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Everything posted by Nyerguds
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Yeah. DOS C&C1 has a helicopter sound that no one even knows the filename of.
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That's based on an actual photo. All of WW's icons were renders.
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You mean on the Commando bombing thing? No, everyone on the map hears it as map sound. It was always like that. I just made sure the map sound is not played for the player that's actually giving the bombing command. For the other players, nothing changes. They still get it as map sound.
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The "vworap" kinda sound? Yeah, I heard that. So, um... what about it?
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Isn't that just the Win8 mouse bug? It's a known issue. Can't you simply navigate through the menus with the arrow keys, though? It's perfectly possible to save a game that way.
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Ugh. If you're using some version of RA with cnc-ddraw included (which you are; otherwise printscreen wouldn't even work), you can just press ctrl+s to automatically dump a .png screenshot in the game folder. And if you enlarge stuff, ONLY enlarge it to exactly 2x or 3x the size, and make sure the factor is the same for both width and height, or the graphics will get distorted. Really though, non-enlarged screenshots are generally better.
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[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
Maybe you should bother reading the original post of this topic. That's covered in it. -
Why are all your screenshots so oddly distorted?
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Macros are in the original C++ code, though. They don't always translate to the same things in the compiled assembler code, since the compiler just uses whatever registers are still unused in the function at that point, and whatever variables might've been inserted into the macro as arguments.
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Also, my own fix for the radar crash when the screen res is larger than the map also just uses a hardcoded value of 0x1000. You'd also need to fix all foundations of buildings and terrain pieces, since they all rely on a 64 cell wraparound for going one row of cells lower. And then I'm not even talking about the basic movement logic of moving a unit down one cell, which undoubtedly does that too. The reason I've never even considered expanding the map sizes is because it's such an insane amount of work.
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Wow. THAT one must've been a ton of work
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There's a bug in TS that you have to click on flat terrain though. For some reason the move command for buildings only works on terrain on which it'd be able to redeploy, so you'll get a No Move cursor for it on slopes.
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I rebuilt the C&C1 theme installer with inno a while ago, yes. You might want to check out this site's downloads section, by the way. http://cnc-comm.com/community/index.php?action=downloads;sa=view;down=9 The Red Alert one is in the downloads as well.
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Macros just mean that the code for it is actually copied into all these spots, instead of calling one central function. In other words, it's hell to find and modify them all.
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I didn't get that from the demo. The only reason that sound didn't work was that it was called TOSS internally, while the file was called TOSS1... or the other way around, not sure. If it indeed wasn't in C&C95 I probably got it from the DOS version. I usually use the assets from the Covert Ops CD anyway, which are the DOS ones. Which incidentally also include the "Enemy planes approaching" sound. I think you guys should just look into the DOS C&C assets.
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Happy Hearth's Warming Eve! Ehh, Christmas, I mean
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Indeed. All user-modding is reverse engineering anyway. The ini system made that easier, sure, but in the end it's just another developer tool extracted and used by the game users. On a related note, I remember reading that WW said they made Counterstrike after seeing the amazing things their players did with the rules.ini tweaking
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Well, as I did mention, I raised the limit in C&C95 to 100 in my patch, as part of my experiments on adding new units in the game. That's why I knew it was the same bug
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Blargh, all these changing names... I'm just Nyerguds, always and everywhere
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...that's only in OpenRA though. It's always nice to at least specify that, Matt.
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Well, I guess for modding purposes, it's a valid request, yes. Could be made into a rules key or something.
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"signal error"? That's not even a valid HTTP error...
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In OpenRA, you can be pretty sure that features like that aren't in there just because the devs couldn't be arsed to implement them Also, changing "hardcoded" things is what we do. Doesn't mean we'll change things like that; they're simply how the game was intended.
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brandonvortex: PROTIP: don't copy urls from google result pages. They put some in between url crap to check the amount of hits.