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Everything posted by Nyerguds
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Freedom of speech issues in gaming critique
Nyerguds replied to MrFlibble's topic in General Discussion
Yeah. C&C's supposed to be slightly stretched vertically, to compensate for the fact CRT monitors used 640x400 graphics on an area which, in square pixels, would actually be 640x480. But CRT monitors aren't restricted to square pixels. They can stretch their pixels however they want. Example: the C&C1 main menu logo image is supposed to be round. This is the original 640x400 image: As you can see, it isn't round. Now, let's stretch it to 640x480, and see it as it was supposed to be seen, on a CRT monitor that used slightly elongated pixels: And, wham, perfect circle. All C&C and RA1 graphics are supposed to be stretched like that. (Well, almost all. They forgot to do the opposite correction on the GDI logo in a few of the briefing videos, and they also somehow didn't do it for the C&C95 radar logos X_x) -
So, did you try what I said?
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"Loop", rather unintuitively, does not cause looping; all teamtypes loop by default. Instead, what it does is, it cuts commands OFF the loop. So Loop:0 has no purpose at all. A classic case of the Loop command is a patrol: it will first have a few Move commands to navigate the units to the patrol start position, then it will have the commands of the actual patrol, and then Loop will cut off all the commands that were just the path to the starting point, so they will only loop from that point. "Guard" simply makes them wait there for a moment and attack nearby units. Without this, I think patrols might just keep moving without ever even trying to attack the units they meet on the way. The number behind Guard, just as with "Attack Units" and "Attack Base" is simply a timer. I think, on middle game speed in the game, one time unit is one minute. But I doubt anyone plays that slowly The "Attack Units" and "Attack Base" commands are quite lazily put on "99" instead of adding a loop command to cut off everything except that attack command, because the mission programmers assume that after 99 minutes, surely either the attack team is dead, or the defending player is. Which, to be honest, is a fairly accurate assumption You can find a full detailed overview of everything trigger-related and teamtype-related in this text document: http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt
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TD has skirmish
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Correction: the SHP has to be in a mix file THAT'S READ BY THE GAME. Typically, you can make the game read an addon mixfile by making the mixfile's filename start with "sc". And using "Image=XXXX" means you need to add not only an "XXXX.shp", but also, if it's something buildable, an "XXXXicon.shp" for the sidebar, and if it's a building, an "XXXXmake.shp" for the build-up animation. Also, I assume you're talking about RA1? This stuff doesn't work in C&C1.
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is there a fix for gunboat traveling on land
Nyerguds replied to Markus's topic in Mapping Discussion
There IS a way to make gunboats move in a smaller area, by using triggers and a teamtype that makes it move between two waypoints, actually. Not sure if it's 100% reliable, though. -
Editing C&C95.exe (Unit cost, build time build level etc)
Nyerguds replied to Markus's topic in Modding Discussion
Interesting... might explain why tibed apparently messes up some stuff. I'll have to check if I actually changed anything in the unit constructors. For reference, here are the ACTUAL stats from the exe: (you can check 'em all out here, but only the music one actually works in the game as ini file) [HARV] Unknown1=8 Unknown2=0 TurnSpeed=5 Speed=12 MovementType=3 Armor=2 SecondaryWeapon=None PrimaryWeapon=None Owner=Goodguy,Badguy,Special,Multi1,Multi2,Multi3,Multi4,Multi5,Multi6 Unknown10=85 Unknown11=80 BuildLevel=7 Cost=1400 Sight=2 HitPoints=600 Ammo=-1 CycleGraphics=No Cloaked=No CantTurn=No IsLarge=Yes Unknown21=1 NoTurretLock=No AttackAnimation=No AutoRotatingTurret=No IsCrewed=Yes Buildable=Yes Unknown27=1 FiresTwice=No HasTurret=No Invulnerable=No Unknown31=0 Unknown32=1 Unknown33=1 Unknown34=0 Harvests=Yes Crusher=Yes Crushable=No IsTransport=No ShownName=Yes IsDinosaur=No Unknown41=0 Unknown42=1 Prerequisites=PROC TechLevel=2 NameID=98 DeathAnimation=FBALL1 (the reason TibEd shows more entries (49 vs 46) is because it interprets the memory definition and actual function call for creating the unit as "unknown data") cn2mc: no, but TibEd's UI can only interpret ini data, so the way it works is by reading the exe data into ini format, letting the UI handle that, and then saving the resulting ini back into the exe. -
I'm well aware of that Heh, just noticed, the turret was edited onto the icon... no wonder we couldn't find the source pic O_o
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Two detours, actually. The infantry response is in the immediate code for handling a mouse click command. The map sound, however, is in the general "some command was given in the game" code. Due to the mouse command putting the mission (=unit command) in a 'mission queue', which is handled by a loop in a completely different part of the code, there is no direct connection to be found between these two pieces of code.
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in the ingame pic, the cliffs look like absolute crap...
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Dude, the amount of views under that image goes up for everyone who even opens this thread, since the image is embedded under the post, and thus, everyone downloads it automatically. Heck, it doesn't even count unique views; it goes up from just refreshing the page If you want to create a poll, just make a fricking poll, but don't try to use systems in ways they aren't intended, especially if they don't even work the way you think they work :roll: I doubt we even HAVE 60 regulars on this forum, though.
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Gonna be building emps a lot more often. thx When did this turn into a "suggest a cheat" topic? XD
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...this isn't Kickstarter, you know. And clicking a random attached image does nothing :roll:
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I'm on the irc channel all the time, but I don't really play much... maybe I should actually download that client, lol.
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Ow. The helipad's production waypoint? I see.
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No worries. I just tried it out myself, and yeah, not bad
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Eh? I thought air units didn't actually reveal terrain when going into shroud...
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lawl. The pic's decidedly not of TS, though XD
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...I'd check how that looks in actual ingame colours. Not sure C&C contains much orange/pink colours like that. Might end up looking pretty awful. Also, be sure to check both Desert and Temperate palette.
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The AGT isn't 1x1. It's 1x2 with the top cell open, like the tesla coil. Jumping_boy: Either you steal the Tesla for it, but I suppose that defeats the point... only other viable foundations would be the GAP generator or the AA gun, but the former would create gap fields, and the latter isn't manually targetable... lol. Why did you do that anyway? Changing the input remap colour?
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That is so beautiful, man
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lol. Kind of a wrong picture on there, really. CnCNet doesn't include C&C3 as far as I know.
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APC and Rocket Launcher are double-owned though, in multiplayer. I do think so. It's very good to wipe out GDI base defenses, especially normal Guard Towers.
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Ooh, not bad looking, that brown version
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I wouldn't do that. If you look at the C&C95 vehicle icons, you'll see they ALL face to the lower right. Having one that faces the other way would look odd.