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Everything posted by Nyerguds
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That thing looks awesome
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Tiberian Dawn - The Shifting Sands (Single Player)
Nyerguds replied to Trailhog250's topic in C&C Singleplayer Maps
As I said, it enables one status internally, which then gets checked by the Autocreate routine every once in a while. Setting the status to True multiple times won't make the Autocreate routine check it more often. It'll just set the Autocreate status to something it already had. It's like pressing 'S' when you got a unit selected that's already standing still. Sure you can give it the Stop command again, but it won't make any difference (for the sake of argument, the unit is unarmed, so don't go nitpick about the effects of S when enemies come near ) I just think it's a matter of efficiency... if something doesn't have to loop to work, don't make it loop. -
Just dumping in the UDP dll is probably easier than setting up IPX
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g-c: what? I thought that was the point of the patch.
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Tiberian Dawn - The Shifting Sands (Single Player)
Nyerguds replied to Trailhog250's topic in C&C Singleplayer Maps
I don't think I've misunderstood anything here. As far as I remember, none of the original C&C missions have looping Autocreate triggers, which wouldn't make sense if it needed the looping. It's just like Production; you just need to enable it once. -
Shock Trooper doesn't say anything in the most actual RA1 download
Nyerguds replied to DavyCrockett's topic in Red Alert
TLF works without no-cd. It also contains a no-cd exe; the TFD one. -
Tiberian Dawn - The Shifting Sands (Single Player)
Nyerguds replied to Trailhog250's topic in C&C Singleplayer Maps
That's really not how autocreate works. Look at any original mission... they send out a bunch of programmed teams, then Autocreate is time-triggered, and the AI just keeps sending stuff automatically from that point on. -
Shock Trooper doesn't say anything in the most actual RA1 download
Nyerguds replied to DavyCrockett's topic in Red Alert
I think he means my The Lost Files pack, Allen. -
Problem with Yuri's Revenge and First Decade patch
Nyerguds replied to mbeardsley's topic in Red Alert 2
Glad I could help. I've had problems with antiviruses too, especially on programs that start another program. -
I tried a shadow effect, but it only makes the contrast larger, and makes it less like the screenshot.
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Tiberian Dawn - The Shifting Sands (Single Player)
Nyerguds replied to Trailhog250's topic in C&C Singleplayer Maps
Um, Autocreate is one global status that simply gets activated once. Repeating it has no effect whatsoever. -
Problem with Yuri's Revenge and First Decade patch
Nyerguds replied to mbeardsley's topic in Red Alert 2
Odd... though it seems more like either overzealous antivirus behaviour or an actual infection of your files. The actual patch is clean. I do have a page to clean up TFD manually; it's basically the same as the 1.03 patch but without the no-cd patches for RA2 and TS, so maybe that'll help you. It does mean you'll have to reinstall completely though. http://nyerguds.arsaneus-design.com/cncstuff/installing_tfd.html -
Well that was indeed the one that caught my eye.
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Tiberian Sun Head to Head Win 7 Over LAN - 64 bit - (SOLVED)
Nyerguds replied to i8yurdog's topic in Tiberian Sun
Ohh, Myg and I used to do that with C&C1, on a tool called TCP-COM. Those experiments were in fact the beginning of what would eventually become the cncnet project. Fun fact: It allowed us to play DOS C&C vs C&C95 (v1.04 anyway) -
Bradley with transport animation and turret (RA) UPDATE!
Nyerguds replied to AchromicWhite's topic in Graphics
Solo: Not much use in making that if there's no way to make it work ingame, hmm? -
The "blending" in that original shot is mostly jpeg compression -_- But I agree, the shadow dots I added on the internal corners of the coil seem to have the opposite effect from what I had expected; I might change that.
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Tiberian Dawn - Threatened (Single Player)
Nyerguds replied to Trailhog250's topic in C&C Singleplayer Maps
Quite the contrary. I'm more likely to assault you for not doing your scripting manually in the first place. As I said in the rebuilding thread, [base] is about the only thing I don't do straight in the ini file, by hand Seriously though, for anything besides placing down waypoints and celltriggers, and generating the [base] section, these editors suck at scripting-related stuff. There's a scripting guide out there... use it -
Yeah, that Victory Games logo has been on the official forums for months.
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well they're obviously a handy system for method overrides in subclassing... but still, annoying for researching an exe
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The only CPU-related issue I can think of is dual core desynchronization, and that just crashes the game, it doesn't desync a multiplayer game. It just means the game tries to run on 2 (or more) CPUs at the same time while it wasn't really made for it, and the CPUs don't run perfectly parallel, meaning the parallel processing doesn't match up and the whole thing crashes. Anyway, you could always make sure both games run on a single core, to be sure. And make sure they got the right compatibility mode set. Might be handy to know which system(s) you're on though.
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I'm seriously not getting into the DOS memory stuff I don't think that description of the .h files is correct though... I got a small C program that's nothing but a single .c file. If I remember correctly the .h files are needed for making methods public to other classes, or something like that.
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Chad1233, have you taken a look through the rest of that images folder? http://nyerguds.arsaneus-design.com/cncimg/redalert/ Lots of beta pics in there
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You're actually playing on a LAN though? Not cncnet or xwis online?
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Well I'm not going to make any new function-containing object classes with this, no... but I don't need to, either. The object function calling system is confusing as hell when viewed in assembler (especially with subclasses). It basically takes the object, then takes the reference to its table of functions (which is always the start of the object), and then just says "execute function #12" or something by adding 4*12 to that table address (4 bytes = one 32-bit address for each function in the table). What this boils down to is that all you see is "call [eax+30]" instead of having any real clue what function it goes to. The only way to find out for real is by debugging X_x I don't need stuff like that for what I'm doing. If I have to call a function, I'll call the function directly. Not like I'll be making subclasses and stuff like that.
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New version: http://nyerguds.arsaneus-design.com/cncstuff/beta_ttnk_v2.zip See this post for new screenshot. Because Chad1233 requested it on the IRC channel. http://nyerguds.arsaneus-design.com/cncstuff/beta_ttnk.zip The zip contains two SHP files; ttnk.shp to replace the original Tesla Tank, and mrj.shp to replace the mobile Radar Jammer (can be used in combination with an edit to the Legacy of Tesla mission) It's based on this screenshot: Note that the turret is NOT centered correctly on the unit's back. Just like the MRJ's turret is broken in RA, compared to the C&C MHQ. It's odd how they messed up that one while they did do the same kind of turret centering correctly on the mobile gap generator X_x It's something that can't really be fixed except by messing with the body position (like they did for the real Tesla Tank, which doesn't rotate around its own center but around its turret's center) or finding out how the turret offset crap works in the exe and hacking it. Anyway, without further ado: the new version. in Legacy of Tesla: (replacing the MRJ) Replacing the actual Aftermath Tesla tank: (yes, they're exactly the same )