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Nyerguds

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Everything posted by Nyerguds

  1. That's pretty bloody epic!
  2. Actually, I think I better start by giving you the list of allowed commands. These lists won't actually mean there's any effect, but with this at least you know which ones will be plain ignored in teamtypes. Teamtypes: Attack Base Attack Units Attack Civil. Rampage Defend Base Move Move to Cell Retreat Guard Loop Attack Tarcom Unload ^ ONLY these will be interpreted by teamtypes. Anything else will be seen as unknown command, and ignored. A load of those are totally unknown though, and I have no idea if stuff like "Move to Cell" or "Attack Tarcom" actually do anything. Unit/Structures/Infantry placement sections: Sleep Attack Move Retreat Guard Sticky Enter Capture Harvest Area Guard Return Stop Ambush Hunt Timed Hunt Unload Sabotage Construction Selling Repair Rescue Missile ^ A lot of those won't produce any results when used in the placement sections though. Obviously, "Attack" won't work without a target, and "Construction", "Selling", "Repair" and "Missile" are all structure commands, and totally ignored from ini as far as I know.
  3. Well, anything that's confirmed to work well can be added in 1.06c r2
  4. lol, I just wondered why you used that tile, while it's kinda 'hidden', that's all I mean, normally tileset blocks are supposed to be placed on the map with all their cells, not as separate cells. It just seemed odd that you used the one tile that shouldn't do that because it's one I added with a sneaky workaround.
  5. lol, that's pretty cool. Did you try any other commands?
  6. Odd, how did you get these "UFO" tiles on there? They aren't normally accessible... they're the second cell of a tileset file that normally only contains one cell (a trick I developed to add extra terrain into the game without the need to hack the exe). I see you basically just repeat the same shapes randomly though, rather than starting from an actual kind of maze generator and then fitting game tiles on it.
  7. lol huh, "Unassigned file limit of 10 downloads reached". Odd. You should just get the "Latest development snapshot: ddraw.dll" file. from the site Irony gave.
  8. They're just regular salutes. Used when exiting the barracks and chinook. Probably not many of them are used though since I think they always salute towards the player.
  9. yeah, that'll do the trick btw, you did something wrong with the icons in the exe; instead of one icon with all different colour and size types in it you got all types as different icons in the exe. And the icon you use for the installer only has the 48x48 one. I sent you an update with fixed exes and the full C&C95.exe icon as it is in C&C1.
  10. pretty easy; pave an area with sandbags in the editor, then open the .ini file and Search & Replace SBAG by CONC.
  11. Don't see what could cause this... there are no units in the ini, and anything already on the map from other teams than the multi-ones should normally not make a difference anyway I think.
  12. Why did you install the 3.03 patch on a no-cd version that already contains 3.03? The 3.03 patch has no inbuilt nocd, except for The First Decade, so it's pretty obvious it asks for a CD.
  13. Ehh... the video stretching stuff is still experimental. Please don't go around distributing cncfan's beta versions outside their intended context.
  14. How on earth could a local network be SLOWER than the internet? Seriously.
  15. hm, you might want to remake this pic with my mixfiles for XCC Editor, so you see which trees are actually blossom trees. (XCC Editor shows the first frame of the trees, so I edited the graphics of the blossom trees to make them show the mutated form)
  16. Eh, I don't mean that. Blossom trees all start as normal trees, and eventually they all mutate. But there are 2 types of blossom trees, split2 and split3. They mutate into different shapes.
  17. That mission fix is only installed when AM is enabled. I can't put it in the same mixfile as a fix that is always installed. Also, I know perfectly well how to make mixfiles, thank you very much As for your uninstall thing, I don't understand what you mean. Unless there are specific flags added to the files they should all be uninstalled.
  18. I'll see if I can put it in some mixfile where it still overrides the original mission -_-
  19. you need to make sure the DXCompatReg32 and DXCompatReg64 in CustomMessages end on your own mod name instead of "Command & Conquer Red Alert", otherwise you'll overwrite the RA compatibility stuff. And since you make your own key (='folder' in the registry) for the item, it should be uninsdeletekey.
  20. You might want to use both types of blossom tree to make it slightly less monotonous.
  21. Eh it's 'vqa'. Making them isn't really hard; just convert the C&C1 video to pcx frames with xcc mixer, stretch those frames to 640x400 with RAD Video tools, keeping the colour palette, and then use VQA Encoder to make an 8-bit VQA out of those frames. As for your translations, I checked them, and even those "warning, this comes from Google Translate" messages were pretty much unreadable, that's why I said that. Really, just leave it out, your mod itself is only in English anyway. As for CS and AM, and all the rest of the registry stuff, that's already in the 3.03 installer, so I don't see why you should add them, tbh. After all your patch clearly says it needs v3.03. That generally means it needs it to be ALREADY INSTALLED. As for the colours fix, do make sure to add the 'delete when uninstall' flag to these registry items then.
  22. it's also only 320x200 though
  23. Hm, those translations are pretty messed up... it's probably better to just leave them out entirely. Heck, the french shortcut plain uses the wrong verb. "Écouter" means "listening", not playing. Also, not sure why you kept the CS and AM installing options from the patch, or the registry items. The patch should take care of those anyway. There's some more issues with the script, like the fact you kept "Uninstallable=no". I've cleaned it all up now; I'll send you the result in a private message. [edit] Huh, you're using a 320x200 english.vqa? That's the intro vid; it's supposed to be 640x400. Don't know if I ever specifically aid this, but feel free to use my incomplete C&C95-to-ra intro, menu and colours pack. http://nyerguds.arsaneus-design.com/mods/ra1_to_cc1/finished/ (english.vqa, palette.cps and title.pcx)
  24. Ehh, the death animations are all used. They just depend on what kind of weapon infantry is killed with. High-explosives (rocket launcher, guard tower machine gun) give the splatter one, tank cannons give the blown away one, flame weapons give the burning one, and light weapons give the falling down one. The hand-to-hand combat wasn't just removed, it was never really implemented, from what I can see inside the engine. The reason why should be obvious... don't bring a knife to a gunfight. Further proof of this: Indiana Jones
  25. oh nice
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