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Everything posted by Nyerguds
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I get point #1, it's just #2 that seems rather useless, especially with an increasing number of TS mods opting for not using any encrypted mixfiles and completely kicking out the blowfish.dll the game needs for that
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Will XCC still be able to open those encrypted mix files, then? I assume yes? Also, overall, besides figuring out the system, is there any actual use to this?
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They aren't already?
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One of us crashes every single game
Nyerguds replied to wants2playbutcantsadface's question in Support
Might help to specify which game -
Early C&C Commando PS1 tech demo from July, 1997 found
Nyerguds replied to Iran's topic in Newer C&C games
Man, I remember Quake 2 unit models :laugh: -
Yes, yes, I know. I was simplifying things. That's how dying grenadiers and flamethrowers tend to take out the entire group I'm not entirely sure of the details surrounding the use of said animations for weapon impacts, though (like, the SSM missile uses the same fireball as the exploding flame tank); I assume that just plays the animation without that specific damage, and uses the weapon's configured damage/warhead instead? I wish they put these "damage-dealing animations" in objects as well... from what I can see it's just a whole mess of exceptions in that 'play animation' function -_-
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Early C&C Commando PS1 tech demo from July, 1997 found
Nyerguds replied to Iran's topic in Newer C&C games
The demo's time stamp is a LOT earlier, though: it says July 14, 1997 :O Anyway. Love that flame tank model. Also, lol @ Jesus Commando walking on water -
Meh. It's still a pointless dick waving contest, in my opinion. Plenty of that going on in the actual cncnet lobby chat, imo. We don't need it here as well -_-
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Nuke animation is a bit of a special case, though, IIRC. Like the ion cannon, it's an animation that does damage all by itself, just by playing it. There's some odd "play animation with damage" logic attached to those. This has the peculiar effect you can make a bomb truck just by changing a unit's dying animation to the nuke.
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cNick:Someone just reported your post as being a bot, lol.
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Units, infantry, buildings and aircraft rely on a bunch of other things, like infantry animations, building animations, weapons, etc, who in turn need projectiles, warheads, animations, etc, and the chain goes on. Terrain tiles are fairly independent in that aspect. The only thing they technically link to are the theater prerequisites, but I more or less kicked those out when adding Snow, and have no intention of reintroducing them. 215 of the 254 possible values in the C&C1 terrain are already taken, though, and that can't really be changed without a change to the .bin format, since a cell's tileset ID happens to be one byte in the file.
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Fairly sure the host determines that... so there's not much you can do about that.
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Actually, that's one of the things that'll be dead easy to convert to ini format -_- Ughhhh. I really need to get hacking again.
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I just think it looks anachronistic to add beta stuff from C&C1 into RA1
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is that a command in the UI? Because irc's own ping command only pings other users...
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Oh, wow. Typical Westwood XD Thanks for this
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Ah right. I keep forgetting the new SHP editor doesn't horribly corrupt TD SHP files anymore
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Oh, for editing infantry... if you use separate frames for that, maybe this tool can come in handy. Someone made it for me a long time ago, for renaming/copying batches of frames: http://nyerguds.arsaneus-design.com/tools/rename_copy_tool_1.1.rar
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No, no, you misunderstand... just tracing that bit switch is peanuts. The problem with the Overrun option is that it's not supposed to stop all tiberium spawning. According to the strings file text for the hidden ingame options screen containing the option, it's supposed to make tiberium grow and spawn faster. Since you looked into the growing logic, I just wondered if you could see what they messed up in that code.
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Don't see much point in the guard tower... besides the full remap, that's just the collapse frame of the TD guard tower. Nothing special about it, except maybe the fact RA has no collapse frames
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Can you figure out what's wrong with the existing Overrun (TiberiumOverrun in 1.06 I think) option that makes it prevent all tiberium spawning? Should be fairly easy to trace from te ini key
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Umm. Westwood INVENTED House Ordos. The (unofficial, by the way) encyclopedia just incorporated it.
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The GDI campaign splits up at mission 4, into a completely separate East and West part. If you choose Poland (west side of the map) in mission 4, then your mission selection for mission 5 will only show the west ones, in Germany. If you choose Belarus (east) for mission 4, then your mission 5 choices will ail be in Ukraine. The campaign then converges again on mission 6, the commando mission, in the Czech republic. It's the Ukraine choices which don't work, and always gave the same mission, which was a duplicate of one of the Germany ones. Since I haven't figured out how to actually fix the bug, my patch simply switched the mission files of Ukraine's A and B missions, to give you the completely new mission that was previously hidden by the bug. This means all three available choices in the two branches are now actually different missions, and the one that's inaccessible due to the bug is just the duplicate of the four. More info on the map choices can be found on these pics: http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-data/gdi/ Look through the pics scg04ea.png / scg04wa.png / scg04wb.png / scg05ea.png / scg05eb.png / scg05wa.png / scg05wb.png and you'll see what I mean. The suffix [E]a/b <-> [W]a/b indicates East and West on the map. Only the GDI campaign uses the W suffix letter, because of that split.
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It's possible that it existed on cncnet because they just copied the options from the 1.06 patch, but removed it later because of the poor AI and its lack of bases. The readme file of the 1.06 patch actually does have some information on this subject: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r3_en.html#toc_8