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Nyerguds

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Everything posted by Nyerguds

  1. Magnificent! Seriously... that's just spot on! Didn't know you'd get it this this good
  2. No, for TS and RA2 you're probably better off checking the PPM forum.
  3. And, as I already said... look in the original missions
  4. Use XCC Mixer to get to them. Look inside conquer.mix for campaign stuff and original release multiplayer maps, inside sc-001.mix for Covert Operations and the expansion-added multiplayer maps, inside sc-000.mix for the dinosaur campaign, and inside sc-psx and sc-n64 for the missions I added from the console versions. You said you read the mission making guide. It has a list of the triggers; win is amongst them. For the rest, look at how the campaign does it. The most common win trigger is All Destroyed,Win,0,[side to destroy],none,0 As GiftS showed, Waypoint 26 is the top left corner cell of the starting view. This is ALSO in the mission making manual. So please, just read through it all again.
  5. I think it's related to the Origin version enabling all-user compatibility modes. You can't disable them from the exe file settings; you HAVE to use regedit to get rid of them X_x
  6. If you use C&C95 v1.06c r3, you can add music by extracting themes.ini from updatec.mix and editing it. I haven't gotten around to implementing the rest of the ini modding system yet though; the music was more or less a proof of concept, which was quite easy to implement since I had been rewriting practically all of the internal music entry handling anyway. The inis containing all extracted hardcoded data from the game are already available here: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ But as I said, only the music one is actually read by the game at this moment. rules.ini (which isn't in that folder, but can also be extracted from updatec.mix) has settings determining which special scenes (main menu, score, map selection) use which themes from themes.ini As far as I know, you can add anything you want in RA2 and TS, but there are internal limits to how many you can add. For example, the TS AI starts acting odd if you expand the units list to exceed 100 entries.
  7. The problem is, these obsolete savegames are from the DOS version. The difference between the DOS and Win95 versions is too big for that to work. I tried loading DOS savegames after changing their internal version number, and it just crashed the game. See, savegames are simply a memory dump of all the lists of units, buildings and other game objects in memory at that moment. This means that if anything is changed in the way that stuff is stored in memory, these dumps are simply incompatible. That's why they add those version number checks in the first place. it's not to sabotage the players, it's to prevent the game from crashing. Note that all of the missions in these old packs, or at least the ones that aren't just savegames, are being sorted out by Solo, in his Tiberian Dawn Missions Catalogue: http://cnc-comm.com/community/index.php?topic=1786
  8. Same as the Rocket Launcher in C&C1. It also has turret down frames (supposedly for moving) and turret up frames for firing. My patch just always makes it use the turret up frames, they look better.
  9. Well xcc isn't C&C... and I doubt Olaf even knows about those internal limits. As for triggers... well, I should really make a C&C95 v1.06 update of the ccmanual, but yeah, everything is in there, with examples. For the rest, simply look in the original missions; see how it's all used there. That's really the best way to learn. Anyway. You need a few things for that... first of all, a Production trigger. Production tells the computer to actually start producing anything. This means it starts building units, and starts (re)building the buildings specified in the [base] list. Starting Production is usually done with either a timed trigger, or a cell trigger, so they either start producing after you got some time to set up your base, or after you start exploring around a bit. An example of the timed one would simply be: [Triggers] prod=Time,Production,0,None,None,0 The 'owner' of a timed trigger is a bit dodgy though. Usually, you set it to either None, or the player side. Since this is just the house that 'triggers' the 'Time' action, it should never be any other house. A celltrigger one means you need to make a "blockade" of celltriggers on all exits from the player start area to the enemy base. For safety reasons, this blockade should be at least 2 cells thick to prevent diagonal crossing. [Triggers] prod=Player enters,Production,0,Goodguy,None,0 [CellTriggers] 232=prod 233=prod 234=prod (...and probably a load more) The trigger owner HAS TO BE the player side. Always remember, the trigger owner is NOT the side that gets the effect. It's a restriction that says only that player can activate the trigger. Now, the actual attack can be done in 2 ways. Either with Create Team, or with Autocreate. Another common misconception, as with the trigger owner, is that 'Create Team' makes the AI build the units. This is wrong. Building the units is a setting on the teamtypes. Create Team makes the AI combine the units into a group to send them out to do something. [Triggers] atk1=Time,Create Team,20,GoodGuy,attack1,1 [TeamTypes] attack1=Badguy,1,0,0,1,0,15,1,0,0,2,LTNK:2,E1:5,2,Move:4,Attack Units:50,0,0 On the Trigger: This is a timed trigger, set to 20 time units (1 time unit is one minute on middle game speed), and the "1" at the end makes it repeating. Do note that even if Production isn't active yet, if the AI has enough Recruitable (meaning, on Guard mode, and not in a team already) units around to make the team, it'll probably still create the team and send it to your base. On the Teamtype: The number right after the "15" in the Teamtype is a multiplier. Put this on 2 for this team and you'll get 4 LTNKs and 10 minigunners attacking you. Now here's the important part: anything greater than 0 for that number indicates that, from the moment Production is started, and NO MATTER WHETHER YOU HAVE ANY "CREATE TEAM" TRIGGERS FOR IT, the AI WILL always keep these units around, meaning, if it doesn't have any that are Recruitable (see my note above), it will build them. That number is what REALLY makes the AI build units. The most important effect of this is that if you put a bunch of 'unused' team definitions in the TeamTypes section, chances are this value is set, and the AI will still produce them. Note that in more scripted missions (like, missions without a base), you can put this on 0 to make the AI use units on the map to create patrols etc, or to make one specific civilian move to one specific point on the map, and stuff like that. Starting credits are set per House (Goodguy, Badguy, etc). Make sure you set the credits on the same House as the one you put in the Player= field in the [basic] section. I do hope you didn't actually put "Credits=20cred" on the line, btw. Should just get a number.
  10. I got that too, at home. I was just checking in the PDFs since one of those is a newer version released with EA's isos. (it has a load of cool hi-res renders in it )
  11. I should really check that some more. How did things work out with that Dune mod?
  12. I think that's a cnc-ddraw issue... one I've been hearing a lot lately. I wonder if it's a Win7-specific issue or something...
  13. Please don't post in all caps. See also, The Rules.
  14. Hmm odd. Gotta check that. I got a Dutch and English manual, and several pdf versions. [edit] Yep, both pdf versions I got have the same error.
  15. rofl. You'll need WinPack to pull that off. Not to mention, my patch literally replaces all files except update.mix
  16. >Strips all languages out of my C&C95 install to create 'lite' version >Bloats own installer of Red Alert with language packs
  17. No way! Someone really did that? Expanding on the OpenDune code? Amazing
  18. Ooh, neat. Didn't know this was still being developed.
  19. Giving them the ACC. They'll still have to wait for it to charge though Hey, you could make that a capture & defend type mission, with one clear flare-revealed target you just can't reach without the Ion Cannon Remember, my patch offers custom capturability
  20. IIRC, you can give both sides both superweapons by giving them the corresponding building, but you can NOT autocharge it for the wrong side using a trigger. Airstrike, however, works for all sides.
  21. Read this: https://forums.cncnet.org/topic/350-some-very-interesting-trigger-research/
  22. it's "Nod-Mot" in German anyway. There's no difference AT ALL, in unit data or names, between DOS C&C and C&C95.
  23. I'm "Nyerguds", not "Nyergud". As for DOS C&C: http://nyerguds.arsaneus-design.com/fullcnc/ Um, LKO only plays DOS C&C, as far as I know.
  24. 38º seems far too much. I know they leaned more towards 30º for rendering the new units in Dawn of the Tiberium Age.
  25. Actually, I grew up with DOS C&C I have many happy childhood memories of playing LAN games over IPX in DOS, spending hours on the campaigns and homemade missions, and I even played DOS C&C online (against Myg, who was playing on C&C95, even), through COM port emulation over IP. I only got C&C95 in the year 2000, after playing through Tiberian Sun and Red Alert 2. And I never stopped playing DOS C&C. So don't assume too much. C&C95 has a lot of leftover traces of the 320x200 resolution, but I've never looked into actually using it. I'm afraid it's severely incomplete. For the rest, I don't really get what this is about... -You keep talking about DOS C&C, then you talk about a C&C edited with TibEd, which can only edit C&C95. -you say it's not made for online, then you invite me to play it online? -Selling the Construction Yard is a dumb thing to do, especially for money purposes. -"having a resolution up to 10000 to 8000" I do hope that's just a poetic exaggeration, and not a play suggestion. I don't even give tech support for resolutions higher than 1024x768; it's all at your own risk after that. Actually, practically all those missions are from before C&C95. I know, I've seen most of them on a mission CD which was made around the time The Covert Ops was released.
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