; the patched game can read the videos without needing the custom executable.
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Seems any resolution with the height set to 400 works for placing on the bottom row. My game is currently set to 856x400 stretched to 1920x1080, using nearest neighbour scaling. You can set that in the advanced options. This optimally fills up the whole screen, at the game's intended aspect ratio, by widening the in-game viewport just a bit. (The aspect ratio of C&C is a bit odd; DOS C&C is a 320x200 game that was meant to be seen in 4:3, but as 4:3 resolution it would be 320x240. The old CRT monitors this game was made for didn't care and just stretched it out to the full area. This means that in its intended resolution, the pixels simply aren't square. So as bizarre as it sounds, C&C's height is intended to be stretched out by 1/5th. This is also noticeable on the GDI logos in the mission briefing videos; they aren't round unless corrected this way.) (UI is a bit different since this is the CnCNet version of the tool, where they tweaked a few things)
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Okay, so, I debugged through it, got to the point where it crashed, but since I was in the debugger, I could apparently just... tell it to ignore the crash. Huh. Never realised that was possible. Anyway, then I messed with some raw values in memory to make it correctly abort the function it was executing and continue the rest of the game normally. I'm still surprised that that actually worked. After that, the game loaded correctly. Since I was playing in 640x400, I placed down the wall for you, and re-saved the game. savegame-gdi13.zip ....and then I built two more helipads and destroyed the one building you need to destroy in that mission. Honestly, never saw much of a point in losing to much time on that one. You can technically finish it in five minutes with your initial forces
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Could've just put it in a zip file. Anyway, I got the exact same error when loading, so I guess it transferred correctly. I'll see if I can figure something out here.
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I have savegame packs on my site, mind you. So you'll lose all progress in the mission, yes, but not of the whole campaign. http://nyerguds.arsaneus-design.com/cncstuff/0_files.html#sav Could you attach the problematic savegame? I might still be able to figure something out.
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Did you actually save while hovering the placement grid over the bugged area? Because, from what I can tell (I can actually look up that 00431940 address) the error occurs in a piece of code checking something related to what cells the mouse cursor is currently on.
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For reference: this is where this can be found in the source code. https://github.com/electronicarts/CnC_Remastered_Collection/blob/master/TIBERIANDAWN/TECHNO.CPP#L2447
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Um, TaxOwlbear, He literally linked to those reddit posts. He already has those images. His point was that he wanted the original vectors.
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Hmm. I don't have those. Maybe Stefan knows more, or still has them... you could ask him on Discord. He has his own server, and a link to that is available on his youtube channel: https://www.youtube.com/c/NoStringsPrd/about As a side note, I did notice that the tiny logo in the corner of the C&C Remastered website is an svg... https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered And you can literally just right click and save that