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Nyerguds

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Everything posted by Nyerguds

  1. The old DOS mix manager is really handy in detecting such errors, btw. It shows the errors on the fly as you switch between theater views when looking at .bin files.
  2. It does... something like that for C&C95. The odd thing is that I've never found any listing the index refers to. There is no list indexing the palettes.
  3. conclusion: it's Windows 8.1's fault
  4. Sorry. The whole affair really rubbed me the wrong way
  5. Well, I didn't make the addon system by his request (I was planning that anyway), but I did make the actual options of the language addons after his requested specifications. That's the only reason there is support for replacing font files, since he's the only one with a working font editor. To clarify: I found his translation, decided to make it into a language pack, and, as I normally do in these cases, I contacted the author of the translation for permission to use their translation and make it into a language pack. To my surprise, Siberian_GRemlin refused, opting instead to release the language pack himself. We got brainstorming over the required options, and I implemented them for him, but when I messaged him back about it after I finished implementing it, he stopped replying altogether. Later I found out he released a new translated version of C&C95, built on the new version of my patch containing the language addon function, but replaced the internal English language instead of just releasing a Russian addon pack. Which is pretty dumb, because even English uses a language config ini file, just like any addon language does. There's no reason whatsoever for him to replace the English one rather than just adding the Russian one. So yeah, any problems he has with that are entirely his own fault. I've offered him all support I could, and made the language pack system as universally usable as possible (to the point where it could be used for mods in general, actually), but if he decides to just hack his own stuff into it in his way, just to make that Russian appear as the primary language in the game, then I really don't feel any need to help him anymore. He seems to have that typical dub-pirate attitude to fan-translations, with a serious disrespect to the people who made the content he's working on. ...and then I'm not even talking about what a dick move it is to have the only working C&C1 font editor and never release it to the community.
  6. Just checked it. Yup, that's mine. It's just the unused horizontal movement frame of the Hovercraft. To make it more like the others I should really have used the one from this beta pic instead, but recolouring it to remap is annoying.
  7. Wow, strange. So it saves the actual mission filename in the savegame rather than the map number and side ints?
  8. No, no, campaign IDs are like, GDI campaign, Nod campaign, Dinosaur campaign. They determine the [G/B/J] in the SC[X]##EA filename.
  9. Well the idiot should've just contacted me and made the language pack according to my specs instead of replacing the internal English by Russian :mad: Seriously. I haven't heard from him for more than a year and now I hear something like this? My email hasn't changed or anything, he should've just bloody emailed me. For the record: beside the internal ENG/GER/FRE/JAP languages (which are stored inside the game), the language function in the CCConfig tool lists any XXX from the available "lang_XXX.mix" files in the game folder. So the only thing he needs to do to add Russian, is add a "lang_rus.mix" with the necessary contents. The full guide can be found here: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/language/ If he starts messing around in my CCConfig tool and replacing some strings? Yeah, it'll probably crash. I made this language addon system FOR HIM, dammit! He should just use it!
  10. Actually I think I made that DOS LST icon, a long time ago. It's possible it slipped into that pack, yeah...
  11. There's a Practice mode though, Funky.
  12. Hm. Does that mean there are no "campaign IDs" in RA? I know in Dune II (and in C&C1 before my fix) you can switch between campaigns by making a mission of one House actually use a different house as player. If you then save that mission and load it again, the campaign ID in memory would be overwritten by the player's House ID, making you go on to the next mission in the campaign of the House you actually played as, in that mission.
  13. ...all computers have a graphics card. Without it, you wouldn't be able to connect a monitor, lol. It's just that all motherboards nowadays have one built in.
  14. I'm fairly sure OpenRA is OpenGL, which doesn't require anything special... btw, Matt, it seems irc:// urls don't work here...
  15. Do note that if they're from the actual Neutral house, destroying them is never a good idea as GDI, since all Neutral house losses are seen as GDI losses on the score screen.
  16. Nyerguds

    Coop support

    So, I assume that, since "Allies=" doesn't work, all multi-houses are automatically allied in it?
  17. Ah. Just wondering, since C&C1 has preliminary "house" and "mission number" byte in the file header that are only used for checking which CD it needs (mission number > 20 is Covert Ops). These are saved in the header so the savegame loading can ask the right CD before actually loading the savegame. I could probably use this to make the savegame list display sides like RA (and the Covert Ops list) does, actually. I actually had to fix the saving of that House in the header, since it was supposed to save the campaign ID there, and not the house ID. Typical WW laziness, and another thing that they fucked up in the Funpark code; if it had stored the campaign ID there, there would be no need for any special Funpark code there; it's just campaign #2. The real player side and map number (and sub numbers) are stored way further, near the end of the file.
  18. Hmm. No "Player Side"?
  19. Hah, lol, nice
  20. Ohhh. you mean the cheat codes I built in
  21. I know; he seems to use purely machine translations, from Chinese or something.
  22. Heh. I've seen virus scanners complain about actual rules.ini files from some mods... seriously, wtf.
  23. Uhh, in which aspect? If it's not mission making, what do you mean? This is in modding discussions...
  24. Nope. It doesn't.
  25. They can kinda destroy all fence types, though... wouldn't make much sense to put em in a maze of fences.
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