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Nyerguds

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Everything posted by Nyerguds

  1. Nyerguds

    wow

    A bunch of the icons here were apparently only meant for white backgrounds <- see?
  2. v1.11, with some small cosmetic changes: Fixed a bug where the checkbox statuses of the "remember images" and "synchronize" options in the menu were switched on startup. (I didn't notice this earlier because both are enabled by default anyway, heh) "Add Filter" list now contains filter names instead of internal class names. Internet links in "About" frame now only open on left mouse click. Icons added for all menu functions.
  3. Yes and no... the problem is, the compiler optimization put those in as single bytes because they contained a low enough value, so that the final exe file would be smaller. Expanding them to 4-byte values is possible if the program code at that point (part of a "create new unit blueprint" command, more or less) is moved to a place with more space, with some hacking. This is very much possible with the added empty space available in the v1.06 exe. Doing that is not so easy if you're not familiar with hacking, though Kilkakon did this stuff a few times... maybe his topics on it, and my replies to him, contain enough information to make you figure out if you really want to dig into that mess.
  4. nope.png
  5. Yeeeah... we found several real fixes for that issue ages ago, that don't involve killing your desktop or opening settings or something.
  6. I'm fairly sure non-ballistic tanks like the tick and the titan have exactly the same issue. And if they don't, it's because Westwood was lazy and made them instant hit instead of making the projectile travel its way to its target like it does in C&C1/RA1. To compare, that'd be the same bug that allows minigunners in C&C1 to shoot over walls, while tanks can't
  7. I know. But it's still on an island, so it might be meant to be attacking that one same Temple for a different angle. Heck, even the terrain in B and C doesn't match 100%.
  8. As far as I know, the game has a ton of drawing surfaces layered on top of each other. Probably like, one for the bare terrain, one for the buildings/units/etc stuff on top of the terrain, one for the mouse hovering over it. Beyond that, I dunno. As for redraw regions, judging from the fact that units that are too large leave behind 'trails' of bad refresh information, it seems every unit has an area around itself that it refreshes as it moves. For C&C1 I found a switch on units to put that on 64x64 pixels (meaning "this units is a large unit"), which I switched on for all units to facilitate modding. For smaller units, it's normally the size of a cell, being 24x24.
  9. I took out the guard towers at the gate with my stealth tank; that gave the MCV more health. It can take them both out if you time it right and stay out of range of the advanced guard towers. You can gain even more health by sacrificing your stealth tank by exposing it to the advanced guard towers just before moving your MCV through, making it soak up some damage that your MCV would otherwise get... but then you obviously lose your stealth tank. The patch contains it too, so he could just install that
  10. I found me a March To Doom cover :3 https://www.youtube.com/watch?v=pE79f5aQW3M
  11. Don't you mean "artfs.ini for firestorm"?
  12. This topic has been moved to CnCNet Discussion. [iurl]http://cnc-comm.com/community/index.php?topic=3206.0[/iurl]
  13. Two of these maps are actually exactly the same thing, but attacked from the north or the south. The third might also be the same spot, attacked from yet another angle, but not so noticeable because they made the map 'rotated' compared to the others. I once made one big image of how they might've fit together, with the Temple in the middle. Not sure if I still got that somewhere.
  14. Nope. It was shooting over the passable part of the refinery. Shooting over a hill wasn't the issue. From the Mammoth's point of view, the infantry, which is much smaller, was hiding behind a hill. It shouldn't have been able to hit them there, no.
  15. I removed some of OMGWTF's posts. As White said, this is a friendly community. We will not tolerate one asshole ruining that.
  16. I think asking on PPMsite would be more useful XD
  17. It consistently happens if you scroll up when you got a disruptor firing on your screen though. From the moment it's over the bottom of your screen, bam, crash. Always. -_-
  18. You do know there are 3 versions of that last mission, right? http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-gdi/scg15ea.png http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-gdi/scg15eb.png http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-gdi/scg15ec.png
  19. Not sure what it stands for, but I think it's the terrain-covering stuff... like snow and the green stuff in Firestorm.
  20. I did that, yes... back when I first played it, I never really thought of deploying it in there. Also, there's a specific trigger to lure away the mammoths guarding the base when you attack the village to the east. So, yeah, I did it that way. Tough as nails, though, especially since the only decent place open space to deploy was more or less straight south of their entrance.
  21. Would that help? A disruptor shooting towards the north into the bottom of the screen area, or horizontally along the bottom edge of the screen, will still cause the same crash...
  22. As I replied on Youtube... nice, but that Temple of Nod screenshot is on Desert theater, and thus definitely not from the final GDI mission XD
  23. For C&C95 there is, but sadly, Siberian_GRemlin (who did the translation work on it) wanted to distribute it himself. Because of that, and his insistence on only releasing it as actual game pack and not as language addon (which he then managed to mess up because he insisted on replacing English instead of using it in the intended way ), it is not centralized with the other packs. I suggest you google his nickname if you want to find it. The ironic thing about all this is that I designed the entire translation addon-pack system around his requirements when we first discussed it
  24. Hehe, yeah... the shore detection on those is somewhat wonky
  25. v1.10 released: Added new option under Options: "Selecting effect focuses adjuster". This functionality has always been there, but this allows disabling it. Optimized ini reading of effects. Fixed the "Contrast" effect's "Exponential above zero" option.
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