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Everything posted by Nyerguds
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That, um, looks like you made your graphics in purple, but you did not use my purple palettes to convert these graphics to SHP. O_o
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This topic has been moved to Mapping Discussion. [iurl]http://cnc-comm.com/community/index.php?topic=3457.0[/iurl]
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Umm. That's mission scripting, not modding. That falls under "mapping". (also, .gif? Eh? who still uses gif nowadays for non-animated stuff? O_o Save screenshots as png!)
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Basically, it's because of the game's perspective; the turret of the tank, which determines the range in all directions, is placed slightly higher than the whole tank's hitbox. On defense buildings like the Tesla, Obelisk and Advanced Guard Tower this is especially glaring, since they shoot from a whole cell higher than their targetable foundation. This gives them an advantage when attacking units coming from the north, but makes their range one less than it should be against attackers from the south. It's recently been discussed here: http://cnc-comm.com/community/index.php?topic=3442.msg24426#msg24426 Ideally, the range of the weapon should be calculated from the middle of the impassable foundation. Strangely, for buildings, there is such a center point in the game; it's what is used for the location on which the actual building graphics are centered, and as spot that units target when attacking the building. My tests in C&C1 have shown that any projectile targeting a building gets infinite range in the area inside the borders of that building, so that units can attack a building from the moment they can attack any edge of it, while in reality their projectiles always fly to that aforementioned center point of the building. This center point, independent from the actual inpassable foundation, is the center of the bare X*Y building dimensions set for that building. Note that these building sizes are set as number from a list. Specifically, the AGT and Obelisk in C&C1 use building size #2, which means a 1x1 area shifted one cell down. There's no real relation between the number and the dimensions/position. The list just contains all varieties used in the game. I never really looked for the actual offset+dimensions data linked to these indices.
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Well, since we're talking about good AND bad glitches, the Red Alert 1 "infantry getting stuck on walls" glitch is worth mentioning too: Due to a combination of Westwood's fix to prevent the aforementioned wall-corner-crossing, and the fact that the infantry from a sold tesla coil spawns on the free upper cell of the building, placing a wall on the open top cell of the Tesla Coil, and then selling the structure, will get 5 infantry stuck on that wall, whereas in C&C1 they'd just scatter and walk off. In a silly twist, the fact the infantry completely 'covers" the wall, and the fact the "selling units using walls" trick from C&C1 was fixed, will completely prevent you from selling the wall to free them. The only way to free them is shooting at the wall with a tank until the wall is destroyed I'm not sure what happens if the stuff on that upper cell is impassable terrain instead, btw. It's possible they get stuck on that too. Oh, on the subject of RA1, there's also the "Jesus trick": infantry can walk on water by making them enter a transport but moving the transport away just as the infantry starts walking into it. Repeating this trick can put them anywhere further on the water. Interestingly, when you try this with tanks, you just get a giant 'sploosh' and the unit is gone, so they clearly considered this problem... which makes it all the stranger that it does work for infantry.
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I do not apply the right color palette for SHP
Nyerguds replied to StANDby007's topic in Red Alert 2
I'm no expert in modding RA2, but I'd assume that you either need to find and override the actual colour palette used in that scene by the custom one you got from converting your image, or (if that palette is used by multiple images, meaning your replacement would mess up these other images) just make sure your image is converted to the original palette used by that scene ingame. Note that I've never really used SHP Editor; I generally do all my image and palette editing in an image editor and convert it using XCC. Either way, you need to find which palette in RA2 is used by the original mission loading screen. Overall, from that step 4 and 5, I have the impression you're not really familiar with what SHP is and how it works. I wrote a guide detailing that, in the modding tutorials section of the forum: -
Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Hm? If there are any specific missions with problems, I can always take a look at their triggers, and see if anything in there is wrong. -
Why? For RA, all the actual big game files aren't stored on our own servers but on public places offering the game ISO downloads anyway. I think the same applies to TS. And for C&C95, I put it all on ModDB.
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Is everyone forgetting the AGT/Obelisk/Tesla extra-armour trick? Placing a wall under the structure's upper cell will make it take nearly no damage until that wall is destroyed But yeah, I made a text file with these for C&C1 once. I think it's still somewhere on my website. Notes on Pichorra's list: - Fast Harvesting glitch: pressing "S" will instantly harvest any tiberium currently under the harvester. This seems useful, but in reality, especially in multiplayer, the constant management required to make this actually an advantage will inevitably make you neglect more important stuff. I don't really like advertizing cheats that work in MP, though, no matter how useless they seem -Stealth detection: stealth in C&C works by forcing the cursor to show a "move" cursor... but aircraft can't land on some types of (passable) terrain. So if, on that terrain, you get a "move" cursor with an air unit... it's the stealth system doing it - Infantry-through-wall Glitch:This is actually a result of them rounding corners. It's not even restricted to walls; 1-cell wide terrain barriers can be crossed this way too. -Infinite minigunners only worked on defense structures, though, since other buildings don't accept user commands. It kinda still works on the Temple, if you start selling it and then immediately launch the missile (which, by giving the Temple a "launch" command, will cancel the sell command ) Umm... you clearly never played RA2? Spies can indeed steal tech by infiltrating tech centers, giving you access to unique mixed-tech units. Infiltrating an enemy barracks/war factory will make any new infantry/vehicles (respectively) you produce from that point on have one veterancy rank, if I remember correctly. If you're not playing Allies, though, some of these are really hard to ever get, since you'd need to capture an Allied barracks to make the spies in the first place :laugh:
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Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Woah. A full 15 missions campaign, huh? Nice! -
Thine variants of "thou" seemeth to be seriously misused...eth.
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Honestly, a page full of "ETFO you nigger" kind of speaks for itself. If you don't want people to judge you by that... don't do it, duh (what the hell does "ETFO" even mean? O_o)
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Hah! In TS, maybe, where building walls is like, ten times faster, but in TD? No, that's indeed utterly useless. I only use walls in choke points there, and to reinforce my Obelisks/AGTs Right. Now git off mah lawn, young whippersnappers!
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640x400 stretched to 640X480 is indeed the game's intended resolution; a leftover from DOS C&C's 320x200-fullscreen, which also has stretched pixels which are 1/5th higher than they are wide. All graphics in C&C1 are rendered for that, and in the C&C1 videos, you clearly see that the (normally round) GDI logos in the videos look squashed if you play in a non-stretched resolution. Though, about RA... no idea. There are indeed some inconsistencies, even in them bringing C&C1 to 640x400, because the C&C95 GDI logo in the sidebar is not adapted to look correct in the stretched resolution. So, on RA's building graphics... honestly, no idea. FunkyFr3sh: You can technically still emulate the black bars with the Letterbox option on cnc-ddraw
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Allen262... I added full ini file music control to C&C95. There is no reason at all to replace stock tracks. Anyone can add new ones. Lord_Dweedle: Extract the audio you want to add If the source is not AUD already: Make sure it is 22050Hz, 16 bit mono WAV. You can easily convert to that using RAD Video tools, with these settings. Convert the track to AUD file using XCC's Copy As function. [*]Put the AUD file in the C&C95 game folder, and give it an 8.3 DOS type filename (????????.AUD, with no spaces) that's not already used by the game. Usually, using the name the file had in the game you got it from will do just fine. [*]Extract themes.ini from C&C95's updatec.mix into the C&C95 game folder. [*]Add the new track to the ini file, as described in the patch 1.06c readme file and in themes.ini itself. That's all, really. The themes.ini and aud work fine from the game folder, so they don't have to be put in a mix file or anything. Note that messing up the index in "themes.ini" in a way that would give the game 0 audio tracks will crash the game. So, don't mess that up; just add tracks to the end of it
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Wasn't there a thread like this less than a week ago? -_- Also, this isn't a cncnet issue. Do not post such things in the cncnet forum section.
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I do not apply the right color palette for SHP
Nyerguds replied to StANDby007's topic in Red Alert 2
um.. CAN you actually change these palettes? I assumed they use one general ingame palette somewhere.... By the way, from what I can see, steps 4 and 5 are useless... all you do is open the SHP file, make the editor view it with the right palette, and then save it again? That has no effect, you know. Palettes aren't saved in SHP files anyway. -
Pfff. Not converting the text kinda makes it harder, you know XD Anyway. These both seem to be the stock briefings of GDI campaign missions... so it's very possible they're incorrect. The first is GDI 9, the snow-theater Obelisk mission, the second is GDI 13, the bio lab mission.
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Why? I'd see that as a challenge. Finding weakness in their turtling, or just bleeding their resources dry. Heck, I once played a game where my opponent thought it'd be fun if I would just let him build a gigantic armoured base while leaving each other alone and then I'd have to try to actually conquer it. Realistically, he wasn't even trying to win. Sometimes the point is not to win, but just to have fun.
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We did that because your answers were completely irrelevant to what was actually asked. They wanted to know how to mod RA, and your reply basically boiled down to "Here's how to mod a completely different game!" To compare... that's equivalent to someone asking about rules-modding RA1, and me going on about which bytes to hack to do similar things in C&C1. :roll:
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Isn't cncnet open source? I think a lot of it is on github. A lot of it is hacks in the games themselves, though, and those are still Win32, of course.
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Mobile sensor arrays? Did you completely fail to see the C&C1 screenshot?