Jump to content

Nyerguds

Global Moderator
  • Posts

    6190
  • Joined

  • Last visited

Everything posted by Nyerguds

  1. http://silverbulletservers.com seems to be an online community which started out on Renegade.
  2. Uh, I already fixed it. That bug was in r2. I fixed it in r3, which is released right now. As for what caused it, well, short version is, it was related to reading translated map names from the ini file, and malfunctioned for all languages which didn't have translated map names in the map's ini file but just used the normal English ones instead. The full explanation, if you want it: when it doesn't find a map name for your selected language in the map's ini file, it tries to find the name in the mission briefings file (mission.ini, or, its replacement for that language). The ability to translate Covert Ops and multiplayer map names from the briefings file is a feature of the language pack system I added to the game. However, the game can only have one ini file loaded into memory. So when it opens the briefings file, it no longer has the map file loaded. The bug: the counting of the number of start positions was only done AFTER trying to read the name. Of course, with the wrong ini loaded, it couldn't find any start position information, and returned zero, which made it default to the minimum of "2". To compare... the French Covert Ops multiplayer maps DO have translated names (a filled in NameFre= line in the ini), meaning that, even with this bug, they still worked correctly. The system found the specific French names in these inis, and never switched to mission.fre (the French briefing file). In r3 I changed it so it does the counting routine BEFORE the name reading, so that problem is fixed. (Originally, this name reading routine was made for the Covert Ops list, and it didn't matter there since I didn't need any other info from those. So I didn't realize it could cause problems.)
  3. looks like the first one is just stripped so it has no music, and the second so it has no music or SP missions. I don't see why anyone would want that. The language issue was incorrect identification of the number of players in MP maps. Tore described it incorrectly though, the number is put in brackets BEFORE the map, like this: [5] Tiberium Garden If you're on r3, this should be correct, but on r2, in German (or French, for the maps which didn't contain a translated map name), this would give [2] for all maps. Still, from what you describe it doesn't look like that issue. I think it simply crashed the game if you managed to start a 3-player game.
  4. C&C doesn't HAVE a players lobby. It can't list players outside games. The "players list" is only there to check which players are inside a game when you click on the game.
  5. Um, I kinda doubt that's possible. Knowing the C&C1 code, even the Shuffle option doesn't affect the start track as far as I know. Unless they changed that in RA1.
  6. Yeah, replacement campaigns often disregard the buildlevel setting since the campaign forced it anyway, causing them to be stuck on either "1", "98" or "99", or whatever campaign mission happened to be used as map base . You'll have to look which missions it was meant to replace in the original pack and set the buildlevel correctly.
  7. The LST in C&C1 is a crapload of special exceptions. The one in RA is just a water APC. It's impossible to make an APC draw its loaded units on top of itself with normal graphics and stats modding. And since you can literally load several tanks in there, it would look weird anyway.
  8. Oh, neat. I didn't know there was one for RA1 too [edit] Woah. Written by Andrew Griffin, no less. That guy's a legend O_o
  9. You don't seem to link to any website in your profile.
  10. No, if I enlarge the map size internally, it'll be larger for ALL maps the game loads. I'd need to add special routines to load ORIGINAL maps into the bigger buffer correctly, by cutting them off every 64 cells, and force the system to go to a new 'line' after that. So basically, the ABSENCE of that 'MegaMap=yes' line would trigger a 'compatibility mode' for correctly loading old maps. Still, I know far too little about the map loading system to do this at the moment.
  11. The C&C1 singleplay and multiplay are both built on the same map loading system. You can't just go changing an underlying component to be different for the 2 modes. Most likely, I'd have to build a converter into the game itself to load maps and ini coordinates differently if some "MegaMap=" value in the ini is not set to True. I think that's the way RA1 does it.
  12. The implementation of bigger maps has a ton of fringe problems: -all current savegames become unusable -all existing missions and maps become unusable... including the original campaigns. -we'd need a map editor that can actually make and edit those bigger maps So, while not exactly impossible to do (for me, with some serious research and hacking), it's just too much of a mess imo.
  13. Eh? Armour and hit points are unrelated. But those building values ARE correct. You can check the original C&C stats here: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ Note that all hit point values for structures are halved in those settings compared to their actual ingame behaviour. Don't ask me why, I just copied the stats. You're right about the flamer though. It should be $200. The $300 one is the Chem Warrior.
  14. RA2 isn't freeware. This discussion is downright illegal. The version xwis has up for download is stripped for online play only, and still requires a legal serial to work.
  15. As I said, I never made any RA missions. I have no idea. I suggest you check out the help built into the editor, and look into some existing missions to see how stuff is done there. I also have no idea what on earth you mean with "an in-game render".
  16. As I clearly said, Ambush is most likely obsolete, since it was made for Dune II and wasn't used in any mission in C&C1. In Dune II it was used for the Sandworms, who became active and went on a killing spree only after being discovered by the player. Your Area guard seems to describe normal Guard. Area Guard means that the unit on Area Guard will move towards enemies inside a certain area around itself and attack them, but return to its original location if they leave that area. Really, it's just the same as when you select a unit and press "G".
  17. I've only made missions for C&C95, but if I'd have to take a guess: Ambush: Left over from Dune II. Means, rampage once discovered by the player. I doubt it still actually works in RA. Attack: Self-explanatory. Can't be given to units in a mission as far as I know, since it needs a target. Area Guard: Guard the area around the unit. Same as "G" ingame. Capture: Probably the command for an engineer to capture a building. Again, would need a target. Construction: A building performing its build-up animation. Not a valid command to give. Enter: Probably the overall command encompassing both Capture and Sabotage. Again, would need a target. Guard: Default command for units. Attack enemies that come in range. Harmless: No idea. Might be an RA variety of Sleep. Hunt: Seek out and destroy all enemies on the map, or die trying. Missile: A missile silo performing a nuke launch. Not a valid command to give. Move: Pretty obvious. Again, would need a target, though, so not valid for units preplaced on the map. QMove: Not a clue. Rescue: Might be for the Chinook evacuating a civilian. I have no idea if you can place down air units in RA maps though; in C&C you can't. Retreat: Leftover from Dune II, where it meant 'return to original spawn spot on the map'. In D2 this was used as point to return to as part of the (very rudimentary) Area Guard command in the game. Return: No idea. Might be for the harvester. Sabotage: Blow up building with Tanya. Again, would need a target. Selling: A structure performing its selling animation. Don't think structures accept any commands in the map though. Sleep: Unit won't react to anything. In C&C this has the bug that it still attempts to crush infantry that attacks it from nearby though. No idea about RA. Sticky: 'Sleep' until attacked. In C&C95, the unit needs to be attacked twice before waking up. Not sure how that is in RA. Stop: Equivalent to "Guard" for unarmed units (harvester, MCV)
  18. In your RA folder, or anywhere else you want. It's not like making a folder is hard, right? :|
  19. Hmm, I'm not sure if there are any guides for it, but there's an excellent mission editor for RA1, namely, RAED. The easiest way to get started is probably to download my RAED Lite pack. http://nyerguds.arsaneus-design.com/cncstuff/raed-lite.rar !! WARNING !! The mixfiles in this pack are stripped to the minimum needed to run RAED. They should NEVER be put in a Red Alert game directory. Unrar this in a separate folder!
  20. Only my 3.03 patch gives small infantry, and it's an installer option that can be disabled.
  21. Nice guide Yeah... stupid ModDB renames the file every time I update it, for some retarded reason.
  22. It's animated (like the MRJ turret), so you can't do that without removing the animation. And yeah, it can be added in Legacy of Tesla with arda, but I don't know if the game reads additional graphics files for single missions if the graphics aren't mentioned anywhere in rules.ini.
  23. Eh? You don't need to literally replace the files. Just putting the .aud files with the same names as the original tracks in your game folder is enough to override the originals.
  24. You can't add new music to RA1. You can only replace existing tracks.
  25. Patch 3.03 separates them into 2 lists. Odd how you don't get to play the missions though. "and I am using the original CDs" You mean the Allied and Soviet CDs, or the AM/CS ones? Because the AM and CS missions are actually on the AM and CS CDs, so without the CDs you can't play them.
×
×
  • Create New...