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Nyerguds

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Everything posted by Nyerguds

  1. The CnCNet online play service is free. Red Alert 2 isn't.
  2. I believe helis in RA1 have some kind of maximum range though; move them further away from the pad and they refuse. Not sure if that's a bug or not.
  3. Dunno... does the screen shaking thing still happen in RA95?
  4. Nyerguds

    YR lives

    Well, not exactly... donations help to keep the servers running, but even if the team would take "pay" from that money (which they don't), getting extra money doesn't magically give people time off from their day jobs.
  5. Here you see that particular bit of silliness in action: http://www.youtube.com/watch?v=mNLeD_M6blU
  6. Heh. Fairly sure I figured that out more than a decade ago
  7. That's because I moved it to rules.ini, and then made it an automatic integrated part of the game based on the available waypoints on a map. But yes, originally, it was just an option you could add in conquer.ini this one? LANPlayers=6 ? Yes, that one. It's originally one of the hidden options in conquer.ini, together with such things as mcv undeploy, enabling the .var remixes, disabling bibs, 3-point turning logic for wheeled vehicles, etc. See also, http://forums.cncnz.com/topic/8610-cc-td-95gold-special-options/ and http://www.ppmforums.com/viewtopic.php?t=16803
  8. This doesn't seem productive... Locked.
  9. That's because I moved it to rules.ini, and then made it an automatic integrated part of the game based on the available waypoints on a map. But yes, originally, it was just an option you could add in conquer.ini
  10. The only way to get Orcas as Nod is to capture the actual GDI helipads and produce them from that. It's exactly like the war factories in RA1.
  11. Yeah right. "kept online by donations" isn't the same as "for-profit". There is no one making any profit off cncnet.
  12. Oh, I didn't see the teamtype you added! That's some nice work there, yes; you adapted the number of unit types correctly and everything Thankfully, C&C1 missions are pretty easy to understand just from looking at them a bit. In RA, there's hardly any text left in the triggers and such; it's all just rows of comma separated numbers O_o Ah. I see... and, I assume, as long as the "unload" command isn't finished, they never progress on to the "attack base" one, meaning they never move out of the way, either...
  13. If I remember correctly, it just checks the first letter of whatever is put there anyway
  14. Definitely a renderer issue, that one. Why don't you include ddwrapper, though? From what I heard the cncnet YR package somehow includes aqrit's "ie-ddraw" fix, which is actually specifically for Infinity Engine games, but not his more general ddwrapper.
  15. In practice, bikes are crushable by accident, and by AI-controlled unarmed units But, yeah, everything points to the vehicle-crushing being a poorly implemented feature that simply doesn't work reliably.
  16. Heh. I'm quite sure your google result you got was my own research thread about these on CNCNZ So... heli reinforcements for the same house spawned at the same game tick can cause the helicopters for some of the teams not to get created correctly, hm? That's actually interesting information. I assumed it was related to reinforcements having either the same target waypoint, or having their waypoint blocked off, but these three triggers on the same tick in this mission spawn three different teams, and each of these has a different landing location. Still, could be that. Can you confirm that when the crash happened, you didn't block off the place where the units tried to land? By the way, it seems you actually removed the original at15 trigger in the WB mission... don't think that's necessary. If the above hypothesis is indeed correct, this kind of errors should be resolved just by making them one game tick apart, like this: at15=Time,Reinforce.,349,BadGuy,Atk_B0,0 at16=Time,Reinforce.,350,BadGuy,Atk_B1,0 at17=Time,Reinforce.,351,BadGuy,Atk_B2,0 After all the mission maker definitely intended them as end-of-mission rush, so putting them much further apart makes little sense and just changes the intended mission finale.
  17. Yeeeah... locked. Use PMs if you want to tell people stuff, but don't spam up the board with this.
  18. Ah, nice mission, that one. By the way, in multiplayer you indeed see enemy spies as minigunners of your own colour.
  19. Looks like it. I recognize the flame tank render, too
  20. Dem's fightin' words, bub. :yo:
  21. Trees, unlike walls, are valid targets to your units. If a unit tries to get somewhere and they perceive the tree as blocking their path, they attack it. Even if, y'know, in case of flame tanks, that only leaves a completely invincible burnt tree skeleton behind
  22. Actually, as far as I know, modern cncnet just has its own modified exe file for the game which uses differently-named ini files.
  23. So, the problem is losing connection? You can get it started just fine? Strange.
  24. I more or less know how spread rate works (though I think Hyper knows more about that, and it behaves strangely in some cases, like nukes), but on the projectile scattering? Not a clue. Spread, if I remember correctly, was something like the radius in pixels around the impact point of a weapon after which the damage of the weapon faded. Not sure though. I remember reading something about that radius halving the damage, not fading completely, and I'm not entirely sure if it's actually pixels; I remember Hyper telling me about some specific measurement unit they used internally in their games. I also don't actually know how the game sees unit hitboxes; it's possible units take damage on more than just the center, but it's equally possible that the Spread rate is exactly how the game compensates for only taking damage from the center point. Anyway, the RA/TS/RA2 rules files probably have more info on that. In C&C1, spread is a property of the Warhead, so that's probably the same in RA/TS/RA2
  25. We don't support pirated games, sorry. I advise you to go buy a copy of C&C: The Ultimate collection. It's the easiest way to get the game in a way that'll install smoothly, these days. Locked.
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