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Everything posted by Nyerguds
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See, the palette of the stuff you gave in that zip (both the pcx and the WSA) doesn't contain purple...
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No, I've made screenshots of WSAs with it. If you're on an OS higher than XP make sure your game runs in compatibility mode for Win95, and press ctrl+s ingame to make the screenshot. It doesn't copy to clipboard; it saves a png.
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Yeah, I remarked the same thing on the YT comments. Would've saved a ton of turrets.
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The one from the error message box, "004D81F6" is "xor [edi], al", though
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Kilkakon, that's a hi-color image... unless you take screenshots with cnc-ddraw, I can't see what's going on inside them.
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All I can tell you is that it's in a function that's called in a function that's called in something which I called "WSAAnimClass_GetFrame", though looking at the stuff inside it seems like it doesn't get the frame, but rather paints it on the graphics surface. As for what goes wrong, no clue without debugging... Blegh. Debugging.
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I do have a tool for making these stretch tables... http://nyerguds.arsaneus-design.com/project_stuff/2012/wsapalgen/wsapalgenerator_src.rar Compiled binary is included in the pack. When using it, I suggest making sure it ignores fades to colour 0.
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Did you know that the Advanced Comm Center in that mission is perfectly positioned for taking it out from the south with a stealth tank squad?
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Don't see the point, though. Just launch the fricking game without the online play launcher?
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Unfortunately, the OpenRA devs never, ever looked into the original way the game works in terms of internal mechanics, meaning it's really "a game which happens to use C&C graphics" rather than a C&C remake.
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Yuri vs Sov dune patrol, what's the counter to deso's?
Nyerguds replied to sunny's topic in Red Alert 2
Ore truck? This was about Yuri vs Desolators... -
Hmm. Yeah, that was selecting up to 9 units I remembered then
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If you're planning to use these aforementioned other filters the game has (the .mrf fading tables), this might be handy, too: https://forums.cncnet.org/topic/2253-mrf-creation-tool-finished/?tab=comments#comment-19474 It helps to understand how stuff like the shroud edge and movement targeting flash SHP files (and, heck, the green colour for the unit shadow) are handled by the game. (Though it might be easier to apply the effects themselves from code instead of from these tables, like RA1 does)
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You got your facts slightly skewed there. Right click action and production queueing have always been in WC2. The only actual new feature in the battle.net edition, besides Windows support itself and the online play, was the food counter shown on the game's UI. And when they implemented right click support and production queueing in WC2 they didn't go back to WC1 and release a patch to add it there, either. Not really. They kept the original game engine exactly like it was, and only changed the graphics engine. They also never released more patches for the DOS version after releasing C&C95, and the original release of C&C95 is compatible in LAN with the DOS version. Seems like a conscious decision to me.
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Always glad I can help
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Meh. You confused me by mentioning lower res, which is 100% impossible in the game as it is now.
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I'm not sure what you mean with that. If you're doing major revisions on the game engine anyway, those seem like the obvious thing to fix for the next game. Doesn't mean they had time to patch those same changes into the older C&C1 code. So in that aspect, yes, yes they are features of the new game that the old one didn't have, and playing the old game means accepting that in the old game, they're part of the era and part of the charm I mean, the AI not destroying sandbags isn't a bug per se; it's just something they weren't programmed to do. It being exploitable doesn't change that fact.
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Command & Conquer: Dawn of Tomorrow teaser thread
Nyerguds replied to Kilkakon's topic in Modding Discussion
Well, if you got trouble getting the original palette out, you can always just take a screenshot ingame with cnc-ddraw. That should get you an image containing the right palette. -
Here's something to get started. And I don't mean just on the colours. http://nyerguds.arsaneus-design.com/cnc95upd/inirules/ The colors.ini file is my own design; colours don't actually get handled as colour scheme objects like that in the game (or, didn't, before my patch). Nonetheless, the remapping values in there are the game's originals. I did add a few, mind you; the last ones, starting from DarkGrayPalette, were added by me, and not originally in the game. As for how this is applied, that's simple. To perform a remap the game needs a remapping table of 256 bytes. For every graphic drawn on screen, it goes over the image data pixel by pixel and replaces each value (being, a palette offset) by the remapped palette offset found at the index of that pixel's value on the table. This system is also used for special colour effects in the game, like shroud edges, movement and targeting flashes, shadow and stealth darkening, etc, but for the house remap case, only the range at C0-CF is changed, simply by having a table where each spot in the table has its own index as value, except for that C0-CF range. Additional note: "Nod" is a name, not an acronym. So it's "Nod", not "NOD" :engie:
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Command & Conquer: Dawn of Tomorrow teaser thread
Nyerguds replied to Kilkakon's topic in Modding Discussion
Peculiar. Don't all these CPS files have internal palettes? -
Mike: merged your topic in here because it might be related. Bug confirmed, btw. The link is indeed b0rked.
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That's just a mod, though. Nope. No such thing. There are beta pictures of such a GUI, but that's really just that; beta pictures. That stuff isn't in the final game. Also, that beta had higher res icons of the same style as DOS C&C, and those certainly aren't in the final game.
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Clans are a glitch now? Hmm. Okay. We better get that glitch kicked out as soon as possible, then! :yo: