Jump to content

Nyerguds

Global Moderator
  • Posts

    6190
  • Joined

  • Last visited

Everything posted by Nyerguds

  1. Sorry, I haven't found out how to do that yet, mainly because of the automatic correction system the game has to change a joined player's colour if someone with that colour is already in the game. Also, I'll have to add the new colours to the main menu's palette (= the palette of the background image)... not sure how easy that will be. Too true... having an actual team of translators was an amazing help for this patch. I should really give Kamikave and AlexB more credit than just the small mention in the readme, somehow. The way they jump on every translation I ask and usually post it back within a day is really amazing.
  2. Next release will have the C&C95.exe processed by a little (official MS) tool that'll force it to always only use Core 0, which should probably completely remove the need for any compatibility mode, in any situation. Now I just have to figure out how to make InnoSetup delete registry items on install -_-
  3. By the way, not sure if people realized, but this update means less-than-6-player maps finally work correctly in the game Also, I tried it out, and you can't join a game if it has enough players joined to completely fill the selected map even if that's less than 6, despite the fact people in the lobby ALWAYS have their "max amount of players" set to 6. You'll get a "request denied" message if the game is full
  4. Yeah, I'm getting to that. We'll probably have a revision 3 within a few weeks -_-
  5. "this error message" isn't very useful unless you give the message Neither is "it won't work" without more explanation. On that note, you need the .net framework to make it run, so if you're on XP, you might still need to install that. Though the installer should check that... Anyway, without setup tool, just check the conquer.ini data manually. You may want to set it to something else than 1024x640.
  6. Well, you could always disable cnc-ddraw... it' s just an option in the CCConfig tool. Now if only I had a patch to get rid of that ages-old reflex to right-click on the minimap right after building a Comm Center XD
  7. Project 1.06 finally updates, more than a year after the previous release. Combining the classic exe hacking with the external CnC-DDraw dll gives this new release a huge list of new features. Read the ModDB release article for a full overview of the new features. Here's a quick overview of the major additions: Free resolution control; you can play in any resolution you want Videos can be stretched without black horizontal lines in them Videos can be stretched to fullscreen in higher resolutions A windowed mode is available Better support for maps with less than 6 starting points A new configuration tool combining the settings of both CnC-DDraw and the game itself into one set of easy options. Some of the smaller features: A beep is now played when receiving a message in multiplayer The radar minimap is no longer zoomed in by default All game fonts have been updated to correct errors Colour errors in the stretching of the Nod map selection screens have been fixed The new patch can be downloaded at the Project 1.06 website. The full release notes can be found here.
  8. I've explained the internal limitations of Triggers and Teamtypes here. From what I've seen, triggers can be up to 4 chars, and teamtypes up to 12 chars. Since anything beyond them is cut off, triggers like "prod1"/"prod2"/"prod3" (or something like that) won't work correctly since it treats them all as one trigger called "prod". I'm not sure exactly what the effect of the error is though. Either only the first one is read, or all 3 of them are read but all stored as "prod", meaning that all requests for one of the triggers will match the first one, or none of them are read since it tries to find an ini key called "prod" when reading them. So yes, please, do fix them. Maximum 4 characters for triggers, maximum 12 characters for teamtypes.
  9. ...what the hell? The date stamps on the missions in that download pack say 2002, and yet it's using all the tricks on C17 reinforcements (including using them as money-giving triggers) Lin Kue Ominae only discovered in 2009 :| (his triggers probably don't work right though, since he seriously exceeds the 4-char limit)
  10. Hmm, a campaign, WITH alternates? (If you don't have alternates, you can put campaigns in the New Missions menu in C&C95 v1.06c, you know )
  11. Beautiful
  12. The videos ARE only 320x200. You can't really watch higher res if the originals simply aren't bigger.
  13. It's not different from the remixes though, and my patch adds all of those to the game btw, from what I know the CnC Comm Center is moving towards external hosting for big files, on file hosts lime megaupload and such, because we tend to go over the monthly bandwidth limit.
  14. Huh, never saw this. Seems worth checking out
  15. Tore, fix the bloody cncnet banners in this forum
  16. Woah, you're right, Area Guard is not in the teamtypes commands list. Bizarre.
  17. Nyerguds

    Unreadable menus

    ...wooah. Messy. Did you try updating your graphics drivers?
  18. You can get around that problem by adding more waypoints in your patrol loop, and making them pause for a bit on Area guard on each one.
  19. Is that November 12 or the 11th of December? On a related note, how will "offers" work, and what payment methods to you accept?
  20. Ah, found it. It was one again Lin Kuei Ominae who gave some brilliant insight into this: http://www.tiberiumweb.com/forums/index.php?s=&showtopic=3743&view=findpost&p=45015
  21. holy crap they managed to make it into a unit? :| [edit] Oh, it's just an info update. I thought you meant they finally released 1.11.
  22. yay!
  23. yeah.... been considering that for my stuff for quite a while. Megaupload is a great host for dumping big external files of less than 1 GB.
  24. Just added a silly little extra... holding down [ctrl] gives a visual display of the visibility checker algorithm. [ctrl] shows it to the first obstruction, [ctrl]+[shift] shows the full path I call it the "flashlight" :3 note: pic is shooped; in reality the info label is not shown in flashlight mode, since it'd get in the way. I just added it because none of the other screenshots show the new 2-line info label.
  25. Besides the futon on the right moving a bit, that was done absolutely perfectly I've never tried stop-motion with moving camera angle... here's my (LEGO) stop-motion vids: LEGO stop motion: R.A.G.E. Tank LEGO stop motion: R.A.G.E. Tank vs Eddie LLEGO stop motion: Eddie (intentionally using youtu.be to prevent embed clutter)
×
×
  • Create New...