
Myg
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Everything posted by Myg
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Attracting more players - Youtube advertising - Kickstarter
Myg replied to Zhall's topic in General Discussion
Joking aside, why don't you provide 3d printing to cncnet and we will pay for items out of donation money? Kickstarter is intended for commcercial products. -
Attracting more players - Youtube advertising - Kickstarter
Myg replied to Zhall's topic in General Discussion
Null. -
I will post it as many times as I like.
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I would like to say that people should donate to Nyerguds for preserving the original state of C&C95 and its further existence.
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Look, C&C95 is a finished game. There will be no more content added. If you don't like it, make your own game. Don't try to take credit where it is not due or given.
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Learn to play casually, it will help the noobs play. It doesn't mean to downgrade your play. It simply means to focus on expanding your expression of the game. Simply just awe people with your ability to play, not necessairly crush them.
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Basically, the watcom excuse is bogus, there is plenty of documentation. The RAM aint an issue.
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I am sad to see this has not gone anywhere. Despite my inability to figure out how the timing system works in conjunction with the unit speed/turn speed and movement types, it is still very possible and easy to figure out. If you know where to start.
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The original watcom compiler was free/open source? last time I checked online (of the era). If that still fails you, you can always try the campaign server idea and simply make a huge map out of segments. Iran came across some really interesting things, like saving maps states and exporting upon victory. Used in conjunction with a map resource generator, you could create an almost always persistent online world for the game (with endless borders).
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I would be keen to organise a C&C old-school (up until generals?) meet in the UK, open for players and devs.
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Please do not alter the game beyond the original design. Nyerguds, can you make a 'bug-fix' only version available for use on cncnet and keep your extensive altercation version separate from it?
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Please do not allow modifications or alterations beyond the original design of the game RA(1.00, in spirit) Modifications and game alterations belong on openRA, as it is designed for that. Thanks.
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Hey Nyerguds, doesn't that mean the other player *won't* hear it then? That was part of the original design.
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For the glory of the Emperor! But seriously, keep your damned, ass, backwards, stupid culture to yourself! Get that Suicidal Samurai out of my C&C! Ooops... I mean RA! Crazy ass Japanese.
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Modding is simply a concession that the designers don't want to put up with any more crap or complaining and are basically telling you to "do it yourself". ^ This is what is wrong with the entire gaming market.
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White you may have invested your money on the wrong horse. A lot of us at cncnet considered ARDA substantially when it came out, but decided to go with an in-house solution instead. You might have to convert your Mod to RA, cncnet, standards.
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Sun Zhu congratulates you.
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Whats missing: - Properly running game engine emulation. - Proper and accurate timing and unit interaction calculations for the engine emulation. - A team system. - Multiple game to server support. - Http status output. - Irc Bot integration to interact with WOL. - AI. - Pathfinding.
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Maybe sharing of tech was removed for that game mode setup? Iran, in C&C95 there is a simple way to do that using the side= in the ini settings. It's something that actually works in multiplayer but its such a game breaking issue we don't even talk about it unless we need to mention it.
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RA fan, this idea is not new; it has been bouncing around for years. If you want to do something about it shut up and start writing it otherwise someone else will.
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1 time unit(/value) = 5 sec? and other trigger problems
Myg replied to Project Leviamon's topic in Mapping Discussion
I wouldn't worry about it effecting multiplayer so much, since even if there are variations in the ticks, each client will just wait for the confirmation to go the next frame anywho. Interesting idea for a map tho, would like to try it. -
Are they screens with the same things in them, or are they split normal display items?
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1 time unit(/value) = 5 sec? and other trigger problems
Myg replied to Project Leviamon's topic in Mapping Discussion
After all that I just can't for the life of me find how to measure C&C95's game speed, I thought it was 16ms delay, then 20; but It seems to fluctuate a lot in all sections and I can't find a single variable to depend upon. -
1 time unit(/value) = 5 sec? and other trigger problems
Myg replied to Project Leviamon's topic in Mapping Discussion
7 Game speeds: Fastest(0). Faster(1). Fast(2). Medium(3). Slow(4). Slower(5). Slowest(6). Assuming Nyerguds 60 seconds for "Medium(3)" is correct of course, this should help.