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Nyerguds

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Everything posted by Nyerguds

  1. Pity. Doesn't Snow have these greyish patches though?
  2. You have to make sure you don't forget the .bin file. It contains the actual map terrain.
  3. All animations can be assigned a sound. I doubt the parachute is an exception to that. But to change that you'd have to edit the exe... [edit] Ooh, READY. Sorry. I thought you meant the actual parachutes opening O_o
  4. Beautiful. Any way to add the tiles with snowy patches too?
  5. What's it there for anyway? Just revealing the field a bit? ...oh wait. And put some heavy guard towers around it to secure it. Right, gotcha XD
  6. Actually, judging from the stuff we discussed on the chat last time, I do think the legal status is: they don't mind
  7. The different palette issues aren't really solvable, Iran... they'd mean adapting ALL graphics in the game to only use a part of the palette, so you can switch the rest of it between theaters. Switching sidebars and icons per theater may be possible, but the RA units and structures aren't optimized for such a thing either, so unless you switch the game to high colour mode, it's just not possible, unless you want a full units and structure set per theater, or do the aforementioned conversion to reserve part of the palette for theater switches. Both of which seem to go a bit too far, in my opinion. On top of that, each theater contains .mrf files, which are remap tables for colour modifiers like the white movement flash, the unit shadow, and the iron curtain effect. All of these would have to be redone, and there are no tools for generating such things. (This appears to be C&C95 only)
  8. You're aware that radar in the center has no power, right? Whatever AI side it belongs to will probably sell it after a while when it runs out of money to repair it from low power decay.
  9. lol. I uploaded those isos, posted them on the EA C&C forum, and EA never minded them or deleted them. So, maybe not legal, but clearly 'allowed' by EA.
  10. Heh. Had to do that for the map animation strings in C&C95 too. Oddly enough, the German and French version already had that migrated to the strings file; only the English one had it hardcoded.
  11. Well, just stressed or unstressed vowels are a huge difference. So yeah, had my work cut out for me, but it turned out great Mind you, I probably wouldn't be able to do this stuff for languages like Russian or Polish. I don't really know Spanish, but I do know how it's all pronounced when I see it written down.
  12. Well, seeing as Iran is madly developing more fixes all the time, you can expect there to be more in the future. Not a clue how it's distributed, and by whom, though. I think Iran has his own RA download page.
  13. There's a text file called "aqrit.cfg" in the ddraw download. Open it in notepad. It contains the settings.
  14. Uhh.. syllables ARE sounds. They were built by the syllable, or, more specifically, by transitions of vowels and consonants. You can't really cut out a consonant without hearing the vowels before and after it, or a vowel without the consonants around it. They always start going towards the next part of the sound before they end. Getting a single transition of vowel to consonant or vice versa is possible, but usually vowels are easier to cut off in the middle and combine. It depends on whether the consonant is short or drawn out, I guess. Sometimes I encounter several syllables exactly as I need them in some other words, but another problem is that finding the right word isn't enough; there's a huge difference between the intonation at the beginning, middle and end of a spoken piece. So I've often found the right word, but had to replace the start or end by the same syllable in the intonation I needed.
  15. Ohh... the TFD DOS addon. Right. I just checked my ISO collection... no German DOS disks, but I do have the Covert Operations in English, German and French, and that contains all the necessary DOS data too.
  16. I don't really see the issue...
  17. Heh. It's Ultraq who's been researching that, not me. I'm more an inner game logics guy
  18. That post you replied to is 2 years old, though. I think they've found a fix since then using a Wine dll. Please don't go around posting your link in every slightly relevant topic you can find, it's getting a bit annoying if it bumps years old topics like this.
  19. Huh, so you mean this may just be caused by power saving options?
  20. Ohh. It's reader only? No writer for Dune II SHP?
  21. Oh? That's cool news
  22. Does that support the Dune II formats, though? Like the C&C1 and RA1 mouse cursor. Dune II also has support for (and uses) SHP files with frames with different dimensions.
  23. You mean the censoring mod? Why would that need the DOS version?
  24. Yeah... it involved putting all Spanish voice briefings on my MP3 player, listening to them on my way to work, and pausing to write down the file and time whenever I encountered a sound I still needed, in the right intonation
  25. These are the names of the civilian buildings. The game normally doesn't show them (instead it shows "Civilian Building"), and because of that, the Westwood people gave them funny names. They can be enabled with the option TrueNames in rules.ini As for the music tracks, no, that's no problem at all. It's just, most translations don't touch them. The subtitles option in the game has no effect. It is possible to edit the videos and add them in, but I'm afraid there's an extra factor involved, since the videos are 256 colour. There is a thread on CnCNZ where they did the same thing for spanish. I think the thread has the transcripts of all C&C videos. http://forums.cncnz.com/topic/17046-translating-td-videos-to-spanish/ If there are italian versions of TS or C&C3 and you can get me all EVA sound files of these, I could probably make an EVA voice set if you give me the italian translations for all the voices in speech.mix. I've done that for the Spanish one as well.
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