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Nyerguds

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Everything posted by Nyerguds

  1. I hope this means you played #1 first?
  2. That's some weird stuff... is that screenshot resized? I'd advise updating DirectX and your graphics drivers, see if that helps...
  3. MLP:FiM IS fun
  4. No, the actual colour palettes are stored in the video itself. The vqp is actually a full table of the best in-between colour for all possible combinations of two palette colours. The game uses it to stretch the 320x200 videos to 640x400 in C&C95, by spreading it out horizontally, and filling in the in-between pixels with values from the table, depending on the pixels left and right of it. If you have multiple palettes, the vqp file just has multiple tables in it and becomes bigger. Some of the vqps of the original videos are almost half a megabyte in size. Since this is a table of all possibilities of combinations on a 256 colour palette, it's technically 256x256, or 65536 bytes (for one palette). For the animation palettes (for score screens and map animations) this is actually true. The VQPs however are optimized to be about half of that (by removing the inevitable duplicates), making the vqp for a one-palette video 32900 bytes. The original vqps are all inside update.mix. You'll see that with its 10 mb, it's the biggest mix archive in the game (besides the music and movies), and it contains nothing else than these vqp files (and the equivalent stretch tables for the aforementioned other animated scenes). As for posting huge uploads, it might be better for everyone involved to use an upload service like Megaupload rather than trying to attach it to the forum. By the way, when converting videos, keep in mind that colour #0 on the palette is used as background colour to fill up the surrounding space. For that reason, it's best to make sure it remains black. To do that, you can tweak the starting index and # of colours on the RAD conversion screen. Here's the tutorial pics I made for converting videos a few years ago: Small note: C&C videos are technically full-screen 320x200, meaning the video, while technically 320x200, should be stretched to 320x240 (4:3) ratio by the game. My next patch will incorporate options to accomplish this (using cnc-ddraw), so GDI logos in briefings will actually look round again This oddity means that technically, to be correct C&C aspect ratio, all videos you make should be slightly flattened, reducing the ratio of their height to 5/6th. This usually simply means resizing 640x480 / 800x600 / 1024x768 sized content to 320x200, without forcing it to keep aspect ratio. (to prove this statement, see the C&C95 title screen, which has a logo which SHOULD be round. original (640x400) - original stretched to 640x480)
  5. I never downloaded or installed it, hifi. Been busy with tons of non-C&C related stuff lately.
  6. Glad I could help. There's also an advanced usage of the system where, if your video has 2 scenes with totally different colours, you can simply convert them separately, each with their own palette. The "key frame" value (normally 8, and better not touched) determines at which moments it can do palette switches. So if you ever do that, make sure the palette switch happens at a frame number that's an exact multiple of 8.
  7. Why do you need to use ctrl for the heli? Can't you just make it of a yellow neutral team that's allied with everyone except you? By the way, the word is "military", not "militar".
  8. I can see where it crashed, but I haven't got a clue how that RA distribution is built though... If this occurs when going to an enemy base, are you sure it's not just because you crushed a fence? If I remember correctly, there's a bug that crashes the game if you make a tracked vehicle crush a fence on the top row of the map.
  9. You can avoid that by just changing it to "Sound/Speech Fix for running Dune II in Windows"
  10. I never really compared them... could be possible, but I got no intention of digging into that stuff to change it. There's enough weird crap in there to stay the hell away from it. For example, it uses the function that looks inside mix files to open the high scores file (hallfame.dat) O_o
  11. No there isn't. But the original DOS Dune II works fine even on (32 bit) XP. I guess you could say there is one now though, with the OpenDune project nearing completion.
  12. lol, I'm probably the only one who'd try to do that anyway... since I got like a few dozen C&C95 folders on my PC
  13. > Offers windowed mode, so people can play 2 games at the same time > Doesn't allow them to fight eachother on cncnet
  14. Go to 0:24. Red Alert Trailer
  15. You actually met some of these people? Epic
  16. 1.06b? Huh? Who still uses 1.06b? :| As far as I know I never put the pavement mod into that. Are you sure there's no sc-elite.mix in your game folder? It looks like you used CONC... well, ROAD actually looks a lot more like what you're trying to do there. Maybe I should change ROAD to actually BE pavement. It was supposed to be pavement from what I could see; the graphics you use there are the unused second tile of the ROAD.SHP file.
  17. haha yeah, it's quite a dump. A lot of it is listed on the cncstuff/0_files.html page (which started off as little more than a files list), but since that page specifically grew into a patches, addons and TFD fixes page, it only lists a tiny fraction of the stuff that's on the site
  18. Glad you got it working
  19. Heh, yeah. Missions, music and videos don't need mix files. It's quite chaotic which files need or don't need a mixfile though, since it just depends on whether they chose to use the general "file" class, which checks both the game folder, CD root and mixfiles, or the specific "c&c file" class, which only reads from a mixfile.
  20. You made a mistake there. I explained it in my post on CnCNZ. You CAN'T use 100-199 for 2-mission minicampaigns. The EC one conflicts with an EA mission, meaning a normal menu-shown one. This means that (as you showed in your #2) if that 200-range EA mission exists, the minicampaign will go on to that mission after EB, thinking it's its own EC one. As for your 'abusing the bug' strategy, it should work, yes, but it would be kinda messy imo, using up 2 other numbers. And you'd have to constantly keep in mind the numbers are occupied when adding new missions. [edit] I'm just glad none of the EA missions accidentally serves as EB duplicate (it only duplicates EC and EE ones). Otherwise, even a normal list of single missions would accidentally trigger the minicampaigns system -_- [edit again] Hmm, technically, if you don't use the 100-899 range for minicampaigns, the 900-999 range is also perfectly usable
  21. No, beta RA actually had the C&C1 comm center. There's a trailer of RA where you see them place down a radar dome, and, even though the graphics are already the RA dome, you see the placement foundation is still the L-shape of the C&C1 comm center.
  22. Oh please... we've had tons of problems when v2 rolled in too. That's no reason to stop playing. We solved them... by playing, by testing the new experimental changes when they were made, until they worked right. It'll improve.
  23. Indeed. On itself, that's a cool way of thinking... EXCEPT if the features are stuff you've already seen in that very same game's sequels. Because then you're basically just whining about features that they hadn't thought of back then -_-
  24. When making his enormous collection of missions packs, Solo noticed that my expansion of the New Missions list hit the limits of the mixfile name ID algorithm. For those not familiar with the storage of files in C&C, basically, mixfiles don't store file names, they store a 4-byte encoded value calculated FROM the filename. And apparently, if you have tons of files that have only minor differences in the name, some of these values start being the SAME for DIFFERENT files. Not fun, especially since I expanded the missions list to go up to 999. To help solve this problem, I made a tool to help figure out exactly what can and can't be done with the missions. The results are... interesting. Anyway, here's a simple guide. Basics: Most people probably know this by now. To make a mission show up in the New Missions menu, you need to give it a specific file name. Format: SCX##EA(.INI+.BIN) * X being 'G' for Goodguy (GDI) or 'B' for Badguy (Nod). * ## is a number between 30 and 999 (technically 20-999, but the original Covert Ops are in there too.) * EA is the suffix. Other suffixes used for campaign choices will NOT end up on the menu as missions. See the next point. Minicampaigns: As I said before, the New Missions menu only shows missions with an "EA" suffix. However, 1.06c has a new system to make these missions try to continue to the mission with the next suffix in the row (EB, then EC, and so on). This system has a maximum of 15 missions, the full listing being EA, EB, EC, ED, EE, WA, WB, WC, WD, WE, XA, XB, XC, XD, XE. After XE, or at any point a next mission is not found, it will simply go back to the main menu. Now, the important part: never make minicampaigns on mission numbers in the 100-899 range. Testing with my mission name checker has shown that the aforementioned name ID duplication problems occur when making minicampaigns on al mission numbers above 99 and below 900. So, yeah... don't. The 30-99 and 900-999 can safely be used, meaning you can add up to 170 minicampaigns, for each side. That should be plenty.
  25. Hmm, I think you got my 8-missions pack installed. Realize that ROAD (or CONC, whatever you used) doesn't look like these nice tiles without the little mod in my missions pack.
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