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Nyerguds

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Everything posted by Nyerguds

  1. It ran successfully. Just run C&C.com to start the game.
  2. If you mean the classic channel invert mix, that won't work on C&C videos, since it requires the original to be stereo sound with a mono voice over. C&C videos have pure mono sound.
  3. By the way, stop abbreviating the game as TBD. It's TD, dammit
  4. Fix? I said the flash would CAUSE them.
  5. Beats me, I've never made missions in RA.
  6. Uhh... you got Polish dubs of the C&C1 videos? (if so, gimme!) By the way, you're wrong there. Dubbing isn't that easy; it's really hard to take away the voices while retaining the background ambient sounds. Without those, the dub will sound terribly cold and blank.
  7. It should be possible in C&C1, with Mobile HQ vehicles. I've done that in missions.
  8. Could, yes, but let me explain what I fixed... The power plant has 600 hit points, and the ion cannon does exactly 600 damage. However, before the patch, the game had a bug where the damage percentage for warheads was saved as "255/256" for 100%. Since this was rounded up, it usually made no difference, but on large values like the damage dealt by the Obelisk laser and the superweapons, this caused them to do a few less points of damage than they should. The building usually caught on fire and would then burn down anyway, but even in that case, a fast player could still repair it right away and save it. With the fix, it actually instantly destroys it. The white light actually pauses the game while it flashes. I think adding that to multiplay would be a sure-fire way to get out of sync errors.
  9. Actually, his point is that DOS C&C isn't compatible with CnCNet, or even with the C&C95 game version we use on cncnet.
  10. Actually, ion cannon can take out an advanced power plant in one hit now, with my patch. That should be something.
  11. Isn't it possible to trigger the Resign function from triggers somehow? I mean, making all of the player's stuff blow up?
  12. This is wrong. Nod's last build level IS 13. The game has a bunch of internal exceptions to upgrade Nod's tech levels, to let them build stuff which is tecnically, internally, several levels higher. So please, do NOT change stuff like that! It will not react like the internal game stats. For example, in GDI mission 2, you can not train engineers with your Barracks, nor can you build the Refinery. However, once you capture the Nod construction Yard, you can build the Refinery, and if you build a Hand of Nod you can also train Engineers. This is because for Nod, the buildlevel prerequisites of individual units and structures are tweaked to act differently; I've seen this code in the exe. This applies to many other things, including advanced power plants, which are buildlevel 13 and would thus normally only be buildable for Nod in the very last mission. In reality, I believe they can build them at level 11. So don't change that, because even for missions launched through the Covert Ops menu, these buildlevel exceptions apply. You seem to forget that the campaign originally ignored that setting. I made that buildlevel change myself. Its only purpose is to allow you to build MCVs in the final mission. I thought it would only be fair, since GDI gets to do that. Since this is the final mission anyway, and with the buildlevel tweaks for Nod, this is literally the only difference between buildlevels 13 and 15, for Nod.
  13. Honestly, I never tested that. The fact MCVs are horribly expensive and slow to build kinda gives a natural deterrent against the RA-like spam anyway. Not to mention, C&C1 maps are smaller, so there's usually not even enough space to build too many factories just for increasing build speed. (and GDI weapons factories are made of cardboard... sooo easy to destroy )
  14. Strange... it's not even a repeating trigger... it should only trigger once.
  15. Eh, I was just giving information on how it works... no need to get defensive O_o
  16. That's normal... port forwarding means letting your router redirect traffic sent to specific ports exclusively to one PC on the network. So logically, you can't do this with 2 PCs.
  17. May be admin rights related...
  18. Maybe he got the Video Mode error? That just means he needs to set the resolution to something his monitor supports...
  19. Hmm... well, to be honest I usually use XCC Editor. Been ages since I used CCMap As for your triggers, can you please post the mission you made, or at least its triggers? I can't help you if I can't see what you might've done wrong, and test it myself..
  20. For AI sides it doesn't matter at all. You can make GDI build SSMs and Obelisks if you just script it for them. An AI will never build units that aren't specified in the Teamtypes, and can build any unit from any side without any problems. Do note that AI superweapon triggers (nuke and ion) don't work correctly for any sides except GDI and Nod. If you're GDI and a mission trigger with the action "Ion Cannon" is activated, it will instantly recharge your ion cannon. You need an Advanced Com Center to fire it though, of course. The same thing applies to the nuke for Nod, though you can only fire it once as player, even if the trigger 'recharges' it. If the AI is GDI, and has an Advanced Com Center, the Ion Cannon trigger will make the AI attack with the Ion Cannon. They will not have the normal recharging superweapon though; they will only use the ion cannon if it's triggered. Again, the same applies to a Nod AI, for the nuke and Temple. On a related (and somewhat strange) note, the 'Airstrike' trigger action will always give the Airstrike superweapon to the House that activates the trigger, even if this is an AI side! AI airstrikes are normally not done this way, but by reinforcing a team of A10s in a Time trigger loop. This way also allows you to destroy the Airstrike trigger. Once a House has the real Airstrike superweapon ability, though, there is no way to take it away again.
  21. Umm... you do realize RA95.exe IS the game, right? It's the actual program, containing all behaviour including which graphics files to use at which time. By copying the exe file, you just did an (incomplete) upgrade of the game to v3.03
  22. Agreed 100%. If I wanted to play a game where the only requirement for building stuff is build time, I'd go play C&C4 (yuck).
  23. It's a standard game behaviour to pack units inside a transport if they're in the same team, to allow reinforcing an APC with infantry inside. The game makes no distinction whatsoever between vehicles and infantry, for this. The same thing works for Chinooks. So, simply don't put them in the same team. As for your credits thing... um, can you just post all the triggers you used? It's hard to evaluate this without actually showing what you did. It'd also be useful to see if your triggers are linked to any buildings or units on the map. As for ccmap glitching, never had that personally. Are you using this pack?
  24. Hmm. First thing I usually do when starting a game is pump out a few minigunners and send them to the corners of the map. This way of scouting is usually a lot faster in finding the enemy locations than waiting until you teched up to vehicles. (Well, unless the map is full of tiberium and they all just die in that ) I wonder why it's not mentioned in the first post...
  25. I should make sound addons for this based on the Sole Survivor voice sets
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