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Nyerguds

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Everything posted by Nyerguds

  1. Oh. Interesting. Thanks for posting your solution; might help other people who encounter this issue. Isn't there some scaling-related option in the compatibility properties too, though?
  2. That sounds more like you could have a hardware problem, actually...
  3. Do the renderers in cncnet include ddwrapper? Because as far as I know it generally works fine with that one, if you enable the ForceDirectDrawEmulation option in the config file.
  4. Mah, I totally derailed this topic, didn't I? X_x
  5. Yeah, they have armour 1, the same one used by most structures.
  6. No, we're not letting just anyone post in the news forums Or do you mean, like, wrong website altogether? I do get the feeling the poster didn't realize that the C&C Communications Center forum is the CnCNet forum.
  7. There's an awful lot of infantry coming out of those destroyed turrets... that amount should only come out if it's sold :-\
  8. Hm, neat. I could've sworn I remember there being problems reproducing that...
  9. You have to admit, it would be a first As far as I'm concerned, the non-liability clause applies to any free software, no matter what it does to perform its functions. You download it, you choose to use it. It can eat your hard disk, set your keyboard on fire or cause Martians to land in your back yard, but you installed it, so it's not our fault. Oh, hey. In fact that's exactly the license of my C&C95 patch. Except I added a "no whining" clause. Let's just go ahead and add that to cncnet's installer
  10. it is. You just have to select the planes and move them away right from the start. The bridge destruction is caused by (or linked to, not sure; a lot of this kind of stuff is enforced with triggers in RA) the barrels. Don't shoot the barrels, and the bridge remains. Not sure if you can get troops across with the jeep standing there, but you can probably sell everything and move the resulting troops onto the bridge to suicide them all a lot easier.
  11. Nyerguds

    anderson

    Well, this thread seems useful... Locked.
  12. You are the one running the program. It doesn't start or install itself. As long as you don't run it, nothing of that kind happens, and you know what it does once you start it up. If you think that's some kind of security concern... simply don't use it. By starting the program, you give it permission to run and act as it's supposed to act.
  13. It's probably a lot easier if you just stop your yaks from the start and save that bridge. Yes, that's possible
  14. Here's an interesting thought: don't say any 'bad' words at all.
  15. Still have no idea what that mod launcher would be, or even that "default yuri's revenge launcher". It would probably help to know what kind of game installation you have, and which mod you're talking about, though.
  16. What exactly did you do to get this error? Please attach the cncnetclient.log to your post.
  17. DO NOT post your issues in barely related threads. This is a cncnet client error, the other one was a C&C1 game error. I split this to a new topic. As the error message says, find the cncnetclient.log file. Attach it to your post here so the devs can take a look at it.
  18. "open mod launcher"? What mod launcher? And, are you starting the game through cncnet, or the normal way?
  19. Mahbod: Yes they are. None of that mentiones channels; those are servers of the GameSurge network, which hosts CnCNet. Wait, I thought only C&C1 and RA1 migrated to Gamesurge. The background shows TS there, and you're posting this in the RA2 forum. Me am confuse... [edit] Aleem77: I deleted and merged all of your duplicate threads. Please don't post the same thing in so many different forums.
  20. v3.5 should include v2... but perhaps he didn't install v3.5 but just v4. Which indeed missing earlier components.
  21. But does it really? TS has a problem that by default, all its tank projectiles are insta-hit, which changes a whole lot in the balance. I haven't checked out DTA lately, but as far as I remember, the only way around this was to make them ballistic, which makes them fly over walls. It always boils down to small differences in balance that just make the units act different than they would in the original game.
  22. If you got a map that has it... you just look how it's done there, yes.
  23. Haha, reminds me of the Mammoth Tank and advanced comm center sabotage in C&C1. Though at least the ACC codes were used in the end to ion cannon a famous landmark.
  24. The problem is always finding the right code, and adapting it correctly. Copying from a different game, even on a similar engine, isn't that straightforward; these logics all call on other functions that are in different locations in these games, and the function parameters or object types involved in these calls might differ between the games.
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