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Everything posted by Nyerguds
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New Beta version of Project64 Relased! (Only for Members)
Nyerguds replied to pichorra's topic in General Discussion
The sound is in the PC version too, but unused, instead EVA says "nuclear warhead approaching". -
Yes. Updated versions are usually superior to the original thing. It's kinda what updates are for And for RA this doesn't even apply anyway, since DOS RA was just added as "DOS support" when they switched to the Win95 engine. Anyway, hifi got windowed mode working for C&C95
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I guess. In the C&C1 demo they put some higher tier units in the missions to make em more fun, and slightly easier.
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New Beta version of Project64 Relased! (Only for Members)
Nyerguds replied to pichorra's topic in General Discussion
Holy crap, they fixed it! No more bleeding in the briefings! Awesome! :o -
Yep. All N64 and PS missions were added.
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Meh, as far as I remember they're simply not meant to be played. they're just demo maps for the prerecorded demo to run on. I doubt they even have win/lose triggers.
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Well, sorry to have to break this to you MrFlibble, but with the C&C95 v1.06 patch and the RA v3.03 patch, they kinda ARE. Neither of them were offered for the DOS version (though I did post some DOS C&C hacks like the skirmish one on the cncnz forum)
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What? I used plural because I was summing up all different versions... Intriguing. I have to take a look at that. It's indeed like how they changed some N64 missions, yes. And since my map pics folder contains the modified N64 ones (well, one anyway, where a difference was noticed), that one should definitely be added too Yeah, I recorded them from the sound preview function on the main menu. Was quite some work since the music played behind it, so it was always starting the music and immediatlely playing the sound, during the small delay at the start of the music track. For longer EVA voices I actually had to immediately go back to the music preview option and keep pressing play to keep the music muted, and then combine 2 recordings (the start, and then the rest) to get the full clip. The main problem was the fact that moving the cursor to the other option made a sound. The fact I did it there rather than ingame had the advantage that I could link the sound numbers to the filenames by listening to the English version, and then save all recordings of the japanese ones as the correct name
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I know. In 1.06c, it's not quite as on-the-fly, but it still works You know, if I load speech.mix into a specifically stored memory location like the movies are handled, I could probably do that too... not that I really see the use, since the existence of the Japanese language is hardly a secret in 1.06c.
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FYI, 1.06c CONTAINS the Japanese language. Just put the Language to JAP in conquer.ini. I recorded all voice clips from my Sega Saturn version. And no, haven't taken a look at the missions. Don't see what you mean by "lack of chinooks" though; aircraft types can't be pre-placed on the map, they are always reinforced at mission start. Also, the "last Nod mission" is 3 different missions.
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So, overflowing the Resign command apparently destroys the Lose trigger. That kind of stuff happens if you deliberately start messing with stuff. Don't see me trying to fix this any time soon
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The Sega Saturn videos are exactly the same as the PC C&C ones, besides the added EXIT.VQA The CD music is nice though. But you need to rip em as FLAC, or it's just the same as those on Frank's site. Oh and yes, I have an official C&C for every system on which it was released, including the Mac, Saturn and even N64 versions.
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Nice! I read it all through, and yeah, it's a pretty fair listing
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...so how do you propose to play on CnCNet with DOS C&C? Not even counting the fact it won't be compatible with C&C95 v1.06
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
I'll start by making all map names into links to the download topic. Once that's finished, I'll make a map pack. -
C&C95 runs in a rather odd full-screen 256-colour DirectX mode. A lot of apps have problems with it because it actually sets your desktop's colour depth to 256 colours.
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Eh, that doesn't matter at all. No matter what xcc editor displays, in the ini it's just gonna look like 2414=TI8 "cell number=overlay type" What exactly that TI8 means is up to the engine. Nothing the editor can do about that.
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
meh, fixed -
[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
By the way, uh, what do I put as name? You're already in there as Crimsonum, your sig says Crimson, and your name is Grimson... ffs, stick with one. -
As I mentioned in a few threads already, can you make sure to put a Players= key in the [basic] section of each map to indicate the number of players on the map? I'm planning on implementing a system to actually support that, so a multiplayer game can't start if there are too many players in it. This is needed since, as long as the rules.ini setting is put on 6 players, the game will ALWAYS expect there to be 6 starting points. Since it first randomly picks 6 starting points (using duplicates if there aren't enough wapoints) and THEN randomly distributes the available players over them, having less than 6 starting positions creates a high chance of multiple players starting on the same waypoint, even if you play with the same amount of players as there are waypoints. When a map contains the number of players, I can lower it just before the map is loaded, so the game only expects 3 starting points if you're playing on a 3-player map (for example). Note that the Players= value should be set to the number of valid starting points, even if it's more than 6. The game's maximum is still 6, but it's useful information nonetheless, and who knows, it could be useful later. And this way, I can still use the rules.ini value to cap the maximum amount of allowed players.
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I'm not sure how exactly tiberium states work in C&C1. It seems ti1 is indeed less dense than ti12, but ti12 only actually shows the "TI12" variations of the tiberium SHP files, which does make it rather monotonous. The growth state is definitely influenced by the cells of tiberium around it though, just like in RA1; even TI12 is never grown to full side at a map border. I'd say, make sure to vary between the tiberium types TI8 to TI12. In XCC, just like in CCMap, you can find them in the Overlay section.
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1. Yes, allying is just selecting a unit of a different player and pressing "a". 2. Yes, Nod is badguy, but as I already said, that secondary colour is disabled altogether in multiplay. It has always been like that, and I didn't change it. Also, the side recolouring logics I made are simply not used in multiplayer, as far as I know. I could enable them, but at the moment they aren't. 3. Yes, though I added a rules.ini option that disables this. Since AIs have the tendency to always attack the most northern unit or structure, this isn't too spectacular though, since they just murder eachother starting with the most northern player, until you are (or any of your co-players is) the most northern player. 4. Neutral? Not sure... I don't know if alliances are actually read from the ini in multiplay.
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Registry entries get inserted into the Windows registry; the actual .reg files are irrelevant. They're just a way of inserting data. If you make your installer with Inno Setup you can make the installer itself insert stuff into the registry directly, and you can even make it insert different registry keys based on the CPU architecture (32 bit or 64 bit), so obviously you should only make it insert the relevant one.
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Ehh... -C&C95's installer isn't cool. That's just the DOS version. -By reducing the image to 180 mb, you lost the CD audio tracks. -These mirrors are just of a 15-mb installer. Even with this installer you still need the SS CD. The 183 mb image you talked about isn't even in there. As for the installer: -All stuff you list under "Getting it running" in the installer can be applied BY the installer, like I did for C&C95 and RA 3.03. Also, "Run in 256 colors" and "Run in 640x480" are useless for C&C games; the game sets your system to 256 colour 640x480 anyway. Enabling the options doesn't make any difference. -"If the Westwood and Sole Survivor videos look right, you're set." - As far as I know, even with the registry fix for the Windows 7 colours problem, the intro video is usually still messed up. -it doesn't create the game's registry entries under "HKLM\Software\Westwood\Sole Survivor".
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
Well, a byte is 2 digit number in hexadecimal... so F = 15 (1,2,3,4,5,6,7,8,9,A,B,C,D,E,F). So FF = (15*16) + 15 = 255