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Everything posted by Nyerguds
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Ah yes. 25, indeed. And that's in the guide
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The error is "The application did not manage to start correctly", btw. Not very descriptive Where did you people get that map renderer thing anyway? It seems like nothing but trouble.
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Adding the "Random Maps" thing to the client?
Nyerguds replied to NizzyStorm's topic in CnCNet Discussion
That does mean someone needs to write a random map generator... that's not exactly trivial. Not to mention such generated maps are generally not balanced at all. Which game do you mean, btw? -
It must be those offending players. They sound offensive
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I think it's an issue with fonts. The chat channels are irc, which supports unicode, but the client fonts don't, and unless they start using system fonts, it's simply impossible to support every single special characters set in unicode. Also, I'm not sure they want to change that, since game chat is really hard to moderate if people start talking in Chinese or Arabic. UTF-8 is unrelated to this, btw; it's only related to how text is changed to bytes.
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Old Game on New System Syndrome, usually. Can't say much more without knowing the exact circumstances of the freeze or crash.
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Why do people expect an online play service to provide LAN? That's just not related...
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Anti-cheat is a constant battle. Cheats get blocked, new cheats get developed to get around the blocks, anti-cheat gets upgraded to block the new workarounds. The whole constant interaction just tends to make some people paranoid, that's all. But disconnects, if not at suspicious moments, are generally just connection issues.
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The super rare Dune: Spice Opera soundtrack of the first Dune game. Well okay. Won it on ebay. But it's kind of a Christmas present, for myself. Its cost was fully compensated by monetary gifts from family, so it counts
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TS has a shortcut for saving screenshots though, no? But unless cncnet's updates change that, I think they come out as .pcx images.
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-Save as 256-color pcx -Check lang_eng.ini for the title screen file names -Rename to the correct name and put in the game folder. And if the menu doesn't look right... I suggest you dig into palette editing and figure out how to correctly change the colors that are needed for the menu while still retaining your custom image. The rest of the bits in the value for owners are simply not used. It's a 32-bit value, but that doesn't mean all of these 32 bits are necessarily used. The bits for the prerequisites are buildings, in the order of their name IDs (with the lowest ID being the lowest bit).
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The mapping forum isn't a subforum under any specific game. You need to add what game you're talking about. I assume this is about TD though. Hovercrafts are a really special case. They need a beach to land on, from the south. But, overall... look in the original missions for examples.
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Here. Have a list. https://tcrf.net/Command_and_Conquer_(Nintendo_64)#Special_Missions_.2F_Test_Maps They're just test maps, though. Not missions. There's no briefings, no objectives, and no terrain height maps, so they're all just flat terrain. Heck, most of them don't even have win and lose triggers. And the few that do are just beefed up versions of campaign missions, with a bunch of units lined up for test purposes, and usually not a single change in the scripts compared to their originals. So, yeah... there's really no use in playing them. But if you want to mess around with them and see what's in there... have fun. http://nyerguds.arsaneus-design.com/N64Project/editing/n64-maps-converted.rar
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Selecting the text box by default shouldn't be too hard... and neither should selecting it on any non-space, non-enter and non-special function key press...
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lol. Always those screen edges. Westwood has had problems with that even back to C&C1 :yo:
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Got a use case of someone who wants to install from a 100% offline situation. Could you detail if/how that's possible? Note that working links for the ISOs are available at the archive.org mirror of the official EA C&C freeware downloads page: https://web.archive.org/web/20100214144634/http://www.commandandconquer.com/classic
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Okay, thanks for the info
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PANDA TV ORGANIZING A RED ALERT 2 TOURNAMENT ON QQ SERVER
Nyerguds replied to ZAIN's topic in Tournaments
So you're saying that just because over at the xwis forums they're being dicks about it, that we also need to be dicks? No thanks. -
Whew. For a moment I thought that topic title meant you were running on a Win95 computer The normal valid range for C&C1 errors is 00410000 to 004F0000, with an extra range up to 0063FFFF which would mean it's the specific patch-related code that crashed. That stuff's totally outside it, meaning, it's not a game error but related to something outside it. So yea, compatibility stuff, probably. I've noticed that the fact the patch ran without compatibility mode on WinXP does mean that on later OSes, using WinXP compatibility mode tends to help.
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Ownership is a bit of an annoying thing to edit... The docs of C&C95 UGE should have some info on them (it's possible those aren't all in the version I linked to. I seem to remember there being more docs in the older version), but it's one of those things that's just way handier to see in hexadecimal... well, in pure binary, actually. Like prerequisites, they're bit switches. Meaning, you have a value of 32 bits (4 bytes), and each bit in that is one owner (or prerequisite building). So if you have nothing owning it, your bits start off as all empty: [0000 0000] [0000 0000] [0000 0000] [0000 0000] (each [ ] block is 1 byte) Now, the different Houses are GoodGuy, BadGuy, Neutral, Special, Multi1, Multi2, Multi3, Multi4, Multi5 and Multi6. Goodguy is the lowest, so their bits are: [–––– ––––] [–––– ––––] [–––– ––65] [4321 SNBG] As you see, the two highest bytes aren't actually used, for ownership. Now you'll see in practice that most units have all multi-sides all enabled, because the units are usable in multiplay. But, ignoring that for a moment, if you'd want a unit buildable by just GDI and Nod, the value would become [0000 0000] [0000 0000] [0000 0000] [0000 0011] = 3 With the multi-Houses included: [0000 0000] [0000 0000] [0000 0011] [1111 0011] = 000003F3 in hexadecimal, or 1011 in plain normal decimal. Since the order of bytes for multi-byte values get reversed inside the exe, the actual bytes you'd see for that are "F3 03 00 00" The Windows calculator, when set to "programmer" mode, has a simple converter for this stuff.
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Very old? So... like, 70? 80? 90?
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As the shp editing guide says, a shp file isn't "in" a certain palette; it doesn't contain colours. It is just meant for a palette. Since C&C colour palettes are all the same except for an area of about 64 colours for terrain (the blue crossed-out ones at the top) and another 31 for shadow (at the bottom), yes, the icon will still look mostly OK even when viewed in the wrong palette. But if you take a look at the icon with the desert and with the temperate palette, you'll see it looks right in one of them, and weird colour pixels pop up in the other. As for attaching shp files, just zip them. And, yes, extensions aren't a file type related thing in C&C; pretty much everything related to one theater gets an extension of that theater, no matter the file type. Similarly, the game uses v00/v01/v02/v03 extensions for assigning AUD files to specific voice sets (v00/v02 are the two distinct vehicle voice sets, and v01/v03 are the infantry ones.)
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What Games Do You Play On Your Smartphone?
Nyerguds replied to UltmaWepn's topic in General Discussion
Oh yea! I play that from time to time on my laptop when I'm on the train -
As a truck transporting oil from oil fields, it doesn't need to be near a village; could also be near the oil fields. As it is in the missions.