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Nyerguds

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Everything posted by Nyerguds

  1. Yes, because those are games with context sensitive music, like Dune II and C&C3. C&C1/RA1/TS/RA2 simply happen not to be such games, opting instead for a fully player-controllable playlist I'm not changing that.
  2. Triggers for music tracks? I dunno. I've considered adding a voice briefings system somehow, and perhaps a system to play AUD files from a mission could be done to play like, guiding voice clips or something, but I don't think ingame music is really something that the mission designer should be able to manipulate. And even with the ingame aud file voice clips thing I'd likely have to use some trickery like using teamtype names to substitute for the AUD files in the trigger system (meaning it'd require empty unused teamtypes to be there so they can get linked to the trigger).
  3. It's really not hard. A map is 64x64, so 4096 tiles, and each of these is two consecutive bytes in the .bin file. So to find the cell to edit, take the cell number and just multiply it by 2, and you got its address inside the .bin file. The first of these two bytes is the tileset ID, which can just be looked up in the list I put online, and the second byte is which tile number inside the tileset file to use. So if I say "BA 04", that's tileset 0xBA = 186 = SH34, fifth tile in the file (since they start from 0). That's really all there is to it. Do note, I'm fairly sure XCC Mixer will simply crash when encountering unknown values, so even if the game supported them, the map would be impossible to still open in the editor.
  4. You'd still lack editors to actually place those new tiles, though... Not really planning on making a C&C map editor any time soon. And if you'd resort to hex edit trickery for that, you can probably puzzle together those tiles from the existing river endings anyway.
  5. Be sure to redownload CnCNet then; it's probably gone through quite a bunch of updates and fixes since then
  6. Yeah, it's been implemented a few days ago I think. 100% required; can't post a topic without it. It's right there at the top, below the title. And, hey, I'm not insulting people by using Google Translate for replies. If they post on an English-language forum, and they don't know what my reply means, they can use Google Translate to translate back what I said. Not only does machine translation often get things wrong, but Google Translate also offers multiple possibilities for translating words, which can get people around problems of homonyms and such to more easily grasp the intended meaning. If I just put my text into GT and dumped the result here, my original information might be irreversibly mangled, and there would be no way for them to still recover what I originally meant. So I don't do that.
  7. This is probably an issue with display scaling. Find and disable Display Scaling in your windows settings. There's actually a compatibility mode option for it if you look at the properties of the RA95.exe file. Lilly: this forum forces people to select game tags now, so we no longer have to ask that question every time
  8. Fixed the text colour in your post. If you paste stuff from other places, please make sure to copy without markup (generally ctrl+shift+v) so the text doesn't end up black.
  9. C&C1, RA1 and TS are all freeware. The full games can be downloaded completely legally from the CnCNet site. The downloads offered on the site are complete, though they might need additional downloads for the videos. I think the RA and TS ones offer that through the installer itself, but for C&C1, you'll need to go to the ModDB page of the C&C95 v1.06 project. Red Alert 2 is not freeware, though. If you want to play that one, the easiest way to get it nowadays is probably to get the digital version; the C&C "Ultimate Collection" on Origin.
  10. lol, yes. MattAttack is just the guy's name
  11. APCs are both faster and better armoured than humvees though (they just turn a bit slower). They make excellent scouts and infiltrators. Fill it with practically any kind of unit and it'll take down a building, unless flamethrowers get involved. Um. You clearly don't know what they were meant for. It's a "mobile flag' for multiplayer CTF games without a base So in the only context you can have it in the game itself you never have structures, so it can't blow them up you can't build or choose to have or not have it, making it rather useless to mention in a list like this anyway. It's part of the game mode, just like starting with an MCV or a flag. it has the use that killing those of your enemies makes you win. Y'know, because everyone has one in that game mode. Pretty useful if you ask me. I mean, you might as well say "the flag is a useless unit". Besides, in mission scripting it's an insanely useful unit
  12. I tried that on C&C1... turned out the music was disabled in C&C1 multiplay not because of slow CD reading, but because the game stupidly uses the same generated random range for both music and determining ingame actions. So using shuffle uses up random values meant for the game, and desyncs the whole thing I'm fairly sure this is no longer an issue on RA2 though, lol. It's a great suggestion
  13. Do tell... why exactly is everything not seen as "pro" automatically bad?
  14. Those two blocks of water aren't "missing corner pieces".. They're just two varieties of animating water Though, I see your point, yes.
  15. Fifth Element much? -"W-w-w-w-where did he learn to negotiate like that?" -"I wonder." https://www.youtube.com/watch?v=9TyxxLHfBwE
  16. I updated the guide a bit, replacing the old N64 map converter tool with the more automated N64 file converter
  17. It's plain wrong, though. I just cropped a random screenshot with about similar stuff in it to the same size and saved it as png, and it was actually smaller. The ctrl+s png screenshots from cnc-ddraw have the advantage that (when edited with the right programs) they retain their 256-colour depth, which often makes them smaller than jpg.
  18. No, I'm actually genuinely wondering why anyone would decide to still use jpeg nowadays. It's ugly and blurry
  19. Ew, jpeg screenshots! Why would you do that?
  20. Uh... actual new tilesets? I dunno. I guess there's about 40 free entries left in the game, but I honestly never intended to fill those in in a patch. Anyway, I did make a thread about the new release I'm planning; this kind of stuff should really go in there.
  21. Well, the same thing could more or less be said for my whole patch. Without the patch, very few people would still care about the game, so it just created its own worth, more or less Exactly! It's all a labour of love. I can't even read Ukrainian, but I'm happy I can contribute to something if it can make C&C more accessible to people
  22. Please don't bother, lol. Firstly, I think I'd manage that myself, and secondly, well, we have a... very different mindset when it comes to translations. Dutch people actually complained on the official forums when they found out the C&C3 they bought was in Dutch, and asked how to set it back to the original English language (which, thankfully, wasn't hard). I never had this 'issue' since I bought the special edition which was only in English. In part, this goes back to TV. TV shows here don't get dubbed unless they're for little kids - and I do mean for little kids; shows like The Simpsons, MacGyver and The A-Team are already above that line, and are broadcast with subtitles here. So in other words, when faced with a game in which the EVA and unit voices are translated... we feel like we're being treated like babies. And, we learn other languages easily. After more than a decade of just getting our games in English, we don't need translations anymore. It's really that simple. I learned English in part through these video games, so now it would feel weird to have that same content in Dutch. Another big part, especially in voice translations, is the large difference between the Netherlands' Dutch and Belgium's Flemish. Technically, the two are one language, but in reality, well... I'm Flemish Belgian, and when I hear something in Netherlands-Dutch I sure don't get the feeling they are giving me content in my own language. Disney figured this out a while back, and most animated movies nowadays get translated separately for Flanders, but this distinction is still lost on game developers... in part, as I said, due to the fact that a large part of the Flemish/Dutch target audience doesn't want translations from English in the first place.
  23. This still needs a little more development, but it's a feature I've wanted in there for a looong time; a manager for the palettes, which gives the ability to save edited palettes to a new entry on an external file. This can do full management of the palettes, except for one detail: you can't rename the actual palette files. You can name them when creating them, you can delete them, but if you want to rename them, just go and find the files on your disk
  24. The alien is a combination of two LEGO aliens sets; the figure is from the "U.F.O." set, but his helmet is from the "Insectoids" set. I thought it was nice to use a helmet in the same transparent colour of the head, so it just looked like a bigger head The name is just made up by me, without any real influences except "it has to sound alien" Oh, that is pretty epic. I shall treasure that knowledge! In fact, seems Hungarian Google Translate pronounces my name perfectly! https://translate.google.com/?source=osdd#hu/en/Nyerguds
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