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Nyerguds

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Everything posted by Nyerguds

  1. He edited his post. He was originally specifically referring to this thread: http://cnc-comm.com/community/index.php?topic=2892
  2. Houses? "House" is the internal name for player sides... Oh, you mean civilian buildings. Eh, the ones in Snow theater are the RA1 snow ones, so, they should have snowy roofs. They're simply in snow.mix as they should be?
  3. We have always been a silly bunch, and the presence of someone with "serious" in their name is not very likely to change that
  4. Insider info: myg kinda started up the whole cncnet project. And GodlyCheese (currently ferret) has always been one of the biggest supporters of the project, making videos on youtube, organizing tournaments and such. In other words, you are simply looking at one big and rather retarded insider's joke
  5. yeeeah, it'd be more logical to keep things as they are in the latest officially released RA1 patch... which is v3.03.
  6. The only SW civvie building I had was Luke's home, and that was just stolen from Galactic Battlegrounds anyway
  7. It will be in any next version, yes... if such a thing will come. Hifi's been pushing me, though, so hopes are high, but it'll probably take a while. Don't expect it within a month. The original code iran wrote for that was buggy, though, when it came to the power bar. It did this weird sliding up thing.
  8. Huh, neat. I actually still got a TD SHP for a solar power plant kinda thing lying around...
  9. That's strange indeed. In that case it should just be 4tnk.shp. Did you check for Image= tags in the actual missions? Any place I can find the mod to test this?
  10. works for me...
  11. A lazy workaround instead of a generally working system? Bah. Sloppy programmer
  12. Doesn't surprise me. In C&C1, it's actually in the list twice... once as index -1 and once as index 0. Messy. And its internal size is also 1x1, despite C&C not really having that 1x1-repeatable thing as general option for tiles. Anyway, for RA1 we already got the tool to make tiles into those 1x1-repeating, so as long as that's done, there should be no problem
  13. Just the theater mixfile name cut off at 4 characters. (Good lord, they managed to find some really ugly way of accomplishing that. They do a complete copy of the theater mix filename, then put the pointer on the position 4 bytes into that, and write the "icnh.mix" string over it , starting from that point O_o) Basically, the only real requirement (internally, for me) for adding a theater is that its first three characters need to be a unique identifier not shared by any other theaters. Technically you could make sure the first four are unique, and use a different three-letter extension than just the first three letters of the theater name, but that gets kinda messy IMO.
  14. "Shp files with Hex names (eg. 01EAB4F1.shp)" Eh? You do realize that if you see a hex number in XCC Mixer, that just means the filename is unidentified, right? It won't have ".shp" behind it, either, since it's just the name ID stored in the mix. It'll just have "SHP" in the 'type' column. And anyway, the Name= tags in the inis should help identify those SHPs.
  15. Seems a lot simpler to use the Jungle theater entry that's available for use. Just use jungle.mix, jungle.pal, *.jun files, and use "JUNGLE" as theater in the missions. [edit] And as Kilkakon pointed out, you also need "jungicnh.mix" for the icons. [/edit] Do note, I think the RA Clear tile is technically supposed to be one of those 1x1-repeating. Might be important.
  16. Jungle was always there. I briefly replaced it by Snow, but in the end I opted to add Snow rather than replace the Jungle entry. The only thing that makes it not work in stock 1.04 is the fact tileset files have an "ownership" value on which the jungle theater wasn't enabled. I cleared those bit fields with 1's, so any tile can now be added to any theater.
  17. Right, well, for C&C95 I can actually look up the error message address you get
  18. You said you read my manual. That stuff is in there. Look it up Simple. Production trigger on a delay. This delay can be either just time, or something indicating you got to that base, like celltriggers, a Destroyed trigger on a construction yard / refinery you need to capture, etc. As long as there is no Production, the AI will not produce any units or buildings. Often, this is combined with putting the AI's refinery only in the mission's [base] section and not on the map, so they can't harvest all the tiberium off the map before you reached your primary objective. With Production active, the rebuilding of missing buildings will begin, and they'll place their refinery and start producing.
  19. "Time" triggers are an annoying thing. They usually need an owner to work well, even if no owner is technically involved in the "time" thing. It's mostly linked to the side receiving the effect of the trigger. Though owner of a trigger and the trigger's effect are supposed to be unrelated (since the owner is the house that MAKES it trigger), I've found that in reality, the owner sometimes does affect the trigger effect. (One of these cases is the Airstrike superweapon, which I've successfully given to the AI using celltriggers. Meaning, you can't let the enemy do something that will give the player an Airstrike X_x)
  20. I generally fixed this by making two palettes: -One with everything black besides these animated water colours, which I made the purple gradient seen in the Pirates theater pic. -The other being the target theater palette with just these water colours changed to the same purple gradient. Then, to fix it: -Convert the original game-version of the tile you edited with that first palette, so you ONLY get the (purple versions of the) animated water colours on it. -Delete everything except the animated water stuff, leaving the rest transparent in the editor. -Open your own new version of the tile, and load the adapted theater palette into it so it has the purple colours on it as animated colours. It's best to load it into it matching nearest colours, so your start pic has NO animated water colours at all. (Otherwise other water pixels might accidentally turn into animated colours too, ruining the effect) -Paste the purple colours from the first pic onto that, to get the final fixed piece, with correct animated colours.
  21. um, that's just Temperate theater. And these bibs are actually terrain tiles rather than SHP files like the bibs are now. They're in the game, but completely unused. And to be honest, they don't look very good as bibs. As the screenshot shows they were more supposed to be a kind of roads... maybe an idea stolen from Warcraft 1, where buildings in a 'town' need to be connected with roads.
  22. That desert civilian building is kinda blurry, though. Not really good material to recover something from. Sadly, the same goes for the repair pad, which I only got in jpeg format. I did make a TMP file of that crashed A-10 in the second pic, though http://nyerguds.arsaneus-design.com/junk/stuff/mod/A10crash.gif As for TDX, yeah, I know, I was part of it... but it relied on enhancements in C&C which I hadn't actually made yet, and it counted on me continuing the project at the same rate I had up to that point... which, erm, I didn't. Last patch release is 2 years ago, now -_-
  23. That's strange. I'm fairly sure it actually resizes tree objects. I wondered about this mainly because I've seen the same odd behaviour in RA, where replacing the ore with tiberium still left it yellow on the radar.
  24. Just scrolling around does it too. It's just that the code itself doesn't trigger the screen to refresh, so you need to do that some other way. Opening the main menu is indeed the best way to do that
  25. You mean to reveal the whole map? Type in "tactical" ingame (it's not a REAL shroud reveal, mind you; helis still can't move into areas you haven't explored with your units. It just... prevents drawing of the shroud)
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