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Nyerguds

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Everything posted by Nyerguds

  1. The very first release of C&C95 is v1.04. We all use my v1.06c revision 3 here, now. Not to mention, it's CnCnet giving the error. and yeah, hifi's the one who made cnc-ddraw.
  2. Topic moved. These are just Kohlrus' missions, though... they should already be in Chimas' collection. I know I translated all of those briefings ages ago, anyway.
  3. This topic has been moved to C&C Singleplayer Maps. [iurl]http://cnc-comm.com/community/index.php?topic=2756.0[/iurl]
  4. This topic has been moved to C&C Singleplayer Maps. [iurl]http://cnc-comm.com/community/index.php?topic=2757.0[/iurl]
  5. weaveR... that's hardly helpful. Icedevil: I'm fairly sure all of those have been integrated in Chimas's huge mission collection, which you can find in the sticky topic of the forum WeaveR linked to. Those missions are packed into .mix archives which you simply have to drop in your game folder, after which you will find the missions in the "New Missions" menu inside the game. And now, some practical help in general for playing old missions: Generally, the missions that are savegame-only won't work because they're DOS C&C savegames. So unless you want to go mess around with DOSBox and DOS C&C, don't bother. Most missions will be in there as two files; a pair with one file having .ini extension, and the other .bin (Sometimes the .bin file is called .map in the archive, but this is wrong; rename it to end on .bin instead). If your system is not configured to show extensions, the .ini one might just show as "configuration file". Normally, the pair have the same basic name, though. (Sometimes there's just a .ini, which is annoying since it often means it needs the corresponding .bin that's already in the game. But let's focus on the normal, complete, classic .ini/.bin pairs here.) If there's a file called "mission.ini" there too, ignore it for now, it's not the actual mission file. That .ini/.bin pair should be renamed to the name format "sc[g/b]##ea.ini/bin", where [g/b] is the side (g=goodguy=GDI, b=badguy=Nod), and ## is the mission number. So, for example, scg52ea.ini + scg52ea.bin In practice, it's generally best to check the mission's readme file to see which mission it's supposed to replace (in other words, which technology level the mission is supposed to have), open the mission's ini file and change the "BuildLevel=" line to that mission number, and add a "Name=" line in the [basic] section to give the mission a name. Rename the ini and bin file to the specified name format, with ## a number higher than the used Covert Operations mission numbers (higher than 50 is generally safe if you got no other missions installed). So, as I said, then you get something like scg52ea.ini + scg52ea.bin That's about it. If there's a "mission.ini" file too, you can get the briefing out of that. It'll be under an ini header between [ ] with either the same name as the original mission files, or with the same mission number and side specified in the mission readme. Heck, some mission.ini files I've seen only contain the one briefing for the new mission. Anyway, the briefing can be copied into the mission's own ini file if you replace the header from the mission format code (like, [sCG10EB] or something) to just "[briefing]".
  6. Nyerguds

    CnC and RA

    Odd, I thought I fixed that bug... that is, if you're talking about C&C1. Anyway, I'm glad we could help you
  7. Than you're part of the problem
  8. That's an issue of cnc-ddraw, not C&C95. Don't put cncnet issues here. There was never a 1.01 or 1.02 version of C&C95, so that must refer to the cncnet client.
  9. I suppose RA expects one specific key the game knows for the encryption, so it can decrypt it? The XCC Mix Editor has encryption as option. Just use that?
  10. can't you use hifi's framework to expand it when needed?
  11. Hmm. Maybe try adding "Stop:5" commands in between. It's possible AI harvesters have odd logics always making them look for tiberium though... could be that's the problem that makes it abort the teamtype actions.
  12. Save as? Normally mixfiles need to be created as a certain type. Try making it C&C1 type; RA can read those fine. Or make a copy of some existing C&C or RA mix file, clear it out, and add your stuff into it.
  13. That last screenshot's tiberium is wrong. Winter theater should use the same SHPs as normal Temperate theater tiberium. The Snow theater in C&C1 actually uses Desert tiberium seen with the wrong palette; a lazy experiment of mine that turned out to blend perfectly in the Snow theater. But for Winter, it's definitely not good. [edit] By the way, the launch doors of the GPS are showing on the Advanced Com Center
  14. It's a prop. Not only is it a prop, it's a prop they probably only got when they made C&C95, since these images weren't used in DOS C&C. The DOS C&C manual's entry for the minigunner shows a shot from the helicopter-vs-bazooka FMV, of a soldier actually firing a helicopter-mounted minigun. The Calico prop in that photo is nothing but Westwood creating image material for the icons in the high-res version of their game... years after the original game design. Overall, the whole name "minigunner" is obviously wrong. Now, as to which it is... there are two clues: First of all, the weapon shown at the left side of the actual game cover is an M16. And the cover would obviously depict a soldier involved in the war. Specifically, the pattern on the barrel handle makes it an M16A2. Secondly, the way the minigunners shoot ingame is in three-round bursts. Tat-tat-tat. As far as I can tell from the wikipedia page, the M16A2 is the only M16 type capable of that. On top of that, the M16 is an iconic weapon from the vietnam war. So the M16A2 will be the most likely choice for the minigunner weapon.
  15. The main problem is, you shouldn't try playing OpenRA expecting Red Alert. You'll obviously get a shitty experience, since, it's simply not Red Alert. It might be a decent RTS in its own right, but by using the RA name and graphics it's setting up expectations it can't meet.
  16. Loop doesn't cause looping; it PREVENTS it. Teamtypes loop by default; Loop just specifies from which command the looping should restart, so the loop is made shorter. So don't use Loop to make a teamtype loop. I suggest you read through the Teamtypes section of ccmanual.txt to get the full info on all that. Why is the harvester's command set to "Return" though? Just give him "Stop". Otherwise it's possible the unit isn't recruitable for the creation of a team.
  17. Oh, goodness, no. Identified types are Clear, Water, Rock and Beach, but since these types take up IDs 0,2,3,6 there are probably more types in between. They simply aren't used, and I never bothered testing their effects. It's just that C&C1 can only set three parameters for a tileset: the primary terrain type, the secondary terrain type, and a list of which cells use the secondary type. All the other cells simply default to the primary type. You can check all of that out here: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/tilesets.ini Example: [SH11] SecondaryTypeCells=0,3 SecondaryType=Beach X=3 Y=3 PrimaryType=Water NameID=46 Gives a tileset layout of BWW BWW WWW So, this is a corner beach. Um. I dunno. It's not my program? The latest version does add any known tiles you add into the theater mix file, though, so if you create, for example, some kind of desert versions of these snow patches from Winter theater, and add them to desert.mix, they will appear in XCC Editor. But you need to respect their original footprint, of course.
  18. I'd delete all this crap, but I can't get myself to delete Twilight Sparkle, so I'll leave it
  19. Basically, because he invented CnCNet. Beyond that, not a clue.
  20. ...and has an active developer community patching stuff up
  21. Yes. The file names is the thing I just gave you the fix for... As for the problem with it not being able to make mix files, yeah, no clue there. I usually just copy an existing one and clear it out, too. Actually not true. I just never did it. Technically there can probably be up to 255 tilesets in C&C1 (0-254; 255 is reserved for clear terrain, and equal to 0). The game currently only uses 215. But even without that, any currently theater-dependent tileset (e.g. the snow patches or desert shores) can be created for other theaters (though they should have the same terrain type cell usage), and any existing tileset file can be expanded to contain 256 tiles, though the terrain types used in any tileset are limited to 2 in C&C1, and without exe changes any extra cells will use the primary terrain type set for that tileset. And you'll need to hex edit your maps to actually add those additional tiles (the adding-tiles-to-an-existing-tileset-file-and-hex-editing-it-into-a-map is how I did this, by the way.) By the way, on a vocabulary-technical note: one terrain piece (like, a river piece, a bridge, a piece of rock ridge) is a "tileset" or "template". One cell of it is a tile (or "icon", I believe CCHyper called it).
  22. Your trolling is getting more elaborate, Myg... but you still misspelled "preemptive"
  23. BIG WARNING WHEN USING XCC MIX EDITOR: Make sure to set the mix file type (in Options) BEFORE dropping any files into it. This type will determine which algorithm the program uses for calculating the name ID, and this is done at the moment the file is dropped in. So if it's on TS or RA2 at that moment, the file names will be completely unreadable to the game, even if you change the mix archive to the correct type later.
  24. Hater. Actually, that specific logic is not only already in the game, but has, in fact, always been there. Original Westwood programming. I just unlocked it to rules.ini option, and also made it available as option in single missions.
  25. That, and a lot of remakes are motivated by by the fact the original games have trouble running on newer hardware / operating systems. Which this community pretty much prevented in the first place, by patching the games. Eh, problem is... we don't have those details for the original games. :-\
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