Jump to content

Iran

Retired staff
  • Posts

    1161
  • Joined

  • Last visited

Everything posted by Iran

  1. I can't seem to add smudges to a map, with either CCMAP or XCC Editor..
  2. I need to get the RGB values for every remap color for every remap type (e.g. blue, red..). There are 16 indexes in the palette that are remap colors, I know which indexes. What I need is the RGB colors for every index for say GDI gold/yellow. Does anyone know these values or could someone make me a replacement graphic for the ConYard with a large rectangle with all 16 remap color values in it so I can make ingame screenshots and use a color picker tool to get the RGB values?
  3. No, but the issue also appears in single player games.
  4. When Nyerguds stops being lazy and writes the code to read the hotkey numbers from conquer.ini. I already mapped all the hotkeys in the EXE and it's only a matter of adding code to load them.
  5. Nyerguds can you give me the color values for the 16 remap indexes for every unit color remap table the game uses (for every color you can play with ingame basically)? What I want to know is the value of these indexes into the palettes for every unit remap table: 176, 178, 180, 182, 184, 186, 189, 191, 177, 179, 181, 183, 185, 187, 188, 190
  6. Are they in the correct order? E.g. does template ID 10 in a .bin file map to SH13 like in that list?
  7. The .bin file of a map contains a template ID for every cell of the map, the ID maps to a template SHP file (e.g. a bridge or river). Does anyone have a list of the IDs for every template for C&C95? For a map preview generator tool.
  8. I started working on and pretty much finished my C# (.Net 2.0) map preview generator tool. It's based on OpenRA code and a map preview tool that hifi wrote in PHP. You can find the code at https://github.com/Iran/RedAlertMapPreviewGenerator I've attached a compiled version of the tool with the needed data files. It's a command-line tool which works like: RedAlertMapPreviewGenerator.exe InputMapFileName OutputImageFileName C:\Users\Maikel\Desktop\RAMapPreviewGenerator>RedAlertMapPreviewGenerator.exe map.mpr sh.png The size of the output image is doubled from the actual max map size (128x128). So the size is 256x256. https://dl.dropboxusercontent.com/u/21865790/RAMapPreviewGenerator.zip
  9. I fixed this issue in RA95. Give me a savegame of it and I might be able to fix it for C&C95 too.
  10. Iran

    Statistics

    It's done, needs testing though. I also need to patch the game to fix some (Westwood) bugs in the statistics code.
  11. One thing I've noticed is that civilian buildings show up as blue with this recolour, AFAIK in normal Red Alert they're the yellow you recolored. Color stuff is: Colour= 0 - Yellow 1 - Blue 2 - Red 3 - Green 4 - Orange 5 - Gray 6 - Teal 7 - Brown/Dark Red 8 - White (not fully done) 9 - Black (not folly done) 10 - Flaming blue With the new additions to my patch (not yet released but I can give you the needed EXE) you can modify a house like BadGuy so it's white colored, the house's buildings get instantly captured by players and the house has no building crew--like tech buildings in RA2. I might add RA2 Oil Derrick logic to the game. [badGuy] color=8 ; color = white BuildingsGetInstantlyCaptured=yes NoBuildingCrew=yes
  12. Didn't zounds.mix only ship with the DOS version? I know Nyerguds' patch has it too though.
  13. No, just need to open the map file and set Color= or SecondaryColorScheme= to the right RemapType index (same one as the player color set in REDALERT.INI). It'll be part of the next release, I also added support for Red Alert 2 like tech buildings, not buildings with special functions but building which get instantly captured by engineers and don't have building crew, plus have a white color scheme.
  14. http://i.imgur.com/xu9e2WD.png http://i.imgur.com/kiOMiAy.png http://i.imgur.com/6xFwA9b.png http://i.imgur.com/40AmOhU.png
  15. Is the Technology Center in the "Let's Make A Steal" mission supposed to have bibs?
  16. I need an Interior map with buildings like the Technology Center (NOT Tech Center) placed in an area that's revealed at start (or just reveal the whole map) next to my spawn. There's a bug in my patch with bibs on buildings on Interior maps sometimes appearing..
  17. I took a look at building foundations yesterday and I made the fake Construction Yard have the same foundation as the Ore Refinery, then I give it the same foundation as the silo, then removed some bibs. There's a lot of stuff I don't know yet about how the building foundations, bibs and refresh area work so it would take me an afternoon at least to figure it out.
  18. It also affects whether a mission shows up in the mission lists too, IIRC.
  19. >A crash when the user builds a Radar Dome? I've see it but it dosen't repeat every time even if the crash happens you can load from a save before the crash and build the Radar Dome just fine. That's useful to know, thanks. >In ROBs case he is capturing a Radar Dome/Comm Center on the map. The map is a remake of GDI 15c that has a Nod Radar Dome/Comm Center that you can capture and Power Plant next to it for jump start. Does the crash always happen? EDIT: How about being able to configure enabling rotors or disabling rotors on aircrafts?
  20. It's a bug in the game, in rare occasions the game crashes while building (the first?) Radar Dome. I could take a look into building foundations, and I found how determining whether a building is fake or not works, possibly also determing whether a building is selectable or not.
  21. Not sure what it affects but it looks like it might to be that official sets up something for four players, and unofficial for 8 players.
×
×
  • Create New...