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Nyerguds

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Everything posted by Nyerguds

  1. That's "David Gali II"; only one "L"
  2. Um... Red Alert 3 already has a co-op campaign?
  3. I think that only applies to structures, actually.
  4. The 6-mission demo actually contains the only instance of Westwood doing that; you have a helicopter unloading a stealth tank in one of the Nod missions
  5. Hm. Tiberian Sun? No idea. Doesn't it require the AI to be actually scripted just like in the other games, though?
  6. It's still unfinished. Don't count on it working right yet.
  7. Right. Like any of us have the time to do THAT.
  8. Well if it's actually the dial speed, I guess that could be the limiting factor there too. But having multiple CYs is more of a rarity in C&C1. Anyway. I'm locking this whole messy thing. This mudslinging has gone on long enough.
  9. I guess that like in the games, it's a measure of "efficiency" in eliminating the opponent(s)?
  10. By the way, there's also a six-mission demo, which includes Nod missions
  11. TS-spawn.exe has nothing to do with TS-DDraw, does it?
  12. If I remember correctly, the C17 bombing stuff was easy to avoid by using a different command, or something...
  13. Um. The actual TD flame weapon logic isn't hard; as I said before, it's just a short range weapon that does quite some spread damage. There's nothing special about it. Contrary to popular belief, it doesn't do damage between the attacker and the target; anything that makes it look that way is just spread damage, combined with the fact a weapon can't do damage to the one firing it. (This is also the reason why using flamethrowers in groups is a really bad idea; it does damage their colleagues standing around them )
  14. Never claimed I did. I don't play RA. In C&C1, there are no such caps as far as I know. Though, if the cap is different per building, that seems more like there's a minimum build time rather than a "cap on additional CYs giving more build speed"
  15. Neat. Does your toolset use that logic, then?
  16. Um. Y'know... I'm fairly sure that in RA1 there's a limit on that, after which the speed bonus stops, meaning the guy with ten simply built too many CYs, and it stopped increasing his build speed about four CYs ago. Nice to have some backups, but, not a terribly good use of the money As Ehy said, "You would know this if you knew how production speeds in RA work."
  17. Awesome, thanks Umm... since we're talking about hacking here, that's simply not true at all. This code can very probably be added to RA somehow. It'll probably take a lot of work, though.
  18. It works as long as you're on 32-bit, yes. For the sound problem there's an old tool called VDMSound, which more or less fixes it. I think the official downloads of it are gone, or there was a newer version that was severely malfunctioning or something... but I got a working version saved here. I wrote a guide to run DOS C&C with VDMSound ages ago. It can still be found on the C&C2SW website: http://cnc2sw.ppmsite.com/?page=dos_xp Not sure how to fix the mouse issue; on XP, graphical DOS apps normally switch to fullscreen mode, so there is no Windows cursor. The easy way to fix it all is simply DOSBox, y'know
  19. Well, hey, if they keep asking, the answer is simple: No. There won't be clans. Until maybe one day there will be. But for now, no Heck, there's currently no such thing as player registration; how could we possibly have clans?
  20. A "File Not Found" exception in Process.Start()... I assume that means it can't find the game executable to launch? Are your game folders set correctly? btw, Funky... that's a really weird date stamp format you got there. What's wrong with just "yyyy-MM-dd HH:mm:ss.fff"?
  21. Reduced colour mode? Does that even work on Win8? I thought that required disabling aero...
  22. lol... multiplayer RA = tank rushing XD
  23. Better to get the full pack of that anyway; it requires the DOS C&C mix files.
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