-
Posts
6190 -
Joined
-
Last visited
Everything posted by Nyerguds
-
Um. Might not be the client... I suggest doing some malware scans, and perhaps a thorough memcheck. Is it actually a shutdown? Or a crash/reboot?
-
I'd suggest... erasing everything, and downloading the full campaign installer from the cncnet site? It's under "View All Downloads". Hey Funky, does the cncnet downloads' full version still require this patch? I've never really gotten any clear answer on that I think. - [edit] Turns out that, nope, it doesn't And why is that download called "single player campaign" anyway? Makes it sound like an addon for another download instead of the whole game. Even if it's not compatible with cncnet, then just call it "Full game (single player only)"
-
Nah. Problem with that is, I could do it, but I'd have to do some really serious work to make it work in savegames as well. See, savegames in C&C games work 100% independently from the original mission files. They don't load stuff from the .ini or .bin when loading. So anything I would support in missions also has to be saved in / loaded from the savegames, or it'll simply be gone when loading the mission. The only reason the capturability works is because WW reserved a hilariously far too large amount of space in there for some really short text (the video names if I remember correctly) so I just creatively used up the available space wasted there. But to actually do stuff like that for custom strings would be a whole lot more work. The buildings are a fixed set, so I simply knew I had enough space for that in there, but for strings, the savegames would need to be dynamically enlarged to ensure there's enough space for them. Not to mention thinking up a simple binary format to store which thing they belong to. The ini file format you see there was actually developed for the mod / language-addon system, hence the setting at the top telling it how many entries to read; the system has to stop reading entries at some point, and the most common way to do things like this is to abort when a next entry is missing. However, using that "Last=" setting, the read function didn't need to stop after the first missing entry, meaning you could do partial overrides, allowing mods to replace exactly and only the entries they needed to replace. But, as I said, it's not in v1.06c rev4 yet. The only thing that supports custom strings like that right now is the ini-based music list; the only part of my ini stats that actually already works. The entries in there support a "Name=" tag to override the "NameID=" one. These custom music names don't override original name IDs, but actually get stored in a special list together with the ID of the music track. Which means the system, as it is now, isn't actually expandable to other types, since they all have IDs starting from 0 . Could be copied, using separate lists for each type, but I just summed up an incomplete list of everything in the game that supports name IDs, so... that'd be a really large amount of copies. Seems better to make one more general system. Not that I'm actually working on the patch, these days...
-
No, strings are an external file; makes it easier to support multiple languages, y'know. It's a file called "conquer.eng" (well, it's conquer.fre for French and conquer.ger for German ); should be somewhere in the original files. cclocal.mix / transit.mix I think, but it's possible I moved it to updatec.mix since that's where all other language stuff is now. You can edit C&C strings files using the Ingame Strings Editor. And, if you didn't know yet, this is the simplest way to extract files using XCC Mixer. If you want to quickly find out what to edit in the strings file (it has about seven hundred fifty entries), you can check out the ini data dumps I linked to before; if you open "units.ini" (or, any of the others really. Structures, infantry, aircraft, terrain, themes... all have names), you'll see that under each unit header, there's a property called "NameID", usually somewhere at the bottom of the properties list. The value there is the index for that name in the strings file I actually have working code to make the game read these strings from a .ini file instead, but I never actually released a version of the 1.06 patch that implemented it -_-
-
Well, good. The previous one really was freakishly large. Think of the laptops, man.
-
Hah! Well I'm hardly familiar with US gas stations. But it's not exactly the first time WW named internal stuff that way, is it? RMBO for the commando, AKIRA.VQA for the orbital laser video, PYLE for the barracks, JP for the internal short code of the House "Special"... :yo: But, ya, we thought it was just a storage tank with a dumpster next to it, and then someone noticed the two antennae on the "dumpster"... "which likely <led> many to assume". The only "lead" pronounced as "led" is the metal. :yo:
-
It is not a petrol station. It is not even a building, in fact. It's a vehicle. A parked oil tanker truck in the process of being loaded at an oil pump. Some people on the development team of the C&C3-to-C&C1 mod figured that out when we were taking a closer look at it. And in the game's strings file, its name is "Oil Tanker". "ARCO" is just some fictional oil company name Westwood thought up. As far as I know, it is used in missions, though. [edit] Yup. scb07eb and scb10ea both contain ARCO. And, each time, parked next to a bunch of oil derricks
-
it's called "ftnkicnh.shp" in the mix file. But that's not a temperate icon at all; it's clearly meant for the desert colour palette. Also, it has background colour (palette index #0) in it as part of its black; never a good idea; that tends to cause refresh errors. Do you have extensions visible in Windows? You'll probably have a hard time renaming extensions if that's not enabled.
-
Ahh, sorry. I didn't think you were actually interested in modding units; you said you were only planning to do graphics modding, before. Uhh... unless you want to go into full-blown hacking, I wouldn't bother with that, lol. It's the result of a disassembler. Normal hex editors just allow you to change the bytes; a disassembler translates the bytes back to x86 ASM language, but unless you know anything about programming, that's also not too useful, really. Though, for a test, if you open C&C95.exe in your hex editor and go to offset A6D8F, that's the start of the flame tank's data. The "push" commands shown in the screenshot are byte 6A (you'll see it's letter 'j' in the text-part of your hex editor) for pushing one-byte values, and byte 68 (letter 'h') for 4-byte values. Now, as you can see on the screenshot, the weapon of the unit is the eighth value being pushed ("push", in this case, is a way of giving it as data to the function called later to create the full unit blueprint object), so if you check all the 6A's with one byte behind it, and 68's with 4 bytes behind it, and pass 7 of them, then you should find yourself at address A6D9D, at which spot you'll find the data "6A 06". That "06" is the weapon ID. The full list of these IDs can be found in my ini dump of all internal stats, in weapons.ini. Change it to "07" (always overwrite bytes, never add any! If you change the file size the program will crash and burn), save the file, and your flame tank will have chem spray instead of a flamethrower. I have an editor for this stuff, but unfortunately it's a DOS program, so it kinda needs DOSBox or something to run it on modern PCs. Also, I changed a few things with my patch so I'm not sure it's still fully compatible. http://nyerguds.arsaneus-design.com/tools/cnc95uge_beta2.zip The music settings, for one thing, are useless in there, since they're now fully ini based.
-
Still got that, but this topic is merely about playing the original single player missions. not about making or adding missions.
-
This topic has been moved to Modding Discussion. [iurl]https://forums.cncnet.org/index.php?topic=6977.0[/iurl]
-
[RA1] Soviets wont make vehicles unless tech lv 6+
Nyerguds replied to Red Scorpion's topic in Modding Discussion
Umm... change it in the terrain type stats? That's not hard. -
PROTIP: "edit" and "quote" are two different buttons...
-
Well they just copied them unless the engine needed them in a different direction, lol.
-
" cc95v106_r2_full.exe" isn't even a valid name from my patch. Thee should be a letter behind the "106"... and r2 isn't even the latest version anyway.
-
Allright, I'll take a look. [edit] The files seem to work fine, but you used the green colour on index 4 (fifth colour; indices start from 0) of the palette on the flame tank. That's a reserved colour that can't be used as green on units or structures since the game replaces it by the shadow filter. also, that double barrel on the light tank looks kinda messed up, and not very realistic. I'm fairly sure there are already modded graphics of a double-barreled light tank out there, for RA1 at least. There are no icons in there, though. Note on the icons: they are theater dependent, meaning they need the extension that corresponds to the theater, and not just ".shp". So for the Flame Tank, that's FTNKICNH.DES/WIN/TEM/SNO
-
Um. What files? There's plenty of free hex editors out there, if that's what you mean. Just google around.
-
Odd. that should work. Can you attach the mix file? I could take a look.
-
Westwood Font Editor [Development thread]
Nyerguds replied to Nyerguds's topic in Modding Discussion
Aaaand 1.5.1 released. Derp. I messed up the paste logic; it tried to take image data before actual font data. Since copying a font symbol copies it both as font symbol data and as image, that means the paste logic never still used the font data version, and so the pasted stuff not only became palette-dependent (with a possibility of messing up colors, especially if that palette had changed), but also lost its Y-offset [edit] 1.5.2 released: added some much-needed close confirmation, and finally implemented conversion logic into the "save as" dialog, so you can select the type to save as from the types dropdown list. Not that I advise that, though; conversion usually needs some more touchups you'll need to do in the editor anyway- 44 replies
-
- Tiberian Dawn
- Red Alert
-
(and 4 more)
Tagged with:
-
Westwood Font Editor [Development thread]
Nyerguds replied to Nyerguds's topic in Modding Discussion
v1.5 released. Pasting images into the editor works now! How they come out depends entirely on the palette you got selected, since it'll match the pasted content on the palette as closely as possible. A little test with the editor's own icon: (I temporarily changed the first palette color to black to do the paste for this) Other features include: Changing the font type A global color replace function ctrl+arrow keys as shortcuts for symbol image data shifting, with ctrl+shift+arrows acting as global shifting of all symbols on the entire font. You may need to click in the main editor area for this to work, as it's disabled on controls that use certain of these shortcuts themselves (like text fields and the grid listing the symbols) A right-click menu on the preview image to copy the image on it to the clipboard.- 44 replies
-
- Tiberian Dawn
- Red Alert
-
(and 4 more)
Tagged with:
-
Files are bytes. A hex editor, or hexadecimal editor, is an editor that allows you to open any file at all, and see/edit those bytes. They're values of 0 to 255, but represented in hexadecimal format, meaning, the single digits go up to 15 instead of 9, with those above 9 represented as A, B, C, D, E and F, so hexadecimal "10" is actually 16, and 255, the maximum value that can be stored in a byte, becomes "FF" (15*16 + 15). Here you see the text "Hello, world!" as shown as its bare bytes in a hex-capable editor: Though it seems to make a simple example, saving text as bytes itself is actually already a very complex matter, especially if you go into special characters like accented ones or the Russian Cyrillic ones. This here is just ASCII, the most basic of text-as-bytes, but if you dig deeper... it's a very deep rabbit hole. But, nevermind that for now; it's not really related to the topic As for editing exe files... well, all exe files are simply scripts written in a byte-based language, that tell the computer (or, specifically, the CPU chip) what to do. Since the CPU knows what to do with these bytes, it stands to reason that this means the byte language can be translated into readable language, and thus it can be figured out what the program does. And, of course, this means it can be changed. Welcome to the wonderful world of exe file hacking! All the unit stats and such in C&C are simply scripts that create the blueprints for the units, including all their basic stats (an example of the translated script for the rocket launcher stats can be found here). So to modify these stats, you need to modify these bytes in the exe file. Since practically all that stuff has been identified long ago, this isn't quite as hard as it seems. You just need to know where in the exe it's located.
-
Ugh, please don't use that marquee stuff; it's so annoying -_- Why does the forum support that anyway?
-
You put a mixfile of a wrong game type in the folder, I'm guessing? It's kind of a classic mistake
-
Westwood Font Editor [Development thread]
Nyerguds replied to Nyerguds's topic in Modding Discussion
lol. "Here's a test with special characters! Very pretty, isn't it?" It's funny, actually; for the characters listing in the grid I only needed to make that Dune 2000 text encoding one-way (byte -> character), but I decided to implement the other way (character -> byte) while I was at it anyway. And because of that, this thing worked with it right away Then again, the Dune 2000 reordering system was only ever meant for character -> byte (well, character to font index, but that's the same thing, really), so that one was easy compared to the one I originally needed. On the actual preview generation side, the thing that took the longest was actually auto-wrapping (yes, it does auto-wrapping, though, character based, not word based) and support for line breaks, heh.- 44 replies
-
- Tiberian Dawn
- Red Alert
-
(and 4 more)
Tagged with:
-
Westwood Font Editor [Development thread]
Nyerguds replied to Nyerguds's topic in Modding Discussion
Whoo, did some bug fixes, and ended up adding some new features. v1.4: Clipboard copy can now also be pasted as image in other applications. The correct symbol will be opened even when the grid columns are reordered. Added preview pane at the bottom. Opening a file by double-clicking in the dialog can no longer paint a pixel. The symbol image now refreshes correctly after a palette revert. Symbols in the grid are no longer centered but drawn at the correct position.- 44 replies
-
- Tiberian Dawn
- Red Alert
-
(and 4 more)
Tagged with: