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Kilkakon

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Everything posted by Kilkakon

  1. I'd support a better XCC all the way. I can't even load half the maps in my mod without it crashing the thing.
  2. It's that time of year again! :laugh: I've just completed a mockup for a new conyard. What do you guys think? The building on the left is a warehouse with a little conveyor belt, the thing on the right is a crane.
  3. Thanks for answering anyway. Was just trying to address the monotony.
  4. I've done Urban haha XD I'll release it when my mod is out.
  5. *nods* It works fine when it replaces temperate. I was referring to C&C's jungle theatre which apparently... mostly worked. I might have to re-examine the findings. What's next for the master of terrain? :O
  6. It's a shame it isn't for TD... but I don't really have a use for it anyway, haha If the JUNGLE thaetre worked I could use it for a Japan map but I am not that desperate Even so, it's very nice work you have going here :3
  7. It does look pretty amazing
  8. Do you think you can do production buildings somehow? Or just one of those "never really tried" things? I'm thinking if you could do the whole "shave off the leftmost bit" like other things do that would be enough... Desert Church Resistance! XD I did try a negative damage ion cannon today, haha. Let's just say that it didn't exactly repair... it kinda killed something INSTANTLY haha
  9. I had another go today, this time with v25-- knowing of course that v25 is the barracks equivalent tech wise. Still no dice though--I've managed to make fully-working new radars and power plants but alas no dice there.
  10. This is really starting to grow on me man I'm quite impressed! I'm like I HAVE TO FIND A USE FOR THESE SOMEWHERE but then I'm like Nooo scope creep is bad haha~~
  11. I can't say about RA, but I do know that construction yards remember their original faction. I exploit this in my mod--to allow civilians to have their own technology tree despite them being a non-functioning team normally. (I give the player an engineer...)
  12. Yeah, I thought it was the exit grid, but seems to be something else in the production code. Interestingly the hospital thought it was a Hand of Nod (the conyard was special though so that's probably just confusing things). Oh well I was just thinking it'd be cool to have the buildings not look the same for all factions. Like how conyards looked amazing in the pre-release pictures. Or give, say, Russians the RA weapons factory. And yeah I noticed you mentioned that in your epic C&CUGE text file. Although if the helicopter didn't have ammo it'd be fine.
  13. Personally, I think the shores should be smoothed out, rather than hard edges, so it's closer to the original game. That's a matter of taste though. It still looks decent as-is. Oh! And your roads have a one pixel gap at the southern side of the bridge and shallows.
  14. Well thanks to Nyer's superpowers that he bestowed on me, I thought I would see if I could make another building a barracks in TD. What I did was do a repoint to give a normal building an exit foundation, and then changed the construction type. It was a nice idea, but the same problem's still there--the dude doesn't know where to exit the plant. Was worth a shot though I suppose!
  15. I'm liking this. I would only do maybe 1-2 things differently if it was me
  16. Give us some bigger pictures too
  17. My 2c! I like the ground and cliffs! I like the water! Unsure on the beaches, and I think the rivers are still pretty off too--especially the waterfall. Unsure how to make more convincing though... I also preferred the roads being darker
  18. These look like tar pits to me. I'd probably say you'd need to see more of the wall and have it smooth down a bit. Hard to really articulate.
  19. Haha I stopped using Google products a few years ago, barring Gmail and Youtube. The only time they seem to care is when they want my money, funnily enough. But hey, cheers. Yeah I put the extra nops in as I noticed there were a few nulls left over and it instantly caused access violations without them. Fortunately I don't really foresee too much more that would be necessary in the way of changes, apart from perhaps experimenting with a negative damage Ion Cannon (no idea if it would work but could be fun). Haha yeah I remember you linking that chart before and my brain going "looks interesting, but let's not try and work this out, don't want to get carried away"
  20. Ha I didn't notice your 7 PM edit, I went straight to work on your 6:52 PM post Even so, I appreciate you leading me through this Nyer. Thanks your three posts, a bit of Binging and a bit of thinking on my part, all of the prices that I mentioned above have now been implemented. *hugs* Thanks man! I learnt something I should have learnt at Uni and got something in the game that was not possible by myself. My code: #eip=0041A93C ; AD3C jmp 00680030 ; jump to unused space nop ; no operation nop ; no operation nop ; no operation nop ; no operation ; label indicating the jump back location jumpback4: #eip=0041AAAA ; AEAA jmp 00680041 ; jump to unused space nop ; no operation nop ; no operation nop ; no operation nop ; no operation ; label indicating the jump back location jumpback5: #eip=0041AD0C ; B10C jmp 00680052 ; jump to unused space nop ; no operation nop ; no operation nop ; no operation nop ; no operation ; label indicating the jump back location jumpback6: #eip=0041AE80 ; B280 jmp 0068000E ; jump to unused space nop ; no operation nop ; no operation nop ; no operation nop ; no operation ; label indicating the jump back location jumpback2: #eip=0041B34A ; B74A jmp 0068001F ; jump to unused space nop ; no operation nop ; no operation nop ; no operation nop ; no operation ; label indicating the jump back location jumpback3: #eip=0044E999 ; 3ED99 jmp 00680000 ; jump to unused space nop ; no operation ; label indicating the jump back location jumpback: #eip=00680000 ; 1C9600 push 000000FAh ; new cost push 1 ; sight push 46h ; hit points jmp .jumpback #eip=0068000E ; 1C960E push 0000012Ch ; new cost push 2 ; sight push C8h ; hit points jmp .jumpback2 #eip=0068001F ; 1C961F push 000005DCh ; new cost push 2 ; sight push C8h ; hit points jmp .jumpback3 #eip=00680030 ; 1C9630 push 00001388h ; new cost push 3 ; sight push 0190h ; hit points jmp .jumpback4 #eip=00680041 ; 1C9641 push 000003E8h ; new cost push 10 ; sight push 01F4h ; hit points jmp .jumpback5 #eip=00680052 ; 1C9652 push 00000258h ; new cost push 5 ; sight push 000000E1h ; hit points jmp .jumpback6 Yay on derailing your own thread Kilk Hopefully it's good for historical reasons too
  21. I've managed to change the price of the tear gas trooper to $250, which is great. Thanks for the help Nyer. Could you please let me know one thing? I don't understand the relationship between a hex address and the EIP value... I tried doing some maths on it but yeah it doesn't seem to line up 1:1 with hex. #eip=00?????? ; B280 jmp 0068000E ; jump to unused space nop ; no operation ; label indicating the jump back location jumpback2: #eip=0044E999 ; 3ED99 jmp 00680000 ; jump to unused space nop ; no operation ; label indicating the jump back location jumpback: #eip=00680000 ; 1C9600 push FA000000h ; new cost push 1 ; sight push 46h ; hit points jmp .jumpback #eip=0068000E ; 1C960E push 2C010000h ; new cost push 2 ; sight push C8h ; hit points jmp .jumpback2 Is my asm so far. I'm trying to change V22's price at the moment, alongside the currently successful C10 change. Also, here's the final smoothed-out version of the power plant. :laugh:
  22. I don't have the tool, no. I admit I've not worked with x80 assembly before, only LC3. Worth grabbing or should I just find a big enough space of unused space in the exe? The buildings of interest are: v11 (Jap conyard, $5000) v14 (Radar Dome, $1000) v19 (Rocket Pod, $600) v22 (Power Plant, $300) v32 (Tech Centre, $1500) There's others but they aren't player buildable so I don't care so much. I'll fix up the plant shortly. Just having to clean the house after my sister
  23. Oh wow, that's awesome Nyer. Thanks for putting that information there... I will have to study it and apply it to all civilian units and buildings I have recycled. :O There's like, a good 5-7 buildings that I have reused... this will be amazing to have working! Thanks so much. I'll have to be careful and do it carefully, one at a time though. As for the "going prone" behaviour, I have disabled the civilian and "wanderer" flags. The result is that, they'll behave normally, but as soon as they are damaged, they'll permanently go prone. They can be double-moved out of it like all infantry, but they'll go back to prone when they finish the move. It's not really a bad thing though as they kinda survive longer like that, haha. Would you prefer smoothed out corners on the plant's base?
  24. That is, fortunately, easily changable. I decided to use the normal power plant's base rather than the one I had drawn before. I can round off the edges though no worries. The tear gas infantry are functionally the same as Chem-warriors, with the same damage and rate of fire. The only difference is that they can't cost more than $127 and that they like to go prone more often than regular troops. I was thinking of asking you if repoints for cost were possible when the mod was finished.
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