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Nyerguds

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Everything posted by Nyerguds

  1. Seeing as the text is part of the image, yeah, that's just graphics modding. So, converting, painstakingly removing the original text, adding new text, and then converting back.
  2. indeed, I use Audacity. Heh, this was simple. Just separate words. Nothing to it. That's right. That took a ton of copying and pasting tiny sound clips to create the word I could... but why? You need it for something? Last I checked this wasn't Dune II...
  3. This mission is full of illegal triggers and celltriggers... triggers can not be more than 4 characters long. He also seems to somehow have, um, used shortened versions of his trigger names as celltriggers, and it seems the triggers they're supposed to link to are not even 'Player Enters' type Other errors I notice right away: multiple AIs with construction yards and base entries, incorrect use of "loop" at the end of teamtypes ("loop" removes actions from the front of the loop. Teamtype actions loop automatically), and multiple production triggers (which is useless; production is one global option for all AIs). btw, isn't this forum for completed maps? This thread looks like a request for help... it should be in Mapping discussions.
  4. Umm... as I said, I extracted it. As in, from the installer's mix files, not by recording it from the installer process.
  5. Hyfuluton: if you downloaded from the "Download Red Alert 1 online" link, I'm fairly sure that that one is stripped down to the minimum needed for online play. So, no missions.
  6. What do you mean with "rename"? Change the name on the icon, or change the file name the game uses?
  7. I got the CD audio of SS (and a ton more C&C games) uploaded as FLAC here, if you want: http://forums.cncnz.com/topic/14808-anyone-own-sole-survivor/?p=207843#entry207843
  8. He didn't even apply the red secondary colour for Nod on C&C1. He just enabled the remapping without any tweaking, while the logic in DOS C&C, like all of the game, is actually full of exceptions.
  9. Actually, the infantry icons are simply not supposed to remap. They don't remap in DOS C&C1, either, meaning any remap colours on them are irrelevant. The icon system should simply skip remapping on them
  10. Nyerguds

    yo pichorra

    How does that even... come from code? What would ever compile into that? O_o
  11. There's dithered pixels in the soldiers' helmets... you didn't use clean 2x scaling.
  12. Seems more useful to just be able to swap the colours, then...
  13. Nyerguds

    yo pichorra

    so they enable an extra bit on eax, and then trim it down to 2 bytes... seems odd.
  14. You can't make a LAN patch. The game HAS no LAN, at all. There's no LAN mode in the game. It requires a server and wwchat to run.
  15. Nyerguds

    yo pichorra

    Small question... was the icon remapping actually still in there somewhere? Did you re-enable it, or built it in there yourself? I'm just asking because, the icons of the structures, MCV and Harvester should be red for Nod... in my exe, they should follow the SecondaryScheme logic.
  16. The "Production" trigger is definitely needed before the AI will build anything. For the rest, in the specific case of RA1, I have no idea.
  17. My point is, it sucks as a preview. I can't think of any reason at all to ever use jpeg nowadays.
  18. I removed the unnecessary attachments -_- Though please learn to use png instead of jpeg. That pic is blurred to hell.
  19. I fixed the links. Iran, don't put quotes around the url in the bbcode tags.
  20. Yeah... thought the shadows were RAED's fault... glad to hear they should be fine ingame.
  21. Umm, he just did. Quote his post, you'll see.
  22. The dimensions aren't correct... the first two are the correct size, namely 64x48, but are lacking a border. The last one is 62x47, while it should be 64x48 and should have an icon border. Also, only the last one seems to have black shadow on the text. They should all have that. For the rest, I advise sharpening the images more, and actually applying the game palette to see how they come out.
  23. Someone should convert those trees...
  24. umm, 0 and 1 are simply the first 2 indices. In practically all programming, all lists have 0-based indices.
  25. Hm. Could you test if other games which have the same full core usage behaviour (like, RA1) cause the same thing?
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