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Nyerguds

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Everything posted by Nyerguds

  1. All info about C&C maps and missions can be found here: http://nyerguds.arsaneus-design.com/cncstuff/mappics/ There's only one Nod mission 9.
  2. Two arrows don't necessarily mean two missions. These images show all different mission spots on the maps. If two arrows point to one single coloured spot, it's only one mission. Europe: Africa:
  3. That quite depends on what you did to install RA. You should use the CnCNet version of the thipx32.dll file to get your LAN back.
  4. Neat! Won't get the inis though. I don't really understand your explanation though... it saves all map tile IDs +9C? that's weird, illogical, and would cause it to overflow, imo.
  5. It's in conquer.mix allright. It's called flmspt.shp
  6. -win? But that only works on 16-bit colours :|
  7. all cell IDs? http://nyerguds.arsaneus-design.com/cnc95upd/inirules/tilesets.ini These are decimal though. And are just the actual tilesets (first byte value), not the actual tile numbers (second byte) for useful stuff. The information below it does give you each tileset's dimensions though. Anyway, with that list converted to hexadecimal, it's just a matter of looking up these tileset files in the theater mixfiles (or heck, in xcc editor; it shows these filenames in the status bar on mouse over) and finding interesting cells on them
  8. More specifically, http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/patch106c_r2_en.html#toc_7.4.4 These don't work in multiplayer though... since I can't figure out the automatic colour redistribution system the game uses when 2 players have the same colour. So adding new ones is hard...
  9. Does it have the flames though?
  10. I got no idea what texture format they used for these icons. I can extract files, but that doesn't mean I know how to decode them to viewable images.
  11. um... are you talking about ccconfig not accepting it, or the game?
  12. Thanks for alerting me on the .mix case sensitivity issue. I'll take a look at it. Though in this case, really, just calling it sctanks.mix should do fine
  13. Look at the "Some very interesting trigger research" thread in Mapping Tutorials. It has a link to a thread full of that kind of mechanisms. But basically, um, just open any mission ini file of a mission where the AI uses them against you, and look at the triggers and teamtypes. It's not too hard.
  14. Nyerguds

    CNC TD on html5

    It's mainly because his units don't use the grids, and the damage dealing values are all over the place. It's promising though, in that aspect that this is a really good indication of what browser-based games are evolving towards in terms of complexity.
  15. Whoo, that's a big 2-player map. Nice
  16. ...holy crap, those are real! That's amazing! I've never seen that before! At first I thought they were fake, but comparing that that forest02 pic with this official C&C Gold screenshot, it HAS to be real, since WW never released that map. Pity the radar minimap is zoomed in though; I've always wondered what the whole map looked like, since it's not an existing campaign or multiplayer map :-\ Those are some beautiful icons though. Wish I could get my hands on those.
  17. Uh, I got that mix ID method in C#, for that tool I showed to check the mission filenames. http://nyerguds.arsaneus-design.com/cncstuff/source/IdCalc_source.rar This is ported from the XCC code, by the way. There's more file format info here: http://xhp.xwis.net/documents/ My ID generation code: using System; using System.Collections.Generic; using System.Text; namespace MissionNameChecker.domain { class NameGenerator { /// <summary> /// Generates an ID as it is stored in a C&C1 type mixfile. /// The input is always changed to upper case, /// making the algorithm case insensitive. /// Original C++ code: http://xhp.xwis.net/documents/MIX_Format.html /// </summary> /// <param name="name">Filename to encode</param> /// <returns>the hashed ID of the filename</returns> public static UInt32 getNameId(String name) { name = name.ToUpper(); // convert to uppercase int i = 0; UInt32 id = 0; int l = name.Length; // length of the filename while (i < l) { UInt32 a = 0; for (int j = 0; j < 4; j++) { a >>= 8; if (i < l) a += ((UInt32)name[i] << 24); i++; } id = (id << 1 | id >> 31) + a; } return id; } public static String getNameIdHexString(String name) { return getNameId(name).ToString("X4").PadLeft(8, '0'); } } } All of the xcc code: http://code.google.com/p/xcc/source/browse/#svn%2Ftrunk%2Fxcc
  18. no, dude, I meant the "mission briefing voice-overs, fully animated intro sequence and CD audio music". The battle.net version has all that too.
  19. The offsets? Hmm, I looked into that, and that wasn't hard IIRC. But I never figured out the compression. All I found out is that's it's some kind of LZSS. All research about it can be found in this thread on the Xentax file formats forum. In the end, I just extracted the files I wanted by replacing the "mission.ini" reference in the ROM by the filename I wanted, and then made a mem dump ("quick save") in the P64 emulator after opening the ingame briefing restate screen. After a few test dumps of the original brief file and some mission ini-files, finding the start point wasn't hard, and the uncompressed size was in the index, so I got the end point too. Tedious, but I extracted all the missions that way, and since you have the uncompressed size, you can normally use it for extracting any file you want. [edit] Looking at the index now... the first 4 bytes are very obviously a single int that is zero on the first file and increases down the list, so I'd say, that's probably your offset. The start is easy to find by simply looking for text from the start of a mission's ini file (like "; Scenario"), and then subtracting the offset found for that mission file from that position. Heck, I got a 9 mb files.dat here on my disk, which is probably exactly that indexed chunk. [edit] It's possible the compressed files have some sort of compression-related prefix though... from what I can see I usually got six 00 bytes between 2 text files here. Might be a general separator, might be compression related. Either way, there's no real way of knowing if that's from the start or the end of the files around it. [edit] The files archive, with index, from my ROM. The files archive may have too many 00 bytes at the start, for the aforementioned reason. http://nyerguds.arsaneus-design.com/N64Project/editing/cnc64files.rar
  20. I wrote my own ini reading and writing library for C# and Java. I can put it online somewhere if you're interested. The license I wrote for it is... interesting Leaving the line blank skips the mod loading system completely. If you're talking about CCConfig, the mods dropdown list shows the .mix file names completely, with the ".mix" part still at the end. The blank spot in the list is meant to disable any mods, obviously. If you'd actually manage to add a file called ".mix" in the game folder, it'll show up exactly like that, but since it is saved in the ini without the .mix part, it'll just clear the line, disabling the mod system. It's sc*.mix. No dash needed. "scorpion.mix" would work fine, And yeah, indeed, if scores.mix is in the game folder, it'll read it as part of the sc*.mix system. But remember that scores.mix was originally meant to only be on the game CDs. No, see... first it loads BaseLanguage, as defaults, then it loads the actual language to overwrite the defaults by the data set in the actual language. That way, the stuff NOT specified in the Language settings will remain on the previously-read defaults. The fact this means the mix file of the BaseLanguage has priority over the normal ones is a small side effect, but rather irrelevant since the inbuilt languages (ENG/GER/FRE/JAP) don't have a lang???.mix file anyway. (In case you wonder; if the user stupidly select an incomplete language as both BaseLanguage and Language, the memory positions are originally filled in with the English defaults anyway) The game will will always prefer mixfiles in its game folder over those on the CDs, even when ran normally from CD. Once it finds a movies.mix on your disk it won't even look at the one on the CD. And btw, Worldwide Warfare contains the plain normal C&C Gold. Those labels are correct. My manuals collection can be found here: http://nyerguds.arsaneus-design.com/manuals/ Doesn't seem to contain an N64 one. I got the N64 manual though, since I own the game It's been a while since I looked into pak headers, but from what I remember it was really straightforward. And it didn't suffer from algorithm weakness like the mix name encoding does. It got me a real headache when I expanded the New Missions list and added the minicampaigns system; mission files simply ended up getting the same IDs, making them impossible to use together: (see this post for the full problem explanation) I even changed the last letter in the sub-mission range (A-B-C-D-E) from "L" to "E" to partially fix this.
  21. Looks like the same stuff my Battle.net CD has. Neat to see there was a demo that had that though
  22. Nyerguds

    CNC TD on html5

    Not bad... but the refinery didn't work well when it had the tree at the bottom left of it. The harvester refused to unload unless I sent it around the damn thing. Also, silos seem bloody useless, and shouldn't be animating like that
  23. Basically, colours in C&C only have an accuracy of 6 bits, so no full bytes. Just multiply them by 4 to convert to normal RGB, and divide them by 4 to get C&C palettes. Of course, it's your own choice how you handle the rounding. (btw, this is also the reason white on C&C palettes is "252 252 252", instead of "255 255 255")
  24. mix loading code? lol, seeing as I kinda completely rewrote that stuff, I can tell you exactly how it works. Pretty sure I've explained it a few times in my dev thread at cncnz too, though. Anyway... basic rule is, first read file has priority. So the fact the contents of sc*.mix files override the contents of files like conquer.mix is simply because they're read first. Now, on to the actual order: Game fonts, mouse cursor, colour palette for showing messages, and other vital stuff (cclocal.mix) videos (movies.mix), music (scores.mix), and campaign missions (general.mix). This is loaded in a special piece of code which is also called whenever the game CDs are changed, since these files need to be unloaded and reloaded when changing the game CD. Language mix files (lang_???.mix), for the BaseLanguage= set in conquer.ini, then for the Language= set in conquer.ini. Mod mixfiles (modname + ".mix") and any additional mix files that the mod's mixfiles list contains. The mod name is set either by the command line parameter -MOD: or by the ModName= setting in conquer.ini) Addon mixfiles (sc*.mix) Removing addon mixfiles (ss*.mix). This system basically identified the files as loaded without actually loading them, which effectively makes sure the mixfiles after it can't load them either. Update-mixfiles (updat*.mix): My own copy of the sc*.mix system for reading the update mix files Removing update-mixfiles (updtr*.mix): My own copy of the ss*.mix system for removing stuff through updates. I use this to disable the selling of the hospital. All the normal game mixfiles that should always be on hard disk (conquer, transit, speech, talk, sounds) Theaters and their icon mixfiles are only loaded at the moment a mission in its theater is loaded.
  25. Discooooord, I'm howling at the moon, and sleeping through the middle of a summer afternoon!! /][\ Anyway... to convert MP3 to AUD you need to go through 2 steps. One is to convert it to mono WAV, the second to convert the WAV to AUD. To convert MP3 to WAV with the right settings, I generally use RAD Video Tools: (This pic was originally made for the audio needed for making C&C videos, but the same applies for the WAV needed for getting AUD format) This is the basic method of converting anything to another type in XCC. Do that with the WAV file, to AUD, and it'll be dumped wherever the second file browser is set.
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