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Everything posted by Nyerguds
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Awesome! Can you get a close-up of that top photo?
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Small note there: from my tests, adding such theater-specific files in mod only worked if you add both a .shp version and a version in the theater extension. Not sure whether that was in TD or RA though. (and yes, it'll use the one with the theater extension, so add the original one as .shp)
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Nice, but... the beta pics have it exactly the other way around
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So it's a CnCNet issue, then :-\ Does cncnet actually replace the exe, or just add another one alongside it? Because if it doesn't replace the exe, you can just, eh, start the normal one to play single player
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Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Well, thank Hallfiry, he got me the packs -
The Name references are an array of addresses of strings that are elsewhere in the exe. Since these aren't UI strings but internal codes, they don't go into the strings file but in the exe itself. As I said, you have space available at 1A9E00-1A9E80 to add your new colour codes, and then just calculate from the offset what the address is that you need to add to that array. You can use the difference between the given offsets and addresses there to calculate everything you need to add new ones. Do note that not all the remaps and strings in the arrays there refer to that same segment (the original remaps and their strings are in the original C&C segment, while this stuff is all in the extended one), so the calculation works for adding new stuff, but not necessarily for looking at the locations of the old stuff. Anyway. Let's assume we're adding a new remap table, RedGray, for the double remap of Nod. At 1A9E00, type the string "RedGray" (without quotes that is). If you ever add more strings there (you got space until you reach 1A9E80), make sure to leave 00 bytes behind all strings. Not just between, mind you. Behind. As I said, the remap tables list is at 00660880, or offset 1A9E80. From that (or any other address-offset pairs I gave), you can see the difference is 4B6A00. So 4B6A00+1A9E00 gets you 660800 as address for the string you added. So, the string address is 00660800. The table of name references starts at 1A9F6C, and has 4-byte entries. You'll see the data seemingly ends at 1A9FA7, but remember it's in blocks of 4, so it actually ends at 1A9FA8. Put the string address there, as reversed bytes, so as 00 08 66 00 (you might notice the strings array has one more entry than all the rest; this is because it starts with the string "None", used for indicating no secondary remap. If this "None" is used in an ini for the primary scheme, it'll revert to a list of default schemes per House which is also around these parts in the exe.) Now, the actual remap table. Remap tables are exactly 0x100 bytes long. So go to 1A9A00, and fill the whole range with 0,1,2,3,4,5 etc until you get to FF, and you got a basic non-remapping table. After that you can tweak its B0-BF range as you have probably done a few times already. The array for remaps is at 1A9E80, once again with entries of 4 bytes each, making the first empty entry at 1A9EB8. There, put the address of the start of the remap table, calculated the same way as you did for the string. Then the only remaining things are peripherals. 1A9F00 has the secondary schemes. These entries are single bytes. Add a new byte FF to the end to specify you don't want a secondary scheme by default. Or, if you do want a secondary scheme... well, the list is: 00=GDI, 01=Nod, 02=Red, 03=Teal, 04=Orange, 05=Green, 06=Gray, 07=Yellow, 08=Neutral, 09=Jurassic, 0A=DarkGray, 0B=Brown, 0C=Fire, 0D=WarmSilver (with 0E=whatever you add. But don't give a scheme itself as secondary scheme; that's silly and unnecessary) Then at 1A9F20 and 1A9F40 are the arrays for the radar colours, for respectively buildings and units. Again, single bytes, so add one to the end of each.
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if the new missions menu is gone, that means sc-001.mix was removed or is somehow inaccessible to the game. The menu is triggered by only one single thing, and that's the existence of a file called "expand.dat", which is normally inside sc-001.mix. Though I'm fairly sure the sc-n64.mix and sc-psx.mix I added contain the file too since they also require the new missions menu. The C&C95.exe in the actual patch hasn't been updated since 2012.
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Started building the actual class structure behind the projects. Basic structure: MorphProject : represents a .mrf file to generate. Contains a list of Filters. Filter: represents one remap table in a .mrf file. Contains a list of Effects. Effect: One single effect on the palette, like Darken, Colorize, Contrast, Gamma Correct, etc. Any number of these can be combined in any order to create the final Filter effect. The Remap info on the final tool will have a dropdown menu for adding these that will automatically be filled with all available effects in the program, without requiring any extra code adaptations from me when I add a new one I've decided to create one generic "slider bar" custom control. From every Effect class, the program can automatically produce a custom control, by fetching the name to display, and a list of slider bar "definitions" in ValueSliderInfo objects. These ValueSliderInfo objects contain slider definitions like the name, the minimum value, maximum value, default value, etc. They will not only be used to generate the control, but also to transfer data between the user interface and the internal objects. Sliders have a bunch of options that make them customizable. You can set on a slider whether it shows a "reset" button to reset to the default value, and you can add a checkbox that allows disabling that specific option (which I'll probably use for the Hue in the Hue/Saturation/Luminance control). Theoretically, by having a control with only the checkbox to enable/disable the effect, you can add a simple on/off effect as well. This can serve as extra option for a filter. One of these I will use is making the contrast filter's >0 part exponential instead of linear, which allows much higher contrast values on the same slider. The next step will not be to make that interface generating part, though... next part will be saving and loading entire projects using an ini file. Since the ValueSliderInfo objects serve as both definition files and objects to transfer values from the UI to the internals, I already made a function that allows me to read or write the contents of such a ValueSliderInfo object from/to ini automatically Man, I love software design
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Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Agh, I'll just post the links here. "Conqueror's Additional II" https://www.filepicker.io/api/file/HyD28pNxQiixYEiIpZ4s "Best of Select Games Special 5" https://www.filepicker.io/api/file/8kYFPz9STQtyBWI10jwZ I went through the first one, and the mission packs are annoyingly named (PRG#, with # a number from 1 to 100); you need to unpack them to know their contents. But just to save you some work, these numbers are savegame-only ones: 2, 3, 7, 8, 11, 15, 20, 32, 33, 36, 37, 39, 41, 45, 48, 52, 53, 55, 56, 63, 65, 67, 69, 73, 74, 77, 79, 80, 83, 87, 88, 93 -
Nice. You'll probably need to edit the colour palette you edit with to correctly separate the two colour fades from B0-B7 and B8-BF into two different colours though.
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Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Hey Solo... the mission "War Zone" (unknown author), listed as "SCG119EA"... do you have a readme for that? Because I do, and it lists an email address "[email protected]". I suggest filling that "Esam1" in as author name. In fact, email or name part of the email seems like a good substitute in general when there is no name. Also, the dimensions should be Width x Height, right? Because for the mission "Troopers" I think you copied the dimensions from the readme, which says 40x60 instead of 60x40. (yes, I got a mission pack I'm working my way through ) -
Wait, what? The remap system can't do that... I assume you hard-coloured the infantry SHPs?
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I said "to make others feel grammatically inferior". And sadly, that's the truth. Anyway, as the Bene Gesserit in Dune put it, "I live only to serve". I see little difference between helping people set up and play C&C, and offering grammatical corrections, honestly As for the way I can be rather blunt in the forum... that's usually just towards people I've known here for ages, and who either deserve it or can handle it
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fir3w0rx... I'm Belgian. When you get corrected on your native language by a foreigner, it's best not to dig yourself deeper into the hole. I make no apologies for my urge to correct and educate when people attempt to use advanced/obscure grammar and then fail at it Especially since the most common use of "whom" on the internet seems to be to make others feel grammatically inferior
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Hehe.. combining orange and fire? Neat idea. Just a little bit of difference between units and structures, then
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I'm a low-level and high-level programmer... I just have trouble with the in-between levels PS: don't use "whom" if you don't know how to use it, plz. It just looks silly. Basic rule: if you can replace the "who" by "he/she/they", use "who". If you can replace it by "him/her/them", you can use "whom".
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Nope, I didn't. There's space for 18 additional palettes there, and there's space for 4 new remap tables right below the existing ones. The only tricky bit would be adding the names to the new schemes. Addresses for the arrays: Actual remap tables: 00660880 (offset 1A9E80) Secondary schemes: 00660900 (offset 1A9F00) (can usually be left to FF; is only used for the Nod scheme really) Building radar colors: 00660920 (offset 1A9F20) Unit radar colors: 00660940 (offset 1A9F40) Name references: 0066096C (offset 1A9F6C) And, actual space where 4 more tables could be added: 00660400, 00660500, 00660600 and 00660700 (offsets: 1A9A00, 1A9B00, 1A9C00, 1A9D00) (you'll notice this is above all these arrays) Heck, if you put your name strings in the 1A9E00-1A9E80 part, between the remap tables and the arrays, you can probably work out the addresses to put in the names reference table yourself. Just remember to reverse the 4 bytes [edit] The internal array length seems to be set to the full 32 entries on the list (of which, as I said, 18 are still free), so just adding a new string reference in there will automatically expand the list. No need to adapt any of the actual loading code to account for a larger list length
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Adding additional colour schemes into your game shouldn't be hard... unless I stupidly put the arrays on places where I can't expand them. I'd be very surprised if I did
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...now I think about it, the current mechanism already allows having buildings-only remap... Nod has always used that. O_o So all I'd have to do is separate the colours on all Nod and dual owned structures, following the beta screenshots, and then give Nod a secondary scheme with a palette which uses the separated areas. [edit] I'd have to see what to do about the harvester and MCV though, since they also use the building colours. Then again, this shot shows an MCV with the same dual colouring (the front part is red on the final MCV, and grey on this one)
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Aw. Pity. I hope he'll still hang around on the chat.
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Honestly, if I'd do that, I can simply convert all existing buildings to do the colour separation on them, and then make a mechanism in which a house can have a specific colour scheme for buildings only, and use a new, dual-colour scheme for the Nod buildings. GDI and Nod both have a double fade (2x 8 colours) of bright to dark on the palette, after all, and this is a leftover of this double remap mechanism in beta. Recreating that can't be too hard. I'm not really doing any work on my patch at all though, these days. It'd be much easier to implement things like this after making all house and colour settings into ini format.
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It's possible... stuff dies really fast in TS. Though even in TD, I think 8 orcas against 2 SAMs would end rather poorly for the ORCAs. SAMs are real killers.
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Uhh. I never said that. First of all, I was talking about leaving Funpark mission 2 in Desert theater. Secondly, In TD, house JP is yellow, and used for the actual Dinosaurs. The house used for the player in these missions (originally, in the actual "funpark" mode) was the silver-coloured Multi4. House JP was MEANT to be the house to be used against the dinos (the name string ID linked to them in the house object's constructor function is the ID of the string "Containment Team"). They just used it all wrong when making the actual missions Mind you, this switch was probably done to prevent the dinos from giving "GDI/Nod unit destroyed" notifications if you'd turn on the DeathAnnounce option in conquer.ini; they needed a unique side for them to prevent that.
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The beta terrain is manually edited. Those screenshots are fake. Even those that use the final game's cliff graphics and trees don't align to the game's 24x24 cell grids at all. Though I made that A10 crash into a template file ages ago