Jump to content

Nyerguds

Global Moderator
  • Posts

    6190
  • Joined

  • Last visited

Everything posted by Nyerguds

  1. So basically you're asking "when they thought up snow terrain for Red Alert, why didn't it magically spontaneously appear in their previous game as well?" RA was purely in Europe and Russia, so its lack of desert theater was rather obvious. On top of that, they simplified a lot of things by making all ingame theaters and layout graphics use one single colour palette. And finally, the theaters in RA are simply expanded versions of C&C1's Temperate theater, in terms of tileset, with a few very small changes to the existing tiles, like the wider bridges and river crossings. Snow tileset was meant for deep winter in Russia and eastern Europe. C&C1 never had missions there. if they come up with that idea for the next game, that doesn't magically add it to something they made about a year earlier, you know, no matter the storyline :roll: Also, do realize that Winter theater is used in exactly two missions in C&C1. It's a small miracle they decided to even bother making it. It was left out of the N64 version for exactly that reason; they simply couldn't be bothered, and reverted those two missions to plain Temperate theater.
  2. This is just plain wrong. A lot of the feel of the game comes from the handling of random values, used for things like projectile inaccuracy, and speeds; not only units, but also harvesting speed, build speeds, etc. OpenRA simply doesn't feel like C&C1, and just modding the unit stats won't change that.
  3. Strange. If you use XCC Mixer or XCC Mix Editor to make them, it should save the filenames list inside it anyway...
  4. That's rather impossible, seeing as it isn't any of these games. It's just a game that happens to use the graphics of the C&C games.
  5. Isn't Mutants the "Special" house? I doubt there's an actual house called "Mutants" in TS...
  6. Well, you have to make sure the crossings don't look like they're two cells wide, because it's misleading ingame :-\
  7. Have fun with that 1% then, because, nope, they aren't. I had to specifically edit the water crossing in the Snow theater in C&C1 to make it narrower.
  8. I'd think there would be no alliances by default, though. That's how it works in C&C1...
  9. It means you made a Tiberian Sun / Red Alert 2 mixfile instead of a Red Alert 1 one. You have to be careful which type to make it.
  10. isn't that just a matter of tweaking the Allies= stats for the houses? That's the way it works in C&C1 and RA1...
  11. It means you can make your mod exactly and only from the new files, without needing to add that whole main.mix. Just make a new mix file, dump your stuff it, make sure its name starts with "sc", and bam, the game will read it, and the mod will work. Your mod will go from that 1 gb monstrosity to one tiny mix file containing only and exactly the files you want to replace in the game.
  12. The water crossings need some work... in TD they only have one passable cell. Rivers on maps are often puzzled together from pieces that are only halves of the full river tiles... the overgrown rivers make that rather hard to do, though.
  13. I checked. It didn't give any specifics. You just gave the units name changes. It didn't mention if you did anything else to them. They're really just that... mix archives starting with the letters "sc". You just make a new mix file with a filename that starts with "sc", add your stuff inside it, and put it in the game folder, and the game will read the stuff inside it.
  14. ...that was pretty uncalled for, iran
  15. So, some SHP files and some AUDs. What exactly was changed in rules.ini? Practically all of these kinds of changes can be done with a simple sc*.mix addon file. The game automatically reads any mix file starting with "sc", so you don't need to replace any original game files to add a mod that way.
  16. ...um... if you don't change any unit stats... what exactly does the mod DO? Oh, by the way... Frank Klepacki didn't make the RA3 soundtrack. He just made 3 tracks for it, one of which was Hell March 3. All of the Rising Sun music was composed by James Hannigan.
  17. I can't see the original missions still working with a mod... the balance will be shot to hell, and starting units will not be or do what they are intended for in the mission.
  18. As I said... if this is just for your mod anyway, and you did a ton of unit stat modifications... are the original missions even still playable? If not, is it still useful to put the original videos in there? If not, simply delete movies1.mix, and it'll probably be reduced to around 100 mb. [edit] Wait, if I remember correctly, removing movies1.mix could lead to problems... think you need to add an empty movies1.mix, instead.
  19. Yeah. Simply make sure tiberium isn't on slopes on maps. That's all. This problem has always existed.
  20. Oh, wow. TibEd has trouble with text encoding? That's good to know... You can't really go wrong with Dutch; the creator of TibEd is Dutch
  21. Well, I'm sure there must be some modding guides around. The basic way is to add the stuff you want to replace in sc*.mix files. I'd just, uh, look at some existing RA mods, and see how it's done. As for those videos, I dunno, I simply wouldn't put them in there... but then again, I wouldn't put any of main.mix in there in the first place. If you seriously want to go that way, take the original TFD main.mix, and run my cleanup tool on it, then at least you're left with a main.mix that's half a gigabyte smaller, and in which everything works. Not that I know why you would want to keep the videos in there in the first place; modding loads of unit stats tends to make the original missions rather unusable anyway, making the accompanying briefing videos equally irrelevant. Basic rule on editing mix files, though: every time you edit one, finish by right-clicking in it and selecting "compact". That will clean up all lost space in the mix file. Or simply use XCC Mix Editor for that, and not XCC Mixer.
  22. Uhh... I'm simply not sure why you decided to distribute your mod as a main.mix file in the first place... it's not the mod's place to do such things; without changes to how the game is launched it has no effect anyway. All you really did was bloat your mod with 1.3 gb of junk, as far as I could see. And it's all stuff the game should already have. Besides the music, what exactly in there is part of your mod? And did you see my note on the soundtrack? You never converted those tracks; you just renamed them. In fact, the sample format was already correct. Just the file format isn't.
  23. What the hell? You left all the videos in main.mix? For a mod? Ohgods it's worse. This is the original TFD main.mix, without even the cleanup performed. Good lord, why? That thing is 400 mb too big courtesy of simply not cleaning it up (try right click-> compact; you'll see), and the Soviet videos in it don't even work, since in no-cd mode, RA can't read movies2.mix! Looks like it's worse... they are not converted to AUD... at all. Just renamed. O_o Snijboer... aud is not just an extension. It's a file format. You need to convert the files to that format before putting them in your mod.
  24. I don't think XCC does automatic downsampling. Also, I'm not sure what else he would be using... the old DOS tools?
  25. This, combined with your listed bug that your music plays too slowly, leads me to the conclusion you don't downsample your music before converting it to AUD format. All the original C&C1 music only takes 80 mb... I can't imagine how you get to 800. Using RAD Video Tools, you can easily fix that. Just do this: PS: "alot" is not actually a word.
×
×
  • Create New...