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Nyerguds

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Everything posted by Nyerguds

  1. Yeah, C&C simply doesn't check that stuff, and if they're not there when it requests them for drawing them on the screen, well, it'll simply draw nothing. If a file is actually corrupted, likewise, the game will only crash if it actually has to draw frames from the file. So for 100% unused frames, the game won't give a damn
  2. Isn't that in the xcc code though?
  3. heck, you can optimize it by reading the theater for each mission too, so you know which theater extension(s) the building SHPs can have.
  4. You mean RA-ED XD
  5. Right. Cleaned up the useless mess produced by Chrisleefriday.
  6. It seems that to be completely sure, you need to scan which units and buildings are used in the missions, and then extract all those and their icons. For buildings, you need all the possible combinations of theaters and make-animations, too.
  7. Hah! I found the mystery files! They're some of the Desert civilian buildings, but with .TEM extension. No wonder XCC didn't recognize them 5CADAA00 = V20.TEM 5CB9AA00 = V26.TEM 5CBBAC00 = V37.TEM 5CBFAA00 = V29.TEM And BDCB9E27 = SPIKE.SHP ...which is mentioned in rules.ini as Image= for [bomblet]. No idea about the last one, 91BCA52F, though. It's the same SHP as V29.TEM, but beyond that, no clue. [edit] Got it! Forgot to apply my own rules there, lol XD 91BCA52F = V29MAKE.TEM [edit again] Attached the extracted files sc-999.zip
  8. Can't your app read the ids from the mix header? You simply calculate the IDs of these strings I gave, and match them. The algorithm for that is in the XCC sources, and I got a C# version in my mix filename finder as well. (in fact, a tool with only the ID calculation is also on my site, here) [edit] 1E22E600 1E22E608 2222E5FA 381C2709 = PTOWMAKE.SHP 5CADAA00 5CB9AA00 5CBBAC00 5CBFAA00 91BCA52F BDCB9E27 F1F4F1C8 = MOSQ.SNO F4F6F1D6 = TOWR.SHP FEE6FBCE = PTOW.SHP Are those all the Image= tags and all files? Because that's all I can identify from those. Could you link me to where I can download the thing? Anyway, full list: F4F6F1D6 = TOWR.SHP F1F3F2D6 = TOWR.TEM F3FCF1D6 = TOWR.SNO 243C1319 = TOWRMAKE.SHP 36441711 = TOWRICON.SHP FEE6FBCE = PTOW.SHP FBE3FCCE = PTOW.TEM FDECFBCE = PTOW.SNO 381C2709 = PTOWMAKE.SHP 4A242B01 = PTOWICON.SHP F2EEF1C8 = MOSQ.SHP EFEBF2C8 = MOSQ.TEM F1F4F1C8 = MOSQ.SNO 202C12FD = MOSQMAKE.SHP 323416F5 = MOSQICON.SHP I assume some/all of these are enemy stuff you can't actually build as player, though, so it's possible some don't have buildups or icons. [edit] Funky kindly informed me the first 3 are missions. Some scanning of the basic mission filename formats gave 1E22E600 = SCU05EB.INI 1E22E608 = SCU09EB.INI 2222E5FA = SCU12EB.INI
  9. ...what kind of dumb question is that? Image= GIVES the new file name! For every Image=XXXX set under a unit header, try out all XXXX.shp and XXXXICON.shp. If it's a building, try out XXXX.shp/tem/sno/int, XXXXICON.shp and XXXXMAKE.shp/tem/sno/int So you just try extracting the file / matching the IDs of all of those possibilities.
  10. aren't these true names simply in the Image= tags of the rules.ini file though? It's impossible that the filenames can't be retrieved, because then the game wouldn't be able to read them either...
  11. lawl. I hadn't expected anything else, Kil xD
  12. The reason I never got around to fixing that is that in WinXP, all-users compatibility mode is basically a dirty registry hack. There's no support for it anywhere in the file settings, and it just acts like a compatibility mode that comes back no matter how many times you disable it.
  13. yeah, that all-users compatibility mode is some nasty stuff -_-
  14. oh, I forgot... buildings ALSO have a general setting that indicates their basic building dimensions (without bib included). This is an enum, so the values don't immediately reflect the actual dimensions linked to it: 0=1x1 1=2x1 2=1x2 3=2x2 4=2x3 5=3x2 6=3x3 7=4x2 8=5x5 (again, this is in C&C1; RA1 could be different) This obviously also needs to be changed if the overall dimensions are changed. http://nyerguds.arsaneus-design.com/cnc95upd/inirules/strdims.ini
  15. ...might be useful to tell us which game. Though I guess from the version number you're talking about TS?
  16. Wait, these options don't desync the games? Huh. I should just make sure they're automatically disabled in multiplay. Though the cncnet people can easily do that too since they got their own exe.
  17. Nyerguds

    money cheat

    There's no ingame money cheat. There was a trick to get money (stopping the sale of a defense building, which gets you free minigunners, which could then be sold with another trick), but that was removed in the last official patch (DOS C&C v1.22).
  18. Really? A standard Windows logo? :-\
  19. Nyerguds

    LAN-only play

    I don't think they really need cncnet for that, funky. RA LAN should work fine without it.
  20. Last I checked, those didn't quite work right...
  21. Well, in C&C1 it's just that the constructor-calls for the buildings contain pointers to the grids, which are basically a list of cells, using 64 as wraparound value to indicate "cells on the next line". Might be larger in RA with the megamaps. There are 3 types of such 'grids': the actual impassable building foundation cells, then the cells that are not part of the footprint but also need to be redrawn (typically, the hand sticking out above the Hand of Nod, or the corners of the Repair Bay outside the actual '+' shape), and then a third which I generally call the "exit grid"; a list of cells which indicate where units move to after being produced by the building. For example, the repair bay: Foundation: _X_ XXX _X_ is cells list 1,64,65,66,129 (in C&C1) Refresh: X_X ___ X_X is cells list 0,2,128,130 They are stored in Words (2 bytes, big-endian), and closed with the value 7FFF (so, bytes FF 7F). Might be they're DWords in RA though with the bigger wraparound value. Note that these grids can contain negative cells. In C&C1, the exit grid of the Airfield is a ring all around the building, meaning it contains negative cells for those above the 0,0 placement coordinates. Likewise, the SAM site has refreshed cells above its actual building cells; I assume this is for the turret popping up. You can review the details of all existing grids in C&C1 here: grids.ini
  22. Umm... that's what the house alliance settings are for... Wait, what? That makes no sense; JP -IS- House Special O_o Again, that's what the house alliance settings should change. Anyway, my advice... see how they do these things in the official missions. It's bound to have civilians hostile to mutants somewhere.
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