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Nyerguds

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Everything posted by Nyerguds

  1. Ah, the waterfall thing... I've seen some more images of it. Not sure where though. Probably other Kane cutscenes. [edit] Looks like I was wrong. It was indeed in that video that I'd seen it
  2. No, see, the problem is, the lower part of the sidebar graphics are one single piece. It doesn't auto-repeat or anything. So if you want 1200 pixels height, I need to make a sidebar SHP file that's 1200 pixels high (well, minus the height of the radar above it). So you see, there's no way to 'fix' that. I can make it bigger now, but if monitors get even bigger, and someone wants to run it in 1400 pixels height, the same problem will reappear anyway. And then there's the fact C&C maps can only be 1488x1488 anyway, yes. So basically, as I said in the article, it's entirely possible, but don't come complaining about it. As far as I'm concerned, hi-res is finished. The only thing I might still add is dynamic changing of the amount of icons, but that's kind of a mess, especially where savegames are concerned.
  3. The Orca bit is from a German trailer. Anyway, I uploaded the cutscenes demo reel video: http://nyerguds.arsaneus-design.com/video/cutscenes_demo.mp4 (20 mb)
  4. Well, for just the radar it's harmless anyway.
  5. 1.06c revision 2 allows you to run the game in any resolution. Just run CCConfig.exe and select "custom" in the resolutions choice. Mind you, heights higher than 768 cause graphics errors in the sidebar (the lower part of the power production won't be visible) and playing maps with lots of trees on high res causes horrible slowdowns. I suggest you read through the release article to get the full overview of what v1.06c r2 can do.
  6. There's no such version as "1.0.6".
  7. Do keep in mind, C&C95 does NOT show idle players in the lobby. It only shows games. It has no system for listing players that are not inside a game channel. Your best bet, as Myg said, is going to the CnCNet IRC chat and finding an opponent there.
  8. One of the 3D artists of WW was on YouTube and posted some C&C1 3D prototype videos, but it seems to be missing from my Favourites now I got it on hard disk, though. It contains: -Several 3D cutscene tests (without environment) of the X-O suit -The X-O suit video used for the TS trailer ingame -The harvester-in-tiberium-field video (used in a few places in the game) -The Scorpion tail breaking through GDI logo video -An animation of "NOD" graffiti being sprayed over a GDI recruiting poster -The video of a base under siege from all sides -The full quality version of the Microwave Weapon video -An animation showing how tiberium cells mutate animal and plant cells -A real-time version of the mutation of a tree to blossom tree, of which the game only uses stills to show the evolution (admitted though, the morphs look weird and rather unrealistic) -The Hell Valley cutscene showing visceroids and veinholes -The refinery schematic video -A longer version of the game's REFINT video, showing longer tunnels in the refinery's interior, and stopping at some warning sign on the way Oh, on that note, kinda forgot this one. Also contains some cutscene bits. Command & Conquer ingame betas I heard something about there being plans for the icons to be 3D wireframes or something, to look hi-tech.
  9. Simple. Special effects like radar, ion cannon and nuke work with the same system as prerequisites. And like the prerequisites, they overflow after building ID #32, wrapping around back to #0. This causes certain civilian buildings to give access to these effects. In this case, V14 (the yellow field in the last screenshot) is equivalent to the Comm Center, to the game. A full explanation and overview of the overflows can be found here: http://forums.cncnz.com/topic/12964-tibed-1-prerequisites/page__view__findpost__p__173090 Note that the nuke can't be launched from the civilian building because it needs a Temple to execute the Missile command. However, the Ion Cannon CAN, and in multiplayer, WILL be fired, so we've learned it's best to never put V31 on a multiplayer maps I'm thinking about fixing it, but I'm not sure how I'd do it without messing up missions like this. ...well, once it's all in ini I could just set IsRadar as option on a building, I guess
  10. It doesn't need a main.mix. As the box says, it just needs the files inside it. The problem seems to be related to long paths. It seems RAED can only handle path names up to 80 characters. So just make sure you unrar it in a folder that doesn't have a path that's too long.
  11. Well my project is kinda only aimed at extracting info from the exe to then make the exe read those inis. So, again, I don't see how this would have any use in that.
  12. There is no purpose to having money. You just got it because you set it in the game setup. You just use your army to kill your opponent, that's all. The only way to get more units is by finding crates and being lucky.
  13. WHOA! Amazing! Thank you so much for that! And wow, Kane is REALLY cheesy in that end cutscene
  14. Ooh, you're using that old RAED main.mix. It's been kinda made obsolete by my TFD main.mix cleanup, you know? Anyway, I'd advise you to simply use this pack instead; it contains all files RAED needs. (WARNING - NEVER UNPACK IN RA FOLDER. The included mixfiles are stripped to ONLY include what RAED needs!).
  15. Right. But I still have no idea where this is used by the game. It doesn't use those N/NE/E/SE/etc. strings anywhere.
  16. Don't have a clue. Never really looked at those structs, besides those of hardcoded data arrays like music and warheads, which I can actually see in ida without debugging.
  17. Constructed? How was this "constructed" then? This is basically just the list of the SHPs linked to each animation. I'm just wondering what made you decide to put _ behind the second occurrence of VEH_HIT2, while putting numbers behind the MINIGUN, SAMFIRE and BURN_S / BURN_M / BURN_L ones. Oh, and seeing as I generally don't play online, I've never really looked at these crash reports. Really Myg, I just have no idea where you're going with this :|
  18. I reconstructed a few, from TD, RA and TS, using ingame material, the TFD extras, old trailers and video material released on some of the 3D artists' sites. Command & Conquer: Sniper Alley Red Alert GPS Launch Tiberian Sun Firestorm: Mobile EMP Tiberian Sun Dropship video Cyborg Reapers bombed
  19. uhh, as far as I know, the facings simply add to the animation index. so setting an animation to "FLAME-N" for something using facings would simply take the following indexes as next facings. There doesn't seem to be any other way to explain the logics. Remember, the names of the animations are made by ME. Internally they're simply handled as indexes, and if you look at the Minigun, the graphic is really just "MINIGUN" for all facings. Overall, I don't really understand your explanation. which unit data is this, then?
  20. From what I see in the code, the map is probably saved as an array of cell OBJECTS though, rather than the binary .bin data.
  21. Huh, didn't I already reply to this? Or did you post this on multiple forums?
  22. I was talking about the logic of the AI destroying enemy obstacles in their path. Last I checked, tiberium was passable, and would never be seen as obstacle
  23. No kidding. I loathe P4
  24. Actually, if it only stores non-FF00 cells, it should have coordinates with them, somehow...
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