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Nyerguds

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Everything posted by Nyerguds

  1. As far as I can see, there is currently nothing being developed for clan support.
  2. Peculiar. C&C1 has that on the projectiles, as actual reference to the Animations list, which gives a lot more customization possibilities. A projectile can have any animation in the game as impact animation.
  3. Oh, wow. Good job, Westwood -_-
  4. Unstable? lol, no. Just unreliable.
  5. I never really got the added value of a clan...
  6. Nothing stopping you from adding a clan tag in your name. ...except maybe that "nickname too long" bug that causes games not to start in YR O_o But, hey, you can lose a few oOoOo's and no one will notice.
  7. Ahh right. Ion cannon and Laser use it. I forgot about that one. But, um, warheads don't have animations (except the infantry death stuff). They're just damage balancing. (I tried to make a separate Nuke warhead in C&C, but unfortunately the "this warhead sets stuff on fire" logic is hardcoded on ID #3 all throughout the game )
  8. What do you mean with "U#s"? I don't think that's right, actually. The "Hunt" command has this problem, but "Attack Units" should look for targets around the unit's current position. It is normally used in AI's scripted attacks going towards the enemy base, so it would make no sense for the units to ignore the fact they went to the enemy base and then just go hunting north. It should act more like Area Guard.
  9. This topic has been moved to Mapping Tutorials. [iurl]http://cnc-comm.com/community/index.php?topic=3915.0[/iurl]
  10. This belongs in the "tutorials" section And, technically, this is modding, not mapping, though I know that's a very fuzzy line in Tiberian Sun.
  11. It's a file called cc95v106c_r3_en.rtf in the game folder. Or, you know, this page
  12. Twist of Fate is a nice one. Hotkeys are really vital there. Give a few commands to manage the outpost, deselect everything, press N to select the top unit, and save the two Mammoths there by moving them to the top right corner. Once there, fend off the units attacking them, and then try to save some more stuff while waiting for them both to heal. Saving those two comes in really handy once the MCV arrives Oh, and apparently, if you set up shop in the top area instead of where the flare is, it confuses the heck out of the AI, since all their attacks are aimed at the bottom area Genuinely new players, versus idiots that refuse to learn how to play properly.
  13. My point still stands, though; then you should mention the game speed. Without any foundation, a speedrun is useless. If you're wondering, middle game speed is the norm measured in minutes on the score screen. I believe every step past it doubles the speed, though (in C&C1) the very last one just releases all game speed blocks and runs at full CPU speed.
  14. What's an A1?
  15. Nyerguds

    Skirmish

    How can you quote my post but ignore what's in it? The source code is bytes. The language is X86 assembler, aka, the bare language of the CPU. And combat AI is irrelevant; since C&C1 already has that, meaning that, no matter how complex it is, there's no need to dig into it.
  16. I think I played a couple, but I'm not really sure why you're asking. It's not like I research the triggers of any mission I play. I was just answering your "which piece and which numbers do you refer to?" question.
  17. what, you missed this whole part? I mean the a-b-c-d-e-f-g-h-i stuff. O_o ============== 2.14 TEAMTYPES ============== Probably the most complicated part of the INI files. This part contains a lot of unknown things. You can use some default combinations though. See EXAMPLES. Syntax: tanks=GoodGuy,1,0,0,1,0,15,1,0,0,2,E6:5,APC:1,2,Move:5,Guard:30,0,0 ^^^^^ ^^^^^^^ ^ ^ ^ ^ ^ ^^ ^ ^ ^ ^ ^^^^^^^^^^ ^ ^^^^^^^^^^^^^^^ ^ ^ 1 2 [a b c d e f g h i]4 5 6 7 8 9 1: teamname, defined in the TRIGGER section (place 6) 2: owner 3: Combination of numbers, always 9 of them. I've called them a, b, c, d, e, f, g, h and i. This is what they mean: - a: Seems to act something like the "X" key, but links and unlinks the team members logically as well as physically. 1=on. - c: I believe to be a toggle for the "ALT" key. 1=on. - d: Enables Autocreate for this teamtype. - f: I have no idea. Changing it at random has no discernible effects. But note that in Westwood's .INI's there is a strong correlation between this number and the team's build/tech level. - g: The number of teams of this type that will act concurrently (i.e., x,x,x,x,x,x,5,x,x,1,E2:3,1,move:2,0,0 will get you 15 grenadiers at waypoint 2). When this number is greater than zero, it will cause the team to be produced, regardless of any trigger. - b, e, h and i don't seem to have any function at all. To make this easier, I suggest you use the following 'templates': -> CREATE TEAM: (will be "autocreated") 1,0,0,1,0,15,1,0,0, -> REINFORCE. by APC, Chinook, hovercraft, or units coming out of the edge of the map: 0,0,0,0,0,7,0,0,0, -> REINFORCE. by A10 airstrike: 1,0,0,0,0,7,0,0,0, Ah, seems I was wrong about the multiplier (g); it actually multiplies the acting team, not just the units kept in reserve for it. The "f" number was actually researched on the tiberiumweb forum a while ago, and was something like a degree of independent action allowed for the team.
  18. Worst change ever The history of CnCNet... well. In 2004, Myg was desperately looking for ways to still play C&C1 online somehow. I got involved in these experiments, and using a tool to emulate COM ports, I played some of my very first C&C1 online games with him. Then, the release of The First Decade brought along a number of hacks to fix crashes in C&C1, the combination of which formed the basis of my C&C95 v1.06 fan-patch. Meanwhile, Myg had been experimenting with a network dll file to replace the game's own network dll, which made the game look for LAN players and games on the whole internet instead of on the local network. Amazingly, this actually worked. I included these first versions of cncnet in my patch, which was getting increasingly popular in the community because of the crash fixes it contained, and because of that, a whole community started growing around cncnet, and colonizing this place, which kind of started as mostly a C&C1 fans forum. The project went from Myg to some other people, and the use of hacks in the exe to integrate cncnet with the game started going far beyond any envisioned scope of my patch project. And, that's where we are now, I guess. With a cncnet system that's mostly built into the game with exe hacks, and is a lot more like the old Westwood Online system than the LAN-online we started with.
  19. Forum's IP tracking says "Singapore" By the way, RC1985, you should take a look at the readme file that comes with the C&C95 v1.06c version (or the HTML version on the site in the "release notes" link). It contains an FAQ which contains all answers to things like this. As for why the extended sidebar code isn't in the patch yet, that's because of the wonky power bar thing. I don't want to add things into the patch that prevent it from reacting 100% like the original, and that power bar bug looks really dumb.
  20. Do you actually use SUPER for anything? I don't think RA actually uses that; the nuke uses Fire.
  21. Not for people specifically interested in these tricks. You don't get to decide what's "lame". To each their own, and, as I said, if you don't like it, just don't comment.
  22. Yeah, the computer keeps building units until those spares specified in the teamtypes are met. This is not really correct either, by the way, for the same reason. If you specify a team to always need 3 spares around, it'll build them even if the map already has enough units to make the team twice over. It's really a quite elegant system. You have to look deeper into that piece about the numbers on the teamtypes to get this stuff right, though. Note that I have no idea how this works with overlap between teams; no idea if each adds units to the "required amount on the map" or if common units would remain "shared" between teamtypes until teams are actually created. Though it would make more sense to be the first, since the system is meant to ensure there are enough units for the creation of all teams.
  23. This is usually fixed by checking the "back buffer in video memory" option in the config tool, and making sure the game is set in Win95 compatibility mode.
  24. Not bad... but you should really either mention the game speed you play on, or use the in-game timer; just cranking up the game speed does not equal a speedrun, after all. Hah. Fun, though clearing the walls was a bit excessive. Also, you couldn't possibly destroy all trees, since you burnt that cactus, and burnt trees become invincible Christo161 on Youtube did an awesome speedrun playthrough of all the missions on the Nintendo64 version of the game, on emulator. The fact he included the Covert Ops missions (not all; just the ones that are in the N64 ROM; they're not playable without editing) despite some pretty vital stuff being cut from the N64 game (for example, he completed The Tiberium Strain with non-functional chem warriors) makes it all the more impressive. Also, if you want to do your own speedruns... some of the tricks he pulls off in the campaign are absolutely baffling.
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