-
Posts
6190 -
Joined
-
Last visited
Everything posted by Nyerguds
-
This list is kept so the different map packs used on CnCNet won't overwrite eachother's maps. Please inform me in this thread if you have a map or map pack and want to reserve additional numbers. Note that 1.06c expands the map numbers range to 255, so there's a lot more possibilities now. list: 00: available but not advised, since it overrides the "default map". I suggest no one use it. scm01ea - [C&C] Green Acres scm02ea - [C&C] Sand Trap scm03ea - [C&C] Lost Arena scm04ea - [C&C] River Raid scm05ea - [C&C] Eye Of The Storm scm06ea - [C&C] Lakefront Clash scm07ea - [C&C] Desert Madness scm08ea - [C&C] Pitfall scm09ea - [C&C] Moosehead Barrens scm10ea - [COV] Red Sands scm11ea - [irony] Dawn Forts (2v2) scm12ea - [irony] Aquamarine (6p) scm13ea - [irony] Delta (6p) scm14ea - [WhiteShoes] Pyramid of Power scm15ea - [irony] Cabin Fever (6p) scm16ea - [Grimson] Oasis (4p) scm17ea - [Grimson] Bitter Winter (6p) scm18ea - [Grimson] Split Zone (3p) scm19ea - [Grimson] Dead Hexagon (6p) scm20ea - [Grimson] Parallel Duel (2p) scm21ea - [Pichorra] Glacial Mountain (6p) scm22ea - [Pichorra] The Four Horsemen (4p) scm23ea - [Pichorra] Tiberium Zone (4p) scm24ea - [Pichorra] Viceroid Area (6p) scm25ea - [Pichorra] Injustice For All (4p) scm26ea - [Pichorra] Rise of the Tiberium (6p) scm27ea - [Pichorra] Tiberium Wars (4p) scm28ea - [Pichorra] [C] Seeking in the City (2p) scm29ea - [Pichorra] An Island in the Nowhere (5p) scm30ea - [Pichorra] [C] Water Desert (6p) 31-46: available scm47ea - [Grimson] Deadlocks scm48ea - [Nyerguds] Nazca Plains 49: available scm50ea - [COV] Emerald Highlands scm51ea - [COV] Four Corners scm52ea - [COV] Cactus Valley 53-55: available scm56ea - [godly-cheese] Joust (2P) scm57ea - [godly-cheese] Electric Avenue (6P) scm58ea - [godly-cheese] Modest Field (6P) scm59ea - [godly-cheese] Adjacent Battles (6P) scm60ea - [COV] Monkey In The Middle scm61ea - [COV] King Of The Mountain scm62ea - [COV] Surgical Incision scm63ea - [godly-cheese] Heavy Metal (6P) scm64ea - [godly-cheese] Blistering Sands (6P) scm65ea - [godly-cheese] Steppes of War (6P) scm66ea - [Pichorra] The Forgiven Village scm67ea - [ronco] Hidden Paradise scm68ea - [N3tRunn3r] Canyon Passes (6p) scm69ea - [N3tRunn3r] HJK6 CnC1 Edition (6p) scm70ea - [C&C] Winter Waterland scm71ea - [C&C] One Pass Fits All scm72ea - [C&C] Straight And Narrow scm73ea - [C&C] King Takes Pawn scm74ea - [C&C] Nowhere To Hide scm75ea - [COV] Village Of The Unfortunate scm76ea - [N3tRunn3r] [crate map] Capture the CY's (6p) scm77ea - [C&C] Marooned scm78ea - [N3tRunn3r] [crate map] Capture the Center (6p) scm79ea - [N3tRunn3r] [crate map] Inspecting Tiberium (6p) scm80ea - [N3tRunn3r] [crate map] Discovery (6p) scm81ea - [N3tRunn3r] Crossed (6p) scm82ea - [N3tRunn3r] Crossed (4p) scm83ea - [N3tRunn3r] Secondary Tiberium Impacts (6p) scm84ea - [N3tRunn3r] Ten to One (6p) scm85ea - [N3tRunn3r] Tiberium Passes (6p) scm86ea - [N3tRunn3r] Vales Of The Templars (4p) scm87ea - [N3tRunn3r] Winter Valleys (6p) scm88ea - [N3tRunn3r] Forgotten Land (6p) scm89ea - [N3tRunn3r] Central Escape (6p) scm90ea - [COV] A Long Way From Home scm91ea - [N3tRunn3r] Desert Island (4p) scm92ea - [N3tRunn3r] Iron Cross (6p) scm93ea - [N3tRunn3r] Iron Cross (4p) scm94ea - [N3tRunn3r] P4 Limited (6p) scm95ea - [N3tRunn3r] Symmetric Field (6p) scm96ea - [C&C] Tiberium Garden scm97ea - [COV] Northern Explosion scm98ea - [COV] Diverse Region scm99ea - [N3tRunn3r] Symmetric Field (4p) 100-214: available scm215ea - [Jonttu] Overlord (6p) 216-255: available
-
Exactly as I said in my first post; I do this too. It's really necessary if you start in a small space behind a river and need to build over the bridge to get some more space.
-
N3tRunn3r... C&C1 doesn't HAVE such a property, so it's not about it being enabled or disabled at all Or more like, they do have it (in the sense that sandbags don't count as real buildings if it comes to defeating a player), but it doesn't have the 'no base expansion' effect it has in RA.
-
It's still an incredibly lame tactic that takes the fun out of the game. It really shouldn't be done. We all play just for fun on cncnet, after all.
-
There's a reason they made sure you can't build buildings on the end of sandbags in RA1 anymore you know. The fact sandbag base walking was possible was definitely never intended. Therefore, doing it is cheating. Or at least, an incredibly lame tactic. Which isn't appreciated on CnCNet.
-
N3tRunn3r's C&C1 Mappack - Latest Update: 2013-08-26 V1.02
Nyerguds replied to N3tRunn3r's topic in C&C Multiplayer Maps
So, have you finally fixed Secondary Tiberium Impacts to be Snow again? I fixed the one uploaded on my site.. we don't want to have incompatibilities, so get on with it -
No, really, base walking IS cheating in C&C1. You see he's really going towards my base to slap down defense structures (and even a refinery) near my harvesting operations. This is really just lame.
-
Hmm... well, I also got an edited version of it on my own site. http://nyerguds.arsaneus-design.com/tools/instr212_0based.zip The difference with the official one is that this displays the strings starting from 0 instead of 1, so they match the internal string numbering used in the C&C games.
-
hmm... no, but you can download Merri's editor here: http://www.ppmsite.com/forum/viewtopic.php?t=17364
-
the official info can be really useful (thank goodnesss Nathan made that backup of the WW FTP)
-
[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
I've had it crash when saving sometimes, but I don't really know what causes that. Usually it was related to one specific (official) map I opened, so I guess it choked on something that was on it. -
http://commandandpatch.com/westwood/pub/redalert/info/remap.txt
-
[C&C1] Setting up XCC Editor (for making maps)
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
N3t: conquer.mix contains all unit & building graphics... xcc editor is a mission editor too, you know. You kinda need those. And I thijk that without it it doesn't accept it as being a TD folder. Not sure though. It might indeed be redundant if it can read it from the real C&C folder. Crim: Save often -
Right... I noticed a lot of people were still stuck using CCMap... which is not only limited by C&C's old 16K ini size limitation (which is raised to 50k by C&C95), but is also missing a few tiles in the Desert terrain. Here's the most reliable way to set up XCC Editor: -If you don't have it already, download & install the XCC Utilities pack from http://xhp.xwis.net (go to the "Utilities" section in the sidebar) -Add these files in the XCC folder. They contain the terrain graphics, but modified to make the Blossom Trees identifiable on the map. -Copy conquer.mix from your C&C folder to the XCC folder. -Start XCC Mixer, go to View -> Directories, set the "TD Primary" folder to the XCC folder, and the "TD Secondary" to your real C&C folder (it also tries to read general.mix, to read missions straight from the mix file. Kind of dumb that that makes it a required file though.) Then, open any map by right clicking on the ini file in Windows Explorer, selecting Open With, and pointing it to "XCC Editor.exe" in the XCC folder (Make sure you have the right one. NOT "XCC Mixer" or "XCC Mix Editor"!) Note that opening missions this way may not work on modern OSes. If it fails, instead make an icon to launch XCC Editor, and, to open a mission, just drag-and-drop the ini file into the editor. Oh, you may notice you can't edit stuff immediately after opening a map in XCC Editor... this is simply because it locks the terrain-related layers on startup. This is easily fixed though. Simply click on the map itself, hold down the [CTRL] key and tap [F1], [F2], [F3] and then [F4]. This will unlock all of the locked layers (respectively Template, Overlay, Smudge and Terrain) Have fun NOTE ON SNOW MAPS: To make previews of Snow maps, download this file and unzip it in a DIFFERENT FOLDER than where XCC Editor or C&C are. This is a temperat.mix file which has the Snow graphics in it. This has the effect that any Temperate maps opened from the folder this file is in will be shown in Snow. NOTE ON MISSION EDITING: Note that while this editor is ideal for making maps, it's not very handy for making or editing missions. It completely rewrites the ini file on every save, and saves all text in the ini file in upper case, screwing up briefing text and mission names. This isn't really a problem for multiplayer maps, since the gameshows their names in caps anyway.
-
Pichorra's CnCNet Map pack (05/25/2009)
Nyerguds replied to pichorra's topic in C&C Multiplayer Maps
About your first map... I'm not sure if these trees at the bottom will actually show up ingame -
it's obviously not good for a crate map... but I never claimed that either.
-
Hmm... someone should make a redeployable MCV map just add MCVUndeploy=1 to the Basic section in your ini file
-
well one hint in that aspect... if you don't see the other players after joining a game, you are have connection problems. I've had that, and when the game started I just got "Mission Accomplished" right away, because the game couldn't find any other players. I found out that restarting cncnet or even just logging out and logging in again (by double clicking the cncnet icon) can solve these problems.
-
As far as we tested, co-op maps give several problems in C&C1 because the AI reacts vastly different in multiplayer... not to mention, any waypoints added for AI team programming are automatically added to the list of possible player start locations. On top of that, the attacking AI units will always hunt for the most northern unit, meaning the AI will probably always target the same player.
-
I doubt the music will matter, but if you want to do thet, there's a specific option in conquer.ini to disable music in multiplayer.
-
this is VERY hard to implement. I mightr be able to disable ALL overlay, but please remember... Tiberium IS OVERLAY TOO -_- Also, as you see I also built some sandbags to place my weapons factory. They are useful for that, but they can be abused.
-
So? If I wanted I could cheat everyone to death. I know far more exploits in C&C than anyone else, starting with faster harvesting. But I don't. The point is, in multiplayer, you don't cheat. And in the friendly games environment we got here, there's no point in cheating either.
-
C&C95 Buttons for making a theme for Nintendo DS
Nyerguds replied to pichorra's topic in General Discussion
Hm? Which image? -
Red Sands He started at position 0, in the upper right corner. I started in the middle, at position 5.
-
I just played with a korean guy who called himself "WN"... sure, was a bit laggy because of the distance, but I said, what the heck, I just wanted to play. I suggested trying out the CTF mode, and he enabled that. Now, ingame, after a while, I saw sandbags creeping towards my base... so I told him to stop sandbag cheating and sent a grenadier there to destroy them. He put a guard tower at the end. I told him again to stop cheating, but he ignored me and kept going. Now, near the end, I had managed to distract his Orca with 2 humvees and stole his flag with one of my harvesters. He immediately rushed all of his harvesters in to do the same thing. And when I actually got to my base, just before I would win... get this, he DISCONNECTED. Given the timing, I seriously doubt this was because of the distance. I mean, wtf? This isn't a ladder game, it's supposed to be just for fun... disconnecting doesn't make any difference. The image speaks for itself: