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Everything posted by Nyerguds
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So, it's an issue that was fixed in 3.03? Why are you still going on about it then? Just use 3.03...
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Not as far as I know. It's just the radar logo, and it just becomes the typical non-refreshing black. I've seen loads of old custom missions (ab)using the multi sides, and they all work fine until the moment you actually win and it crashes. Well, on non-1.06, Special will crash on win just as well, so it doesn't matter much. Any nonstandard side does that; only GDI and Nod have a score screen. Personally I'd just use GDI and Nod in missions, without the dual side tech. It's a neat novelty, but not really anything interesting to use in a mission, in my opinion.
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...this topic makes little to no sense O_o
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Multi1-6 are the houses used for the multiplayer players. In single play, they don't have a side defined, and basically have a combination of GDI and Nod stuff. You can play as multi sides, but it's not advised. Their radar logo will be ugly non-refreshing black, and if you're not on patch 1.06c, your game will even crash after finishing the mission, because these houses don't have a score screen defined for them. In 1.06c, you could use them (though I wouldn't advise it), by adding "RadarLogo=" in the [basic] section of the mission to override the player's radar logo (you can use GDI, NOD, JP, and, if you're feeling adventurous, WW and EA). You can also use the colour scheme controls under the house headers in the ini to change the house colours. Of course, they still won't have a score screen, and will just skip to whatever comes after that (depending on whether it's a campaign mission, a minicampaign mission or a single mission). You can also use house Special. That side does have a radar logo, namely the dinosaur one, and can also use stuff from both sides. Using Neutral is not advised, since they can't build anything at all
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Missing File Descriptions (XCC Utilities)
Nyerguds replied to DarkVen9109's topic in Modding Discussion
That's what I said. Custom saved. From the moment the xcc names database file is in there, it won't load the descriptions any more. -
Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Actually, the answer to that is the very first line of my post For the rest, yep, that seems like the right way to handle it. -
Missing File Descriptions (XCC Utilities)
Nyerguds replied to DarkVen9109's topic in Modding Discussion
The descriptions are built-in, and not always correct anyway. On custom saved mix files they even disappear completely. -
Hmm... try opening ddraw.ini, and changing the renderer to gdi. This may be related to driver updates.
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Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
Originally, the game ignored the Buildlevel setting in the campaign missions (1-20) and always used it outside that. I changed this to an option in rules.ini, which, by default, enables the Buildlevel setting. In other words, the game ALWAYS reads the Buildlevel now, even in the campaign. As for your remarks there, if the Buildlevels in old missions don't match the actual missions they replace, it means they're meant to have the Buildlevels of what they replace. A lot of mission files started from a copy of an existing mission to have the basic sections all there, and a lot of authors just didn't bother adjusting the buildlevel setting, since they knew it didn't work anyway. Of course, it's very possible some people made and tested their missions on Covert Ops, and then distributed them replacing the first campaign missions so they'd "play as a campaign", without actually testing that, and without ever realizing it messed up the buildlevel. You can usually spot this by looking at the overall tech level in the mission though, and the teamtypes built by the enemy. -
The TFD shortcut installer does work. It just doesn't show any windows or message boxes
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Appropriate Recording software for RA1 and TD
Nyerguds replied to DarkVen9109's topic in General Discussion
tons of spare cpu, I'm guessing? Or just multicore. C&C can only run on one core, so if you put the recording app fully on a different core, they never affect each other's performance at all. -
open the cncnet settings, set the program to launch to RA95.exe For some bisarre reason it seems to be set to launching something called "RA.95" there, which is certainly not the game executable.
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Tiberian Dawn Some very interesting trigger research
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
Well, basically: Making MCVs deploy: Put an MCV on the map and give it the "Deploy" command Make a trigger to put it in a team to move it around to the place where you want it. Make this trigger fire immediately at the start of the mission, so it overrides the command of the MCV before it actually deploys. After moving to the destination of the teamtype, It will deploy on the end of the route. I'm not sure if you have to give it a new Deploy command there or not, though; it's been a while. There may be some example maps on the forum here, of people who experimented with it. This can be used for missions where you have to disrupt an enemy convoy with an MCV before it reaches its destination and starts building a base. Restricting the route of gunboats: I think this was simply making them move between two points. You have to make sure the waypoints are both exactly on its Y coordinate on the map. C17 reinforcing and money giving: You can make reinforcements arrive with C17s, but only one unit at the time If you specify more units, the first will be delivered, and you will get the cash of the others as if the units were built but then cancelled If you make units reinforce with C17s, but the player does not have an Airfield, the player will receive the money of the cost of the units instead. -
You can just replace them by empty aud files... make a wav with like, a split second of silence in it, convert it to aud, and copy that to the names of these tracks. Or just... replace the original tracks by your new ones?
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Tiberian Dawn Some very interesting trigger research
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
Huh, looks like tiberiumweb is dead... wonder if it'll come back -_- I should really write all of that stuff down some time. I think I still remember all of it. -Making MCVs deploy -Limiting the patrol path of gunboats -C17 reinforcing tricks and giving money ...not sure if there was much besides that. -
Gunboats going over buildings on land sometimes make those buildings disappear, which usually makes it impossible to accomplish the objective to destroy all buildings, since those will technically still be there but can't be seen or attacked. As for the triggers, the game cuts them off after four letters. All triggers will be read, but those requiring linking may link to incorrect things, or not at all, if they exceed 4 letters, since the internally stored trigger names will differ from the longer versions referenced everywhere in the script. Triggers with less than 4 letters are perfectly all right, of course.
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Why? Because RA2 did that? Don't judge a game on the ideas and features of its successors. This is RA1.
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You can't write it into the frame data, since the format is encoded in blocks of frames... it'll need to be re-encoded with Gordan's converter anyway. As for the video, what he says is "As you are no doubt aware, GDI has begun field testing its satellite-based ion cannon despite your previous success."
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For music, you can just add .aud files in the game folder... no need to put them in mix files.
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Your trigger names are too long. They should not be longer than 4 characters. You also have boats on wrong places; gunboats need to have the FULL MAP WIDTH to travel. Your boats will go over the land.
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Glad I could help. The official EA C&C forums have a huge list of common problems on the First Decade board, in a sticky topic aptly named "Common Problems". You may want to check that out of you ever have any trouble again.
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Not really... which is why there's no topic. Heck, the game isn't even called Generals 2.
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coldroll: this shows the basic method for all conversions in XCC: http://nyerguds.arsaneus-design.com/junk/tutorials/xcc-copy-as.png (for conversion from SHP, you normally first need to press ctrl+p and select the right palette, since SHP files don't contain colours themselves, and purely use the colours given to them)