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Chimas

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Everything posted by Chimas

  1. Kohlrus missions? Nah, you don't have to debug nor translate it. Everything was done already, by Nyerguds, check it here But you're right, those are great missions, I can understand your compulsion to make them work, Kohlrus is a genius. If they are just Kohlrus missions, then we got them already. If you have missions from other authors, I'd be interested for that project of the link. @Nyerguds: yes, I said "replacements" but it's not accurate. In the mentioned missions I used a Time trigger. The units attack until they are destroyed and it happens closer to the next turn.
  2. Yes, it's via Reinforcements. You can make one side with only Apaches and, whenever a unit is destroyed, it receives a replacement via reinforcement. In one mission of the Arctic Campaign, I reinforce the CPU with Apaches and Orcas using TIME command, they use whatever helipad they find. Check SCG96EA in the collection, if I got it right what you want. One of the last missions of LKO uses passive helis, so you can conquer it without being attacked. I think it's one of the features added by Nyerguds in the 1.06B or C. Angel-oh-No: Btw, which old map is it: Is this map yours, from the collection, something you play or something you're mapping, etc...
  3. Rivers Well, I've asked for a change so, I'm satisfied with the rivers. If you wanna make another lighter sample, go ahead. Not because it's necessary, it's just lack of notion for fine tuning now. Roads I think it's ok the way it is, to make a contrast. In this case, if you loose the contrast, things might get boring (monotony comes from "mono tone"?). Because the water now is not blue "we" have reduced the contrast a lot, just check river+ground+water. And I think it's ok for a barren scenario resembling a lunar surface or some absence of light. Beaches I would ask if you could make one horizontal beach tile with vehicle tracks coming out of water, so we can use it for hovercraft deployment, that would be good. We would probably complement with the road tile in the upper cell. Just an idea, see if it works. Ground The ground is not ugly ... rsssrsrsrs \edit I saw something now: my monitor is a 22' screen. It gets more colors and brightness in the middle of the vertical axis. Usually is not noticeable, but it was barely noticeable with this tileset. So, check if you're evaluating in both cases of your monitor (center and extremes), if that would be the case.
  4. Welcome, Whenever you play Tiberian Dawn (aka TD C&C1 or CNC95), try this out: http://cnc-comm.com/community/index.php?topic=1786.0 If you have any old fan made mission in a floppy disk in the basement, let me know. sds
  5. I'm disliking the rivers in (almost?) black color. If it has to be dark, see if you can find a dark color between black and the darkest color of the general ground tile. Given that you want to represent an empty river, black doesn't seem to be good. But if you say it might be the only option, so, fair enough, we stick to that.
  6. This is a Wish list for the next months: 2014 JUL = 33 missions for GDI mini-campaigns section AUG = 31 missions for Nod campaign section SEP = 21 missions for GDI campaign section OCT = 21+x missions for Nod SP section NOV = 53+x missions for GDI SP section DEC = SAV Games conversions (to map) - I might need help to open broken maps (on my end) and translation for german missions Other activities that might be done in paralel - 1 or 2 new missions, new missions menu names, update of the total missions in the project, update of Mission Index, discussions for a TD manual project.
  7. By "cracks", do you mean dry rivers or soil fractures? Viewing the graphics, I preferred the LEFT one, but I really didn't understand the RIGHT one, maybe in a larger picture things settle right. The way it is now, only the artist can grasp it, but the viewer won't see it the same way.
  8. Thanks once again Tschokky, looking good!
  9. Heyo Nyerguds, Time to make patch 1.06D ... Eheheh
  10. Both, but more like an infographic manual mixed with the regular manual (to include descriptions and instructions) ...
  11. Thanks Nyerguds, I have to work with this more frequently, so I don't make these mistakes. "SC" it's a code for scenario and "E" means "East". "A" is just to make an order without having to use numbers, so "A","B","C" ... The explanation is much broader, but that satisfies what you've asked. Nyerguds had explained it somewhere, probably here: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/ You can find more info in his mission making manual for CnC95 in that link. Most likely, these codes were meant to be used in some way and in the end, things turned out to another way and the code remained. Something like that. You might cut below and make a thread somewhere: Btw Nyerguds, It would be interesting to make a CONCEPTUAL map making manual, with colors and unit photos, not only describing how to make missions but using the collection to give examples and also to have some discussion on what the commands represent in terms of warfare and these type of things. I don't have time now, but just to let you know there is something in mind. Also it could be done by 5 or 6 ppl like a community project. Whenever I get a time (and patience), I'll make a "mock up" page of the whole idea. Honestly, I'm not the right person for this, but the discussion to make it would be really cool. We could use all those missions and the stock missions to discuss concepts. I mean, the discussion will shape the manual and chapters. By last, making a campaign with each mission specialized in certain commands to be used as example would be terrific too, so plenty of options.
  12. The BIN files are maps. Honestly, I'm not understanding what you are doing. Which INI files are you using without the respective BIN files? I'll try to sum things up how they work in Nyerguds patch. If you find let's say a fictitious old mission called MY STUFF: - it can have a pair of files like MYSTUFF.INI and MYSTUFF.MAP; - rename *.MAP to *.BIN; - and also rename to an acceptable code like SCG51EA.INI and SCG51EA.BIN (SCB if it's a Nod mission, check details in Nyerguds explanation). As a last advice you might try to use a code like SCG999EA.INI and SCG999EA.BIN instead, so it's certain it won't override anything; - drop them in C&C95 folder and run the game, (if it is 999, the mission is in the end of the New Missions Menu, GDI or Nod). So if you're using just an INI file and it's "working" you're probably using a MAP (BIN file) that exists in one of the MIX files you have in the folder, so you're probably getting a weird mission that makes no sense. Since in the beginning everything is shrouded it might look like it's working. So, I'm really not getting what is goin' on. Whenever you find missions out there, they are probably listed in the community project. If not, I'm interested in putting them there. Recently, I made the "inventory" so ppl might be update of the missions not yet released, but if anyone is interested in a unreleased mission, I can send a link by e-mail the way it is, just PM me. The Huge collection is here: http://cnc-comm.com/community/index.php?topic=1786.0
  13. Pichorra is working on that, he was able to convert the maps, but units, structures and infantry, plus the core of the mission (triggers and teamtypes) are still pending or will never be achieved at all. I'm planning to mass produce the conversion of the maps, but I'm giving some time before doing that. Let's see if Pichorra has something to comment.
  14. A lot of them are saved games like "Com Gruilef". For these, I made things more simple, just listing them. See here: http://cnc-comm.com/community/index.php?topic=1786.msg10096#msg10096 I have to put this in the COVER.
  15. I got that Command folder before but thanks for the effort KillforGlory ...
  16. Hi, can you upload the CNC1 missions? I have this project: http://cnc-comm.com/community/index.php?topic=1786.0 Maybe you wanna help.
  17. Thanks man, you're special! No hurries here ...
  18. Hey, that's cool. I've downloaded it and will play in the weekend.
  19. I know, but the name of the mission alone tells even less.
  20. Released another Nod campaign ... SCB093EA Revolution: Part I by Guy "Pookie" Ulmer ::: Link1 ::: Link2 ::: M-01: Radar Assault M-02: Rottenness M-03: Uncle SAM M-04: Grand Canyon M-05: Spoiled Oil M-06: The Rock
  21. Hey, I haven't seen this message before. Thanks! I'll add his website as source and might try to make contact. \edit: mail not working btw, Previously the data appearing in the New Missions menu was something like this: NOD: 101 - The Bionic Men now, the format will be this one: 101 - The Bionic Men ::: 60x60 Desert However, I implemented just the NOD side for the moment, in a few weeks, I'll do the GDI side.
  22. Heyo, Tschokky, are you around? Do feel like creating that BARREN theater? I think it would be cool!
  23. As far as I remember, one of them must be WIN only. Or at least one WIN condition must be set in the trigger section. Change one of them and make a test.
  24. Oh yes: I'm a mission maker too, not a map maker.
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