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Nyerguds

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Everything posted by Nyerguds

  1. Yup. 64x64 is the internal size of all C&C1 maps. The outer border can't be used, though, because it is reserved for spawning reinforcements, and for hiding away airplanes that 'leave' the map (in reality, they get stuck in that border, probably because 'removing' them would count as a lost unit for that side). The outer border, on missions, can be edited with impassable and passable tiles to determine exactly where non-flying reinforcements will enter when coming in from the map border.
  2. I can do that in C&C1... with just the MHQ
  3. Heh, wow. Not sure if you saw the discussions with Gordan in the Spanish videos thread, but one thing to note is that when converting to PCX, you can technically split the video into scenes which each have their own palettes, to prevent getting too much quality loss in videos that have really different colours in different scenes. The catch is that in the existing VQA encoder, this HAS to happen on a multiple of the configured key interval setting. So if it's set on 8, as it normally is, these palette changes can only happen at the end of every batch of 8 frames. You can do this by converting with RAD from video to high colour PNG frames, then separating those into different folders, and then using RAD tools again on each folder of frames to convert them to paletted PCX. The only disadvantage is that all new frames will be numbered from 000 again. This can be fixed with this simple Copy/Rename tool,
  4. There is literally no way a sudden computer restart can be caused by the game itself. On crashes where your game seems to freeze without error message, it is possible you might get the error message by pressing alt-tab or ctrl-esc. That just means you got a quad core. Like many DOS-era games, C&C takes the full CPU power of the core it runs on.
  5. Me? I'm barely even still working on my patch... having a full time job doesn't give me much time for my hobbies.
  6. Not sure if that's worth translating... it's just a rough interrogation and execution of a prisoner, is all. As for the "if you don't spill it", the English expression "spilling the beans" means revealing a secret. The "I'm gonna spill it", of course, refers to spilling the prisoner's blood (or brains, here ), AKA, killing him, and to stress it even further he even explains that what he's going to spill is "You! All over the damned floor". Which he does, too. And on the wall. and the window
  7. Well, the triggers system is probably one of the most complicated pieces of C&C95... so far, the only thing I've managed to do with that is make a few clones of the "Destroy Trigger" triggers.
  8. I'm not talking about reproducing bugs. I'm talking about working anything like the original game. Being able to play the original game's missions, and using the original game's files, in the way the original game does. OpenRA is, as the main page says, "a Libre/Free Real Time Strategy game engine supporting early Westwood games like Command & Conquer and Command & Conquer: Red Alert." Technically, that is not even 100% correct; it only supports the game media (graphics and sounds) of these games. All other file formats need to be converted to be usable. All these things make it not an engine recreation.
  9. I don't. I just feel the need to be correct on the matter, while you seem to deliberately mix the two. By the way, OpenRA is not a game engine recreation: Game engine recreations are engine interpreters for video games that replace the original engine binary that came with the original game. Meaning, an engine recreation is a program that can fully replace the original exe, and then run like the old game ran, using the game's files. One of the examples I can give is Dune Dynasty. "In many cases, these are made by reverse engineering the original executable, but occasionally, as was the case with some of the engines in ScummVM, the original developers have helped the projects by supplying the original source code" OpenRA has neither reverse engineered anything, nor used original source code, and does not run like the original game ran, at all. It was built entirely from scratch, and just tried to get close. It doesn't even use all original files; just the graphics and sounds. As far as I know, it doesn't even use rules.ini. I don't even think it can run original RA or C&C missions at all, right? It can't even use the maps without needing a conversion. Playing the original game content is kind of the point of an engine recreation. And that includes single player.
  10. The new Search From Image feature of Google Images is so awesome
  11. I never suggested any such thing. I just want you to stop pretending OpenRA is the same, or, god forbid, an "upgrade of" the original Red Alert. It's simply a different RTS. The classic mod is, as the name says, a mod, just like Return of the Dawn mods TS to C&C1. That doesn't suddenly make TS the same game as C&C1.
  12. Please stop pretending OpenRA is RA?
  13. Then you're just talking about multiplayer games as a whole, not about RA1. Given the amount of people that had internet access back then, RA1 was insanely popular.
  14. As I said, terrain objects have an ownership value. You need to specifically allow them to appear in a theater. In C&C1 it's a boolean flags value, just like how ownership by houses is done on units/buildings, so I expect it might be the same in RA. If you added a new theater to the list, you need to enable the next bit on the trees you want to appear on it.
  15. yeeah... blowing some compressed air through the fan should do the job.
  16. There's a set of RA icons from one original-palette .gif screenshot that are actually originals without text. I hope they included those.
  17. Where did you ever get that idea? Just looking at the insane amount of maps on the RA archive should tell you a bit about RA's online popularity back in these days. The fact both expansions added a ton of maps was also due to its online popularity.
  18. Yeeeah, sorry, I have very little time to play games these days. Just thought I'd point that out, is all.
  19. Decoding it can't be too hard; there's plenty of tools that can read SHP and related graphics, so they all got that decoder. It's just that I've personally never dug into it
  20. Probably just because they started from the main RA program and cut away stuff until only the map editor remained... while in the game itself they did the opposite, and cut out the map editor.
  21. OpenRA never was RA anyway... it never used the same logics. It just tried to get somewhat close to them, but no real research was done into the inner workings of the RA game engine when developing it. I just see it as a wholly different RTS game that just happens to use Westwood graphics. It's not "superior", it's just different. Too different. So, kindly, don't use words like "upgrade" when talking about it
  22. You have far too many exclamation marks in your mission briefings. They're supposed to be military orders, you know.
  23. Ugh, they used the compression algo they use for SHP graphics on that stuff? Bahh.
  24. Isn't it just the basic binary to text encoding/decoding method used to send stuff in http messages anyway? btw, I fixed the empty space thing by adding extra cells to existing templates and using those :3
  25. Yeah, I guess if you convert the TD maps to the template IDs of RA, and then encode them to text, it should work.
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