-
Posts
6190 -
Joined
-
Last visited
Everything posted by Nyerguds
-
What? No, dino missions don't use any special theaters. Added theaters need a fix for the theater-dependent icon sets; some kind of default to fall back to. Otherwise they'll break on language packs.
-
Fantom player CrazyVisc 17th April 2017 hosted by Mammoth550 cSS
Nyerguds replied to fantazea's topic in Tiberian Sun
wtf. Don't delete system32, it's a vital Windows folder <_< They're not a bug. They're neutral buildings that are meant to be there. How hard is that? -
New theaters have the problem that they need new icon sets. I'd have to build in a 'default set' that only uses the non-changing part of the palette that can be used as fallback before I can implement free adding of theaters, otherwise it'll break on all language packs.
-
Might not actually work ingame though; there are limits on these things in the rules file too. Not to mention these limits exist for a reason. I know C&C1 gets serious slowdowns with too many trees on screen.
-
Seems like a problem loading the files, then. And it becoming unsellable is probably a side effect of the game not being able to load the build-up animation; I know it works that way in C&C1.
-
Just to make sure, that is your own pillbox, right? Not from an ally or enemy? Though TheDeeGee's post said he didn't even get a name popup over it... you clearly do.
-
The v3 update of TLF wasn't any kind of "patching"; I reconverted all Playstation videos from the original files, because in the original I had accidentally enabled dithering when converting the to 256 colour, which didn't really look good, and, given what I know about the file formats now, probably doesn't compress well in VQA format, either. The current RA doesn't need anything but the .mix file from the pack anyway; the old hacked exe with replaced video names is completely obsolete now these video names are added as additional extra entries in the original game's executable. As for that video... I'll have to check that. If it's indeed still broken I'll update the pack right away.
-
Tiberian Dawn - Extended Operations *SEPTEMBER UPDATE*
Nyerguds replied to Darkstar387's topic in C&C Singleplayer Maps
Done. They're not last though; you already posted after that and they retain their date -
Red Alert 2 Wher can i find the sound for "Player Defeated"?
Nyerguds replied to Wingzzzzy's topic in Modding Discussion
Should be somewhere inside the .mix files. Go find the XCC Utilities and you can browse these files. -
I did that too, a long time ago, for myself, but more recently I thought, hey, can't I just filter out, in the code playing that commando yell on the map (because it's a localized sound played from a map cell) whether the actual current player is the one who gave that bomb command, and in that case, just not play it? Then all I'd need to do is figure out how to give the Commando that same clip I suppressed as actual unit response to the bombing command. And that worked
-
The C&C1 ones do, though (Beat me and I'll reboot!)
-
It's possible your mod is based on one of my internal betas anyway, actually... but if you want stuff like that commando fix, sure, no prob.
-
Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Note that to optimally use the slots for minicampaigns, it's best to use the 100-899 range for single missions. Due to the name ID system of C&C being kind of crappy, minicampaigns don't work for all numbers, and basically needs to be restricted to numbers below 100 and above 899. -
I'm aware of that. It's what delayed this for so long. I've long wanted to convert my project into asm patches to all be applied to a bare original (expanded) C&C95 v1.04 exe, but at this moment I'm really not up to converting it all, hence why I decided to just get the existing changes out there at least. That said, the new changes do all exist as asm code, and I'd like to share them with the cncnet project, since some of them, like the message sound and Commando voice fix, were actually designed with multiplayer in mind, but Funky basically just said "dump it on the code repository", and I'm still quite unsure on the exact syntax and organization of their project, so I'd really prefer it if @FunkyFr3sh would just take the code I have and convert/integrate it the way they want...
-
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
Haa, you really need to manage that commando better xD Love his voice, though. Small style hint, though it's your choice whether to follow that or not, of course: in the original game, only the vehicle voices have radio crackles before and behind them. The infantry don't. I personally think that "Battle control terminated" clip is really long, though... won't that get annoying? You could always go for something simpler like "Mission aborted". -
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
Awesome! I can't wait to see/hear the final product -
The configuration tool itself tweaks some compatibility settings when saving, so I suspect that that is exactly what fixed it, and not any tweaks you made inside the tool. You probably just needed to run it once and save. By the way, if you do play without CD, there are video download packs available to still get the full game experience.
-
As far as I know from experimentation, the practical behaviour of "sticky" is kind of weird, namely, "sleep until attacked twice".
-
There's a bit of a paradox there. I can easily expand them all to full size, but that would make it incompatible with fixed-offset-reading tools like TibEd And without TibEd, when just hacking, well... as I said, it's not hard.
-
I already work with custom purple remap on my editing palettes. It would be really simple to make that into two different colours And on the palette, the remap range is already two 8-colour fades from dark to bright, so if I just use one of them for each Nod colour, and then edit the buildings to use these two different fades for the different areas, the buildings will still look the same for GDI, but will have split colours for Nod. Not sure how that's a lot of effort, given that a 100% pixel perfect version of it exists as png. Don't tell me you do this stuff manually pixel by pixel rather than just using clever colour palette separation...
-
Umm... isn't that just called 'economy'? You know, the concept of harvesting to get more money beyond these initial 100k?
-
You don't. Pillboxes aren't Starcraft-style garrissonable bunkers. They're just a defense structure. They just shoot all on their own.