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Nyerguds

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Everything posted by Nyerguds

  1. Yes. Your point? You have selected a "atwricnh.shp" there, which should be called "atwricnh.tem" (if that's tempipbr.mix) [edit] Eh, I already attached a fixed version in my previous post
  2. You didn't rename their extensions. They're all called ".shp" instead of .tem/.win/.des/.sno Here's the fixed version (besides the adaptation of 12grngrd.fnt of course) addon_portuguese-brazil.rar
  3. This topic has been moved to The Construction Yard. The Repair Bay board's description specifically says it's for "help with something that's not modding related". [iurl=http://www.cnc-comm.com/community/index.php?topic=1366.0]http://www.cnc-comm.com/community/index.php?topic=1366.0[/iurl]
  4. Right... you didn't follow some of the examples very well. -Pips/Repair/Sell: do NOT add the "h" in front of it in the ini file. The engine does that itself. It's something I can't easily change. So if your file is "hpipspbr.shp", just put "SHPPips=pipspbr.shp" and it's fixed. I did specifically mention that in the guide though. -icons: you didn't SET an icon override in the ini. You need the MIXIcnh= tag. Your ini is missing it. Not sure why the font doesn't work though... but I'm looking into it. And... not a clue why your xcc editor is screwing up O_o [edit] You never told me the font DOES works on the main menu. The obvious conclusion is simply that the ingame top bar uses a DIFFERENT font. It must be 12grngrd.fnt. I've contacted Siberian_GRemlin and asked him if he could release a working version of his font editor. Up to this point, I've had to rely on MrFlibble to do all font changes for me, based on screenshots I made in the demo editor. But that's getting really tedious... (the demo editor can't save files) Note that editing this font might also be the key to removing the fade in the DOS mod
  5. Well, cnc-ddraw kinda needs the back buffer option to work correctly ANYWAY, actually...
  6. I'd personally use "deception" rather than "hoax".
  7. You're not making much sense... the Jurassic campaign is 100% unrelated to the modding system. Missions don't even need to be in a mix file to work. And ANY mixfile starting with "sc" is read as addon ever since v1.18 of the DOS version. To compare, the original C&C95 release, v1.04, is built on the the last DOS C&C patch, which was v1.22. So C&C95 has always had this system. "sc*.mix" to add files, "ss*.mix" to remove files. Here's the section on minicampaigns from the 1.06c readme: As for the crates, if you remember the original campaign, steel crates are just used as "objective to capture", and nothing more. the only thing they do is play the little blue ball animation when you pick them up. In missions, the only way to make them do anything is by placing a celltrigger on the same cell as the crate.
  8. No, someone else noticed it when testing the triggers systems you posted, a few months ago, in a period when I was personally far too busy to test anything myself. His description of the weapon animation, damage and behaviour matched perfectly with the data I found on "index -1" of the weapons list though, so I don't doubt his report. He did indeed say they only attack other visible units though. Since I have no idea why it ignores the normal weapon boundary rules (meaning, -1 = "none"), I'll have to make sure to put an extra dummy at the top of the list, with no animations or damage, once I add reading weapons from ini in my patch.
  9. CnC-ddraw fixes the fast scroll issue too. And makes it possible to play C&C95 in windowed mode
  10. ehh... why did you make it into a mod in the first place? Adding campaigns to the new missions menu is 100% unrelated to modding. I think you've been reading the wrong section of the manual. It's section "4.5. Addon campaigns" under Notes on the new options.
  11. Tsk, still using DOS C&C?
  12. "forest" has only 1 "r", Lin Kuei btw, not sure if you know about this, but apparenly there's a bug in this C17 logic that makes the C17 sometimes attack units. There seems to be no weapon boundary check on the airstrike logic, meaning the weapon that is set to -1 is actually seen as a weapon index. This means it interprets the data just before the weapons list as an actual weapon and attacks with it.
  13. no, map succession is impossible in multiplay, for the simple reason that just the score screen delay would desync the game.
  14. You mean how one item on the new missions menu plays as a full series of missions? That's fully explained in the manual of patch 1.06c. I suggest you read it.
  15. Heh. I should really play this again; you've done some wonderful things with this mod. School and Minecraft are sucking up my time though
  16. Chem warriors are pretty awesome. Chem spray is an anti-armor weapon, meaning their explosion does a lot less to the surrounding soldiers, they don't kill eachother quite as easily as flamethrowers, and an APC full of them can take out any building it gets close to in 2 or 3 attacks. Sucks that you need a temple for them though
  17. Nyerguds

    Only the original

    I'm putting that remixes option back into the installer... it's pretty silly to go copying files for an option that can easily be disabled in the installer or setup tool anyway. At the moment the remixes option is just a bit inaccessible because I put it in rules.ini. I'm working on a new setup tool, btw... one that adds full support for the cnc-ddraw dll's options. Will require the .net framework, but it's easier than hacking that ancient thing included in C&C95.
  18. That's one fricking big post... anyway, you got my vote. But not exclusive of course
  19. Odd. I see no reason why the dll code would even NOTICE virtualization.
  20. Nyerguds

    Stumped

    UPNP should work on any router that isn't more than 5 years old. However, on some routers the upnp system needs to be enabled in the router's settings.
  21. Does it still take far too long to exit the Opera process after you close the browser? -_-
  22. ...not the point. In this case, windowed, it just makes the window take extra space. And fullscreen, it just means the aspect ratio is wrong, since the correct one is 320x200 stretched to 4:3 As for your code there... well, yeah... I'm looking at the code, but seeing as I don't have any info in my RA DB besides a bit of the startup logic, I have no idea what I'm looking at
  23. in 640x480... why use ddraw.dll on 640x480? Switch to 640x400 already...
  24. well that, and cnc-ddraw
  25. I wonder if Internet Mode can somehow be forced to accept more than 2 players... a lot of these one-to-one things are never built to accept anything more though... like, they only get one IP to say "connect to this guy".
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