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Everything posted by Nyerguds
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They added that on purpose, its not caused by a bug or an slow pc Unlike Iran's post, which clears it up nicely, that doesn't explain a damn thing, FunkyFr3sh
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Yeah, it seems to use the font that's meant for text that's too big for the icon, while for this it can easily use the full-width font.
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Yeah, that seems a bit grainy... I'd use a palette with only the purple, the grey, maybe a tiny bit of blue, and the one green colour. Palette editing is a rather large part of getting SHPs converted right. If you can upload a version of that in the original high-colour, I could probably do a better conversion for you.
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lol, crap. I didn't even notice.
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Huh? So, um, how is that in any way a feature?
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Well, it is slightly confusing, since the C&C1 and RA1 sections seem to have separate subsections for modding, while in reality they all just redirect to that one same modding section...
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That seems rather useless. They're completely not incorporated in the balance of the normal game. You might as well let players build ants... O_o Heck, phase tanks are STEALTH APCs. Can you imagine the Tanya rushes with these things involved? And I'm not even sure if infantry and defense buildings have sensors by default in RA, since stealth is only used for the submarines.
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Okay... so you got a timeout on the connection... that just means that either your internet speed is crappy, or the other player's internet speed is crappy, and/or you're both just too far away from the CnCNEt servers.
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Inno Setup is an awesome tool
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We are a community geared mostly towards the classics, yes... but that's no reason to be rude, Chrisleefriday. ETPC: This is indeed for all newer games, but there is a specific other forum section for modding. Since most of us here are into the older games, though, you might find more information and expertise on that on the Project Perfect Mod forum. It's mostly geared towards modding TS and RA2, but there is a Generals modding board as well, and it seems active. You could also check out CNCNZ.
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Stripping ingame assets is a bad idea in general, since there can always be custom maps using them...
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Ahh. Clever. I'm not that familiar with the RA foundations
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ntvdm.exe is Windows' DOS emulator... you normally only have that running if there's a 16 bit process running somewhere.
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...why is there an extra container of green stuff on the refinery?
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I think the reason they were disabled is because they're really fricking long I once re-enabled the tree burning sound. It just got annoying. Anyway... it seems I just brute-forced an entire weekend for nothing, since I misspelled the ID of the .juv version of the file. To make matters worse, when I corrected that, it gave the exact same hundreds of matches as the .aud did. Bah. I'm just going to conclude it's most likely CRATE4.AUD/JUV.
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Moved it to the tech center. It's kind of the place to talk about looking into oddities in the games anyway.
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This topic has been moved to The Tech Center. I hope you don't mind, Karpet, because I did kinda hijack it with the brute-force thing. Sorry about that ? https://forums.cncnet.org/topic/1919-really-weird-sound/
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TS/Firestorm - Mouse blinks on move slows game
Nyerguds replied to avantgreen's topic in Tiberian Sun
Why would you even want that? Your soldiers might as well be ants -
In zounds.mix: 1834FDD7 - HELIDOWN.JUV 81EA0B15 - HELIUP1.JUV Hmm, maybe if I find the corresponding juv of the mystery sound I'll find out what it is Also, updated tool is uploaded, with added generation start length, and the ability to generate beyond the first match. [edit] aud.mix also has a bunch of unidentifieds in XCC Mixer, but they're actually all in setup.exe, so not hard to find... CMPTALK2.AUD CMPTALK3.AUD CMPTALK4.AUD CMPTALK5.AUD FINISH1.AUD I'm currently using a dirty hack into my own program () to generate strings for that mystery sound and match them to both the .juv and the .aud version in one run. From what they sound like they certainly seem like the same thing.
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Found a match on "AAATIV.AUD". I wonder if it's the right one... gonna expand that tool further to allow getting multiple matches, and I hope I can somehow set a starting point for the brute force generation. [edit] Ugh, this is generating dozens hundreds of strings once it gets at a length of 6. Some of the more interesting ones so far: CRATE4.AUD DHATCH.AUD It's probably the crate one... though it's odd because there are not CRATE1 - 3 sounds. [edit] Nope, not the crate one; the .juv version in zounds.mix doesn't match that. Scratch that, I apparently mistyped the ID O_o
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Download? You need to UPload it to give it to hifi O_o
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There's another aud in there, with id D361F5EC. Unfortunately, I have no clue how that one starts. The fact I correctly guessed that last one started with "HELI" reduced the brute forcing from eight to four characters, which barely takes 5 seconds to go over. The full eight characters, however... well, times go up exponentially per character O_o And that's with me betting on the extension being ".AUD". If it's not, well, 11 characters would take weeks I guess. Anyway, currently brute-forcing it --- By the way, for anyone interested, the tool can be found here: http://nyerguds.arsaneus-design.com/project_stuff/2014/CnCMixNameFinder/ Options: Name ID: needs the hex ID as xcc mixer displays it. Start of name / End of name: parts of the name you might know. For example, I put "HELI" in there for the start to speed up the generation for that HELIDOWN.AUD since I was fairly sure it'd start with that. A lot of AUD files also have names ending on "1". Obviously, if your start + end parts together are longer than the given maximum length (see below), the generator won't do anything. It will however check the resulting filename if the start + end parts together are exactly the maximum length, even if nothing is ever generated to add in between them, and test if that is the given ID. Extension: You have to set the extension at the moment. There's no way currently implemented to brute force that as well. Minimum length: the minimum length for the filename part to generate. This is of the WHOLE filename part, including the given start and end pieces, so maximum 8 characters. It'll decide internally what that means for the actual piece it needs to generate. Maximum length: the maximum length for the filename part to generate. Same rules as the minimum length. Obviously needs to be bigger than the minimum length. Use alphabet characters only: this options limits the generator to just A-Z characters (the name ID algorithm is case insensitive, btw). This leaves the numbers, "-" and "_" out of the generation process. This speeds up the generation, but isn't as thorough. Would be handy if you suspect a filename indeed just being purely alphabetical and maybe ending on "1", since then putting "1" as "End of name" will still be a lot faster than going over an additional 12 characters. Find all matches: Keep generating after finding a match. When doing fully-fledged brute forcing without knowing any part of the name, this is strongly advised, since unlike hashing algorithms like MD5, the C&C ID encoding algorithm very often does NOT give unique IDs.
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Savegames are not missions. The reason those don't work is simply because they are from DOS C&C. They will not work on any version of C&C95, even without patch 1.06.
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Old maps all work fine in v1.06. The patch only adds some new optional mission making features to the map format. It doesn't make anything incompatible...
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...and with the help of a quickly written brute force generator, I found out the other one is "helidown.aud" And now I'm off to use that same tool to identify some more unknown filenames in C&C. Heehee.