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Everything posted by Nyerguds
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Wow. This is a beautiful map. I generally dislike 100%-symmetrical maps, but this one's been diversified with trees and villages and stuff, and really looks amazing
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I assume you mean 00455E22? You're missing a "5" there. The jump doesn't make sense though...would go to 45637A from there, which is in the middle of an instruction :| Anyway, there is TONS of space left if you start using the expanded section. :3 My basic method, as I showed, is replacing a call to a function with a call to my own function, which then does the original function call and any extra steps I want to do before or after it. I prefer actually using the game's own flow and logic over using dirty jump hacks though. It keeps the whole thing cleaner and less confusing to look at.
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CuteFloor... sounds familiar. Pretty sure I've watched videos from that :3
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ew, jpeg Looks like people are finally making less-than-6-player maps again. Yay! ^_^
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Changing where the menu choices go isn't hard... I've juggled those things around before. It's basically a matter of manipulating the values you get after the main menu function has been run. See, all menu functions in C&C run from the moment you see the menu, to the moment you select a menu choice. So unlike in most modern UIs, there is no "button handling code" that executes the next step. At the moment any choice is made, the function ends and returns the number associated with the chosen item. The code that called the menu function handles the next steps. For this specific case, you can just change the extra code I made to check the -LAN parameter thingy. Basically, instead of normally calling the game's main menu, v1.06 calls a new function which checks the -LAN thing, and only calls the actual main menu function if -LAN is not enabled. This, of course, makes it easy to also add extra checks after the main menu function Here's the code, with the added bit that changes Case #4 (internet) into Case #3 (multiplayer), and enables the -LAN status so the 'Multiplayer' choice menu screen is skipped too, moving straight on to Network: #eip=005C4600 ; mainmenu_choice cmp byte [00640012], 0 ; bStartupLAN jz .not_lan mov eax, 3 ; main menu case for Multiplayer Game jmp .end not_lan: call 004706F0 ; UIClass_MainMenu_Draw ; show main menu ; code to change Internet choice to Network cmp eax, 4 ; main menu case for Internet Game jnz .end dec eax ; decrease to 3 (Multiplayer) mov byte [00640012], 1 ; enable bStartupLAN to make Multiplayer skip to Network end: retn Practically: At address 10DC00, change the bytes to 80 3D 12 00 64 00 00 74 07 B8 03 00 00 00 EB 12 E8 DB C0 EA FF 83 F8 04 75 08 48 C6 05 12 00 64 00 01 C3 I'm not sure if it's useful to make this a permanent change in the game, though... btw, note that to prevent getting stuck in the Network menu, the -LAN status is immediately disabled when the actual Network UI is called. In fact, this code is 40 bytes under the start of the function I showed here
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
You renamed it? Then you should all collectively kick that quote of mine out of your signatures The plan is to make one big 'official' CnCNet map pack, but so far I haven't taken the effort to actually collect all the maps and make the pack -_- -
Welcome, Recoil
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That's easy. All the unit sounds in the expand files are technically mission-only.
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Ah, okay. I knew at least some of them were in there though. I was sure about the ants, for one thing
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The Counterstrike and Aftermath unit voices are in the expand*.mix files, as far as I know.
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Well unless you're just talking about videos there, that's kinda impossible for now. I'll give a quick overview of the current editing status of the game, in my currently released version, v1.06c revision 2: new campaign possibilities can NOT be added. new missions (up to mission number 999) can be added to the New Missions menu. new campaigns, without branching into different choices, can be added to the New Missions menu. (Some restrictions apply. See "addon campaigns" in the C&C95 v1.06c patch readme.) new videos can be added. No restrictions. new music can be added, by editing themes.ini (found inside updatec.mix). No restrictions, as far as I know. That's as far as modding goes at the moment. Adding new units is technically possible internally (for me, as hacker), but can't be exposed as modding possibility since I'm still missing loads of information, like how to add new turret and firing offsets for these units. Infantry seems to have an entire data block full of unknown stuff linked to it. It could be related to the frame configurations for all actions, but tbh, I have no clue. Until I do, I won't allow adding them, and until I got a way to put that data into ini, I don't see how I can even make them editable. Adding new buildings will probably always stay impossible, since the current prerequisites system of the game is already overloaded and doesn't work even with the current civilian buildings. Another problem with buildings is that they require foundation definitions, which are separate things. I got some ideas for that, but nothing implemented. Weapons are fully identified, but need Projectiles to be implemented first. Projectiles ('bullets') have unidentified properties, making it hard to expose it for modders warheads (armour balancing on weapons) have several hardcoded restrictions I want to figure out first. For example, duplicating the Fire warhead doesn't make the duplicate set things on fire. I will have to find all these exceptions and actually MAKE them into properties of the Warhead type before I can expose that. Terrain graphics have an engine-hardcoded maximum of 255 tilesets, but it's possible to add extra cells to an existing tileset (up to 256) and use the extra tiles on a map by hex editing the map, meaning adding them is possible, but using them is hard. Actually adding tilesets is possible internally (only 215 are used so far), but is not implemented yet due to unknown data in the tileset information. So far, I got drafts of the ini rules, but these ini files were not extracted from the game, they are actually created by me, from information taken from the exe, and I'm hacking the game so it might actually use them. At this moment, only the music ini file actually does anything though, since it was kind of my proof-of-concept on the whole ini rules system. Implementing the rest of them may take years, and depends largely on how much free time I have. http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ Back to your original subject: adding videos. This is actually ridiculously easy. Once you make the VQA video, just add it in the game folder. No mixfiles needed, even. All you need to do to play it ingame is make sure it's set to play in a mission. As for making videos, I think I wrote a tutorial on that already... basically, make sure you got the video in 4:3 aspect ratio, and then use RAD video tools to convert it as indicated here: Video: http://nyerguds.arsaneus-design.com/junk/tutorials/vqa_convert_vid.png Audio: http://nyerguds.arsaneus-design.com/junk/tutorials/vqa_convert_aud.png Then download and start VQA Encoder v0.5 beta 2, set it to produce 8-bit VQA, leave all default options, let it open your frames and audio, and make it bake your VQA video. Make sure to copy both the VQA and VQP file to the game folder; it needs both of them.
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I found the language problem; it was related to the game reading map names from the briefings file. This happens whenever the map itself doesn't have a name set in it for the currently set game language. The problem was that it THEN tried to read the number of waypoints from the file loaded in memory... which, at that point, was no longer the map file, but the briefings file, which obviously contains no waypoints. I changed it to read the waypoints before retrying the name reading now, and that fixes the problem. It's lined up for revision 3, which will probably arrive around the end of the month. ...never, EVER judge a patch by its effects on existing savegames. ALWAYS restart the mission first.
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...eh? The language system shouldn't influence that at all. The game doesn't KNOW the difference between languages. Even English is a language pack :| I'll look into it :-\
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Yeah, I don't have a clue what on earth you're talking about -_-
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...because I accidentally locked it when clicking away my middle-mouse scroll. Oops. Fixed now :3
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Faulty logic, silly amurrikans. Even for Christians, Christmas is an excuse to party without any biblical justification
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Since the Germans released it, Tore.
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Merry Christmas everypony everybody! "marry" means to have a marriage. You mean "merry", which means "joyful".
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[Freeware] [Strategy] Conquest of Elysium II
Nyerguds replied to MrFlibble's topic in General Discussion
Yeah, I've fixed some more of your posts like that, where there were quotes inside url= tags -
Yay, merry Christmas!
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My patch has a moddb profile
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CnC-DDraw has been known to cause slowdowns on some systems in combination with compatibility mode. Since the game runs perfectly without it (IF you use CnC-DDraw), you might want to try that first. The next version's config tool will have better support for this; automatically disabling compatibility mode when CnC-DDraw is enabled.
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[Freeware] [Strategy] Conquest of Elysium II
Nyerguds replied to MrFlibble's topic in General Discussion
Reminds me a bit of the early Heroes of Might and Magic games. -
um, in the cncnet setup thingy you just need to set your exe. If you use a custom exe, you just choose that one?
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The remapping function is still referenced from the icon loading function... a lot of DOS C&C code is in C&C95, but disabled after it checked that the screen resolution is bigger than 320x200. So maybe it's not that hard to enable. I have to make sure it doesn't just load the actual small DOS icons though