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Everything posted by Nyerguds
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Woah. Yes, that's weird.
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I can crash any game by just changing 4 bytes. Heck, can do it with 1
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holy crap a lot's been posted in here. That can't be done. There's also the exe header and such to deal with, which isn't asm code. The closest you can get is a complete decompilation to C++ code, and I don't see me doing that any time soon, since I'm not a C programmer. You can ask. But hyper's db generally doesn't contain my 1.06 stuff afaik. Well, explain away! I'd love to know. The only currently existing converter sucks balls. Yeah... because we all got a legally bought IDA... :roll:
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How to Make a unit shoot aircraft in flight?
Nyerguds replied to DarkVen9109's topic in Modding Discussion
Well obviously. You need to test what it does to AIRCRAFT. The basic way to make something attack them is put them on Area Guard ('G') mode. -
Hmm, could be. It's definitely not the final version, since that has the ball dropped onto the exit in the damaged state. Hard to compare graphics like that though, with them being printed. Woah. I think there are different ones than that Russian site had. Pity it's so small. That's not CONC. That's a map tile. You see how it cuts into other terrain. I've seen the tile in the theater mixfiles; its name has never been identified. The system of modifying terrain as concrete slab is probably a leftover from Dune II, where all building cells were in fact map tiles.
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Huh, I used to get around the auto-embedding by using youtu.be, but it seems that's detected too now. Dammit Tore, disable that crap or make it work right [edit] Tore said any youtube url on an empty line is embedded. Add a space BEFORE it to get around that. I edited your post to do just that
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Obviously. They're exactly the same thing Anyway, thanks for this! It'll be really useful for people
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How to Make a unit shoot aircraft in flight?
Nyerguds replied to DarkVen9109's topic in Modding Discussion
"Projectile=Ack" - that's the Allied Flak gun projectile all right, yes. Should be AA. Unless the "charges" thing somehow prevents it from acting as AA. Which, tbh, wouldn't surprise me one bit - there's tons of illogical things in WW code that make their own configurations fail. Did you try switching primary and secondary, and see how that acts? -
It's kinda all explained in the fricking patch manual, you know. I wrote that thing for a reason.
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Okay, yeah, that IS pretty epic
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Yeah. That means it works correctly
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How to Make a unit shoot aircraft in flight?
Nyerguds replied to DarkVen9109's topic in Modding Discussion
Um, the relevant code would be the WEAPON and PROJECTILE code, not these ant stats. I don't remember any ant having AA... the only ant with a zap attack was the Queen Ant, and that was a building. -
Actually, he asked "why didn't you remove Island Wars Extreme".
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That should be MapBuffer[65536]. Anyway, as I said, I haven't looked into that stuff yet, but I wouldn't trust it to save and load that correctly. If it's really hardcoded to 64x64 everywhere, it's probably no problem, but if it uses the buffer size to see how much to read from savegames, then, for current savegames, it'll read way too much as being 'map information' and probably crash when it runs out of file to read. Also, knowing WW's lack of boundary checks, you could end up with maps that are technically 64x1024. Eh. I'm used to that. I've done the same thing for all occurrences of the internal number of units, weapons, themes, etc. This won't be so different. Just a more annoying value to look for. Umm, what do you think I've been DOING the past few years? This whole topic is about a possible enhancement in C&C95 v1.06, which, incidentally, is my project. It's just, I'm not into just randomly researching every single unknown bit of the exe. Guys like Hyper think that's a fun way to pass the time, but tbh, I find it boring, so I leave it to Hyper. I might check his IDA database to see of there's anything on map init/loading/handling in there, but the latest one he sent me is for a later IDA version than I got, so, meh. You have to understand though, this is really just a hobby for me. I put some work into it whenever something piques my interest. And to be honest, this whole map expansion thing is pretty low on my interests list. I mean, I don't even have a big map to test anything on. The Sole Survivor maps are big C&C1-type maps, but they're weird; their .bin files aren't all the same size. I have no idea how they work.
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Still, if you all used rev3, you can't have had the problem I described... rev3 was specifically released to fix that issue. And it's detectable anyway; clients would see the map being prefixed with [2].
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How to Make a unit shoot aircraft in flight?
Nyerguds replied to DarkVen9109's topic in Modding Discussion
Why would this be under map making? This is a modding question. anyway, posting the code you got would help. -
Because the size is the amount of cells. Square root is to get the side length of a square you only know the surface area of.
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If you don't know what it does... just look at how existing missions use it and copy that? It's what C&C1 map makers have done for ages with the mysterious teamtype numbers range
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Shouldn't make any difference, FunkyFresh. Don't see the use of playing C&C without music anyway, bandwidth is cheap these days. Sphynx: Crash? You never mentioned any crashes, just "waiting for connection". If you get a crash, it could help if you give me the address on the error message you get. To get this revision 2 bug nonsense completely over with, I'll make this perfectly clear: if all players used the same language, the ONLY thing the rev2 bug did was limit all multiplayer maps (and thus, all games using those maps) to 2 players for non-English languages (except for the Covert Ops maps when playing in French). It didn't cause any crashes or connection problems. You can only get the rev2 crash I mentioned (starting a 3-player game with at least one rev2-malfunctioning German/French player in it) if the host has his language set on English anyway, since I made sure the host can't start a game if there are more joined players than the map allows. A rev2-malfunctioning German/French player would have it locked on 2 for all maps, meaning he could never even launch a 3-player game.
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Bigfoot keeps on playing at the start of every mission
Nyerguds replied to DarkVen9109's topic in Red Alert
Yeah, set it on Shuffle, but I don't think it works for the start track. I reprogrammed the entire start music code in C&C1 to make that possible. But I'm not working on RA1. -
The main problem is that that buffer isn't defined on map load, it's all set up on game start. So whatever I do WILL affect all maps. As for that square root of half the size of the .bin file... I don't know if I even got any way to calculate square roots. asm doesn't exactly come with a math library. As with vectors (automatically expanding arrays, see List/Arraylist in C#/Java), I can use it if the game uses it anywhere, and if I find out where the game uses it. Otherwise, no luck. And I'd still have to find all relevant occurrences of that '64' value. Which, being a <128 value, will typically be stored in 1 byte, making it annoying to replace by a reference since references are always 4 bytes.
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I just found what appears to be a CD full of Westwood demo videos (Well, Virgin, but a lot of it is WW). It's from that same site I got the other trailer from. It's "Génération 4" - CD 104. I'll see what's in it, but it seems like a ton of .mov videos http://www.abandonware-magazines.org/affiche_mag.php?mag=27&num=4158&album=oui Ooh, some interesting stuff. Might even be a new render.
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I never even played Renegade
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Well, let's list what I got... As original VQA: -C&C1: German "Ode An die Freude" trailer -RA1: English MTV clip #1 -RA1: English MTV clip #2 -RA1: English "Dies Irae" trailer -RA1: German "Dies Irae" trailer -RA1: English trailer included in The Covert Ops -RA1: French trailer included in Opérations Survie (Same as English Covert Ops RA1 trailer, just with "Alerte Rouge" text) -RA1: German trailer included in Der Ausnahmezustand (Same as English Covert Ops RA1 trailer, just with "Alarmstufe Rot" text) As avi: -RA1: English trailer from the WW FTP, with the Tanya infiltration scenes. There's a YT version here. (the avi's audio cracks like crazy when I try to play it on my PC, and the only other YT version I've found has audio desync due to the framerate being too high) -English C&C1 cinematic trailer with full sniper alley and Kane beta briefing FMVs (the one Kakyou linked to). The demo CD containing it can be downloaded here) As flv, saved from YouTube: -English C&C1 trailer with very early C&C alpha/beta version visible (left-side sidebar, Dune II trooper icon) And then, not really a trailer, but, Alienpixel's C&C1 deleted scenes video: (successfully downloaded this one as mp4) -AlienPixel's C&C1 showcase -C&C pages on Alienpixel's full showcase site
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Did you even read what I wrote? It's not about single player or multiplayer; if I enlarge the internal map dimensions without writing a compatibility loading system, it'd simply invalidate ALL existing maps. If you mean "make a MP-only C&C with bigger map capability"... screw that. Supporting 2 different exes that need the same patching is a mess. I wrote the language system exactly to get rid of that kind of situation; if I ever do this, be damn sure I'll write that compatibility system to avoid the same thing here.