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Nyerguds

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Everything posted by Nyerguds

  1. There's this [enter] key on your keyboard, that prevents walls of text by splitting it up into separate paragraphs. Please, learn to use it -_-
  2. or, y'know... just start the game normally and choose Firestorm in the startup menu?
  3. This topic has been moved to Tiberian Sun / Firestorm => Technical Help. [iurl=https://forums.cncnet.org/index.php?topic=7507.0]https://forums.cncnet.org/index.php?topic=7507.0[/iurl]
  4. I do remember changing the Steam screenshots to make them save PNGs when playing Grey Goo. Just google around a bit; it's not too hard. If I remember correctly, the screenshots overview/upload window you get after playing the game only gives access to the jpeg versions though, and you have to browse your disk to find the png ones manually.
  5. Not sure... it's a .Net program, but I have no idea how mono-compatible it is.
  6. The DOS version of C&C1 used to have an exploit that allowed that, by placing buildings on the radar... but they patched that out, lol.
  7. I mentioned that in exactly the line you didn't quote, and in fact gave a program suggestion (for a free program) to open it with
  8. Psssh. Nah it isn't Now look deeply into my eyes, and say that again Jedi Yuri Mind Tricks only work on the weak-minded, fool! :yo:
  9. Oh, wow. Wonderful! ...is that a waypoint in the center, though? I hope that's not a player start position :laugh:
  10. Do you mean the "print screen" button? I know for C&C1 and RA1, when you have cnc-ddraw enabled, Ctrl+S should just save a .png screenshot into the game folder. TS has a built-in screenshot key too (Ctrl+C I believe), but it saves in pcx format so you'll need some image editor (Gimp can open pcx) to re-save it to a more commonly used format, like png. No idea about RA2 though. Could be the same. Check the manual? [edit] Apparently it's Shift+S by default in YR, and Ctrl+C for vanilla RA2, but you can simply configure it in the game's hotkeys. No idea if CnCNet changes any of that by default though.
  11. ...you really have trouble with Quote tags don't you? Anyway, fixed that for you. Just type your reply AFTER the [/quote]
  12. You realize the oldest three games are freeware, right? You don't need anything to play C&C1, RA1 and TS; the required downloads are available from the cncnet site Boo, hiss!
  13. Ah, indeed, it has no generic version. That is a pity. Yeah, OrderedDictionary gives a quick way of sorting ini data, I guess, though if you go through all keys and just dump them in the dictionary by (key int, line text) without further checks, the data for each key would be the last data line found for that key, whereas the game always takes the first occurrence of a key when doing ini reads. So while it does solve the potential problem of duplicate keys, it won't do it in the way the game would, unless you do a specific check that only fills up the index if it's still blank. (i reality, I do think that encountering duplicate keys is probably a sign the whole section is corrupted, though )
  14. First of all, don't use "updat*.mix" files, they are reserved for patches. The "sc*.mix" mod addons have priority over "updat*.mix" ones, something I did specifically so patch assets would not prevent modding, like the idiocy of RA's expand* mixfiles. So yeah, you're trying to be too clever here; you're sabotaging yourself by trying to cheat a system that's made to work for you. That said, it seems like sc-000.mix contains the dinosaur graphics you're having trouble with. Not sure why you didn't check that right away; that is the Funpark mix file, after all. I guess that's a bit of an oversight on my part; the patch should've sorted out all non-mission files in there, putting those shp files in conquer.mix and the .aud files in sounds.mix. Ah well. Guess if I went there I could've just removed the four existing sc*.mix files altogether, either making them into updat*.mix files (since they're part of the base game), or just integrating all of the funpark, covert ops and special ops maps into general.mix ? Two ways of getting around that are using the mod addon system, which has priority over pretty much everything(*), or making an sc*.mix file with a name that is read before sc-000.mix (which can be done by making it an sc--*.mix file) (*) : Actually, cclocal.mix has absolute priority, but the mod/language loading system's ini controls provide a way to change the filenames used for pretty much all resources normally loaded from cclocal.mix, allowing them to be overridden anyway. It's just more tightly controlled. This is the startup file loading order of C&C95 v1.06c. The ini file reads are shown as italics, the mix file reads are shown as bold. Basic rule for mix files is that files found in earlier loaded mixfiles have priority over files with the same names found in later loaded mixfiles. So the further down this list, the lower the mix file's priority. cclocal.mix conquer.ini: basic game resolution, and base language / language / mod name settings are read For a hypothetical mod "modname" (from either conquer.ini or command line parameter) it tries to read modname.mix, and then modname.ini In modname.ini, there can be a section [MixFiles], and all entries under that are read as mix archives. There are no filename requirements for those; they don't even have to end on ".mix". For the configured language, assuming it's set to ENG, it tries to read lang_ENG.mix. sc*.mix ss*.mix (the contents of which are loaded in an incomplete way, causing all filenames that exist inside these mixfiles to be considered nonexistent by the game even if they exist in later-loaded mix files, effectively 'deleting' those files) updat*.mix updtr*.mix (same effect as "ss*.mix") Base language / language / mod settings are read from their respective ini files, each overriding the previously read one's setting (if filled in). themes.ini rules.ini Font files (of which the filenames are overridable through the mod system) mouse.shp (of which the filename is overridable through the mod system) strings file (conquer.ENG) CD drive is checked (if not in NoCD mode) general.mix conquer.mix is opened transit.mix general.mix (I think this reread is to check if it's on CD) movies.mix scores.mix (technically useless if it's in the game folder since it'll already be read as sc*.mix file) speech.mix talkENG.mix sounds.mix is opened game intro is played conquer.mix is loaded sounds.mix is loaded zounds.mix conquer.ini: actual game settings are read
  15. IOrderedDictionary? Odd choice, not even using a generic type for that. I'd expect at least OrderedDictionary<String> for type safety. But really, just List<String> or bare String[] array will do the job. I mean, from the moment it implements IEnumerable<String>, and you got Linq, you can just do String.Join(String.Empty, mappack.ToArray()) to get the full string in one operation, without needing that StringBuilder. By the way, BinaryReader and Stream classes are IDisposable, so they should always be used in a using() {...} block to ensure they are cleaned up correctly, to avoid memory leaks.
  16. Nyerguds

    GDI Missions 15

    Technically possible, yes... well, for the AGT and Obelisk anyway. For units it's a whole different matter, and probably not so easily fixed. For buildings, though, it's in fact related to the aforementioned building foundations. It means reducing the AGT and Obelisk to 1x1 buildings with an "extra refreshed graphics" cell on (0,-1). I have no idea how the Obelisk's firing logic would be affected by that, though. I mean, this should make them shoot from the center of the bottom cell, by design (I mean, that's how it actually fixes the problem), but with the laser line logic that might look kind of weird. And I still have no idea how the firing offsets of things work, so I don't know how to fix that. Though that would mean that all AGTs/Obelisks in all existing missions would be placed one cell too high, and it'd also mean that you can place these buildings so their top cell is not on the map anymore.
  17. Indeed. So as far as I'm concerned, I answered half of your question Not like I know how cncnet locates game maps. They keep making things more difficult
  18. No, "how to download" was literally part of your question
  19. Nyerguds

    Nick lenght

    I assume it's just the underlying chat system used by the lobby (irc) that doesn't support more.
  20. Nyerguds

    lost maps

    If I were a bully I'd probably be deleting threads like this, not moving them to the correct forum
  21. That's a completely different game... This is all about RA1.
  22. W3D is all just 3D shooters though, no? Oh! I forgot FED2k! I did quite some nifty Dune II research there, with MrFlibble.
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