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Everything posted by Nyerguds
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Well my question was rather, did you install it as administrator?
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The patch already does the Win98 compat mode too, you know
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Dude, I'm the guy working on putting a rules.ini system into the game. I hacked the game to patch tons of problems. So if you got one, and there's a remote chance I could fix it, I want that information. A savegame or something where the situation occurs will usually do.
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
Spot on, Revo. There's no such thing as "numerical bytes". You just mean digits, and not only does one byte contain 2 digits, but a byte's digits are completely irrelevant to the decimal digits, since the map/mission number is saved as one value internally, and not per digit. Expanding the normally 2-digit number to 3 was no problem whatsoever, in fact that technically always worked. See, the "2 digits" setting used for generating a map file name from the map number value only means "pad the front with zeroes to fill to 2 digits" anyway. It won't cut anything off if you exceed it. In v1.06c, the New Missions menu has been expanded right up to the limits of the 8-character file name format, meaning it will show missions with numbers up to SC?999EA. The only thing I had to change for that was making the game read mission numbers beyond 99. Since the internal limit is still 2 digits, this means I didn't even have to pad all existing < 100 map with an extra zero to make it work. It simply always worked. The filename number format goes from 00 -> 99 and 100 -> 999 (Technically; zero is never used for missions though) The REAL problem is that the multiplayer network traffic sends the map number as one single byte, whereas internally, the mission number is actually a full double word (4 bytes). So loading the map or mission locally works, but correctly sending the map number to the other players doesn't. If not for the DOS 8-character file name limit and that 1-byte transport information, I could go straight up to 2 billion with the map numbers (wouldn't do that though; that would probably make the maps scanning loop at the game start take more than a minute. There's already a noticeable delay on the New Missions menu from expanding it to 999 ) -
wait, that's just the last GDI mission? Huh...
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Yes, and in fact, the width limit is 100% fixed since all building and tree foundations count on the fact that [cell+64] is the cell one row below it. so no, I can't expand it. Not without rewriting ALL foundation related code anyway. Also, Revo, I linked to the original SS map pic in the first post. I meant that there's only a single cactus, and it's in the middle of the top portion of the map. Almost as if it holds a special status It does! It's the guy's eye
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Fixed map link... I totally forgot about this link when I cleaned up my site (if anyone finds any other broken links to my own site in my own posts, please tell me)
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
Right, I should really update this... and add the actual maps pack in the post -_- btw, I think I'll make sure 1.06c r2 puts number 00 at the end of the list. It's not hard to do that, and it'll solve the problem of it overriding the first entry. (Just gotta make it start at 1, count in a single byte, and go on until it reaches zero after 255 Seems this is impossible; the game only sends the map number to the other players, and even that's just a single byte, meaning I can't go beyond map number 255. -
It triggers most virus scanners though, since it contains some rather dirty code that overwrites some mouse-related functions in the game itself (to make sure the mouse position and such work correctly when the window is moved away from the normal X=0,Y=0 spot in the upper left corner). But it's not a virus, just code that's similar to what some viruses use. Still highly experimental though, and since hifi keeps experimenting with it you never know if the latest version uploaded at that address is optimized for C&C95, RA95, or simply is some debug test version that locks your mouse cursor in the middle of the screen or something like that. For more info, join the IRC channel of cncnet and you can follow the development as it goes on A far as I know, the current version only works correctly on RA... he didn't get C&C1 to run in a moving window yet; it just doesn't switch to fullscreen mode now, and stays in the upper left corner.
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...you're not making much sense. -I never heard of an ion cannon glitch that makes you lose. Was it your ion cannon or the enemy's? What was targeted to make you lose? was it single player? - I couldn't even determine from your post if you got TFD or not... but both should act exactly the same, especially after installing the 1.06 patch.
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How is that a bug? Losing all stuff is the only way a player can lose in MP. Heck, I'm surprised that actually works as result of a Win trigger... if that's how you did it anyway. The greys are NOD forces, the ones that you fight. Yeah, the double colour exception doesn't work in multiplay, so Nod has no red buildings. Their real colour is grey; the buildings are in fact the exception
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For which game? The RA one has been put into my new RA 3.03 installer, and the C&C95 one is included in C&C95 patch 1.06c. So there's really little need to mess around with it yourself.
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well it's the ones used as technicians... pretty easy to spot the guy with the neon green shirt. C10 should also not be used; it's Nikoomba from Nod mission #1. I think he also has a gun, but most importantly, his real name is shown...
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Just a note to ALL map makers... Can you make sure there's a "Players=6" tag under [basic]? I'm pretty sure I'll implement player limitation soon, to prevent the problem where multiple players spawn on the same point in less-than-6-player maps. Since I'll obviously put the default on the old value, 4, especially 6-player maps need this tag. I might even implement a system to put the [6P] before the map name automatically. In a more specific note on this map... not a good idea to put C1 or C7 on the map, since they ALWAYS go and annoy the top player.
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heh, that's reeeeeally old though
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dude, Pichorra already posted the .bat files
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I use Opera. It has IRC support as a standard feature.
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fix that thrice damned signature, jfb! It's a "Sietch", not "steich" <_<
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... the strings error on RA2 is solved by both installing AND running the program as administrator.
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Eh, seeing as I put the reg fix in the 3.03 installer, I don't see how this is easier. Would be nice to see an update of Tore's RA installer with it though.
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[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
if there's no conquer.mix in your game folder... update the game, dammit -
Command & Conquer Meets Star Wars finally has a website again! Ever since Gamespy shut down its free hosting, the C&C2SW mod has been without a website. But now, with the release of the 1.06c patch, and the subsequent rerelease of the mod (adapted to use the mod launcher system provided by said patch), it was high time for the old information pages to find a home again. Banshee has kindly provided it with that home. The new site is located at cnc2sw.ppmsite.com, and I've taken this opportunity to finish the conversion of the site to PHP, and replace all old blurry JPG unit preview images with new PNGs. New screenshot: (Godly-Cheese and me battling on CnCNet) I also released a new version, v2.1, with a bug fix for a crash that happened when switching between theaters. This was probably caused by the huge amount of icon replacements in the mod. Instead of replacing icons, the mod now overrides the theater icon mixfiles.
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Ew, Renegade?
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Not like they'd correct "realized" anyway; the word is written correctly, it's just... the wrong word