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Everything posted by Nyerguds
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Yup. Totally impossible without adding a new unit and adapting a crapload of internal logics for it. I don't even know how capturing works, internally. I have no idea exactly what it is that makes a captured building remember which side it originally belonged to.
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GDI #15 B and C are technically one map, by the way... just, in B you attack from the bottom, while in C you attack from the top.
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I suppose you mean 1.06c r4? The "r" is kinda short for "revision" And no, r4 is mostly aimed at cleaning up the current systems. Full ini modding is still kinda long-term stuff. First order of business is a full rewrite of my patch on hifi's patching system, so I got actual code of all my hacks, which I keep up-to-date instead of editing the game directly, since right now I have far too many undocumented quick fixes and other small edits in my patch, for which I never bothered to update the original code files I wrote. Putting everything in actual code files will also make it far easier for my already-developed systems for putting the game strings in ini files, and free music adding to be ported to Red Alert.
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Can you add the ability to globally replace all occurrences of one specific tile by another specific tile, instead of giving cell numbers? For example, cell_replacer -f bogusmap.bin -o FF00 -w BA04 with the -o specifying the original cell bytes to replace What on earth does the "-w" stand for anyway?
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I got a far more recent version of Merri's strings editor: Ingame Strings Editor v2.12 (with an extra personal touch to make it display the string indices zero-based, as they are used internally in the game's exe)
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I got a forum, you know. With a dev thread. It lists exactly what's implemented already, and what I may still be planning. (hint: click my signature)
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But that is C&C95... No, he meant the War Factory thing I mentioned. In C&C95, capturing an enemy CY gives access to the full enemy tech tree (besides helis and superweapons), while in RA, capturing an enemy CY doesn't even give you their vehicles. Uhh, what? No it doesn't. An MCV retains no information whatsoever about which side it originally belonged to, and deploying it is just "building a new Construction Yard", which just gives your own tech. ONLY captured buildings, and unique production facilities of another side built with a captured CY, give you enemy tech.
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Yeah, if you disable cnc-ddraw, you need to enable compat mode and the DirectX colour fix.
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yeah, managing that second file browser correctly is quite important
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My system in C&C95 actually has a "list of extra mixfiles to load", to get around that. All you need to do is call them something the game would not normally load
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Yeah, there's nothing you can do about that. Once you deploy an MCV, you're just "building a construction yard". It's the same reason that in RA1, you don't get enemy tech by capturing an enemy construction yard and building a weapons factory "with it". There's nothing left to tell the game that weapons factory should be enemy tech; you just built it.
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I more or less did that in TD... but with a mod ini of the same name as the mix filename, in which you can customize the filenames to use for the rules.ini file, the mouse cursor, the game fonts and the strings files. The mod name is specified to the game either through a config setting or a command line parameter, and is used for reading the .mix file and then the .ini inside it, meaning it isn't (and, in fact, shouldn't be) an sc*.mix That way, you can have several mods installed, but only one activated. Of course, I have yet to actually implement the unit/structure/etc rules to actually make this system useful
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They could build a mod system into the game
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Repeating the intro on Start New Game is an interesting idea, definitely. I'd have to make sure the intro is skippable, but besides that, it'll just be a copy of the first-run code. The second, though... not even touching that. I only do tweaks to existing code. That would need an entirely new type of animation to be implemented into the game, and I honestly don't see any point in spending time on that. Not even counting the fact we don't actually have the files to do the animation.
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Her's an idea... I warn you, though, it's a pretty crazy one... but I think that maybe, just maybe, increasing the resolution doesn't magically make the game's missions bigger. Also, if the bug is the same as in C&C95, just opening and closing the ingame menu removes the ghost image.
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1 time unit(/value) = 5 sec? and other trigger problems
Nyerguds replied to Project Leviamon's topic in Mapping Discussion
Heh. That'll teach you to RTFM XD -
Actually, ALL game crashes look like that, and the <memory address> part you indicated is usually what determines which bug it is. See, that's actually an instruction addresses, meaning, it's the actual game code executed by the computer that caused the crash. Crashes with different instruction addresses are usually different bugs. As Allen said, the crash dump should give us a more complete view on the problem, but overall, don't skip over that instruction address when reporting an error; it's pretty much the only important part of that error message.
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1 time unit(/value) = 5 sec? and other trigger problems
Nyerguds replied to Project Leviamon's topic in Mapping Discussion
Well, if you want to give the player the ability to BUILD commandos, then yes, you need 98. Note that the AI completely ignores buildlevels. It'll build whatever you tell it to build in the Teamtypes and Base section. -
Meh. Nothing more than minor refresh glitches. None of them really cause any problems.
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That means you can probably fix it with a simple search & replace...
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Yeah, but high res and small soldiers are both pure UI changes, so on their own they don't actually cause incompatibility online.
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1 time unit(/value) = 5 sec? and other trigger problems
Nyerguds replied to Project Leviamon's topic in Mapping Discussion
Umm... nothing. You can technically go up to buildlevel 2.147.483.648, but that doesn't mean the 2.147.483.549 ones above 99 have a function or meaning. 98 and 99 were just chosen by the Westwood programmers to mean, respectively, non-campaign-buildable stuff, and special stuff that should never be built. They were just chosen to be easy to remember. That is all. And, most likely, this decision was made before the campaigns were fully finished, meaning they made sure these two special values were high enough so they would never conflict with the campaign levels. -
Mwa ha ha. My small soldiers save the day again!
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As for the theme packs, not much can be done about that. They're the way Westwood made them, and Microsoft is killing their support for it. The files are all in there, though. Feel free to use them to make a Windows 7 theme pack.
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1 time unit(/value) = 5 sec? and other trigger problems
Nyerguds replied to Project Leviamon's topic in Mapping Discussion
No, all of that stuff is put on buildlevel 98.