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Nyerguds

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Everything posted by Nyerguds

  1. Yeeah, XCC editor doesn't have a clue. Olaf should've implemented smudges rather than adding those air units And yes, I checked it out, how else did you think I found that out? As I said, I even re-enabled it once. Mind you, I have no idea how the spawning code itself works. I suspect they spawn in the air because that's the default behaviour needed for A10s, C17a, and any trigger-reinforced air units.
  2. You can't place aircraft on maps anyway. The code for reading that ini section was disabled in the exe. I once tried enabling it, and it seems it was disabled with good reason; they spawn in the air and leave a permanently impassable cell behind at the location where they should've been spawned on the ground. Mostly for identifying choke points, and maybe checking for openings in more maze-like missions. By the way, you can get the passability information for trees, rocks and and buildings in grids.ini (though, to correctly link them you'd also need the structures and terrain inis that reference them. Might not be worth it for this, heh.)
  3. Actually, I'm referring to the fact the turret on the rocket launcher, SSM and MHQ isn't centered in C&C1. The turret is on the backbed of the vehicle. I would, actually. Might look into the code myself to add this, in fact Ooh, neat
  4. Yes, he is. He added your code to the exe, and then hex edits the actual values in it. On a related note, hang out on the IRC more
  5. What about Resign? That's kinda also "R".
  6. If it edits the original code, it wouldn't work reliably. The game checks the keys by doing greater than / lower than checks all the time, meaning that if you change the values, you risk skipping certain hotkey checks altogether.
  7. Okay. I have to say, this tool is very, VERY nice! I'll probably update the map previews on my site with this Did you test the turret offsets ingame or something? XCC Editor gets those all wrong. I think you forgot the turrets on the Buggy and Jeep, though. Oh, and the Rocket Launcher, too, though with its rotating turret connection point I guess that one's pretty annoying to do. [edit] Some notes: -Why is the second argument required, btw? You could just make it default to "[basic filename without extension].png"; you cut off that basic filename anyway to find the .bin -What exactly does "DrawVisibleOnly" do? -Could you build in an option for adding a red tinted "passable terrain" filter like XCC Editor has, based on the tilesets.ini data? The one in XCC Editor itself is occasionally completely wrong, and the ini has all passability data in the Primary/Secondary Type data. [edit] Nevermind on the "DrawVisibleOnly" - I tested it, and it just cuts out the actual playable map
  8. Allright, needs some more sane argument checking and error feedback. It crashes when the .bin isn't found. lrn2trycatch, Iran
  9. It also fulfills a function XCC Editor kinda already has built in Anyway, I'll give it a go.
  10. Fuck that topic and every topic like it. WeaveR, read the reply I gave in that topic before I locked it. Iran: open C&C95 in ida or whatever you use, look for pretty much any mission-related ini reading key (hint: house credits, map width/height/x/y), and you got it.
  11. Huh, you're right. How odd. I never noticed that before. I'll see if I can contact Olaf about that.
  12. Options being greyed out happens sometimes... it means the sidebar was somehow focused. it's fixed by clicking on the actual map area. Though just smudges... that's odd. I'll check it out if I got some time.
  13. Because the whole system checks the input by incrementing ascii values. It's a mess to edit without doing a complete rewrite.
  14. Yes. All indexes are zero-based. None of the internal indexing in C&C is 1-based.
  15. http://nyerguds.arsaneus-design.com/cncstuff/mappics/campaign-gdi/maps/ Alll already there. Look at scg05eb.ini/.bin As for xcc editor, it has this odd "locked layers" thing going on. You need to unlock the layers before you can modify them. No idea why most of them are locked by default.
  16. You say that as if mapping the keys is the hard work. I did that ages ago. And for things like team association it's not that simple. The game actually uses the number on the keyboard as index in an array.
  17. Open terrain is a 4x4 block or something, but the game automatically paves it so maps don't have to actually specify which cell of clear terrain each map cell is. There's one value used for all open terrain, and that's FF 00.
  18. That's the palette. You got the indexes from my inis. Have fun
  19. Smudges are a separate section in the ini. This is taken from GDI mission 5b: [sMUDGE] 1582=SC5,1582,0 1389=SC3,1389,0 730=SC3,730,0 665=SC4,665,0 602=CR1,602,0 601=SC3,601,0 600=SC3,600,0 535=SC3,535,0 534=CR1,534,0 477=CR1,477,0 472=SC2,472,0 471=CR1,471,0 416=SC6,416,0 415=SC6,415,0 413=SC1,413,0 355=SC1,355,0 340=SC5,340,0 163=CR1,163,0 158=SC2,158,0 097=SC1,97,0 Yeah... no idea what's up with the repeating cell numbers, or which one is actually used as cell number.
  20. Oh, wow. That is seriously cool
  21. Left-handed mouse setup indeed causes such bugs. No one is sure why.
  22. lol.
  23. The IDs in that list are exactly the high byte values in the .bin files, yes. Otherwise the file wouldn't be usable, and that IS the intention, eventually. Though number 10 in that list will be byte 0A, of course btw, there's a special case in the .bin files; "FF 00" is used for clear space.
  24. There was never any "crapware" in it. They were just being assholes to me for the extras I added in my patch
  25. Yeah, I made one with the intent of using it in a RA to C&C conversion. It's still uploaded here: http://nyerguds.arsaneus-design.com/mods/ra1_to_cc1/finished/ (I also got some tests in the folder above it to change the remap source, but that was just a proof of concept. It would require reconverting all SHP files to use ) Note that the included title.pcx has palette changes in it to accommodate the new colours, so the LAN game screen shows them correctly.
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