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MrFlibble

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Posts posted by MrFlibble


  1. Back on topic, I've noticed an interesting thing: while the actual demo missions are located inside DEMOL.MIX, the main data file, DEMO.MIX, contains what seems to be unaltered versions of SCG03EA, SCG05EA and SCG10EA from the full game. Apparently, these were at some point intended to be the demo missions instead of the final choice of edited scenarios.

     

    The game seems to use some hardcoded override to read scenario files either from the directory or from DEMOL.MIX, so that the original version of SCG10EA from DEMO.MIX is not loaded. Otherwise the demo is quite capable of reading files inside SC######.MIX archives.

     

    Anyway, I've made a little fix for the FTP demo that addresses the following issues:

    • truncated briefing text in missions 1 and 2 is now fully visible
    • the "Right away sir!" infantry response voice clip is now played in the game
    • Construction Yard shadow is restored
    • GDi no longer treat civilians as hostile in mission 2

    cc_demo_fix.zip


  2. They ARE automatically calculated as friendly casualties on the GDI score screen, though  :S

    Ah, that's what it is. And I was wondering why only Nod has a separate counter for civilians on the score screen...

     

    Well, if that is the case, then there seems to be not exactly too few GDI missions where the devs forgot to put the alliance with civilians on. Granted, the village in mission 10 from the demo is quite away from the Nod base so the entire mission can be won without even encountering any civilians, but still it's quite an oversight.

     

    As for the civilian building power consumption, was it impossible to just set it to zero? Also, I forgot, is this issue relevant for all versions of the game, or only for the Win95 version?

     

    On yet another note, I vaguely remember reading somewhere about some of the civilian buildings that actually have normal base building functions (radar, barracks and even the Ion Cannon IIRC). Maybe this was in some mission INI research topic but I'm not sure anymore. Is there any document that covers this?

     

    (Sorry for straying off-topic a bit :))


  3. Since no one has replied to my post at CNCNZ Forums, I'm re-posting it here:

     

    Recently I've been playing the downloadable version of the C&C demo, and noticed that in the second mission (originally GDI mission 10) the civilians are by default treated as hostiles by the player's units, and any civilian that happens to get in the range of a GDI unit gets automatically attacked. Nod also attacks civilians, as it should be.

     

    I don't have the full version right now, but certainly GDI should be friendly to civilians by default? I have compared the scenario INI files from the demo and the original ones Nyer has on his site, and the full versions scenario does not have any extra lines to enable allied status between GDI and civilians - unlike that Nod scenario where the civilians are Nod's allies, which uses the "Allies" variable to override default settings:

    [badGuy]

    FlagHome=0

    FlagLocation=0

    MaxBuilding=150

    Allies=BadGuy,Neutral

    MaxUnit=692

    Edge=North

    Credits=0

     

    [Neutral]

    FlagHome=0

    FlagLocation=0

    MaxBuilding=150

    Allies=BadGuy,Neutral

    MaxUnit=150

    Edge=North

    Credits=0

    I haven't yet checked the CD demo, but at any rate this is a bit confusing. Also, to complicate matters further, it seems that in the next demo mission (the Commando mission) civilians are mutually friendly with GDI, as it should be.


  4. Harisson also did textless cameos and posted them at http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15353

    "Sleipnir's Stuff" sounds vaguely familiar... I visited that site a long time ago I guess.

     

    Those cameos are made by hand, not some long-lost originals, right? I did something similar way back, only with a darkened background (that pack was a spin-off of an unofficial C&C Russian translation by Siberian_GRemlin). I actually used the scanned images of the C&C strategy guide renders to get a more accurate reconstruction of the missing parts of the images. Man, that was some tedious work! ^_^


  5. Oddly enough, the German and French version already had that migrated to the strings file; only the English one had it hardcoded.

    That's very interesting. But then again, similar things can be observed in the history of Dune II: some multi-language support was added very early, with only a theoretical possibility of a translation in mind, and then it came to actual translations, and of course this prompted further modifications where needed.

     

    For example, Dune II v1.0 can be set to German and French with a three-language setup programme, in which case it will read the text files with GER or FRE extensions instead of ENG; the patched US v1.07 adds further support for the swapping of images that contain text, such as the interface buttons, the title screen and the Select Your House screen; finally, true three-language European releases add support for non-English unit voices and Mentat speech. Oh, and among those, the EU version adds a narrower sidebar font (and a theoretical possibility to use the regular English sidebar font and the narrower one for other languages only) and a fix for unit hotkey commands to circumvent the fact that in French both the Move and the Attack commands start with the letter A.


  6. That's really nice to hear. Did you guys work around the issue that some strings like the ones related to declaring a multiplayer game a draw and the "Aftermath Missions" and "Counterstrike Missions" are hard-coded in the exe?

    I think Siberian_GRemlin just edited the binary executable file to replace the relevant strings with their Russian counterparts of similar or smaller length. I'm not 100% sure about that though, maybe he did some more extensive EXE editing or hacking too.


  7. Uhh.. syllables ARE sounds.

    I meant sounds as in "allophones". Syllables, being build from those, are higher-level units and thus different. (Syllables consist of "sound matter" too of course, but the distinction between sounds and syllables is important in linguistics for a number of reasons.)

     

    They were built by the syllable, or, more specifically, by transitions of vowels and consonants. You can't really cut out a consonant without hearing the vowels before and after it, or a vowel without the consonants around it. They always start going towards the next part of the sound before they end.

    Well, that's just as I thought. Actually, it is possible to cut out single phones in the right phonetic surroundings and then glue them together in a desirable way, but that's certainly a lot more work (and probably needs some advanced software to do that neatly), and it's largely unnecessary anyway if you have enough starting material that contains all the desired sound-combinations already.

     

    Sometimes I encounter several syllables exactly as I need them in some other words, but another problem is that finding the right word isn't enough; there's a huge difference between the intonation at the beginning, middle and end of a spoken piece. So I've often found the right word, but had to replace the start or end by the same syllable in the intonation I needed.

    I'm not very familiar with Spanish phonology, so I don't know the specifics, but in many languages there are also various effects that modify sounds depending on their position within the phonological word, prior to intonation modifiers that arise from the structure of the phrase (vowel reduction is a nice example; apparently it's not observed in Spanish BTW).

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