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Posts
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Everything posted by ShadowDog
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I'm trying to Dune 2000 maps, but unlike TD's .bin files, it's 2 doubles for every tile. Unfortunately, you can't store a double in a byte, so it's 4 bytes. I grew up modding CnC, so when I figured out how storing stuff worked, I went with .ini files over any sort of binary format. I think I have to use some sort of "bitwise operator". It's stored in Little Endian, BTW. Would I do something along the lines of "byte2 & byte1"? Thanks in advance. P.S. On the top bar, "Hosted Sites" is listed twice. EDIT: I got it working, but I still want to know how you're supposed to do this in a non-interpreted langauge. Based off of the specs here: http://code.google.com/p/dune2000plusone/wiki/mapFileSpec
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I forgot about interior. I might check into converting that to TD in the Jungle slot. Those of you who aren't Nyerguds may not know about the Jungle theater. You now know everything there is to know about the Jungle theater. Nyer, if I get around to converting interior, do I have your permission to port your mission Tiberium Labs (can't remember the actual name or which part is was off the top of my head) to the theater? Also, do you know if there's a graphical representation of whether a tile's rock/water/beach/grass? All XCC Editor tells me is whether it's impassible or not.
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What map editor is that? Also, is it possible to use more than 2 theaters at the same time? I suspect soon someone will work on porting the TD campaign to RA (though the "blow up one building and skip the next mission" one and the one with passive helicopters might be a problem).
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LAN Netcode? What does that mean, exactly?
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I need to read this forum more... it would cut down on the amount of redundant topics I make.
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Which missions are they from? Also, that would explain the 60, 61, 62, 72 missions on the Playstation disk. scg61ea involves Mobius getting nuked. Good times.
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I've never heard Nyerguds reference this (and a Google search returned nothing relevant, and Youtube returned a band I had never heard of called the Saturdays), so I'm going to assume it's new. I looked on the GDI and Nod disks for Command and Conquer for the Sega Saturn. I found 2 missions called scg99ea and scb99ea which I have dubbed the Denied Ops. after the Special Ops. from the 64 and PSX games. The GDI one is really easy (just don't miss that Bio-Chem lab on that mountain), and the Nod one is really hard (forget Under Siege: C&C, you at least had sandbags then). Neither of them had names or briefings (I named the Denied Ops. GDI & Nod and gave them the briefing "There is no briefing for this mission." as a nod to Goldeneye (no pun intended).) Since no one knows how to edit CnC64, I decided I might have more luck with a disk-based TD. I'll let you guys know if I find anything else interesting. Link: http://www.mediafire.com/?o1icivx4fu0my0r
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... Well, good luck. Here's some info that may help you from a PM i had with Nyerguds. I don't quite get what you mean, but I've never looked into the victory or loss conditions, even in single player... not to mention, 90% of all scripting for singleplayer missions fails in multiplayer. The AI builds whatever it wants, and always attacks the most northern target with its units. So far, everything related to creating teams fails. Reinforcing works though. [...] vgmaps? Who needs vgmaps for that? http://nyerguds.arsaneus-design.com/cncstuff/mappics/ [...] Well, it's possible to reinforce stuff for each side, but if you have constant extra reinforcements there should be a system to stop them after the player is declared Dead, so I thought of the Destroy Trigger functions for that. Unfortunately, there are only 3 destroyable triggers in C&C (XXXX, YYYY and ZZZZ), and 6 multi-sides. v1.06c fixes this, adding destroyable triggers UUUU, VVVV and WWWW. [...] Steak? lol, not at all. [...] No, but I once changed the player side in a savegame so I controlled the AI side. That acted pretty weird, since it automatically fired superweapons (even the airstrike) and built stuff without me asking Moving on, I have a few questions: First, do you just find each other and hit 'A' on one of their units to ally in Command and Conquer? If not, how do you keep your units from shooting each other? Second, is Nod side BadGuy in this mission? If so, have you tried using Nyergud's code to change the side's colors? Third, do multiple AIs "gang up on the humans"? Fourth, is there any way to keep your guys from blasting the Neutral units on sight?
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Okay, I've uploaded the CD, and I've also messed around with the map files and realized it's TD's map format with the ability for larger maps. I threw together a little example pack for you guys to test. :O You didn't read the very first response? Seriously? Edit: Oh, the Mobile-HQ still works... Edit 2: So if I put It won't mess up 32- or 64-bit systems? It'll just work? Because the installer program I use is easily capable of putting that in. Also, how do you automatically set it to use Windows 95 compatibility mode? Also, what should it put in the registry under Westwood/Sole Survivor? I'll check my Virtual Machine. Edit: Guys, I just realized that registry files are .ini files with quotes around the keys.
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Okay, I admit it; I've horribly, horribly botched this up. I'll look into a 1.05 nocd ro a mini-image. In the mean time, I'll upload the original image I downloaded to somewhere. I don't think there's a DOS version of Sole Survivor. How do you upload to Abandonia?
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Okay, I botched that first attempt up. I got it to work for me, but I have no clue what I have to set in the registry to get this to work. My best advice is to set it to compatibility mode for Windows 95 and click disable visual themes, 256 color mode (which is a bit pointless, but doesn't hurt from what I've seen), and run in 640x480 (again, pointless). I nearly included a registry fix in the installer, but I wasn't sure whether including the 64-bit fix would screw up the 32-bit systems and such. Here's the full disk image (Qooy screwed up on part 2 twice, so I said screw it and uploaded it to megashares): qooy.com/files/SJAMHYX3XN/SoleSurvivorFull.part1.rar d01.megashares.com/dl/9e7cd9e/SoleSurvivorFull.part2.rar qooy.com/files/1G90KAOC4Y/SoleSurvivorFull.part3.rar qooy.com/files/GFOOFO82MO/SoleSurvivorFull.part4.rar qooy.com/files/WFAYJLNUA3/SoleSurvivorFull.part5.rar For references sake (and for the sake of the less technically inclined with a 64-bit system), here's my custom installer. It requires the above image either burned and inserted into your disk drive or mounted (I use MagicDisc, works like a charm and good for backup up your disks). Remember this lesson well: before you make an installer that doesn't require the disk, take out the disk. Oh, and the links are interchangeable; you don't need to download more than one of them. rapidshare.com/files/428045395/SoleSetup105.rar rapidshare.com/files/428045277/SoleSetup105.rar rapidshare.com/files/428048376/SoleSetup105_1.rar rapidshare.com/files/428051170/SoleSetup105_2.rar rapidshare.com/files/428051523/SoleSetup105_3.rar rapidshare.com/files/428051656/SoleSetup105_4.rar rapidshare.com/files/428051706/SoleSetup105_5.rar rapidshare.com/files/428051770/SoleSetup105_6.rar megaupload.com/?d=QEQNVWLE megaupload.com/?d=CGX23QM9 megaupload.com/?d=QEQNVWLE megaupload.com/?d=USJJ95WX Edit: I've added an some converted maps for you guys to play around with. What I did was remove every map in the game from SOLEDISK.MIX, then copy over one of the maps to the directory. It booted up and loaded only that map, so then I put my favorite mission's .bin file in instead. It looked glitchy (Sole Survivor's maps can be as large as RA's, if I'm guessing correctly), but it worked. Then I replaced the .ini file. It looked fine, but I constantly exploded. Yeah... So then I replaced a lot of boring generic-TD stuff with boring generic-SS stuff. And I got shot by everything. So I tweaked the crates, and I got it so I had radar a decent amount of the time and, more interestingly, I put everything that was on side BadGuy on side Multi1. Unfortunately, that drag-box it does in Sole Survivor can't actually select anything. But my allies hauled butt up to the enemy side (at least the south-western troops did...) and... got their butts kicked by Mammoth Tanks. They never respawned, and neither did any enemy forces. And the buildings were completely AWOL. I'm going to look at the stock maps with working buildings again and see if I can figure out how they did it. Also, I included a file to quickly convert a map to Sole Survivor format (it's easy enough to do by hand, but it's boring). See the map pack's readme for more details. Map Pack: http://www.mediafire.com/?kb0ip6nuxud35 And here are some screenshots. Yes, I botched the palette conversion on the 5th one...