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Everything posted by Nyerguds
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Command & Conquer: Dawn of Tomorrow teaser thread
Nyerguds replied to Kilkakon's topic in Modding Discussion
Oh, pretty nifty The normal way of getting through is supposed to be capture+sell I think. He never mentioned the possibility of actually just punching through them to me. -
Note there is a huge difference between single player and multiplayer nuke. MP nuke only does 3/10th of the original, if I remember correctly.
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That's exactly the thing that's not possible. TS is one single exe, so there's no code diversion. In RA2 they made a separate exe for YR so they could keep patching the two separately. Isn't it possible to recycle a good part of the coding? I highly doubt one ACTUALLY has to start from line 1 What Funky said.
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Command & Conquer: Dawn of Tomorrow teaser thread
Nyerguds replied to Kilkakon's topic in Modding Discussion
Pretty! Though maybe you should make the top of the overhang a dark gray with fades to black at the sides, instead of real black, so people see more easily that it is indeed a passage and not just a wall. -
Being similar doesn't change the fact it has to be done all over again, plokite_wolf.
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ALWAYS do valid range checking before filling in controls, guys. Or, if not, use try-catch mechanisms, to use the thrown exceptions the way they're supposed to be used. This kind of stuff is easily avoided by what is generally known as "proper programming" And never, ever count on datagrids doing stuff just fine without extra checks :mad:
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People don't actually 'like' Act on Instinct. It's just burned into their brains by being the mission start theme XD All kidding aside, though, it is a pretty nice track :laugh:
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I'm not sure, but I heard some of the actual game mechanics changes between RA2 and YR couldn't be undone that way.
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do you know how long it will take for the clan?: P
Nyerguds replied to ZoOoOoOoOoM's topic in Tiberian Sun
8 No, sorry. I rotated that. I meant In all honesty, I heard of the ladder test stuff, but I don't think clans are even planned... -
You mean the "RA2 mode"? Not really exactly the same; it's just rules tweaks to artificially "downgrade" YR to RA2 stats...
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Clicking 'Options' in-game for skirmish and online freezes the game
Nyerguds replied to Cellghast's topic in Tiberian Sun
This sounds suspiciously similar to the C&C95 main menu freeze bug... where enabling Win95 compatibility mode did the trick. Though I guess that doesn't apply to mac -
I got no antivirus installed except MS Security Essentials. But I'm a pretty careful guy when it comes to viruses.Working in IT helps. I do scan my PC regularly with Malwarebytes Antimalware though.
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Frank Klepacki started my love for ambient music. Rain In The Night, Recon, March To Doom, Voice Rhythm, Trenches... such awesome tracks
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Uh... I just downloaded your map, and it doesn't use regular Windows line breaks... it uses Unix-style 0A bytes only. Maybe that's the problem? You can fix this easily by opening the file in Wordpad (not notepad) and re-saving it there.
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I made the RA1 small infantry patch because the standard RA95 infantry are ugly resized blobs of pixels, while the DOS versions are the normal decent-looking ones C&C1 has too.
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I refuse to play that mod cause the Chinook doesnt have rotors lol. also, that vortex is not in it. And yet you play a game in which the Nod helicopter doesn't have rotors at all
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I don't really have a gene preference, besides "more music than bass", so I kinda listen to anything I get my hands on, from metal to folk to classic to jazz to rock. I generally prefer interesting melodic lines that are both nice to listen to and defy repetition prediction, and I absolutely love ambient music that does this. This is a good example of that.
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Implementing JDosBox onto community web portal (need a new section?).
Nyerguds replied to Myg's topic in General Discussion
Seen that. Someone released a Dune II using that, I think. [edit] No wait, that used the OpenDune source code. -
Manu's easter special - it is square conquering time!
Nyerguds replied to Pat_Pas's topic in C&C Multiplayer Maps
I honestly have no idea. I haven't really looked into what causes all preplaced AI units in multiplayer to immediately go to Hunt mode. It may be related to the Timed Hunt logic used when you enable AI players. -
They should just be the waypoints... I have no idea what tweaking cncnet did with this, but in my version, the internal maximum of players was reduced from 6 to the amount waypoints on the map to prevent any problems with those start positions. Though I did cut it off at 12 possible waypoints, so only 0 to 11 work as starting positions.
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Is this the same problem as in C&C1? In TD it messed up the campaign ID in savegames by saving the player ID instead, which worked fine for GDI and Nod, but which resulted in the dino missions using the Multi4 player ID (7) as campaign ID, while they should've used "2". Not that it still matters for C&C1 now I moved those missions to the New Missions menu