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Everything posted by Nyerguds
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Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
Well, since you apparently got the SHP conversion part right, for the icons it'll just be, take the icons in the rar file, type the text in the font editor preview, copy it out, remove the background colour, and paste it on the icons. Except of course the whole annoying "make it fit" part, but that's 50% abbreviating and 50% cutting letters down to narrower size -
sc-000.mix is pretty much at the very top priority of the mixfiles list; it causes problems that the stuff in there isn't overridable by (simple sc*.mix) mods
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The ACC was also capturable originally in multiplayer, and as far as I could see that was a bug caused by the fact it needed to be capturable internally for Nod mission #12
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Um. And, how exactly am I supposed to fix it? I mean, most crashes are easy to trace down at least since the crash message gives the address at which it goes wrong, but something like that? How am I even supposed to start looking into that? :-\
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That's a custom addition though, isn't it? Not a standard 3.03 feature?
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How do you actually play RA custom missions? I know for C&C you just dump it in the folder and give it a number above 20 so it appears in the Covert Ops list, but RA works with some internal definitions file for controlling what is put up in that list, no?
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Game graphics not running as expected.Display, in-game and window mode all wrong
Nyerguds replied to WhoopYourAss's question in Support
Wow, that looks like RA1 in 16 colour! Fabulous [edit] I just tried 256 colour mode with C&C95 on my Win7, and although the game worked fine as long as I I didn't run it windowed, my desktop didn't switch back to normal colour afterwards, lol. I tried running C&C3 to switch it to high colour, and somehow Windows managed to switch to high colour for the game and back to 256 colour when I exited it. Sadly couldn't take screenshots - they all turned out black :laugh: -
Not bad, but... the effect is all wrong. It's as if you adapted half of the buildings to replace the red with house colour, and the other half to replace the gray with house colour. You should really be more consistent with that. You also missed the gray details on the conyard crane. The Nod beta colours actually divide the remap range into two parts which are then adjusted separately, half to red and half to dark gray. It's actually not too hard to implement that in the game, especially since Nod already has logic to separate the unit remap, meaning there's no need to reduce the units to only use 8 colours as remap. The MCV and harvester graphics would need to be adapted for it to work, though, since those use the structures remap. Though the logo on the conyard is a different issue Did you manage to reconstruct the Repair Bay, by the way? For the record, the beta refinery: ...and the GDI logo conyard:
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Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Nyerguds replied to FunkyFr3sh's topic in Red Alert
Annoying... one would assume it reads all the Image= entries to try and find those files? -
Adam: What, as long as nobody actually picks Yuri?
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The "ragdoll" bug for the engineer is an animation sequence error (check the [sequence_E6] section; I indicated the fix). The animation's start point is accidentally set to the same frame as the previous animation, but its amount of frames is higher, so it plays that previous death animation completely, and then plays the start of the real one it's supposed to play. So it looks like the engineer is blown away, and then his corpse is violently thrown the other way, only to disappear in mid-air Go ahead, kill an engineer with a tank in the game; you'll see.
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Nod - Grand Theft Mammoth (Single Player)
Nyerguds replied to nariac's topic in C&C Singleplayer Maps
Yeah, I remember those crate fetch missions. Straight to the end with one bike, and straight to the crate with the other. Not like the game cares it's not the unit who picked up the crate who gets there :laugh: -
Nod - Grand Theft Mammoth (Single Player)
Nyerguds replied to nariac's topic in C&C Singleplayer Maps
...how do you have a grey mammoth coming out of a yellow weapons factory? Or is that just house colour trickery? xD [edit] Ohhh. "Escort". So you don't control them. Right, then you can do such stuff with the house colour controls. That's gotta be tough, though, protecting AI mammoth tanks :yo: -
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
On the note of SHP editing and palettes... yeah, there re definitely some hints I can give you for that. To start, here's an introduction to C&C modding. It should contain the basics of how C&C graphics work. Do note that the purple palette that are used in that guide are specifically for editing units and structures whose colours change to the side that owns them. Sidebar graphics don't change like that, though, so using the purple coloured palette for editing sidebar stuff just removes a normally-usable range of yellow colours from your palette. Now, more into detail... this shows an overview of the colours that have special functions: First colour: as I said, this is the transparency colour. Change it to something that's not black, and easily recognizable, or you will mix it up with black and get holes in your graphics, or black boxes around stuff you wanted transparent. I always use FF00FF Magenta or FF0080 Deep Pink for it. Third row: animated water colours. Stay away from them unless you want it to animate. Row 4-5-6-7: differences between Desert and Temperate palettes. Never use those in graphics that should be globally usable. Row 12: this is the range that is used on units and structures as team-changing colour. As I mentioned, though, this is not important for the language pack graphics. Row 15-16: Same as before; differences between Desert and Temperate palettes. The last row is specifically used for generating the shadows in the game. Very last colour on the palette: This colour will constantly fade from white to gray and back to white. It is the colour that should be used for the "on hold"/"Ready" text on icons. Make sure you do not keep this white, as it is by default, or you will get random blinking white pixels in your graphics. On the note of icons, specifically: there is one set of icons per theater, which means these theater-specific rows can perfectly be used on them. I think the palette on the PNG files in the translation pack is already edited to "remove" the dangerous colours, though. [edit] Okay, so the blank icons are not fixed, and not even png. Augh. I really need to update all of this... [edit again] Updated the icons in blank_icons.rar. I'm going to do some serious cleaning up in there very soon... [yet another edit] This might help you: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/language/sidebar_edit_palettes.rar The .mix file can be dropped in your C&C folder where XCC Mixer will find it; then you can use the palettes in there to convert graphics, by selecting them from the Ctrl+P menu in XCC Mixer. The images in there show which colours are removed and which colours remain on each one, and the bare .pal files, well, they can probably be used in OS SHP Editor, I guess. Though I personally don't use it; it has a history of handling C&C1 SHP format very poorly. -
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
lol, sure. There's no real problem with adding these values, it just takes up a bit more space. I made the lang_XXX so things that shouldn't really be translated were left out. Though you can translate those song names if you want, of course. I just don't think it's necessary. I've had bad experiences with SHP builder. I always use XCC Mixer as conversion tool (Copy a SHP file as png to get multiple frames, select the first of those frames and select "copy as SHP" to convert all the frames together to C&C1-type SHP file). Note that it's advised to edit graphics with a palette where you change the first palette colour from black to magenta (FF00FF) so that you can see the difference between transparency and real black. Again though, I can't really check what goes wrong unless you attach the file [edit] By the way, when you use the font editor to make the text for these buttons, make sure to select the correct palette from the palettes dropdown. It seems you made this with the 12grdukr font, but you never changed the palette to "TD 12grngrd"; your text has the default rainbow colours instead of the green fade it should actually have -
Tiberian Dawn CnC64 File Converter released!
Nyerguds replied to Nyerguds's topic in Modding Discussion
This data is so horribly unoptimized it's not even funny. With a little more effort, the N64 terrain could look ten times better and take less space to boot. There is not a single full tileset in the ROM (meaning a full piece of terrain like a bridge or a piece of cliff or river) that uses more than one palette. Each cell of the graphics inside one tileset consistently uses the same 16 colour palette. In other words, there is no optimization to maximize the amount of usable colours, even though the system perfectly allows this. I'm half tempted to write a graphics optimizer for this stuff and reconvert all graphics form PC, even though I have no idea how to even start on that -
Tiberian Dawn CnC64 File Converter released!
Nyerguds replied to Nyerguds's topic in Modding Discussion
I just implemented the first rudimentary version of system to convert tilesets to a series of images. With the converted files list, I can confirm that the tile mapping for the map conversion is indeed 100% complete, besides the 16 cells for clear terrain on each theater (and those IDs aren't used on maps anyway). So, yeah, the list I posted earlier about which tilesets are missing from N64 is also complete, with no hope of finding more tiles. [edit] Oh, this is peculiar. The .TL4 / .TL8 files do not contain the N64 map values at all. They contain the PC map values O_o Meaning, that file accurately links each tile to the cells of its PC version's equivalent. This does mean that contrary to what I expected, the actual mappings of the values used in the N64 maps are somewhere in the ROM code, though, and not easily accessible as file. Strange that they did it this way; surely if they actually use the tileset definitions internally, it'd be easier to just use those on the maps, too... -
Red Alert 1 Mission Converter (3.03p-Iran custom missions dialog)
Nyerguds replied to FunkyFr3sh's topic in Red Alert
Fairly sure sound effects are a fixed internal list, yes. Just like the videos (in vanilla RA anyway; not sure if they changed that to support TLF or just added the TLF filenames). Never really understood the use of that, beyond the fact everything can be reduced to indices. -
I think CnCNet requires .Net 4.0
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Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
I think I have transcripts of those missions lying around somewhere, from when the Spanish subtitles pack was made... that could help you. I'll see if I can find them -
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
I found out what caused your mission briefing problems. There is something wrong with your line breaks in the mission briefings file. It seems to use byte sequence 0D 0D 0A as line breaks, with occasionally even just 0D 0D. Specifically, I found the 0D 0D one behind the first line of that Nod 2B briefing, which is probably what makes it break off there; the game expects a sequence of 0D 0A as line breaks, which is the standard Windows bytes sequence for a new line. What did you edit that with? In Editpad Pro, when you open the file, you will see "Mixed" at the bottom where it shows the line break style. Change that to "windows (CRLF)", and then clean up the empty lines. (You can search and replace 2 line breaks by 1 line break in Editpad Pro by entering them in the search and replace fields with [ctrl]+[enter]) One more note on the briefings file: the "funpark" in the name of the dinosaur missions, and the "PATSUX" in the name of one of the Playstation missions, refer to secret codes that were originally used in the game to unlock these secret missions. So don't try to translate those; just keep them in. People who remember the original secret codes will know what they mean -
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
To make it into a language pack you will need to use lang_ukr.ini; that's just how the language addon system works. But it doesn't matter; I found the real cause of your crash. Sorry, I totally misunderstood what you were saying here XD There are lines missing in your text_ukr.ini file. That's okay, though. For those missing lines, it tries to fall back to the strings file loaded by the game. Normally this is conquer.eng, however, here's the problem: you set "StringsExt=UKR" in your lang_ukr.ini, which changes that to try to load "conquer.ukr" as strings file. Since that file does not exist, all fallback text fails, and that crashes the game there. The thing it crashed on were the numbers that were skipped in the mission area information of lang_XXX.ini. The solution is simply to remove the "StringsExt=" line, which will make it default to the normal English strings file. That is the only thing you need to do to fix that crash. Very strange. I'll test this. I found another few that need adapting: 256 - Short version of "join game" to put on the button in the Network Game menu. Should just be "join". 583 - "total score" clips over the score value. You could just say "score:" or "total:" or something. -
Community Translation - Ukrainian Language Add-On
Nyerguds replied to Lilly Blanche's topic in C&C 1
Hmm, strange. It should take the internal English strings file as basis below everything anyway. I'll check what that crash address is. And yeah, I can't really do much about the artifacts. I think there is some method to calculate the length of the font, but either it doesn't use it there, or it does it wrong somehow. You'll just have to shorten the strings to fit in there I'll do some testing, see what I can find.