Myg
Global Moderator-
Posts
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Everything posted by Myg
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Yo Nyer, would like the submit the following for your ini file set: [Facing] 0=N 1=NE 2=E 3=SE 4=S 5=SW 6=W 7=NW - The index, which is stored as a byte, is the actual value contained in the unit data that determins In which direction it will leave a cell and is facing when it has arrived in the destination cell. It also seems to determine which index in the selected animation file for each weapon to use. At first I thought "FLAME-N" was a bit off because it would always point north, but taken in context of this; it makes sense. I also tested out the value 8, which seems to signify a U-Turn of sorts, but I can't confirm it right now. The [TurretFacing] Values are similiar to this, but use the values between 0-31; so I don't know exactly how to classify each one.
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Pichorra, if you want us to assist; please post a sample save file for analysis; otherwise I would reckon your just overthinking it and should assume its simpler then you expect it to be.
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It would be a great idea if we had some sort of "map sync" program that you could throw into your directory, it could detect the game and then syncronise your map database with one hosted by cnc-comm or something like that!
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I really like your environment/forestry work. Hows about a 5 player map with trees (no cliff faces) as well? Im sure you would make it look pretty damn sweet. Also, don't let the NOD restrictions on airfields/etc bother you too much, most of us just adapt to the given map.
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Delphi's idea has alot of sense in a manner of speaking; not due to any technicalities really: But more due to the age and intents of the game. If you want a truely competetive experience for money, play SC2 (or any other modern game). Id say that how most people feel about it, competing 1v1 for money here seems like we are taking ourselves too seriously. The best way to enjoy games is to enjoy it how it was originally intended, and if Westwood originally held FFA's for prizes, we should do the same and adopt the original tourney system, because thats what the landscape was at the time.
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Was thinking we could use this old tech for the C&C95 tourney? What do you guys think?
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The link for this item is dead. Can someone please remove this topic? Thanks.
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If it ain't got the same feel as the original, its no good...
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If done like a ladder over the period of a couple weeks, I think it will work.
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It is possible to implement such a system; yes (It would have to be an external program though). The amount of work required is not balanced out by the need for it and its not something me or anyone else around here would even entertain doing (in the least of the part about copying another game's implement); especially since C&C95 has had its net-code fixed already and RA has a more then sufficient existing one.
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*STARTED* CnCNet Tournament - C&C95 Double Elimination BEST OF 3
Myg replied to Ferret's topic in CnCNet Discussion
Gotta finish what we started bro, keep an eye out for your opponents! -
*STARTED* CnCNet Tournament - C&C95 Double Elimination BEST OF 3
Myg replied to Ferret's topic in CnCNet Discussion
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*STARTED* CnCNet Tournament - C&C95 Double Elimination BEST OF 3
Myg replied to Ferret's topic in CnCNet Discussion
Tore vs Myg 0 : 2 -
Account removed + Hostname banned (Hostname ban will cover 3g in bangledash apparently). Sucks to you, Asian spammers, trololololol.
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*STARTED* CnCNet Tournament - C&C95 Double Elimination BEST OF 3
Myg replied to Ferret's topic in CnCNet Discussion
Myg vs Irony 2-0 Myg's Victory -
Played this map today; was initially skeptical of the middle and general area being too dangerous for infantry, but the road usage was an amazing saving grace. Feels like an oldschool C&C95 map mixed with one of GC's SC2 ports. Very unique and utterly playable. Wish we had more like these.
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*STARTED* CnCNet Tournament - C&C95 Double Elimination BEST OF 3
Myg replied to Ferret's topic in CnCNet Discussion
C&C Name: Myg Side: Nod Skill Level (Biased): Uber Extreme Expert -
No worries; Figured as much :-)
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Thanks n3t :-)
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Hey Net, welcome back, nice to see you still 'around'! Just on a side note; can you take down all your old CNCnet youtube videos? They are for the old version and can probably be quite confusing.
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With the settings at the moment it takes 5-6 events to activate it, remember that!
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Cheese, make sure you move your units enough to activate the smoothing code before you surrender, otherwise you will just lag the others.
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Again, all thanks to the DEBUG switch, which without; I never would of found the culprit.
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I have found a solution to the issue which causes the game to crash mid-way (multiplayer), it is due to a particular buffer being too small a size to handle the massive amounts of units/etc that can be generated during a game (specially 5-6 player or no bases 50 unit skirmish). data:005085BC dword_5085BC dd 12288000 Is the source of the problem. Changing the pre-set amount * 6 (to account for much more then is possible) solves this long-standing bug (no idea when it came in, 1.06 perhaps?). data:005085BC dword_5085BC dd 73728000 This will only fix the crash during gameplay. There is another crash which occurs after the game and probably by a similar cause: location 004dadd1.
