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Nyerguds

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Everything posted by Nyerguds

  1. I doubt many 'tricks' will be needed; creating and sending out attack teams seems like pretty basic functionality.
  2. I was kind of joking in my post; the C&C2SW mod is purely interface. It doesn't change any game stats, so practicing on TD or on C&C2SW is exactly the same... well, except for all unit names/graphics/sounds of course (it's even multiplayer compatible with non-modded C&C95) But hey, a game playthrough of C&C played on the C&C2SW mod should be fun XD
  3. Well, just setting the framerate in cnc-ddraw fixes it too... but sadly, neither that hack nor cnc-ddraw help me with the same problem in Dungeon Keeper
  4. Mods for all games, hm? I guess for C&C1 you'll be stuck with CnC2SW, then (gods, there's a lot of broken/outdated links on that site. I should really fix it up O_o)
  5. I also fixed your old post; your link to the modenc wiki had the period of the sentence stuck at the end of the link
  6. hmm. If I remember correctly there's a command line parameter for the game that unlocks this. I'm sure it's been mentioned on the forum somewhere... [edit] Found it:
  7. If the team management is anything like C&C1, then there are no actual commands to make the AI "build teams". Teams just have their units set to either be produced by the AI, or not, and when creating teams the AI just looks for any available units on the map. Anyway, this might help: http://cnc.wikia.com/wiki/Red_Alert_Single_Player_Mission_Creation_Guide
  8. There's ANOTHER mod for Tiberian Sun, though, which, while it doesn't use completely TD-style graphics like Dawn of the Tiberium Age, gets much closer to the original TD feel. It's called Return of the Dawn.
  9. ooh, they used DDWrapper on that? Nifty! I used that for Dungeon Keeper 1. Too bad it has no framerate options... DK1 has scroll bugs not unlike C&C1 and RA1 -_-
  10. You don't need to replace files... just call your SHP file "A10.SHP", make a new mix file of the TD type, give it a name starting with "SC", and put your file into it. You can make a TD mix file by opening the tool "XCC Mix Editor" in the XCC utilities folder, making a new mix file, then FIRST setting the type to "Tiberian Dawn" and THEN putting your file in. If XCC Mix Editor doesn't allow you to make a new mix file (it happens; it's a bug in the program), just make a copy of one of the smaller existing C&C1 mix files, rename it to your "sc*.mix" name, open that in XCC Mix Editor, remove all the files from it, and then add your new SHP file. In XCC Mix Editor, always save by pressing "Compact". Not "save". The "Compact" function will actually rewrite the mix file as it saves, and make it as small as possible. For your other SHP file, it works exactly the same way. Just call it the same as the internal name of the unit (the humvee is "JEEP"), add it to that same mix file, and it will show up in the game.
  11. Hey Funky... I believe you mean "cnc-ddraw"?
  12. Hmm. I think one fix for that is to set the game exe files to WinXP Service Pack 3 mode. I think you can also set them to run as admin mode; that's always a safe bet on pre- user right games. That's RA2.exe and game.exe, and for Yuri's Revenge, RA2MD.exe (or yuri.exe, not sure) and gamemd.exe. If that's not enough, there's a video on YT that uses a trick to make a virtual screen adapter in Windows to run your game on, which apparently helps a bunch too: https://www.youtube.com/watch?v=hojMNk93PoU
  13. Oooh, you got Mobile HQ mode? Awesome
  14. Yeeah, not sure what he means either, but I think the green on the cncnet theme really suits the style of the images and green text already used in the listing .
  15. Yeeeah... CnCNet existed quite a while before Gamespy shut down.
  16. Well, it's quite obvious that a no-base game mode can't be combined with "game over if there are no buildings left"
  17. Ah yes, Bibber's launchers. Beautiful things, those
  18. Yeah... the ranks remained, but the pics changed. Kind of odd.
  19. This was way before we even got to tanks. The guy never built anything except what he needed to spam guard towers in my base. Also, I was GDI.
  20. Not true. I've gone up against one once, and they just cut their losses by building a guard tower at the end, wherever that may be after you destroy a few of the silos. And then they just build on, selling the guard tower and using the spawned minigunners to protect the next bunch of silos, until they reached my tiberium field and dumped AGTs there to disrupt my harvesting operations. It's just a horrible, horrible tactic.
  21. Hmm. There are a few odd purple blocks in the tiles, but besides that, I dunno. The old bibs, yeah, but those are literally missing from the game's tiles list and thus unusable ingame. Actually, you're ignoring one very important problem there: Bridges are over rivers. They don't actually connect to beach tiles :roll:
  22. Yeah, the 'wrong' button is no longer the first thing that catches the eye down there, now
  23. Ah, yes... I think actual game fps is ALWAYS "as fast as your PC can manage" in C&C1; it's what causes the radar logo animations to disappear in a split second rather than playing these nice radar transitions when you first build a comm center, or when your radar powers down/up. I think the same thing is probably true for RA1, too. They never expected PCs to get this fast -_- According to the manual information, though, it was supposed to be 60fps, and I believe cnc-ddraw can force it, too..
  24. Well, tests are one thing. But infinite money maps just remove an entire core gameplay component from the game -_-
  25. I once made practically an entire map in a hex editor
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