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Nyerguds

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Everything posted by Nyerguds

  1. Nyerguds

    Music

    Mess with the .ini files, I guess. Look around in the mix files using XCC Mixer until you find the music control file, extract it and edit it.
  2. You only get a 320x200 image, and you need to account for the buttons at the bottom, so I honestly doubt it'll give you more space.
  3. Except... making a specific faction use a separate voice set kind of doesn't work. My language system is initialized on game startup, without any kind of switching system.
  4. The game is still freeware, y'know... Feck Mobygames. They'd just put their ugly watermarks all over it Tore already added the cover to cnc-comm, though.
  5. And the title says C&C Gold... I have a different tool for extracting PSX cutscenes and for extracting PSX files.
  6. Um. If they hadn't released one, I wouldn't be posting it here? There is apparently a version with the Covert Ops, but this one sadly didn't include that, which also means I'm still missing the briefing pictures of these missions. I might be able to reconstruct those if I find a Japanese ISO of the PSX version though. If I manage to extract images from that, that is
  7. Thanks to Tore, I finally got my hands on one of the rarest versions of C&C: the PC version from the Land of Consoles. The Japanese C&C95. Now, you may be wondering, what makes this one so special? After all, I already put Japanese into the game. Well, two things. First of all, the voices on the Sega Saturn version, which I used for the Japanese language in the game, are really poor quality. This version has them in much higher quality. And, secondly... this: As I have mentioned to some people before, the C&C fonts can't support Japanese, because Japanese has such a ridiculous amount of symbols, and C&C's engine only supports one byte per character in text, giving a maximum of 127 special characters. I knew they solved this on the N64 version by replacing the briefing text by briefing images. Well, it turns out they did exactly the same thing in C&C95. The thing you see in that screenshot is a 320x200 CPS file called SCG01EA.CPS, and it simply replaces the briefing text. I still have to figure out exactly how it works, but I'm planning to dive into the exe file and add that code to the 1.06 patch, so I can completely support the Japanese language the way it is done in this version. There are some peculiar details about this version, by the way... The actual CD jewel case has no cover art. At all. There's simply no paper inlay in it. The sidebar isn't translated at all, despite being graphics, and not font text. Even with the font problems they could have edited the sell/repair/map buttons, the ready/hold status and primary building text, and the names on the icons. The image briefings system completely replaces the text briefing logic. This version can't read text briefings at all. As you might have seen from the photo, I now finally own a C&C1 mouse mat For anyone who's interested in the ISOs, here they are: http://www.mediafire.com/file/o3nt9brkxhw99hv/C%26C95_(Jap)_Disk_1_GDI.rar http://www.mediafire.com/file/d6nf9ztab0d1vun/C%26C95_(Jap)_Disk_2_Nod.rar The game can be installed by using WinPack to extract the "C&C95" folder from SETUP.Z (which is in the INSTALL folder), and then adding ddraw.dll and thipx32.dll from a 1.06 patch install to that folder and running it in... some compatibility mode I guess. [Edit] Got my hands on an ISO of the Covert Ops disk. Sadly it seems to be lacking Japanese briefings for the Covert Ops missions, though. http://www.mediafire.com/file/6opufclq5dfvj30/C%26C95_(Jap)_Disk_3_Covert_Ops.rar To install, just copy SC-000.MIX and SC-001.MIX from the "INSTALL" folder to the C&C95 game folder.
  8. I think the CnCNet launchers require the Microsoft XNA framework. Shouldn't be hard to find.
  9. It seems it was unchecked on everyone by default when the forum upgrade added that option. Really annoying. Someone with admin powers should really bulk-re-enable them <_<
  10. @12345: Yeeeah no. There's opinions about music, and then there's plain trolling. I'm gonna start deleting those, pal.
  11. Actually, out of these, only Approach and Valves are made by Frank Klepacki. The rest are made by Jarrid Mendelson
  12. No worms, in Dune? What heresy is this?
  13. uhh... no. Originally there was no issue, except, as you mentioned, with the Neutral side, which has no missions anyway. What caused the problem was access to those filenames you mentioned, which is something that only became possible by a combination of 2 things: me allowing the 100-999 numbers range, and me allowing access to these extra suffixes, with the minicampaigns system. So I'm not sure why you say anything I hacked in the exe would be to resolve the issue.... me adding these two things is what caused it. (Or rather, what revealed the issue. I didn't cause WW to write a crappy names algorithm ) Minicampaigns, internally, are not actually limited to the numbers below 100 and above 899. I should do that, I guess, but right now, that restriction does not exist. Which is why instead I advise people not to use that 100-899 range for minicampaigns, to avoid these collision problems.
  14. Did you try checking the sound volume options in-game?
  15. Huh yea, that iran page's download link is wonky. Direct link is http://iran.cnc-comm.com/ra/PortableRA setup.exe
  16. Nah, it's cool, the tags are there for that. It's just that the RA engine is still largely the same as the C&C one in most areas except AI, so it's not such a stretch to consider that known issues from C&C1 could be the reason for the ini rule limits in RA1.
  17. Uhhh... I invented the concept of minicampaigns, and the original missions list only went up to 99 The reason why 100 to 899 is best used for single missions has nothing to do with these numbers being better for single missions; it's because those numbers can't be used for minicampaigns. See, when testing out the minicampaign suffixes (EA, EB, EC, ED, EF, WA, WB, WC, WD, WE, WF, XA, XB, XC, XD, XE, XF) a problem appeared: the names in mix files get encoded to a 4-byte ID, like a CRC value taken from the original name... but that algorithm is not very good, and with these suffixes, and the added numerical range above 99, collisions started happening; multiple file names ended up with the same ID. So I started experimenting, and made a tool to check these collisions. And it turned out that all the missions in the range 100 to 899 have "EC" suffixes conflicting with other numbers' "EA" suffix, which means it would be impossible to make even a 2-mission minicampaigns on these numbers without conflicts; the "EC" missions in the minicampaign would actually show up in the new missions menu as if they were EA ones, and if that other mission actually exists you risk the minicampaign continuing to that real "EA" mission. The only real fix for this would be changing the game's ID generation algorithm, but that obviously can't be done, since it would not only make all existing C&C1 mix files unreadable, but would also mean the existing tools for making C&C1 mix files would no longer use a correct ID calculation algorithm. Here you see the original 0-99 range. As you see it only makes "B" prefix missions (Badguy) conflict with "C" prefix missions (Civilian side), which don't exist anyway. Incidentally, this problem is explained in the manual
  18. Bull. Just give it as constructor/init parameters, or leave it blank before it's initialized. The base should be called "CnCNet client" anyway
  19. Well sure, if you don't count the fact they bollocksed it up in the first place
  20. Huh, the YR client indeed briefly opens a window called "DTA client" before it launches. I guess something must be going wrong at that stage, with you. But what's up with that, guys? Remove the DTA stuff from the YR client, lol.
  21. ...why did you tag this with "Yuri's Revenge" when you're trying to start Dawn of the Tiberium Age?
  22. Yes, but I guess some pieces of that engine are unchanged
  23. Probably because there are already tons of RA maps...
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