Jump to content

Nyerguds

Global Moderator
  • Posts

    6190
  • Joined

  • Last visited

Everything posted by Nyerguds

  1. Pretty old though. That probably won't work on 1.06, due to the exe being too different and not reading all of 1.06c's files. I should go ahead and implement that damned ini rules reading already, so I can actually distribute this on the 1.06 mod system.
  2. Weaver: Not as if you can actually recover from a CY loss... and you only get a new CY from crate if you have NO other buildings left.
  3. Yeah. It's quite far to the front, but it's really like that in the pic. C&C has offset correction on the MHQ turret, but RA doesn't have that on its MRJ, so I blame that For the Tesla Tank they got around this by actually rendering the vehicle's frames so it rotates with the back of the vehicle as center.
  4. Well, mix files contain all kinds of neat stuff. And when you start replacing a lot of stuff, it's usually handier to use the strings file rather than Name= tags in rules.ini, yes.
  5. On a related note, the readme of patch 1.06c has info on how to start in Sandbox mode, without any real enemies. Though in that case, if you do this maximum speed + menu open thing, you (or the enemy, whoever's closest to the north) will just be killed by spawned visceroids
  6. ah, mkay :3
  7. You have to understand, the game speed slider is actually a reversed game DELAY slider. Put it on maximum, and there is no delay, meaning it runs at maximum CPU speed. If you then allow it to run in a mode where it doesn't even need to draw graphics (by opening the menu), it'll indeed run horribly, horribly fast. To solve this, just start a single player game, and reduce the game speed there, or open conquer.ini and set the GameSpeed= value to a number from 1 to 6 (6 being slowest). btw, I'm looking into the fact the speed settings don't always seem to be saved at the moment you leave the menu. I'll hopefully fix that in the next patch. I'm also thinking about adding it in the CCConfig tool
  8. I remember something about them releasing RA1 on the Playstation Network, but not Retaliation, afaik.
  9. um, conquer.eng inside expand2.mix. Use a string editor like Ingame Strings Editor to edit it. It's kinda, uh, the normal way of editing any text and names in the game.
  10. Country names? Aren't they just in the strings file?
  11. Production does a lot more than just make the AI repair structures. It also starts unit production and base rebuilding (from the [base] list). There is no way to make the AI produce a specific building at a specific time. The only way to make it build more structures is by adding buildings to the rebuilding list (the aforementioned [base] section) without putting them on the actual map. And as I said, Production will make sure it builds that as soon as possible. By the way, I'm not sure what you mean with "advanced structures", but the C&C1 AI ignores all prerequisites. It can build Rocket Launchers, Mammoth Tanks, MCVs and Commandos without owning anything more than barracks and a weapons factory. In fact, it can even build units from both sides. As for generally mass producing units and infantry continuously, you can do that with teamtypes. The 'Create Team' trigger makes a team from units on the map, but teamtypes contain specific options that force the AI to actually build a team, regardless of them ever being called with a Create Team trigger. I guess what you're looking for is Autocreate though, but, again, you need to actually set up teams in the TeamTypes section on which the Autocreate option is activated for that to work.
  12. Ehh, but they don't ally back with you, do they? All that does is make your units not shoot at them. The AI still shoots at you.
  13. The AI wouldn't ally back with you anyway, so it'd be kinda useless
  14. Screenshot still isn't updated though
  15. TORE! Update that FAQ below this, dammit! It's utterly outdated, and on most points, completely wrong! http://cnc-comm.com/community/index.php?action=downloads;sa=view;down=15
  16. Oh gods, don't use jpeg for screenshots of things with 20x20 cells! It looks horribly blurred!
  17. There seemed to be a problem with the desktop shortcuts of the full game install pack. The cncnet link linked to C&C95.exe, meaning it basically didn't do anything cncnet-related but just started the actual game. This is not an issue in the patch, only in the full install pack. So if you installed the full game pack, and the CnCNet link has the normal GDI-and-Nod logo icon, it's wrong, and you should open its properties to make it link to cncnet.exe instead.
  18. That's weird. It seems I made the program check on thipx32.dll. But 3.03 doesn't need that file anymore. Really odd. Well, copy or rename some file to thipx32.dll and it'll probably work :|
  19. Hmm... Solo is collecting all custom missions we can still find into huge mission packs. You may want to check there. http://forums.cncnz.com/topic/15306-tiberian-dawn-single-player-missions/ As for blue side that can build everything, it's a classic trick. They just use the Multiplayer houses (multi1-multi6), which can build everything unless the configuration of a multiplayer game limits them to one side.
  20. I finally worked on this again, and removed these shadow pixels on the turret. After carefully studying the original screenshot some more, I saw it has a kind of support beam thing in the middle that makes it actually stand on the vehicle rather than float above it, so added that, too. It looks a lot better now http://nyerguds.arsaneus-design.com/cncstuff/beta_ttnk_v2.zip
  21. Looks like that video from AlienPixel is still online after all Command&Conquer cut scenes
  22. Almost. I edited your post to correct it Can you update the patch too, on the site? It's still Revision 1 (and get a new screenshot for the full game; it still says 1.06b r2)
  23. Oh hey, you beat me to it. And I had such a nice post written up, too You messed up the explanation though... the cause of the bug was reading the map name. Number of players reverted to 2 (the minimum) for any map in which there was no name set for the language you were playing in, in the actual map ini file. Some of the French maps did have translated map names in the ini (specified with NameFre=), and those still worked correctly. On that note, that internal minimum amount of players has been removed now, meaning that maps where the map maker forgot the start locations can now simply not be played.
  24. Umm, you don't really need that for anything I described here. If you don't have the original RA95.dat then that means the people who made the no-cd version probably simply renamed it to RA95.exe. No problem. The hi-res launcher will only work when there's an ra95.dat, so, you simply rename the RA95TLF.dat to RA95.dat and then use the hires launcher Link to the hires launcher: http://hifi.iki.fi/ra95-hires/ra95-303-hires-launcher-alpha2.exe Note that this normally runs the game in 1024x768. To make it run in other resolutions, make a shortcut from the launcher, open its settings, and add the width and height as command line parameters behind the Target line, like this: "E:\westwood\TFD\Command & Conquer Red Alert\ra95-303-hires-launcher-alpha2.exe" -w 1920 -h 1080 Of course, the actual location of your RA will probably be different, but ust add the -w and -h behind it in this way btw, if it asks for a CD, you should run TLF normally once before the renaming, using the RA95_TLF_(TFD).exe. This will apply the nocd patch to RA95TLF.dat
×
×
  • Create New...