Jump to content

Nyerguds

Global Moderator
  • Posts

    6190
  • Joined

  • Last visited

Everything posted by Nyerguds

  1. Ah yes, I noticed that in TS too, when I wrote a tool to fix the names of the intro videos in the TFD TS movies mix files... they needed to be sorted by ID.
  2. & is the Windows Forms code for "this is the shortcut key". So for example "Open &File" will show up as "Open File", and make "F" the shortcut for that function. To get around that, simply use "&&" instead.
  3. Yeah. Hyper just said on the cncnet developers irc that C&C does in fact have caching functions, but in C&C95 (the only game whose internals I'm familiar with, really) it's inside the Offset one. Here's the chat log:
  4. Uhh... in which game(s), specifically? As far as I can see, there are several methods for searching for files; some that only search in the mix files, and some that also check the game folder. As for actual reading, though, I think the Westwood file class simply doesn't make a difference between a file pointer of a file on disk, and a file pointer of a file in a mix file. It just reads the contents from disk from the given pointer, knowing the beginning and end of that "file". How files are actually handled in terms of loading into memory obviously depends on the file type. VQA videos are streamed, meaning small blocks are loaded into memory and played, and then replaced by the next read block. The mouse cursor is loaded on game start, and so is the strings file, and they stay in memory during the whole game. I think most of the ingame SHP files, of units/structures/trees/icons/etc, are loaded into memory when loading the theater, just before the mission starts, and stay in memory as long as the mission runs, only removed as they are replaced by the next theater load. Ini files are loaded into memory too, because lots of things need to be read from them. None of that is in any way related to how files in mix files are treated in general, though. The actual system to access files inside mix files and treat them as file objects has no reasons whatsoever to go caching files in memory. That's simply not its function. It just gives a read pointer. As for the specifics, I know each mix load in C&C1 is two functions: a "Retrieve" and an "Offset". So I assume the first is the loading, and the second is the indexing of its contents. Though, the "ss*.mix" file-removing system works by only loading a file, but skipping the "Offset" call. Since the files list inside the mix is clearly already read in this case (otherwise it wouldn't disable the files), this means that the original "Retrieve" clearly already reads the files table. I assume "Offset" might actually create some list of premade file pointers for the game to actually read these files. To access a file, a "Finder" function is called, which, I presume, reads the loaded files tables, and retrieves the corresponding pointer information. (Which is not generated in case of these ss*.mix files) I'm mostly just guessing here, though. CCHyper probably knows more of the details of this. I remember he once told me that ss*.mix probably has quite a different function, but is simply malfunctioning in C&C1. Not my problem, though, since it gives me a handy tool for more customized patching
  5. ...expand the palette size? Yeeeah, Imma go ahead and file that under "technically impossible", seeing as the whole game runs in 256-colour mode
  6. If I remember correctly, the plane will always go to the airstrip the closest to the right-side edge of the map. So yeah, it ignores the primary building.
  7. What. He linked to it in that very post; it's still being sold on Steam. If a game is not freeware, it is illegal to distribute it. Plain and simple. Abandonware that's not freeware is still illegal to distribute. Small sites like this one really can't afford risking C&D letters for supporting warez. Oh, and using the "Report to moderator" function to report a post made by the head honcho website owner really won't endear you to anyone.
  8. Released v1.8: -Fixed errors when using the filters' palette functions with no image loaded. This will now generate a dummy palette to show in the dialog. -The "forced remap editor" now disables selection-related buttons if no colour indices are selected, to prevent getting a "paint selected" colour picker that won't actually do anything. -The "clear selection" button is removed for the colour picker of the forced remap editor, since it only allow selecting a single colour anyway.
  9. dude, this thread is a year old. Locked.
  10. Derp. Ignore me. I somehow completely missed the fact this was page 2 of the thread xD
  11. cn2mc: Don't you just see them on your screen too, then? CCHyper: Interesting idea... should simply be the equivalent of the Buildings Destroyed trigger from single player.
  12. I fixed that bug, Pichorra. In fact, having that fixed was one of my own set conditions to be met before I would implement free resolution control (The second was the ability to correctly load savegames of different resolutions. Which I also fixed.)
  13. I'm saying there's no such logic, White. A player not having any buildings does not magically reveal stealth units on radar. There are tons of tricks, though. The most obvious one is building a repair bay / refinery / other sufficiently large building and moving it over your base to find red spots in the placement grid. Another relies on the fact the stealth logic forces the cursor to show the Move cursor, even if moving on that location would normally not be possible with that unit. For example, helicopters can't move on tiberium, beaches or buildings' concrete bibs. So if you select a helicopter and get a move cursor there... there's a stealth unit on that cell
  14. So, you mean for C&C1, then?
  15. Sure. It's wider than ALL game maps, though
  16. Never heard of any such logic either. There are several tricks to detect stealth, though.
  17. 1920x1080? Can you, em, actually still distinguish your units at that resolution? [edit] Oh right, sorry. I forgot this was RA1. People don't build anything besides Heavy Tanks anyway
  18. My main.mix patch for TFD/TUC includes them... but since it's an actual binary patch based on file differences, you need the TFD/TUC main.mix to actually get them that way
  19. I doubt many actual campaigns like that were ever made since such missions crashed the game when you won the mission, before my patch. Makes campaign progress kinda hard.
  20. And yet, people still fail to RTFM X_x
  21. well, I never looked into the way Windows apparently keeps changing its themes support -_-
  22. Gotta love Joe's suit there
  23. I got a brute force generator for C&C's ID encoding... but the current version only works when giving the extension, because brute force on 8 characters already takes about three full days to generate on my laptop... with the generating split over all 8 cores that is
  24. Hey, I made a full readme, a music pack and a custom config tool when I released the C&C95 patch. RA95's maintenance isn't my project -_-
  25. That's a cnc-ddraw issue, though... windowed mode isn't an original part of C&C1 and RA1.
×
×
  • Create New...