Jump to content

Nyerguds

Global Moderator
  • Posts

    6190
  • Joined

  • Last visited

Everything posted by Nyerguds

  1. Um, the image on that host works fine. anyway... I assume this isn't the "nickname too long" error, since it's the client and not the game that crashes? Reklats: as the image says, though, you have to give the cncnetclient.log file.
  2. I think the shroud is a purely graphical thing in the C&C engine, meaning that the error would probably also occcur when viewing the position even when it's still in undiscovered terrain. The picture shows he's scrolling down during the crash, so it's a fair bet this is the issue, yes. In fact, it should more or less pinpoint one of the problem positions on the map. Hasn't anyone made a tool for checking overlay and slopes on TS maps yet? [edit] Apparently, there are special tiberium patches for use on slopes, but FinalSun doesn't bother using them, and always places the 'flat' tiberium, thus causing the crashes.
  3. You can attach files here on the forum, you know. No need to use some convoluted file upload service. EXCEPT.TXT blackseaupload.mpr
  4. Mechacaseal... you know fully well that you singlehandedly make up for the supposed lack of toxic players in this community
  5. Yes, it's really only one frame. From what I've seen, game speed doesn't even affect it. I think the code that draws is is the same code that normally takes care of the muzzle flash... which is also just a single frame.
  6. It's ridiculously hard to make a screenshot of the laser exactly on the one frame it fires, actually
  7. Nyerguds

    lol

    And because seeing civilians burn is funny
  8. I assume it fires from the point where normally the projectile would spawn. Not sure why it appears so far from the tank there.
  9. Nyerguds

    lol

    Well at least the flame tank video was made to prove a point about armour values and technician damage
  10. it's the laser beam. The actual hacks would be more useful...
  11. Placing chinook is a useful skill, especially since all available map editors seem to dumbly have them in the available units, which doesn't work at all. Anyway, interesting research on the 1 repeat status for Player Enters! Have you experimented with using Player Enters for commandos bombing stuff? I remember it working too...
  12. Really? I tried that and it crashed on Structure properties that were accessed directly on the object in that code instead of going through the vtable's getters. What exactly did you change? I'm interested in doing this to fix the Laser Orca I implemented for the special Playstation mission.
  13. Nyerguds

    lol

    Not sure what the point is, especially with the rules modified just for the video. It's just a boring horribly long version of HeXetic's technician battle video.
  14. Hmm. Favourite: the Mobile HQ. Least favourite: the SSM. Those things are sooo annoying to defend against. If this were Dune II, you'd have a case, but in C&C1, those are projectiles, not units
  15. I know what they put in the manual. But you were talking about the internal codes in the game, hence why I explained where that came from.
  16. That one's not a language pack though; it's built in But, awesome. I just wish those voices weren't so terribly low quality... alas, console games.
  17. Are you promoting piracy again, shortbus?
  18. On the flamer/chem thing... I don't quite remember how it worked, but I remember that the animations for all directions were put in a single SHP file for it to work. Go look up those old mods; I'm sure ra.afraid.org must have them. I also remember that to get around the units limit they often used ants for the bike and stealth tank, simply replacing the ant graphics accordingly. The visible effect of that is of course that they only have 8 directional frames, and no smooth turning. In beta footage and trailers, the ion cannon video shows a GDI base, with GDI flags; guard tower aside, it was the superweapon that switched sides in that case Oh, and MLRS is Multiple Launch Rocket system, not "Mobile Rocket Launcher System"; that would have the "L" and "R" in the middle switched And the MLRS can be loaded with quite a variety of ammunition, including one large missile per rocket pod. The SSM is definitely based on the MLRS chassis.
  19. Ohh, that's one of the original WC2 scenarios? huh. I see. I've played soooo many 3rd party puds the thought never occurred to me
  20. -No Chemspray gfx and can't use green signal flare for projectile image. Seen this mimicked using muzzle flash animations. Check out some of the older RA1 mods. -Can build a space away from buildings. Um. you can kind of set this for all buildings, can't you? Just set it to 0. -Flame Thrower different. Again, can be replicated using muzzle flashes. The flamethrower in C&C1 is basically just an invisible projectile with some spread damage on the impact point anyway. -(TD SSM fired second missile 10 seconds later. Then first reloaded after 12 sec, 22 sec total.) TD's SSM reloads its two missiles entirely separately, though. No real way to replicate that. -(They were depicted as possessing the medium tank in videos in TD). Nod were also shown possessing guard towers in the beta screenshots. and GDI had flame tanks. Really, a lot of the videos were made in a stage when none of these things were finalized, and quite some of them are just recoloured to work for both sides, without taking into account what units are on it. Nod doesn't have APCs in the campaign either, while there's a Nod campaign video that shows one. -(It is correct that GDI could start with SSM but couldn't build them). That's a bug, though.
  21. 's kinda nice to see the language packs in action in multiplayer.
  22. TUC is missing the "Serial" registry entry for RA2... that's why LAN doesn't work.
  23. yay, sportsmanship... :roll:
  24. Subdirectories of what? You attached a bare .mpr there, not a .zip...
  25. I don't think any "best player of all time" would stoop to disconnecting. Heck, on cncnet there isn't even any difference since there's no ladder
×
×
  • Create New...