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Everything posted by Nyerguds
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Irony.. please make an immediate update that does these 2 things: -disable the Launch on Startup on all client PCs -remove the option to enable it from the cncnet settings It's making the server fill with idle people that never join the lobby, and it seems to be causing some kind of overload, because no one can still get packets from other players. The Preferred list almost always stays completely empty for everyone.
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it's fixed for 1.06c. The real problem was the Random function, which takes less time to find a theme to play if you got more themes. This means the problem can be solved if everyone -has all music (for those who use the patch on a normal CD version, this means downloading the music upgrade pack) or -sets the StartMusic option to 2 or 0. In 1.06c, random music start is disabled for multiplay, to prevent this problem.
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me too... usually to wake up, lol. I still try to beat my high score from time to time
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I guess the serials check system will be removed for TS on the xwis servers
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hehe, a cacodemon icon
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problem is, the music upgrade would be silly if you start from the full 1.06b install.
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Dammit, I've noticed problems with the music settings before, but it's odd that THAT would cause problems...
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I think I might make this into an automated installer pack...
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The pic of Glacial Mountain is missing in your maps thread, btw.
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Sure they do, but this was the easiest way to get around the Securom protection. Only programs like CloneCD can copy those disks; the system fails if you use normal ISOs.
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I heard that this download is just the TFD version without the CD check or key, really
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An explination and update (pictures comming soon)
Nyerguds replied to Revolutionary's topic in Tiberian Sun Best of Beta
Don't pretty much all browsers nowadays have inbuilt spell checkers though? -
I've written a pathfinding algorithm myself for school... it took ages to find its way through a 15x15 maze, in a static environment. I doubt I'm ready to improve WW's pathfinding in any way. As for how debugging works, well, you can't debug a certain thing you know ingame. You can find a function that seems related to what you're trying to find, put a break point there, run the game with the debugger, make the game execute the action you're trying to figure out, and see if your breakpoint fires. If not, keep looking... if it does fire, you confirm that the code you find is for a specific purpose, and you can see exactly what it has stored in memory and what actions it executes on that data. But not all findings require debugging. There's a lot that can be traced without debugging anything, especially if it has strings linked to it. I got a bit of info on some of the stuff related to firing triggers in the exe, but that text file is way older than my first hacking experience.
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well, as I already said in the chat... http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt
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well movement waypoints aren't a flight path... they actually land on everyone of these spots. And I think the unload takes over from the moment it lands.
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well skirmish is different altogether though. Either the MAD Tank doesn't use the Time Quake in MP/Skirmish, or the effects have been changed, but the original single player MAD Tank does damage over the entire map. If I remember correctly, the multiplayer MAD Tank only did local damage.
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But this is a LOADED TRANSPORT that automatically leaves the map after dropping off its passengers. I think it drops them off at the first point where it lands, and then the "leave the map" override takes over. Without the instruction address on the error message, I can't help you. For that first one I looked into the exe to see what code the game was executing at the address 0049895B. I'm pretty sure your save crash had a different address. My guess, it was around 00447BA0 or 0049A7EE, where it tried to save your probably STILL corrupt other teamtype into a savegame.
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Haha... welcome, classic_leon. But plz don't bump old topics
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According to the game exe, indeed, exactly 4.00 cells. Then again, the rockets are also 4.00... I guess the guard tower weapon range is counted from the middle of the structure, while the units' rockets only need to hit the edge of the tower. This seems to be an engine difference rather than a bad implementation of the original data. Theoretically the ranges are the same, but in practice they aren't, so in the remake they shouldn't be either.
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Don't know the exact cause, but it's an error related to the Reinforce action. My guess, it's probably caused by your horribly big teamtype. It might still contain errors. Try remaking it, and keep it smaller this time.
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Why the hell would I want dubbed anime? O_o
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This is all because of the "guard towers outrange anything" bug, isn't it? You should be able to kill them with bazookas or bikes.
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ah. Well then I probably have you too... but as I said, I'm at school; no MSN here
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25 episodes? Awesome, I gotta check that out. I hate series that drag on forever, like Naruto and One Piece and such. It's just, well, too much... if the episode numbers go past 120, count me out For the rest, I watch tons of anime btw, posts merged. Next time, please use the Edit button. It's there for a reason. And bah, I'm a moderator too, and I asked you about it. In my opinion, posting desktops is just seeing what other people are interested in, so I don't see why it would be bad to talk some more about these interests
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Good god, how much crap did you cram into that poor helicopter? You shouldn't use chinooks to deliver vehicles, it looks stupid. Also, I'm pretty sure you can't assign flight paths to helicopters. I don't have a map editor here, but I can look at the ini coding... ASAP is a cell trigger. As a cell trigger, it should work like this: [TeamTypes] reinf1=GoodGuy,0,0,0,0,0,7,0,0,0,11,MCV:1,RMBO:1,TRAN:1,E3:2,E2:2,TRAN:1,E2:3,E1:2,HTNK:3,MTNK:2,JEEP:2,2,Move:0,Unload:0,0,0 fireup=GoodGuy,1,0,1,0,0,7,0,0,0,10,E1:1,E2:4,E3:4,RMBO:2,TRAN:2,HTNK:3,MTNK:2,MSAM:2,JEEP:3,MCV:1,2,Move:2,Unload:2,0,0 [Triggers] ASAP=Player Enters,Reinforce.,0,GoodGuy,fireup,0 win=All Destr.,Win,0,BadGuy,None,0 lose=All Destr.,Lose,0,GoodGuy,None,0 nuke=Time,Nuclear Missile,300,BadGuy,None,0 strt=Player Enters,Production,0,BadGuy,None,0 [CellTriggers] 3490=ASAP (still needs celltriggers assigned to "strt" though) With this setup, you get your reinforcements delivered to waypoint #2 (cell 3745) when a unit of your side (Goodguy) walks on cell 3490. However, since you don't HAVE any GDI units placed on the map, this is going to be VERY hard to accomplish. Oh, btw, your fireup teamtype contained an error. You have to specify the different types of units there, and how many of each. The types E2 and E3 were mentioned twice. You can check the maps and ini files of all C&C missions on my site, btw. They're all in here: http://nyerguds.arsaneus-design.com/cncstuff/mappics/ For the rest, anything you need to know you can look up here: http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt