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Posts
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Everything posted by Nyerguds
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Nice! I like 'em, they look very varied. In the 4-player version, #2 and #3 might have an advantage since they have access to 2 tib fields from different paths. The two others need to move their harvester through their bottleneck entrance to get to the tiberium. I should really get on with testing some LAN stuff... would be handy to be able to put Players=4 in the [basic] section of map ini file. In fact... I should encourage people to do that. Even if it doesn't work yet, it means it'll work tight away when I manage to implement it
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[CnCNet] Current list of used map numbers
Nyerguds replied to Nyerguds's topic in Mapping Discussion
Ehh? Why would I let you replace N3t's map??? If you updated his map, let him take a look and let him decide. On that note, I should really make a complete map pack... -
C&C TIBERIAN DAWN REDUX VERSION 1.3 UPDATES
Nyerguds replied to sgtmyers88's topic in Mod Discussion
then fix my permissions dammit! -
Holy crap it's Reaperrr! You know, when I reinstalled my PC a week ago, and imported all my old mail in Opera again, I noticed that about a year before the ROTD thing you had sent me some patch for C&C1 you made, to fix some graphics and mission errors. I knew someone sent me that, but I had no idea it was you O_o
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C&C TIBERIAN DAWN REDUX VERSION 1.3 UPDATES
Nyerguds replied to sgtmyers88's topic in Mod Discussion
I don't see any screenshots... and your post don't contain any img tags either... -
lawl. See my previous answer. I generally have no idea whatsoever how timing is done in C&C.
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ehh? What gave you the idea you could change an obvious pure game logic in a map? If you're trying to say "plz put a mission option in 1.06C to enable faster tib growth", then just SAY so. The answer would still be "I don't have a clue how to do that", though. Maybe the Overrun option could help in that aspect though... if it disables spawning, it should be referenced in the spawning code somewhere, after all...
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C&C TIBERIAN DAWN REDUX VERSION 1.3 UPDATES
Nyerguds replied to sgtmyers88's topic in Mod Discussion
SCREENSHOTS ATTACHED? -
funny demotivational posters, post some of yours
Nyerguds replied to Ferret's topic in General Discussion
Haha, that lego one is SO true... -
Really? Would be a nice christmas gift
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I have very little on my desktop right now, seeing as I just reinstalled my Windows. (and screw you, Irony, I reinstalled XP, I happen to be a legacy gamer who plays a LOT of early-windows games) But I'm trying to get back to this...
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nice idea
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Unpatched TS? What's the use of that?
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haha. nice warning What purpose do these light posts serve? As far as I know, making it track units only worked with map triggers. Or am I wrong?
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For your maps to appear on the new missions list they should be larger than 19, not 50. The first one in the list is #20. But of course the first ones are already used by the Covert Ops. You normally find a place to save the ini, and it automatically writes the bin there too.
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hmm... I remember converting that TD refinery ...and those RA2 and TS buildings too, lol.
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Hey Rob, wb to the club And Cheese, you might do us all a favour by reading these rules through yourself sometimes
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Hey Rob
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Browser Warz: Splitt from the CnCNet on Linux topic
Nyerguds replied to Tore's topic in General Discussion
eh dude, he said "once IE9 is released". It doesn't exist... YET. -
Eh, no offence, but that map looks horrible, there are tons too many trees, and there's so much wrong with it... -you can't place air units on the map. No matter what CCMap says. -your lose and win triggers repeat. So does the Nod production trigger. There's no reason for this. -your bases are awful. Leave space for the concrete slabs under them, even if CCMap doesn't show it. -As a rule, try to keep your file under 16k. Theoretically, this limit doesn't apply in C&C95, but in DOS C&C, anything beyond that 16k limit is simply NOT READ. That means, all of your infantry and units simply don't exist to the game. They're not inside those first 16k. And even when making missions for C&C95, it's still a good idea to keep around that. Now let's look at your mission... You have over 100 structures, about 500 trees, almost NINE HUNDRED cells of tiberium, over 250 infantry units, and another 100 vehicles on the map, including the illegal helicopter types. That's just WAY too much. Especially the trees are a mess. They slow down the game horrendously. As for the multiplayer map, why did you put pre-placed units and structures on that? You can never be sure which team you'll be in a MP game, so most likely you'll just be dumped on there somewhere and have 2 enemies with a base. Also, in multiplayer you need to set waypoints to serve as multiplayer starting points...
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Unless we can get around the 2-player limit... no thx So, Irony, any news on this?
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Browser Warz: Splitt from the CnCNet on Linux topic
Nyerguds replied to Tore's topic in General Discussion
This thread shows an interesting trend... we're all fighting until our common hate for IE unites us XD -
Not too hard... the AI doesn't build anything Tested it out... it doesn't work. restating resets it.
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well, I'm "liberating" a lot of these exceptions by turning them into mission ini keys, but this kind of thing seems hard to do in that aspect. I've already made PassiveHelis that way (Nod mission 7, capture Orca), and mission-specific building capturability, to completely remove any limitation on possible mission capture targets (Nod mission 12, capture Adv Comm Center). You can read all about that if you click on my sig image
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Oh, I know exactly how they pulled it off. Every time a building is destroyed, it stores the building's ID in a global variable. So after the mission is finished, it can check what the last destroyed structure was. Since every structure in that mission triggers the Mission Accomplished trigger, the game can easily check if the one you destroyed was the airstrip, and if so, skip a mission. (this is also used for the temple, for the special Ion Cannon ending in the GDI campaign, but with the added check that the weapon that destroyed it was the ion cannon. Not exactly sure how this one works though) Fun fact... if you target one of the other buildings in that commando mission, that building is missing from the map in mission 7. It uses the same global variable to put an exception into the mission reading code, to skip the first building of that type It doesn't work on the silos or power plants though, since there are several of those, so it wouldn't be able to determine which one was destroyed. Of course, unless you took out the CY, this isn't too useful since they'll just rebuild the structure. I'm also pretty sure that restarting the mission removes this exception. Or maybe you can cheat with it... destroy your own CY, then restart the mission, to make it remove the enemy CY? I should test that out, lol