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Everything posted by Nyerguds
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...I never added any content to the game in my patch that wasn't somehow made by the original creators of C&C. The dinos were an easter egg; Westwood's tribute to Jurassic Park.
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that's tiberiUm. You wrote tiberiAm
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it's quite different for GDI and Nod... if I remember correctly, for Nod you get higher scores by destroying as few enemy structures as possible to complete the mission goal. I remember playing Nod Death Squad and (after dozens of tries) getting the maximum possible score for it, which was still not 100% because I had to destroy the Advanced Comm Center as mission objective. I really noticed that if I destroyed some extra guard towers the score got lower. I know Efficiency is simply ending with at least as much money as you started with, at least for GDI.
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How to make a unit move to a specific spot when making maps?
Nyerguds replied to Badgebomb's topic in Mapping Discussion
what, want me to make that a conquer.ini setting too? <_< Besides, that amount only affects the function that's called at the actual moment you open the New Missions menu. If you actually mean startup speed (wait before main menu loads the first time), then that's the increased number of MULTIPLAYER maps that affects that. -
...bunnies? Really though. Not a clue what could possibly be added to cncnet. Besides the obvious (good stability, reducing desync chances and such), the dll system doesn't really allow "features", does it?
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How to make a unit move to a specific spot when making maps?
Nyerguds replied to Badgebomb's topic in Mapping Discussion
Note that some of the extra info in it is outdated, like the "ini can't exceed 16k" and the available numbers for covert ops missions. C&C95 has always been able to read inis up to 50k, and I compacted the covert ops numbers to be consecutive, and made the available numbers go up all the way to 999 -
Strike-team recently installed a different registration system though. you now have to explicitly register nicks at their site. go to http://xwis.net/ and click the "How to play Tiberian Sun or Red Alert 2" link for more info.
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How to make a unit move to a specific spot when making maps?
Nyerguds replied to Badgebomb's topic in Mapping Discussion
C&C Mission Making Manual ^ Read that. Completely. Don't ask any questions until you have read it all, or I'll just answer with "RTFM" -
Oh this one. It's easy to get around. Simply take a copy of any existing mixfile and open that in XCC Mix Editor. Then it's just a matter of clearing its contents, setting the mixfile type to the game you want to use it for, and putting in your stuff. Always remember to make sure the mixfile type is set correctly BEFORE inserting any files, though. Also, use "Compact" instead of "Save". It's just plain better I've seen this bug a lot... never had it myself though. Not a clue what causes it, either.
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How to make a unit move to a specific spot when making maps?
Nyerguds replied to Badgebomb's topic in Mapping Discussion
probably. I'd just do it in the ini though. The principle is pretty simple. -
Tiberiam?
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Nonsense. First of all, the colours NEVER INVERTED. The first and last 8 colours of the game's 256-colour palette were plain REPLACED by the first and last 8 colours of the Windows standard 16-colour palette. Secondly, I don't see how increasing the contrast or changing the hue has any positive effect on that. The colours are simply different, and they stay different no matter what modifiers you put on them.
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I'll leave that to Hyper; he's the one working on RA.
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I really wonder why the hell N3t thought it was a good idea to change these visual controls in his release X_x
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Sorry.... adding units is not a small fix... it took tons of work to get right. -_-
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Ehhh... I'm talking about the equivalent of editing RA's rules.ini to give a unit the ability to carry passengers. That's always global. It'd take a whole mess of editing to save that kind of stats in savegames, which would be kind of a prerequisite to make it mission specific X_x At the moment it's not possible yet (through ini editing anyway) because I haven't made the read system for the unit stats yet. Once I do, you can even add new units though. I just wish I could find those bloody turret and firing offset offset lists though. It's all exactly centered at the moment -_-
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Eh, don't see how that's related. I'm talking about giving DIFFERENT vehicles the transport ability.
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It hard hardcoded. There are only two ground vehicles that can load and unload infantry. [APC] or [sTNK]. The only vehicle that can load and unload infantry with a turret is the Aftermath Phase Transport [sTNK] that I made it into the Infantry Fighting Vehicle Light. Heh. That's one of the things I fixed in C&C1, at least. You can make any unit an APC there by editing the stats. I removed the extra unit ID check on the Can Load / Can Unload logics without any side effects
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Well that's kinda like how they messed up the active anim in the RA1 chronosphere, and used it as damaged state instead. But as I said, in the end those are engine limitations. They didn't add support for these animations, so they can't be added without extensive hacking either.
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yo, welcome.
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well I can imagine a lot of these are problems/limitations in the engine itself.
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RA1 supports up to 8 players in LAN. As for online, it has a maximum of 2 players in pre-v3 online mode, and a maximum of 4 in 3.03 online mode. Though imo it can't be hard to hack that to 8 somehow.
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Not really. It just looks for a target and then attacks it. That's not "distributing", that's just using the time it got; I doubt it goes looking for enemies further away just because you give it more time. It'd be more interesting to research HOW it searches for the enemy, with multiple possible targets... if it takes the closest one, or the most northern one, or some random one.
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Badgebomb's Map Pack Version 4.0 (little fix)
Nyerguds replied to Badgebomb's topic in C&C Multiplayer Maps
I'm not entirely sure on the civilians thing though. But I think I remember someone mentioning that.