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Nyerguds

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Everything posted by Nyerguds

  1. cnc-ddraw is just meant for 256 colour games... not sure if RA2 NEEDS any ddraw fixes.
  2. Oh, cncnet doesn't separate the expansions?
  3. Only the Initialized part... it's from "Sound hardware initialized". I made tons of such custom EVA sounds for the Spanish language pack, and for the TS-to-C&C1 mods DTA and ROTD Compared to thise, this was fairly easy... I've done actual cutting and pasting of separate vowels to get the right words. Luckily, TS has these EVA-read voice briefings, which gave me tons more material for that Spanish EVA.
  4. Tried my hand at this... http://nyerguds.arsaneus-design.com/junk/bctrinit.wav
  5. "-LAN" is the command line parameter hacked into C&C95 (and I think RA95 and TS as well) to make the game launch straight to the network lobby, so it isn't strictly necessary for RA2 since it won't have any effect there. But leaving it there won't cause any problems, either. The other settings seem to be as they should be, yes. cncnet.exe should be placed in your actual game folder, where ra2.exe and game.exe are located.
  6. to clear this up, Matt... only updates FROM the project are except from this rule. It does not mean you can bump any mod/map/project related thread, it just means the original authors can.
  7. Planes never leave the map anyway. anything you see 'leaving' the map just gets stuck into the map border just outside the visible edge.
  8. Hmm, I doubt it. That was only introduced in TS, and unlike C&C1, RA doesn't have a computer voice that's used in briefing videos (or voice briefings like TS) you could plunder for sound clips. I could see if I can mix something together from the existing EVA clips... I've done that kind of stuff before.
  9. Well, now... that's a whole different matter... which still makes it off topic here, mind you. You can always make a topic in my own forum if you want to discuss that, though.
  10. yeah, I know it'd been mentioned before... but I have no clue why it would happen. Never had the bug, personally.
  11. Bah, you young whippersnappers and your fancy-shmancy high resolution maps! In my day, back on the sandy dunes of Arrakis, all we had was 64x64! And we couldn't even design maps, we generated them! :ranting: And them sands, they were itchy! :laugh:
  12. I'm not sure I got all of them, actually.
  13. buzz: Iran means you can attach files on this forum.
  14. Obviously, yes. That's a limitation of RA. Well, technically, each theater can have its own palette, but since RA isn't optimized for a common block of UI colours like C&C1 is, it's highly unlikely you can actually pull off making a theater with separate palette in RA. Not without a ton of problems, at least... amongst them, the icons, which aren't separate per theater as they are in C&C95, and the special colour filters for things like shadow colours, targeting flash, iron curtain effect, etc., which are all palette remapping systems.
  15. That's rather irrelevant on this topic, though.
  16. OpenRA isn't RA, though... no matter how hard it tries. (which, tbh, isn't very hard)
  17. Shouldn't be a problem, with my new terrain type tool...
  18. It doesn't seem to cover the issues of remap and special colour corruption, though.
  19. Woah. That OpenRA Desert theater is pretty amazing, yes, especially the bridge tiles.
  20. [edit] Split off my post and put it in the Tutorials section, since it seems like a useful thing for everyone: Basic Guide to Graphics Modding (RA1/C&C1/TS)
  21. Eh. I noticed it. But I knew he was working on that anyway
  22. I doubt there's any such system in C&C, except for the build limit on unit types. It's just not a unit cap kind of game.
  23. buzz: hard to do if it's an exe edit, not a map edit. iran: why do the colours in that video look so odd? It's all sepia...
  24. No, that demo was DOS C&C, though I did release isos of that too (but only in english). As for C&C95, I replaced some internal file (a dll I think) in the french and german C&C95 installers by one from the C&C95 installer to make them work again. Well, they still need 32 bit and Win95 compatibility mode, of course.
  25. No, I think nurple maps are simply maps with modding/scripting in them.
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