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Everything posted by Nyerguds
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Right, since that old piece of crap I made to fix RA v3.03 on TFD never works as it should, especially on newer systems than XP, I finally made some work of this. So here it is... the patch 3.03 installer http://nyerguds.arsaneus-design.com/cncstuff/ra303patch.exe Features: -Contains all three languages of the patch (eng/ger/fre). The setup language you choose determines which language you patch the game in. -On non-TFD installs, it gives the options to enable Counterstrike and The Aftermath -The patch will automatically detect if it's being installed on TFD, and if so, will take the required steps (it will give a no-cd-patched exe when installing on TFD, and add the CS/AM registry entries) -The exe is patched to no longer remove conquer.eng on startup. I believe this was done to compensate for patch 1.08, which extracts a conquer.eng in the game folder. Anyway, it is now removed by the installer program itself instead of by the game, as it should. -On Vista and Win7, the installer will set DirectX compatibility mode to fix the bad colours bug. -The patch contains the snow craters fix and the Aftermath mission fix for Situation Critical, both made by MrFlibble. -The installer offers options to install the small infantry and the network dll as extras, and, for the German version, game uncensoring. Bold indicates stuff added on October 10, 2010.
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Wasn't specifically to you, just those people panicking abour RAM that posted before.
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IT'S NOT A RAM ERROR! It's just something the game did that made it access memory it wasn't supposed to access. It's just a normal game crash, with extra information that's useful for debugging.
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It's real-time, and it involves strategy. It's just that the name "RTS" didn't exist before WW invented it for Dune II.
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and Herzog Zwei!
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Odd, should be the same... the only recent issue has been the tree crash, and revision 2 fixed that. And if anything would've gone wrong with the transfer of the file, the installer would give errors long before the game would.
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All I can see is that it's SOMETHING in IPXManagerClass... does everyone get the same instruction address on their errors? These things are important.
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Tiberian Dawn Some very interesting trigger research
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
yeah, I was adding some comments to my triggers to make things more clear and fix some problems, and suddenly my celltriggers stopped working (because it read the comment as trigger name). So I thought, let's debug it, and see what goes wrong... -
Tiberian Dawn Some very interesting trigger research
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
This may be interesting for mission makers: I'm debugging the trigger reading. So far I've discovered: -Trigger names can indeed only be 4 characters long. -The C&C ini read does NOT care about ";" comment signs at the start of a line. In fact, I noticed that adding comment lines starting with ; between my triggers screws up the trigger names, because the game reads from the start of the line to the next equal sign, even if that's on the next line. Then it takes the first 4 bytes of that (meaning, of the comment part on the previous line) as trigger name. I tried starting comments with ";=" but this crashed the trigger scanning code as it tried to interpret my comment as trigger. -Teamtypes seem to have a maximum length of 12 characters, judging from the storage space reserved for the name in a teamtype object in memory. Didn't actually debug the teamtype reading, but there were 13 bytes there, and strings normally always end on a 0x00 byte. -
"was never supposed to be released to the public"? Who made it?
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I know Olaf is looking into that, and will probably release a new version soon(ish). One that will actually support Snow theater natively
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Ah no, I think he means like, patches of dirt on the ground and such.
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WHERE IS DUNE??? :ranting:
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well there are things to place on the ground in Snow too; it has the same tiles as Temperate.
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Bland? I dunno. I like the fact that it looks rather balanced, but not symmetrical
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Tiberian Dawn - Rib Cage - (5P) Updated: 04/09/2010
Nyerguds replied to Chubfish's topic in C&C Multiplayer Maps
Well, the number it uses is "44". The basic filename it uses is "scm44ea". The .bin is the real map. The .ini makes the .bin map playable ingame. Mentioning the ini or bin extention there is rather useless in general, imo -
Tiberian Dawn - Rib Cage - (5P) Updated: 04/09/2010
Nyerguds replied to Chubfish's topic in C&C Multiplayer Maps
.scm? wut? -
I think I'll stick to expanding the original C&C95 engine though
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CnCNet v2 has got Tiberian Sun and Red Alert 3.03 support!
Nyerguds replied to Tore's topic in CnCNet News
DUNE II SUPPORT LOL -
I play C&C1, and some TS mods... not much else in tems of C&C though, unless Dune II counts. Besides that, I play Mirror's Edge, Armed & Dangerous, MDK2, Rogue Trooper, and Cacodemon's Barbecue Party... IN HELL!
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BOOYAH! Not exactly the end of the DOS era though; that was RA. C&C1 was still pure DOS.
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That logo looks way more ominous on a black background
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You didn't have to extract the movies files... I told you the crack had a program that could simply undo the changes to it. Anyway... thread served its purpose. I'm locking.
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Let me put it this way... you screwed it up for no valid reason whatsoever. There are no advantages to trying to remove that nocd. To undo the 1.03 crack for TS, you should extract the files of maps03.mix into the game folder, and, after restoring the exe file, you should use the movies fix in my TFD TS NoCD patch to undo the changes done to the movies1/2.mix files by the nocd patching process to make the video names compatible with the original TS exe. And no, the RA1 DOS infantry are not "too small"... if the big ones were actually remakes, I'd probably leave them, but seeing as they're just ugly resizes of the DOS version, they're plain awful.