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Everything posted by Nyerguds
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ah right, that.
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OS Warz: Splitt from the how to record C&C with FRAPS topic
Nyerguds replied to Ferret's topic in General Discussion
Haven't seen much proof of that. -
but what does "nurple" MEAN, anyway?
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You can't duplicate an object and give it the same ID. An ID is simply the index at which the game reads the object from the array of different types. the ID IS the object type. And the object that's shown already exists. It's a rock. A rock that simply doesn't have graphics for the Temperate/Winter/Snow theaters. The only thing close to the fix you suggest is just adding tree graphics to the rock for temperate/winter/snow theater. That would indeed work, but that'd still be a workaround, and not a fix. The tree will suddenly become an invincible tree called "Rock". It's ridiculous to go around fixing symptoms instead of finding out why the problem occurs in the first place.
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Yay! CnCNet! Website!
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Ah. The white flash thing that's also used for the (single player) nuke?
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umm... must be 004b4002. The internal addressing in C&C only starts at 00410000 The second value in the error message isn't that important. I've got some more info on this problem now, and I'm looking into fixing it. At this moment I know -The "blueprint" object of tree type T13 is corrupted, meaning all trees of that type on the map are corrupted -It is corrupted in such a way the game thinks it is some rock of a type that only exists in desert theater -The actual crash happens when the game tries to resize the graphics of that tree for the minimap preview. It crashes because the graphics don't exist for that theater. -Since the terrain object's ID number is corrupted, the change is saved in savegames (because all objects are saved by their internal ID numbers) At this moment I do not know what actually causes the corruption though. I DO know what fixes it though: simply restart the game, load the mission and then restart the mission. The savegame may have these trees saved incorrectly as rocks already, but it doesn't carry over the actual corruption of the 'blueprint' object, so right after starting the game, this blueprint should still be fine. And when you restart the mission, it should show the correct trees again.
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C&C always uses full CPU. It's a full screen application, so why would that be a problem? Either you play the game, or you do something else.
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I didn't think the Time Quake even had anything graphical asociated to it.
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A lot of the problems DO exist in both (like the top-of-map reconnaissance memory leak, the stealth effect problem on the right side of the lowest row of pixels on the screen), but they don't crash DOS C&C because it doesn't care about memory protection in the way Windows applications do. But I actually suspect that this bug might be my fault somehow... [edit] It looks like it's indeed the bug I'm researching. It only seems to corrupt the tree called T13. A quick comparison of your screenshot and XCC Editor showed that this type of tree is indeed missing: Since all of them seem to have the problem, this might mean the actual data of the basic blueprint of that tree gets corrupted... I'll have to take a closer look at it :|
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it isn't. It's related to drawing the radar, as I said. Remember, I can look this stuff up from the error message you post So, it might corrupt it without saving/loading... that's quite disturbing. That means the problem might happen at the point the ini file is read. Then again, that might be a lot easier to fix.
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[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
I create all my triggers manually, though CCMap has a really good system for that. Triggers have nothing to do with movies or unit commands though... but I uploaded an edited version of ccmap on the CnCWorld website where the Unload command is added to the commands list. -
Did you save & load the game during your progress? This seems to be the same bug I've been having before... corruption of terrain elements when saving a game. Basically, one of the trees on the map has changed to a desert theater rock, which crashes the minimap when it tries to draw a small version of a file that doesn't exist in that theater. I don't really know how to prevent this... heck, I don't even know if it's an original bug or if it only appears in 1.06. I could fix it the "quick and dirty" way in the next patch... by adding transparent graphics files for all terrain objects in all theaters. Then you'll still have invisible objects, but it won't crash the game when you get a radar.
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Tiberian Dawn - Free Willy (Singleplayer)
Nyerguds replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
yeah, I found out about most of it. But, emm, I don't go past that wooden fence. I go through the Nod base a bit, to the right side after getting out of the prison, and then I go north. That way, I don't get any obelisks firing at me. The REAL problem is the tiberium area. -
Tiberian Dawn - Free Willy (Singleplayer)
Nyerguds replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
This mission is incredibly hard... you never know where you're supposed to go and once you get there, you usually don't have enough forces left to take over the place... The fact that you don't see the difference between Nod and Multi6 power plants (when it comes to capturing them to deactivate the obelisks) doens't make it any better, either. I always tried capturing the 2 at the bottom, but that had no effect... -
Tiberian Dawn - Need for Speed (Singleplayer)
Nyerguds replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
Well, it's not a problem if you add it to the end of the file. The 16k problem doesn't exist in 1.06, and in DOS C&C it just reads the first 16k of the ini file, so if the new briefing is behind that, it simply isn't read. (in fact, I suspect the 16k problem never existed in C&C95 at all. I thought I changed the buffer value from 16k to 50k, but it turned out I missed a few zeroes, and it was actually MEGABYTES. Meaning C&C95 has always been able to read mission ini files up to 16 mb) -
Browser Warz: Splitt from the CnCNet on Linux topic
Nyerguds replied to Tore's topic in General Discussion
http://www.lmgtfy.com/?q=xkcd -
Browser Warz: Splitt from the CnCNet on Linux topic
Nyerguds replied to Tore's topic in General Discussion
Excacidy. -
Tiberian Dawn - Need for Speed (Singleplayer)
Nyerguds replied to Lin Kuei Ominae's topic in C&C Singleplayer Maps
Small note... I notice you use a German C&C. If you add a German briefing under [briefGer], then people with C&C95 v1.06 will get that briefing if their language is set to German. Same for NameGer= If you do this, you have to keep in mind that the DOS ascii is different than the Windows characters though. Use the DOS 'edit' to add them to make sure any special characters get added in the correct format. -
lawl. That was hard
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[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
Well, I replaced the theater files by different ones where the blossom tree has a recognisable blossom tree as first frame (otherwise they're shown as normal trees). But for the rest, I guess it doesn't really need conquer.mix in there. I basically just did it to make the map editor 100% independent from my actual C&C installation, since I tend to mess with it a lot Oh, and as I said at the end of the first post, I only use XCC for basic map editing and for making previrew images; not for making missions with trigger programming. -
Why isn't The Gimp listed under 2D tools?
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- Tiberian Dawn
- Red Alert
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Browser Warz: Splitt from the CnCNet on Linux topic
Nyerguds replied to Tore's topic in General Discussion
Disclaimer: I have not actually tried the beta yet. I hear it's quite pleasant and hardly Hitler-y at all. -
Over at TiberiumWeb, Lin Kuei Ominae has been doing some very interesting experiments with triggers, and has come up with some neat ways to do stuff like making an AI-owned MCV move to a spot and deploy there, making reinforcements arrive on the Nod airstrip, and making a trigger to give a player money. I suggest you check it out http://www.tiberiumweb.org/forums/index.php?showtopic=3743 Mind my replies though; Lin Kuei did make a couple of mistakes
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Well, what I did was simply placing one 1x1 tile over and over again (I used the small rock in water. If I remember correctly that's '05 00'). Then I opened the map in a hex editor and did a search and replace from 05 00 to BA 04 And yeah, XCC Editor and CCMap are both sorely missing a simple Copy & Paste function for the terrain -_-