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Everything posted by Nyerguds
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The official CnCNet5 client+game package download thread
Nyerguds replied to FunkyFr3sh's topic in CnCNet Discussion
Screw you. I didn't change a byte in that file. (I just rewrote all of its loading code in the exe ) -
Heh, the C&C1 concrete pavement. Though not quite like it was paved in C&C1. Then again, the linking logic for it was bugged in C&C1 -_-
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The official CnCNet5 client+game package download thread
Nyerguds replied to FunkyFr3sh's topic in CnCNet Discussion
You mean you stripped the game to such an extent it doesn't even contain missions or music anymore... and again, I wonder, why? -
Dune II actually has an interesting system for old savegames. Them being outdated would not prevent the user from loading them. Instead, the mission number and side would be set from the savegame data, but the mission would restart rather than loading the actual savegame.
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N3tRunn3r's C&C1 Mappack - Latest Update: 2013-08-26 V1.02
Nyerguds replied to N3tRunn3r's topic in C&C Multiplayer Maps
That would still make ALL civilian buildings decay from the moment that one was put on the map, though. It would solve nothing. -
The official CnCNet5 client+game package download thread
Nyerguds replied to FunkyFr3sh's topic in CnCNet Discussion
"official unofficial" - lol -
[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
I split off the rest of the topic, because it was CCMAP 3.11 related, and thus off-topic in a thread about XCC Editor Split: Riseofbane's ccwmap mess -
That's just XP style, Pichorra, it looks like that on my system too. But yes, the icons are definitely off. I suspect CCMap reads them by index rather than by file ID... which is really dumb :| Either way, he's not using the correct conquer.mix file. Riseofbane, use the one Pichorral linked to.
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N3tRunn3r's C&C1 Mappack - Latest Update: 2013-08-26 V1.02
Nyerguds replied to N3tRunn3r's topic in C&C Multiplayer Maps
I should really look into it, but the logic for making a bit mask out of the ID is not one unified function as far as I could see -_- I doubt the CPU command to do powers (in this case 2^[buildingID]) does NOT have a second register as overflow... even normal multiplication has that... so it should be perfectly possible to have a 64 bit prerequisites mask... -
How did you even put these things up there? What are they when you mouse over them? That seems like a bug in your game graphics... ...wait. That gunboat icon isn't original... I made that. CCMap needs an original CD version of the DOS version of conquer.mix
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N3tRunn3r's C&C1 Mappack - Latest Update: 2013-08-26 V1.02
Nyerguds replied to N3tRunn3r's topic in C&C Multiplayer Maps
Yes, I disabled ACC capturability because it was a completely unfair advantage that one of the sides' superweapon could be captured but the other couldn't, and I'm fairly sure it was a bug produced by the Nod mission 12 logic. As for the civilian buildings, yes, don't use them... them firing superweapons is a result of me attempting to fix the bug where a power balance of 0/0 meant having low power, which made all civilian buildings decay for no goddamned reason. I fixed that by making all civilian buildings produce a tiny amount of power. This, in turn, seemed to have the effect that those civilian buildings that overflowed into normal building IDs in the Prerequisites check (because, 32-bit program, so any ID higher than 32 got its highest bits cut off) and ended up with the IDs of the Temple, ACC and Comm Center got those buildings' special effects too. Most notably the superweapons. The nuke one isn't a problem since only a Temple can launch it, but the ion cannon... yeah. Big trouble. -
"the Buggy won't tun to attack anything" You mean the body or turret? If it's just the body, um, why not just give it a set of turret graphics?
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Only the RA soundtrack CD has Surf No Mercy on it... the game CDs don't.
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Yeah... I've connected between Win7 and XP.
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On the aftermath CD. Inside the Main.mix. Inside Scores.mix
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"half built cy"? "bike icon"? You can't put an icon or half built building on the map... you make no sense.
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Croatian language pack for CnCNet 5 lobby
Nyerguds replied to Plokite_Wolf's topic in CnCNet Discussion
...which I can take care of after I get the translated strings file That kinda barely makes a difference; the text will still need to be converted. ini-based strings file does not magically make the game understand UTF-8 encoding. -
Croatian language pack for CnCNet 5 lobby
Nyerguds replied to Plokite_Wolf's topic in CnCNet Discussion
...eh? Why would making a translation for C&C have anything to do with "hexadecimal stuff"? O_o I kinda made a language pack system for the game... -
Umm... you can just dump aud themes in the game folder as bare files O_o
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umm, isn't 3G direct routerless connection to the internet anyway? You shouldn't NEED port forwards on that...
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Croatian language pack for CnCNet 5 lobby
Nyerguds replied to Plokite_Wolf's topic in CnCNet Discussion
No Croatian translation pack for TD? -
Can we add more colours to the Tiberium Dawn games?
Nyerguds replied to CO-Wolf's topic in CnCNet Discussion
I have added more colours into the game, but I honestly have no idea how the multiplayer recolouring system works, so I don't know how it can be plugged into it.. http://www.moddb.com/mods/command-conquer-unofficial-patch-106/images/all-colour-schemes-in-106c-revision-2 -
Yup. I got all the special Retaliation tracks in CD audio format, from my Sole Survivor disk
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Oh, I thought he said "in tiberian dawn"
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[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
Right... I remember talking to Olaf about adding it, but I didn't know he actually got around to releasing that version -_- I also discussed the blossom tree thing, though... if he fixed that too, then just adding the normal theater files should work fine for seeing the blossom trees.