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Nyerguds

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Everything posted by Nyerguds

  1. ^ what part of that is not clear? The reason I compared it to TS' 100 units bug is that it was first discovered in TS, and does exactly the same thing, namely making the AI build tons and tons of that unit for no reason. As I clearly said, that doesn't mean the bug also triggers at that exact same magical number "100". For example, C&C1 has 22 unit types. That means the AI's "should I build this?" logic has an array with 22 spots on it. Add a 23rd unit, and it messes up because its array isn't big enough. Same thing goes for all types (infantry, ships, air, probably buildings too) in both games; the game's AI can currently only handle the exact amount the games contain right now.
  2. You mean the movies? The links work just fine... which surprises me, since the whole site is a mess nowadays.
  3. READ, please -_- In other words, RA and C&C don't have a "100 units bug"; they have a "the AI craps out from the moment you even add a single one" bug. My patch fixes this in C&C95, but seeing as there's no exposed way of adding more units, it doesn't really matter Also, I think you underestimate the amount of custom SHPs already made by people
  4. The setup tool will not magically know there's a new dll, no... it automatically uses opengl in practically all cases, especially when enabling functions it knows the (originally included) dll can't do on GDI renderer.
  5. It's a bug from TS, that was also in C&C1, meaning it's pretty certainly also in RA1. Basically, the game's AI function determining what to build has a fixed array in which it stores its "should I build this?" status for each unit. In TS that array supports 100 units, in C&C1 (and RA1, I presume) it has exactly the amount of existing units. If you exceed that array by adding units, it'll try reading that "should I build this?" status from whatever data happens to be stored in the memory beyond the array, meaning some random crap is evaluated as if they were booleans, usually with a a "not 0" check, meaning it'll trigger as "yes, build this" practically all the time. Basically, it causes the AI to madly keep building the overflow units until it runs out of money.
  6. Hehe. At least they fixed that in RA1... Maybe I should look into that in C&C1. It should be possible to disable that in case of a bombing command. Mind you, even that is balancing, just so a single commando in multiplay wouldn't be able to lay an entire base in ashes.
  7. Hmm... I think that was a bug in the download that got fixed recently...? Not sure.
  8. Psh. Make it a config option
  9. Well, that and the "100 units bug" from TS, which most likely exists in RA1 too.
  10. Huh. Can you even place that ice stuff on the ground? That's meant to be put in water, no?
  11. Yep, C&C1 and RA1 did that for balancing reasons, and to turn Commando missions into a kind of third person shooter minigames.
  12. Oh. Didn't know how extensively you upgraded these options< That stuff IS pretty neat, yeah
  13. Or just... don't play skirmish through the cncnet launcher but through the game?
  14. Even that original feature was just unlocked by hackers, wasn't it? I don't think original RA ever had that as usable feature.
  15. That's what you get when storing important files outside of the exe, funky...
  16. Return? That was never an original feature in the first place, as far as I know. Did anyone ever get that working correctly?
  17. Yeeah... Nothing was patched, in OR out, in TFD.
  18. I've played 6 player games on cncnet 1. Please don't spread rumors here. I only spread facts
  19. That's easy. Decrease the game speed so it takes longer than a second to build a tank On a related note: Also, this topic is about triggers, not UI upgrades.
  20. Sleepless nights? Only sleepless nights kids will get from these videos is hyperactive anticipation to play on, in my opinion. You know, speaking from personal experience And they see worse stuff on the news every day anyway.
  21. I've debugged through the entire prerequisites checking code to try to find what was wrong... only to find out that the chem warrior's buildlevel is 99 internally for some dumb reason O_o If I ever get around to releasing a new version, this will definitely be fixed.
  22. Hence why, for this one, simply making the game handle the full shroud cells differently should solve it [edit] Ugh, right, in TS they're like, diamond shaped rather than simple rectangles. Still, think the engine should be able to fill one programmatically... -_-
  23. Or just open notepad and drag the file into it. Or open Notepad, go to Open File, set the file type to *.*, and then open the file. Clearly, you do NOT "understand notepad and how to open a file."
  24. Was starting to think in that direction as well... Tore should know which ones; he made the installer.
  25. Interesting that the shroud works that way in TS. I think in C&C1 the SHP is only used to draw the edges. I distinctly remember experiments where my graphics got messed due to me accidentally removing some file, and the edges of the shroud disappeared, but the actual unrevealed terrain remained as black blocks. Maybe the same can be done in TS... simply drawing black rects there instead of a SHP frame for the actual shroud.
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