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Nyerguds

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Everything posted by Nyerguds

  1. Just curious... how does it look on radar?
  2. Well, it was never completed. We were playing with the idea of growths on cliffs, but it veered off towards browner cliffs at the end, which, tbh, I really didn't like. I love those sandy beaches, though. The whole theater looked really good ingame. http://www.ppmsite.com/forum/files/better_shroud_262.png
  3. Wasn't the Classic mod abandoned?
  4. I think if you just put the first waypoint of the team near that factory, it'll use units produced around there. But the AI will still produce units with both factories. You can increase the amount of units it builds as reserve in the teamtype, to increase the chances of the AI having these units built at both factories, so it'll use the ones closest to the waypoint when actually creating the team.
  5. I won't add such a mod to the game itself, for the same reason I removed the Spanish language which I added in earlier releases of my patch: I'm only adding official stuff created by WW or WW people, with the intent of it being used in C&C. The Snow theater was a bit of an exception because RA and C&C have a pretty much identical tileset. The internals of the patch still contain Jungle, though, and I made the necessary changes to make the theater perfectly usable, so anyone who wants to add it, be my guest.
  6. This was the tileset made for the (rather abandoned) Tiberian Dawn XTended project: http://www.ppmsite.com/forum/files/tilesfix_164.png (don't mind the the purple; it's animated water, changed in colour on the palette to be preserved through the conversions) Unfortunately, the custom base palette of the theater gave problems with shadow, movement flash, selection flash and edge-of-shroud filters. I have yet to find a good method for reproducing those. I might have to make a tool where you actually have visible RGB and brightness/contrast tweak controls, and which then generate a table from that result, but I've never done something like that...
  7. Not bad... but they remind me a lot of the game's scorch marks
  8. Strawman. I never said I was talking about patch 1.06. I meant a completely different mod based upon the patch (as in Mod - only works with patch 1.06c). Patch 1.06c would stay the same, or whatever updates you release. Meh. You said "an enhanced Tib. Dawn version". On your specific subject, though, beyond the double house colour for Nod, and the meagre remains of the code for the Jungle theater (which are, um, nothing beyond the orphaned entry in the array of theaters), I'm not aware of anything that was actually cut from the game.
  9. lol, triple screen madness.
  10. Not bad... People over at PPMSite have already attempt something like this once (though they wanted it more of a "pirates" theater; tropical beaches and such rather than really jungle) Pretty sure that must be around somewhere... By the way, which palette are you using for C&C1?
  11. Huh, very strange. I know there are several missions with objectives to capture in the vanilla RA missions...
  12. That's part of my patch, actually. I added custom capturability because the original logic was horribly flawed. See, the logic was in the mouse cursor's ability to give the capture command. The building is technically capturable, but you can't give an engineer the command with the mouse. This not only meant that the AI could still perfectly capture your ACC (which I successfully tested in the Covert Ops mission "Blackout"), but you can't even capture it back when they do. On top of that, for some messed up reason this mouse logic was disabled in multiplayer, meaning GDI's superweapon could be captured while Nod's couldn't. I fixed it by making it truly uncapturable, and making the mission exception to change that. "Capturable" is really the only option for structures implemented that way, but yes, it can be used to change the capturability for any building. There are a few other mission options like that... custom colours for the houses, and mission-specific general options in the [basic] section, like enabling showing true names for civilians and such, and the "PassiveHelis" one for the Nod mission where you have to capture a GDI helipad.
  13. Yes, I know all that, Allen. I was commenting on the fact that in your screenshot, the tech center appears to be missing [edit] Nevermind. Seems I misremembered the details of the mission. it should be just out of that screen, to the left. My bad. I thought it was supposed to be above that middle refinery there [/edit] Oh, and I just wanted to make sure you changed it to the tech center, rather than adding it as prerequisite to the normal comm center one. I've seen the internal logics that do this in C&C, and it is indeed replaced
  14. No, I just grew up in an age where the game manual was that first fascinating glimpse of the game you got, between opening the box and putting the disk in the drive
  15. Oh...kay... you have fun with that, then? Feels like the opposite to me. I started this purely as a hobby. People donating money to me makes it feel like an obligation for me to work on it... Ugh... 1. It's a patch. Not a mod. Though I've made a few of those too, the 1.06 project is not a mod. Mods are modifications, aiming to change the game. I aim to fix and enhance, specifically in a way that does not change it. 2. I 'should' nothing. I do want (very much) to make the game ini-moddable, and maybe I'll make a showcase mod of the old dual-colour Nod buildings as seen on beta screenshots, just as proof of concept for that. From what I've seen, though, there isn't anything cut from the game that actually exists to a point where it can be re-added. The closest is the Jungle theater, for which the graphics were never even made. And to pull off making a new theater with its own colour palette, I'll need to create a set of very specific new tools to generate all the colour filters for shadow, movement flash, shroud edges etc, so even that is a lot more work beyond the graphics work. I can and have, yes. The hardest part was fixing the bug where the AI keeps mindlessly building tons of them (a bug which was first discovered in Tiberian Sun, when you expand the units list to more than 100 units, hence why I still call it the "100 units bug"). There's even one release of the patch that accidentally included 4 of them. Unfortunately, the code isn't complete; units need offsets from the center for the firing flash of their weapon, and the location of the turret, and I haven't found that data. It's not in the normal unit data, otherwise copied units would've had it.
  16. Psh. I got ADHD, and I've read my goddamn manuals.
  17. Ah, neat. What about the missing tech center, though? The mission should have a rules tweak so MISS is the only prerequisite of the Stealth Tank. That's what's done in C&C1. (Though in C&C1 it's obviously an exception in the exe, and triggered purely by the side and mission number)
  18. On the use of that pic... you could just have, you know, asked On the pic: -why is the placement grid green? It's white in C&C1... -Ore still seems to be shown the same way on radar. Do you have any idea how to fix that? -Ew, large infantry -Shouldn't there be a tech center in that mission? -There are some errors on the shore at the bottom. See attached pic.
  19. RTFM?
  20. Yeah, I remember that. I gave him all internal C&C1 stats in ini format :3
  21. I dunno, ask Hyper? Probably just that, otherwise there would be more features listed.
  22. Heh. That's from the unused REFINERY.VQA. I've actually made that same remake myself Here's a few more: http://nyerguds.arsaneus-design.com/cncimg/img_archive/edited.html And, the full list of hi-res remakes for the project it was for: http://nyerguds.arsaneus-design.com/cncimg/tftw_icons/
  23. BW199148: For which game?
  24. Oh, wow. Nice work on that, then.
  25. It's really just that one mentioned there: That's all. As for the transport angle... what's your point?
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