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Posts
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Everything posted by Nyerguds
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Clearly, there is not a trace of sarcasm in this thread
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Do not install pre-XP games in Program Files, people. Sheesh. They can't handle rights separation.
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Someone converted the TS Banshee for me like that. Probably still got the original images of that. Don't think it used normals though; I remember it looking blocky.
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Not really our problem if you got the game illegally. RA2 is not freeware.
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hah, these green rooftops. They got some moss growing on there.
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Lost Temple? Hah. Must be a remake of the famous Starcraft map.
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Allen262: That's no excuse if they'd just RTFM
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yeeeah, fairly sure the sidebar wasn't closable in vanilla RA1...
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Reduce the number of playable countries? (RA1)
Nyerguds replied to Askeladd's topic in Modding Discussion
Yeah, but hex editors typically don't -
And as I said, SiMStorM, combining that with tigers makes no sense
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Reduce the number of playable countries? (RA1)
Nyerguds replied to Askeladd's topic in Modding Discussion
...why are you giving decimal addresses for use in a hex editor? xD -
What if you add ddwrapper instead? http://www.bitpatch.com/ddwrapper.html Download the zip file and extract "ddraw.dll" and "aqrit.cfg" into your game folder. Then, open the configuration file "aqrit.cfg" in Notepad, change the "ForceDirectDrawEmulation" option to 1, save the file, and the game should work.
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Heehee, Glad I managed to surprise someone with that That's the credits blooper track, yea. Originally made by Frank Klepacki for the Covert Ops, but since that didn't have any kind of credits since it was just loose missions, he posted it on his website. I took it from there and modified the game to play it as score theme when finishing the very last campaign mission for either campaign. It's just one of the many small changes of the 1.06 patch :heady: http://www.youtube.com/watch?v=Hub13itDTP4 If you extract rules.ini from updatec.mix you can actually edit which tracks are played for all special screens in the game. It has settings for the main menu, nod score, gdi score, multi score, gdi credits, nod credits, and for the default theme to start playing at mission start. By the way... there is actually an option in the config tool to enable/disable the use of the credits music: http://www.moddb.com/mods/command-conquer-unofficial-patch-106/images/sound-options-tab#imagebox
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...a tiger is born with stripes, nub :laugh:
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Yeah, I've had my suspicions it's linked to humvees as well, though this is mostly due to them simply being scouting units. Not getting any reports of the same crash happening with other units doesn't mean it can't happen.
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Hey Rob. Been a while Been ages since I ran anything on a Linux, but I remember Wine working pretty well.
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As far as I know, Westwood never worked with overarching classes in their buildings. A "BuildingType" is just the blueprint for one type of building (like, "Refinery" or "Power Plant"), in contrast to the actual "Building" which is simply a specific instance of a building type when placed on the map.
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lol. Nein, du musst tun was Grant sagte. cncnet wird ddraw.dll nur löschen wenn die Option "ts-ddraw" nicht aktiviert ist, so wenn du das aktiviert und denn die andere datei hinzufügen sollte es funktionieren.
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People should really learn how to read... the answer is right there on the error message.
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You can find them all in here: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/structs.ini
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Screen goes Blank if it hit Windows or alt tab...
Nyerguds replied to [AuF]Mindwar's question in Support
Or, y'know... not using alt-tab -
This is, quite simply, because triggers only have a house for the CAUSE, not for the EFFECT. So it's predetermined that a "Nuke" trigger is always Badguy getting the nuke, and an "Ion Cannon" trigger is always Goodguy getting the ion cannon. Airstrike works differently, btw. It's supposed to always give the PLAYER the airstrike, though I managed to give it to the AI too through some celltrigger trickery.
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It was done to prevent guard tower base crawling; building a line of buildings towards the enemy base is really hard to stop when each of these buildings can defend itself.