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Nyerguds

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Everything posted by Nyerguds

  1. It's also exploitable, if you find a quiet place where the AI rebuilds silos where you can constantly capture and sell them (Unfortunately, this mission doesn't have any such place)
  2. Does disabling the backbuffer option in the ini help?
  3. Original sin? wtf? Did you forget to take your meds again, Myg?
  4. Um. Wat? What led this on? Did someone post pr0n on the forum? Or on the cncnet game channel?
  5. Seems contrived, since VQA saves the data as alternating small blocks of audio and video. I could see if I can reach ugordan by email, though...
  6. Uh... VQA is the game's video format.
  7. Oh, I guess the VQA thing must've been with UGordan's VQA Encoder, not with XCC... in other words, the VQA Encoder can definitely make correct stereo AUD (since the audio inside VQAs is the same format as the AUD files). The fact it's disabled in XCC despite the internals containing code for making stereo aud might mean that Olaf didn't get it working right.
  8. I think it might have the bonus soundtrack as physical disk. Well, I HOPE it does, because if not, there's absolutely no reason for its digital counterpart to contain so few songs
  9. That's actually simply not true, and the fact XCC Mixer refuses to produce it is probably based on that wrong information. Tomsons informed me that you actually got around its resampling logic through a bug; it only resamples the sound to 22050hz if it's exactly 44100hz, but it doesn't actually check higher (or, any other) frequencies. It's a limitation you can get around with a simple one-byte hack, though; I just produced a perfectly working 44100Hz version of the C&C1 main menu theme. In the XCC Mixer.exe for v1.47, the byte change is: 0002C33F: 75 -> EB (I cheated and looked at the XCC source code to find what to change, but a one-byte hack is still way easier than recompiling XCC ) Now if only we could get stereo working. Tomsons got it working for VQAs, but for aud files it doesn't quite seem to work, even after manually correcting the aud file header to let the game know it's stereo. The VQA test proves that XCC can actually produce valid stereo AUD though, and that the game engine can handle playing it, too.
  10. Aren't the original high-quality tracks only 44100Hz though? CDs kinda don't do 48kHz.
  11. Dunno. I followed his Grey Goo playthrough a bit.
  12. So, um... how did you convert them to 48kHz AUD? I thought there were no tools that could do that.
  13. I know. I only researched the file names out of curiosity, to fill in those last blind spots in my C&C1 knowledge.
  14. Well, you just mentioned the soundtrack... and as we all know, the soundtrack CD is vastly incomplete.
  15. I... guess? Not sure. It depends on whether the game's lose trigger keeps track of ally-docked harvesters.
  16. This topic has been moved to CnCNet Discussion. [iurl]http://cnc-comm.com/community/index.php?topic=4264.0[/iurl]
  17. Yes... why wouldn't it? 'resign' does nothing but generate an explosion under each of your units and structures. No unit, no explosion.
  18. A harvester docked in a refinery doesn't exist as unit at that moment. I doubt it would do anything at all.
  19. You can get all tracks in higher quality from Frank Klepacki's site... if you figure out how to get the streamed mp3s
  20. It's most likely already on my site somewhere. [edit] I already linked to it, in fact https://forums.cncnet.org/topic/1919-really-weird-sound/#comment-15779
  21. Um. Do keep in mind that the internal hit points of structures in C&C1 (and in the inis I created from that) are halved. You need to multiply those by 2 to get the real value. An Advanced Power Plant has 600 hit points, exactly the damage done by the ion cannon.
  22. lol, abusing my rudimentary modding system?
  23. It was the start of a mod. It never got beyond that one sprite.
  24. The Imp from Doom, replacing one of the dinosaurs (I have random C&C crap for every occasion! :laugh:)
  25. It's an old game engine. It was never meant for high resolutions like that. It's usually related to the number of objects in the screen area at the same time.
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