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Nyerguds

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Everything posted by Nyerguds

  1. Yeah... I never managed to do that either. Maybe it's related to the "exit grid" the producing buildings all have, but I'm afraid there are hardcoded extras involved there that determine the precise exit point and where they move to from there. The only exception to this is that it's perfectly possible to make the repair pad produce helicopters, since it already has a docking logic. But obviously it won't rearm them.
  2. Pssh. Converting shps is dead easy with the purple palettes and xcc mixer Heck, for icons you don't even need the special palettes.
  3. That might be harder to do, since it's related to the building. Adding stuff like that might cause the silo to also spawn those "one or rarely two" minigunners instead of the relatively harmless technicians. And LOADS of buildings have special spawn logics like that.
  4. Problem is, air units reinforced with triggers or spawned from initial helipads can't be given triggers, so you can't actually script it to replace those specific units.
  5. Huh, another viking?
  6. Hallfiry's site is a great resource
  7. ...view it yourself? It's a very short news piece of Greg Burdette reporting on GDI destroying an orphanage.
  8. Do note that in RA: Retaliation, the missions came in batches of three, so each time, there is one briefing for a set of three missions.
  9. No, no, I think the video is actually unused in the game in general. So if they noticed that when making the Sega Saturn version, it's no wonder they decided to leave it out altogether.
  10. Why would that influence the price?
  11. Odd. Paste the unit's ini section here?
  12. Yeah... rivers should be lighter, the waterfall, when dried up, should just be rock (the same rock is one of the normal ridge pieces, so you just need to copy it from there and blend it in), and when the riverbeds aren't so black the river mouth should look more natural, too.
  13. You launched RA95.exe? And rules.ini is in the game folder as bare file?
  14. Are you starting the game through cncnet to test that? Because it has its ways to make sure no changes are made in the game. Make sure you simply start the game normally.
  15. Thanks, guys There are still some... fundamental flaws with this way of distribution, mind you... Spanish people have to download a base videos pack AND the Spanish video addon pack to get their videos, while they're probably not interested in unsubtitled English vids... but it's the best I could do without either uploading fucktons of gigabytes of videos, or forcing everyone to download a base of all language-neutral videos + a language pack. This last option is not completely right either, since some versions are missing some videos. For example, the burdet2 video is missing in the Japanese version. (Though, I think it's unused. Not sure though)
  16. Ohh. You just mean "use the same colour for oceans as for rivers"? Not really. If he does dry river beds, then the connection piece could just be that dry river bed connecting to the ocean, slightly filled up at the end. It is a strong argument against using "deep ravines" as rivers, though, yea. Dry but deep-looking river beds would be better.
  17. Umm... why? He's planning not to make it look like water at all. Why would he use water colours then? I really don't see your point.
  18. Uhh.. that's like saying "no, this website has 5217 maps. I need 36 maps. I'll close this site and look somewhere else". I'm just saying, open the pack, and maybe the ones you're looking for will be in there? It's just a collection of loose .yrm files, you know. Should be easy to look through. I can hardly help you any further than that if you don't even mention which specific 26 maps you're looking for
  19. No... I'm just saying, if the Desert palette would be better suited for the stuff you want to make on it, you'd better simply use that. As long as you use Desert palette AND all the .mrf files from Desert, it will work right. The origin of your graphics has no relation to that, does it? The only thing that really matters in terms of functionality is the choice of which theater you want to replace, which determines which Terrain objects you can use (trees and such), but that has completely no impact on the palette stuff. And for actual tileset files, I made sure all of those can be used in all theaters, to allow the Snow theater to be added. You can theoretically perfectly make a map which has rivers from both Desert and Temperate theaters, as long as the theater you set the map to has graphics for both.
  20. Maybe you should start this one from the Desert tileset, though? Might have a better palette for it. 'course, you'll need to use different Terrain objects, then.
  21. Nice work! I see you figured out to clean up the longer 5-byte commands, too. (As I said, the cleanup is not actually necessary, but it has the advantage that your jump-back position is immediately on the right spot. Jumping back right after where you jump out would land you in the middle of the half-destroyed last 'push' command, which would inevitably crash the game as the CPU tries to read that leftover data as if it were a command to execute. I doubt hacking is something they're supposed to teach you at uni, though. Mind you, the actual principles of assembler language are a thing I did learn at school. (ew Bing. Use Google ) [edit] You gotta be careful if the actual commands before the values are not bytes 6A or 68, though, since then you will need different commands than "push" to get the value where it belongs. On a related note, the order of the different "push" commands is obviously vital, since the order is the only thing that identifies a value as sight or cost or whatever. If you encounter any of the other kind, where a value is put into one of the CPU registers (think memory spots to store some data in, only on the actual CPU), the place where you put those doesn't generally matter much. Though the only real example of those in normal units/structures/infantry/aircraft is the name ID, which needs a "mov ebx, (value)" command. (in the picture of the school example I linked to, that "ebx" would be the "B register" )
  22. Um. I think you probably meant to link him to my open directory: http://nyerguds.arsaneus-design.com/ More specifically, to this file: http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt I'm really not sure what you mean... making a bunch of small example missions explaining the specific use of certain triggers and teamtypes, and stuff like trigger repetition and such? Or do you just mean, making an illustrated manual?
  23. fir3w0rx: This excerpt from the C&C95 v1.06c manual explains the way missions work as introduction to how addon-campaigns in the Covert Operations' "New Missions" menu work:
  24. Hmm... that google search contained some clues to a "Red Alert 2 Yuri's Revenge 1138 Maps Mega Pack". I looked a bit deeper into that, tracked it down, and reuploaded it as rar file. You can find it here: http://www.mediafire.com/download/vf06845n42boeru/ It seems to be a mix of YR and RA2 maps, and possibly even a few single player missions.
  25. Glad I could help! Sorry I was a bit snippy about it
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