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MrFlibble

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Posts posted by MrFlibble


  1. Both the original version of C&C and RA1 were developed for DOS and used the 320x200x256c VGA graphics mode. When run on real hardware, the 320x200 image would be stretched to fit the 4:3 screen, and the in-game graphics were created with that in mind. As a consequence, raw sprites look different from how they would appear on the actual screen. For example, you may notice that the GDI logo sprite in the DOS version isn't perfectly round, instead it has a slightly oval shape.

     

    Here's a DOS screenshot from C&C without aspect correction:

    P9o3Vhp.png

     

    And this is how it would appear an actual screen:

    CXjBoaO.png

    (DOSBox can correct the aspect ratio for graphics modes that use the 320x200 screen resolution.)

     

    Notice that the GDI logo is perfectly round on the second screen.

     

    In C&C95 and the Windows version of RA1 the high-res faction logo sprites already have correct proportions, and as a result they look vertically stretched if you play in the 640x400 resolution which is the one to display all the other sprites correctly.

     

    This is why I'm asking if OpenRA actually stretches the graphics in both C&C and RA1 (but not in Dune 2000 which wasalready developed for the 640x480 resolution) or not.


  2. Not sure if I said that before (haven't checked in here for quite some time!) but to the best of my knowledge, the C&C demo does not have any exclusive files (except for the modified missions that is). Which shouldn't be surprising since the demo was released after the full game, not before. The CCFAQ bundled with the downloadable demo mentions the latest version of the full game being either v1.18 or v1.19, which I guess gives a rough idea of when the demo was released.


  3. I've changed the logic so that that map sound is skipped if you are the player issuing the bombing command, and made "I got a present for ya" the actual response sound of the commando when ordered to bomb a building.

    Heh, that's awesome (seems to me it's how it should have been in the first place).

     

    BTW, I don't remember if Tanya's special quote is even played at all in RA under similar circumstances (IIRC she says "Kiss it bye-bye!").


  4. Personally I would probably be more than content with a version of TD that would include the skirmish option of the RA variety while keeping everything else (including the DOS resolution and interface) the same.

     

    Overall C&C is a game very well put together, and I'd rather say that it would be not unreasonable to ask the opposite question to what this thread is about, namely: what features of TD do later games miss? I like it how the Westwood guys tried to create an entire world of their own in TD, complete with news footage, intrigue around the Tiberium that is slowly revealed to the player over the course of the campaign etc. etc. There was this premise that the player connects to the command network in real time and is thus a real commander of either side's forces. I'd say no other Westwood game repeated that on the same scale, with Red Alert's retro camp sci-fi setting and Tiberian Sun's complete lack of player commander character (which was averted in Firestorm though).

     

    That said, introducing any significant changes into TD would essentially make it a different game altogether.

     

    I should also say I have mixed feelings about the feature in C&C that keeps the chance of infantry emerging from a destroyed structure if it was blown up by the Commando. On one hand, this makes playing Commando missions a bit more of a challenge compared to the later games where infantry is never spawned from structures destroyed by the C4 attack. On the other hand, players will most probably resort to save summing to ensure the Commando doesn't lose health when blowing up those SAM sites, so the result is basically the same as in later games except the players have to do the annoying save-load routine.

     

    Also with the Commando, when you order to attack a building, the "I've got a present for ya!" line gets overlapped with a random regular acknowledgement response from the Commando. Nyer explained to me that this is because the "I've got a present for ya!" line is played for every player in the game to hear (much like other Commando's taunts that are played randomly) as a kind of a warning. Would be nice if the acknowledgement responses were not played when a Commando is ordered to attack a structure, but I think this kind of logic is hard or impossible to implement in the original code. (How's that for a "new feature"? ;))


  5. Frankly I don't know, the editor Siberian_GRemlin has supports both formats (I assume C&C and RA use the same format) however I can't be sure that the format in Dune II is similar. For all I know, it might be, but then again, it might not.

     

    Should be more or less easy to check that by putting a Dune II font into C&C, and vice versa.


  6. Ugh. Right. "we fixed the sandbag basewalking/enclosing cheat! You can't build sandbags anymore." :dry:

    Well, there's a reason why early RTS games like Warcraft II limited the construction of walls to multiplayer only, as to prevent the player from getting an unfair advantage over the already not-too-bright AI.

     

    OTOH, walls work pretty well with the AI in Age of Empires.

     

    With C&C of course, there's the question of keeping the integrity of the original game intact.

     

    What's the visceroid attacking but by the way?


  7. I have absolutely no idea if this has been discussed before, but I couldn't but notice that there are several themes in the Universe at War soundtrack that pay homage to the classic tracks from C&C.

     

    There are at least three tracks that are essentially variations of original C&C themes - not exactly remixes but they have the same structure although sound differently. The most obvious one is the track titled Act on Invasion which homages Act on Instinct. Because of its title it was very easy to spot. The other two I had to listen to a couple of times before I guessed they were based on C&C tracks: Prepare for Oblivion (based on Prepare for Battle) and Mechanical Brain (Target/Mechanical Man).

     

    There are also several others that sound vaguely familiar but I can't quite place them, and the titles aren't as obvious as those of the above. I also suspect that music from other C&C titles is being referenced as well, some tunes resemble music from Renegade and Red Alert 2/Yuri's Revenge. However, this can be just due to Frank's distinct style and not a reference to a particular track from Westwood games.


  8. Well, after I posted the first message here Siberian_GRemlin e-mailed me that he figured out how to work with language packs on his own. I merely told him that you're wondering why he didn't ask you directly.

     

    I guess you should ask him if he's willing to make the font editor public, while he's in a mood for communication (BTW, he mentioned in a recent letter that his latest disappearance was caused by some serious RL issues he had, so he may have had some reason for not replying earlier).


  9. Capturing also counts as destroying. For the Triggers system anyway, so I doubt the score screen would count them differently.

    Yeah, I remember that for the triggers "destroyed" actually means "no longer in possession by the original party (either by destruction or capture)". It's just that in Dune II the score screen doesn't count captured enemy structures as destroyed, so I thought that maybe there's something similar in C&C as well.

     

    but then there's still the concept of carrying over money in a number of missions

    I never realised that the CarryOverMoney thing in the INI files actually works in-game. I've always thought this was some kind of a feature that was never fully implemented and the devs got it right only in Red Alert (where entire missions can saved to continue playing later).


  10. Hmm, I've never heard of Nod score getting lower with destroyed enemy structures. Actually, this would make sense considering that there's the Engineer unit in the game and that it would be more effective to appropriate enemy materials rather than destroy them.

     

    On the other hand, I wonder if it could be a glitch in the code that reduces the score whereas it was intended to increase it?


  11. The Cynical Brit, a well-known video game YouTube critic, relays the details of a recent incident in this video:

    This video is no longer available: The Day One Garry's Incident Incident

     

    Basically a game development company used the "copyright protection" legislation to take down a video review that harshly criticized their game, and got away with it (for now at least).

     

    [Edit] After the general public on the Internet was outraged by this event, Wild Games Studio was pressured to restore the original review:

    ? WTF Is... - Day One: Garry's Incident ?


  12. Recently I was looking through the MIX contents of the German TFD DOS Add-on, and noticed that the normally unused Hovercraft DOS icon (LSTICON.SHP) actually displays the hovercraft, whereas the English version of the game displays an APC facing west instead. I assume the new icon was added in the German version, or does it come from a later release of the English version?

     

    This is not the first time a localized version of a Westwood game features differences from the original English release that are not actually related to the translation. The German version of Red Alert has a slightly different animation of electrocuted infantry, and there are a few unused sound effect files.

     

    I wonder if more extra content can be found in localized versions of other games as well?


  13. Siberian_GRemlin recently reported a problem with Russian language support in v1.06C r3: the Russian language option is missing from the setup programme and if added manually in conquer.ini it crashes the setup programme when saving the settings.

     

    I vaguely remember that some time ago, someone here posted something about Siberian_GRemlin's localization being fully functional with the 1.06 patch.

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