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Nyerguds

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Everything posted by Nyerguds

  1. Really? Seems odd, because A10s and C17s get stuck in exactly the way. That would mean that using ten 3-plane airstrikes, or ordering 30 units with Nod, would crash the game. Seems highly unlikely.
  2. So, are you going to do GDI mission 7 too? I guess completing mission 6 correctly could be seen as the ultimate mission 7 speedrun, but still. A speedrun of mission 7 is especially interesting because the building you destroy in mission 6 is actually still gone in mission 7 (if it's unique in the base, that is, since it works by structure type rather than remembering the actual structure). I haven't actually tried this, but it's very much possible that taking out their refinery cripples the whole base from lack of funds; they only have exactly 2k credits to start with, so from the moment they build a single soldier too it's all over.
  3. I don't think I've added support for custom theaters in C&C, so far... :-\
  4. Ah yes. Crates are actually impassable objects to the AI
  5. I think C&C1 looked a lot better for being actual 8-bit. Prerendered graphics ftw :3 Overall, I'm just miffed that this has a longer campaign than Grey Goo...
  6. Ha! Epic. No idea how easy or hard it is to mod that game, tbh.
  7. It's related to post count, so yeah, it's caused by you throwing dumb stuff around here
  8. Dude, not the pdf. The patch manual. Small file in the folder called cc95v106c_r3_en.rtf As for how to find stuff in it... not even going into the fact the version on the patch site has a clickable index... never heard of ctrl+f? Anyway...
  9. I thought the mouse was an improvement over the controller?
  10. Nyerguds

    CANCELLED!

    ... *looks at picture* You're hosting a Dune II tournament? :roll:
  11. Yeah, in dino mission 4, if you play the nod variant, you can build 'em. The patched C&C1 also has a sandbox mode (look it up in the patch manual), so if you just want to mess around and see all the multiplayer construction options, that's the easiest way to go.
  12. Yeah, the Playstation videos are the only ones in higher resolution, and it's like, just a tiny bit. They're still 320 wide, but their height is actually correct for 4:3 aspect ratio, whereas the resolution of DOS C&C is technically 320x200 stretched to 320x240. Also, the PSX videos are high-colour while the PC VQA is 256-colour, but the downside of that is that the mpeg compression on the PSX videos really messes up some colours. Skin colours, notably, look a lot more yellow in these versions. GDI1 briefing video (PSX version) played in the C&C3 engine: (for the now rather dead C&C3: Tiberian Dawn mod project) Comparison of smooth colour fades in the PSX version vs the PC version: (showing they were reconverted from original source, and not just from the PC VQAs)
  13. It's not a build exception at all. Those refer to construction options which seem like they should be available when looking at the thing's build level and side ownership, but which are specifically changed in the campaign; specifically for Nod. This affects the helipad, the APC and the Rocket Launcher in normal missions, and I think this also includes special changes like the tech center prerequisite for the Stealth Tank in the stolen stealth research mission, and the various build level tweaks to account for Nod having 2 less missions, meaning it disables Nod getting stuff (like advanced power plants) at lower levels than GDI, because otherwise they'd never get to build them at all. As MattAttack said, the SSM is simply build level 98. Meaning it's never buildable in the campaign by any side unless you mess with the build level setting. So, no, that's not at all related to those campaign exceptions. Like the chem warrior, it's just a multiplayer-exclusive unit.
  14. Uhh... look through the editor's possibilities? It has the ability to place down waypoints, buildings, units etc on the map. And yes, any map with the correct filename (for example, scb60ea.ini + scb60ea.bin) will show up in the New Missions list. If you put it in the actual game folder, that is, of course.
  15. We just call 'em "commando missions" around these parts
  16. Because this whole project is volunteer-driven... we don't do payment.
  17. The only solution is, don't tab out of your game, ever.
  18. Do not abuse the "report to moderator" function to get our attention. It flags your post as being spam or abusive content. I see all things posted on this board.
  19. That seems rather useless, since Nod can't build anything in mission 1 On a more serious note, I think sandbags are only available around mission 5 or so. If you really want that, the logical way to go about it is to just extract the mission file from general.mix, open the .ini in notepad, and increase the BuildLevel setting to the point where you can build them. But then you can also build everything else from that level of course. It is still possible to edit all that stuff in the game, of course... but then a rather more hands-on approach is needed, using a hex editor to open the exe file directly. I can look up the addresses to change in my disassembler if you want.
  20. I know the prerequisites for the SSM, lol. That wasn't what I was talking about
  21. Nyerguds

    2 Things

    Actually, I'm pretty sure the XWIS servers still technically support the game... and they certainly still did when TFD was released. And since those replaced the original servers, all you had to do to get those was log in normally through either the Westwood Chat application, or, with RA 3.03, through the ingame online play interface.
  22. Yeah, that's my patch. As I said, tibed doesn't work on it. I'm not sure what you're trying to do, though; sandbags have always been buildable by both sides. TibEd giving wrong values about it just means it's reading the data wrong, not that that changed in the game. I had to shift certain things around in that code to fix other issues, so the data is simply not where TibEd expects it to be. See, TibEd just reads the exe file to create its ini, but it doesn't actually read the structure of the game's data; it just expects everything to be at certain locations in the exe file. If these locations change, it reads the wrong bytes as if they're that expected data, and the whole editing system derails. Currently there is no easy way of editing the game's internals. If you just want to look at the game's internals, though, I extracted all that data and converted it to ini format here. The game can't actually read those files though, with the exception of themes.ini, which I implemented as proof of concept ages ago. Do note there are differences in build level between GDI and Nod which none of these data can tell you; the game applies a correction to the Nod build levels because the Nod campaign has 2 less missions. The correct way to do this would be to just set the applicable "Buildlevel" setting in the Nod missions to compensate for that, but instead they chose to always force the mission number as build level in campaign missions (I changed this with my patch) and add a messy bunch of internal extra checks to change the actual level numbers at which Nod can build stuff
  23. Nyerguds

    2 Things

    Note it says "WS.reputation.1". This isn't a virus detection at all. It just means they are blocking the file purely because they don't know if it can be trusted. It's a retarded system.
  24. Well, you can't "just" open a mission until you at least set a position where you should start your mission, as in, the actual spot on the map you're looking at at mission start (for single player missions this is determined by waypoint 26), and a house (GDI/Nod) to start your mission with. Also note that nothing in a map will be revealed if there are only structures on the map (to allow "find your base" style missions) so a player-owned base in a mission should have at least one unit with sight radius in it (so not just civilians or Dr. Moebius or something). For the rest... a mission is "valid" (as in, fully playable; it's perfectly possible to start "invalid" missions) from the moment you have a Win and Lose trigger, which really isn't hard to copy from an existing mission's ini file. But if you want the AI to actually do anything you'll need to script its attacks, too, and that can be quite some work.
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