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Kilkakon

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About Kilkakon

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  1. Hey there everyone. It's been a year since last update, wow! While I've been more active on my Discord server it's way past time to let you know how things have been going. First off, here's an animated GIF of Eva, a start on the cinematics: I've yet to do more with her but I am happy that she's finally got to a place where I'm proud of how she looks rather than internally screaming. I hope to get some time to flesh out her remaining frames soon. Otherwise, I've done some work with Nyer on projectiles, allowing two as of yet classified units to work correctly and have nice attacking animations. It goes without saying Nyer is a beast and nothing would have been possible without him. I've also done a significant amount of improvements on the maps. I had a friend play through the campaigns and note any issues with AI pathing and so on. I actually had to remake FoT6 entirely as it wasn't possible to fix the problems with the old geography. I'd say that at least half of the maps received improvements of one form or another. Those map reworks are all done now, with the possible exception of FoT3, which I feel is a bit stagnant and leads to overly defensive while waiting for reinforcements play. Last and most importantly, earlier this year I tried to move my C&C setup to my Windows 10 PC, to my loss. I had issues getting the resolutions and shaders to work properly, followed by further hard crashes to desktop when I tried to run through my campaigns repeatedly. As of time of writing, I'm unable to play through the CoA campaign without a crash on CoA6, and it crashes even earlier when playing through the FoT campaign first. This really shattered my morale for the project as I was completely at a loss of what to do about it. Then, this week, I'll call it divine inspiration, I remembered of an old university assignment that I did back in 2011, where I used C&C as an example of game testing, as I knew of several ways to crash it back then, the most reliable of which was using sc*.mix files to introduce cameos and then proceed to play a campaign. Nyer's recommended solution for solving this was to store all my icons directly in the *icnh.mix files, which seemed to resolve the issue back in the day. Thinking that this problem might have returned, I ran through the vanilla C&C campaign using my existing cncdraw settings, which worked without incident. Then I went back to my project, and replaced the *icnh.mix files with the vanilla ones. Lo and behold, the crashes disappeared entirely. So my current working theory is that the game is not handling my larger mix files properly (mine are 218KB, the vanilla ones are 120KB). Perhaps it's because I have jungle files in the directory that I am not using (could delete them just to be safe, the extra theatre seems too much trouble for now) or it is related to the sc*.mix crash which was easier to provoke. At the end of the day while it's not yet working I have hope that a solution can be found now that I know what's wrong rather than the unknown fog of shrouded mystery. I'm also spurred on by the news of EA remastering the game. I'd like to beat them to release if I can. Sorry it's been so long everyone. Let me know if you want to see anything in particular or if you want any additional information.
  2. I'm sorry it took so long to get back to you Funky. Christmas holiday season and all, you know how it can be Still no excuse. Here's two dump files for you, hope they are useful: dump1 dump2
  3. When I did my first round of testing, I gave both the 2018 and the 2012 versions extensive goes. The 2012 one worked fine, just the aspect ratio was all wrong. I'll give the filters a try and see how they look to see if it looks like it did before, thanks. Is there anything more I can do to get better logging or stack traces?
  4. Sorry for the delay on replying Funky, I was wanting to give it a proper test rather than rushing it. So the first thing I can note is that the menu flicker does seem to be fixed now. The second thing is that I think because I updated my drivers, the full screen view I was getting before (scaled to fit, with smooth scaling) is no longer happening, now I get bad pixellation. I'd like to offer a window box and a smooth scaling option in my installer, do you know what happened there? On a more serious note, I'm still getting crashes. One of them is inconsistent. I get this error when I begin FoT mission 7, but only after I beat it once and then go through the campaign again. With the CoA campaign, things are more complex. I had three goes through it, the first time, I got this error when finishing CoA3 (between the victory vid and the start of the world map): I did not get this error on the second and third runs of the program for this test. For the second run, I was able to go through the campaign twice with no crashes. For the third run, I got this when beginning mission 6: Hope this helps. Let me know if there's anything more I can try
  5. I've tried to update to the 2018 version of cncdraw as I am finishing off my mod to release sometime this decade The short version is that I am getting crashes when I try to play the campaign I've done testing with 2 different versions of CNC-draw. The first is dated Dec 2012 and the second is Nov 2018. With the 2012 version, everything works fine, with the exception that the aspect ratio is wrong on my 1080p display, all stretched out of shape. With the 2018 version, the aspect ratio is better, but the menus flicker really badly, like they are being rendered really slowly over time. Also my campaigns crash with the following error message. The instruction 0046583b referenced memory at 0d6503e4 (the address changes) The memory could not be read from My CoA campaign crashes consistently when starting mission 6, after the intermission screens. My FoT campaign crashes consistently on mission 7, but only after having finished the campaign and started it again. Any ideas?
  6. http://kilkakon.com/c&c/index.php I've finished the new tech trees and descriptions on the site for all the new units! I'll include the tech trees here as well. Note the new Tear Gas APC icon.
  7. Ah thanks for the link I'll see how easy it is to get ingame. Remember who did this? You know the poles on the side of your bridge remind me of foundations from AoE1 too
  8. I like! :D I was thinking of reimplementing some beta stuff too, like the crashed A10 there.
  9. Alright thank you guys :) I'll go ahead with the barrel change, I did the recolours today, tomorrow I'll do the shading touchups.
  10. Yeah, sorry to bring up the bad news I guess I decided to give the cool grey barrel a try! I added a few pixels of shadow too.
  11. Thanks for the feedback White. Yes the turret's locked. Currently that gold colour's being used for all the tear gas stuff--both the handheld thrower weapon that the infantry have and the turret here. Maybe the barrel could be another colour, I'm just concerned about contrast as Japan's the owner of the vehicle. I originally tried a black barrel but it got lost in the dozer blade. The shadow's a nice idea though!
  12. To celebrate the cringe EA mobile C&C game I've finished off the Tear Gas APC. Sorry for a slow month, work took a lot out of me. I would love some feedback on this one. I did the turret by hand and I feel it is like... 95% right? The rotations aren't really perfect but it's probably good enough, I would just like some confirmation
  13. Had a quick go today with three designs. I'm feeling that a turret might indeed be the way forward, as the amount of space I have for gas tanks is pretty miniscule.
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