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Posts
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Everything posted by Nyerguds
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Odd, which browser nowadays DOESN'T have one?
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Correctly displayed walls would be a start
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Edited it a bit; added commas and periods in the sentences, and made the RA 3.03 installer link go to the topic instead of to the last post. Also, "realised" is not the same as "released".
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hmm... interesting request. Maybe I'll add that as House option; "IdentifiesWith=" or something like that.
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Well, I had to update this since I messed up the hack for the German exe to make it stop removing conquer.eng. While I did this, I also fixed the fact it asked for the "TRANS" CD instead of the "Vergeltungsschlag" (Aftermath) CD in the German version. Besides that, I also added options to allow installation of the small infantry patch, the UDP network dll, and uncensoring for the German version. All of these are, of course, optional. Two other extras that can't be disabled are the Situation Critical fix, (which is always installed if Aftermath is), and MrFlibble's snow craters fix. Oh right, the small infantry patch in this has been slightly updated, in that it has Einstein in the same colours he has in the original hi-res graphics
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well yeah, but that's just another solution. And a REALLY messy one, in my opinion.
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F1-F2-F3 etc for private chat ingame to specific players. See the players list order in the radar to see which one gets which key.
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XCC Mixer doesn't lack the TD mixfile type. The actual mixer tool simply can't CREATE it. You have to do that with a differerent tool that's included, namely XCC Mix Editor. You can access it by going to the "Launch" menu in XCC Mixer. In that, you can click "Options" to set the mixfile type to Tiberian Dawn. Make sure you do this BEFORE adding files into the mixfile though, since the type of filename ID encoding that's used depends on the mixfile type that's set. It's an issue I've discussed with Olaf recently, since it's really counter-intuitive. Basically, changing the mixfile type after having files in the mixfile totally messes up your internal filenames, because, while the mixfile type changes, the IDs of the files aren't reconverted for the new game. The only way to fix this is by deleting and once again adding all files.
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Oh gods, Win7... that's like, an exponential increase of the amount of user rights problems with old games
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Problems with CnCnet, can't get it work with instructions
Nyerguds replied to Triumphator's question in Support
hm, right, choice of network connection... that might be a nice feature to add to cncnet, since C&C takes the primary one by default. -
Getting "Out of Memory" on game launch is usually due to having a corrupt mix file in your game folder. You didn't happen to pack your missions inside a mixfile with XCC Mixer or XCC Mix Editor? Because then you have to specifically put the mixfile type to "Tiberian Dawn"; the default mixfile type it creates is Tiberian Sun, and C&C1 always gives the out of memory error when trying to read a Tiberian Sun type mixfile.
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Could be a version difference... I got loads of Sole Survivor versions -_-
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Problems with CnCnet, can't get it work with instructions
Nyerguds replied to Triumphator's question in Support
Eh, small question... did you download BOTH the patch AND the hotfix? Because there is no "patch with the hotfix" download there. Also, obviously, make sure all players involved install the patch and its hotfix. -
I'm going to release r2 soon now... but I need to get the French manual done first. The new colours are only for making missions. The readme explains this very clearly. The system to give colours to people in multiplayer is a bit of a mess; I still have to figure out how I can add new colours to that.
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Not really, the beta had that same bug too. It even had the nuke warhead bug I fixed in revision 1. So far, the stuff added after the beta (the modding system) hasn't caused any problems
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it's coincidence. Whatever's stored on the first and last 8 entries of the colour palette gets replaced. It just so happens that the start of the palette is where most games store the colours of the lowest layer of the game; the backgrounds. In C&C, the last colours are used for generating shadows ingame, btw.
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Well, he didn't mention what game it was about on Stack Overflow, but seeing as it was obviously the same issue, it was obvious for me to post the fix there Why do so many people think these colours INVERT though? That's not at all what happens; they just get replaced by the colours of the standard Windows 16-colour palette btw, has anyone tried this fix? http://sol.gfxile.net/ddhack/ Remove the registry entry when trying this though, to be sure you got the result from this fix. [edit] It just seems to hang on my PC... bah.
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Why did you reverse that ID? [edit] Ah, nevermind, yeah you gotta do that. Apparently you can do without it though, by specifying it as "ID"=dword:34F1B603 I found a tool to do the process for you. It can even generate .reg files: http://www.mediafire.com/?nvfsz00hkzudfvu
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Can't be helped. The DirectX compatibility mode WORKS, but if you go do unintended things (for a fullscreen app) like alt-tabbing out, it's logical that it can mess up again. Also, I'm pretty sure Pichorra specifically mentioned that it didn't always work on the intro video.
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lol, ow, that was a pretty awful bug in the custom capturability system. Somehow I got it into my head that to reduce the chance on desyncs, the default values reading for the capturability state of buildings should be skipped in MP mode. However, mere milliseconds later it DOES reset all capturability settings for buildings from that same default values list. Which is obviously still blank. All zeroes. Hence, the capturability states of the buildings are put to exactly that... all zeroes. All uncapturable O_o Seems I messed up some more in that code anyway. I'm pretty lucky it didn't totally destroy something else, since I seemed to have made it wipe clean 3 bytes of the building settings right after that capturability state. Anyway, it's all fixed now. The game reads the default values well before it loads the main menu now, forever solving any chance on desyncs happening because of that, and the capturability state is now applied correctly. It's becoming a real pain to update the full patch every time though, so I've decided to work with a system of exe hotfixes for now, until I can release a completely bug-free revision 2 patch. The hotfix to break the Great Engineer Strike of October '10 can be found on the site: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ You'll see the main menu version is changed to 1.06c r1f1, indicating the presence of the first fix.
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extract rules.ini and disable remixscores? Maybe I should make that a conquer.ini option after all... Yes, eventually... when I get some time. As the site literally says, "Note that some features for 1.06c, like a full game download and the savegame packs are not yet finished, and will be added over the course of the next weeks. You can always download the 1.06b r2 version of the game and patch it with the 1.06c patch, of course."
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Odd. I started the game, tabbed out, went to the registry entry and it was right there. sole.exe - ID = 34 F1 B6 03
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I see,,, odd.
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technically, it's for nothing actually, because by the time TDX gets to the point of adding these units I'll have finished their ini system, making their info in the exe useless. But yeah, they were originally added (in the 1.06b version) as units for the Tiberian Dawn: eXtended project. I actually got their graphics on my hard disk
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lol. Godwin made that photoshopped image