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Nyerguds

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Everything posted by Nyerguds

  1. cncnet only does stuff for multiplayer. That's why.
  2. Yup. You can kind of reconstruct that information from tilesets.ini, since it mentions the primary and secondary terrain type for each tileset, the tile dimensions, and which cells use the secondary type Well, that mask it checks are just the prerequisites setting configured for each building and unit. It's just part of all the internal units/structures data. In my inis you'll see I just converted it back to a list of structures. The game is known to play around with this, though; for example, in the Nod "recover stealth tech" mission, the prerequisite for the stealth tank is changed from the comm center to the tech center. They use a different colour palette. They'd need to be converted. I don't see any reason to do that though. Civilian buildings are made to fit the theater.
  3. As with most things in XCC Editor, I'm not sure the power tool is entirely correct. (I know for a fact its passability filter is completely wrong on a lot of cliff and river pieces) The ini file I linked to earlier is part of a large set of such extracted data, which also includes the buildings. Just go to the bare folder to find them all: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ The structures one, which includes all information on power production and consumption, is "structs.ini" Just look at the PowerDrain and PowerProduction values of all buildings in there Why is there a steel crate in that base? Is that actually linked to something? Steel crates need celltriggers to have any effect at all. It's just linked to the building IDs. Prerequisites are checked by going over all player buildings on the map, converting the building ID to its corresponding bit value (id -> 2^id, for example, 10 -> 2^10 = 1024 = 0100 0000 0000 in binary), and then adding them all together using logical OR, so you end up with a value in which each enabled bit is a building the player owns. For example, a weapons factory and a radar building are 0 and 4 respectively, so that becomes 0000 0001 for the weapons factory, and 0001 0000 for the HQ, and with the bits added together that becomes 0001 0001. These bit masks are then compared to the bit masks saved as "prerequisites" value in each building to see whether the player is allowed to build stuff. This system works great, except that the game is 32-bit, and thus, integers are only... 32 bits. So for any building id value over 32, the system messes up, cuts off the highest parts, somehow ends up wrapping around, and makes al ids above 32 act as if they're the same as those for the same ids 32 lower. So a lot of these buildings provide "ghost prerequisites" for others. I know one of the fields in Temperate/Winter, when given to the player, will also give them radar.
  4. No, in longer missions you really saw them all collapse for no reason. Those things don't exactly have much health. And anyway, a 0/0 power balance should still not be low power, and Westwood should just have built in a system to exclude all IDs above 32 from the prerequisites to prevent the ion cannon bug -_- Pfff, dammit, cn2mc :laugh: When I made this fix I honestly had no idea that multiplayer AI even used superweapons O_o
  5. The witch doctor's ion cannon is actually a silly culmination of bugs. Originally, this didn't happen because another bug in the game caused the civilians to have low power. I fixed that (by making every building produce a miniscule amount of power), because one notable side effect of this was that all civilian buildings decay over time without any reason. And then this ridiculous bug showed up
  6. Hmm. Could you try could opening ddraw.ini and disabling the "mouse hack" option? Then try playing the game in fullscreen mode, and see if that fixed it. (This will probably mess up the game if you try windowed mode, because the mouse hack is exactly to fix the relative offset of mouse position in windowed mode)
  7. Nyerguds

    Map Size

    C&C3 has no cells...
  8. Yeah... that witch doctor is one nasty fellow. Don't put that on multiplayer maps -_-
  9. That implies you did plenty to warrant a ban?
  10. I believe the answer to the C&C1 problem is actually in the video, at 5:31, in the FAQ of the RA installer... the "display scaling" thing. That, or the game executable is still set to "run in 640x480" compatibility mode, but that seems kind of odd since I'm fairly sure my patch disables all of those compatibility modes. As for RA, you just ran it windowed; not sure what the problem is there. You can release your mouse from the window by pressing ctrl+tab if I remember correctly.
  11. You can just upload the images to the forum here too, y'know
  12. 3840... what? Play at a normal resolution, sheesh. This game was designed for 800x600.
  13. Welp. Never seen that thing before in my life. But, my advice... go ask them how to do it, then?
  14. The launcher is unrelated to this; this stuff is all fixed inside the game's actual exe file. You'd have to ask the DTA team that, but given the fact they probably modded the exe for their own purposes, they'd have to specifically apply these patches to their exe.
  15. umm... those inis are supposed to be inside mix files.
  16. On the technical side, a .bin map is a collection of byte pairs, with each pair being one cell. The first value of that pair is the ID of the tileset to use (so the graphics file). The second byte is simply the cell number inside that tileset file. These tileset files don't actually have tile dimension information in them (as I said, that stuff is hardcoded in the exe file), so they're really just seen as a list of cells. Meaning, on a 2x2 tileset, like most rock ridge pieces, the second tile on the second row is just "3" (since it starts from 0) Simple example: the temperate 2-cell wide rock in water (called "SH4" internally in the game and game files) has id '6', which, converted to base-16, conveniently remains '6' . Inside the bin file, that rock's two cells will show up as the sequence "06 00 06 01". You can use MattAttack's trick of getting the ID from the first map cell, but with just the Windows calculator on 'programmer' mode, you can just convert it from this list: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/tilesets.ini (This file is basically that aforementioned hardcoded data from the exe, converted to ini format) The index numbers in the list at the top of that file are the internal IDs inside the game (though this file has them in decimal, not hex), and XCC Editor will give you the tile name if you hover over the tile in the sidebar. You see in that list that, as I said, 6=SH4. That's it, really. A map is 64 cells wide, and is simply saved as one row of cells after the next, so each row is 2*64, or 128 bytes long. So to get to the cell right under a cell in the .bin file, you just add 128 to your current position in the file. Once you get a bit of a feel for hex editing in general, the format of these maps is about the simplest you could possibly get --- Knowing this format, as I said, it's possible to "add" tiles to the map by modding an existing tileset file to add more cells into it, and then manually hex edit these onto the map with the method MattAttack showed, and just counting which are the extra cells of the tileset file you expanded to get the second byte. But yeah... that's modding, not really map making anymore. I used this trick to add an actual Desert version of that helicopter cockpit crash that MattAttack used. If you start the N64 Special Ops Nod mission #2 from the game's New Missions menu and explore a bit to the right side of your starting location you should see the trick in action
  17. For a moment I thought that with "tile stacking" you'd mean "adding new cells into a tileset file". That kinda requires hex editing for putting those on the actual map, so it'd fit the theme of the video, but it's a really advanced technique that goes more towards modding O_o
  18. There's nothing drastically different in the full game pack download. It's just no-cd.
  19. I got a pack with ccmap + the correct mix files on my site. http://nyerguds.arsaneus-design.com/cncstuff/ccmap31full.zip [edit] Ah, that's what was linked in that topic MattAtack linked you to [/edit] The "Terrain" layer are trees and such. Not terrain tiles; that's the "Template" layer. As for making new tiles, that's not really easy, since all of their settings are hardcoded in the exe file. There's a trick that can allow you to extend any existing tileset file with more cells, but then you're invariably stuck with it using the primary terrain type of that tileset, and you need a hex editor to actually insert the tiles on the map, and you need some way to distribute your tile extension with the map. If it's a multiplayer map, this certainly won't work with cncnet; it only transfers the map files, not the .mix file you'd need to add to put your edited graphics in. It only "worked" in the editor. It won't work ingame. You need to use the specific Desert civilian buildings. Any civilian buildings from the wrong theater will show up as invisible ingame. Uh, no. Nope. Not possible at all. If you're planning to go into mission scripting, here are some hints: -It doesn't work well in multiplayer. -You should read this file. Completely. Start to end. http://nyerguds.arsaneus-design.com/cncstuff/cctxt/ccmanual.txt
  20. I believe you keep extra money if you actually lose the mission and restart it that way.
  21. We looked into that, but the game only sends actual game changes over the network, and each client checks separately whether these changes are possible and correct, and gives out-of-sync errors when they aren't; it's more or less WW's cheat prevention system. This means such a bot would need to actually exactly emulate the game, which is impossible to program.
  22. I'm not one of the programmers, but I imagine pinpointing something like that, figuring out why it doesn't behave correctly, and finding a way to fix it, takes quite some testing and time.
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