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Milkey Wilkey

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Everything posted by Milkey Wilkey

  1. How do you think paypal is involved when you pay on steam with your credit card? And don't be stupid. You can pay with CASH. You can put your CASH on your steam wallet via atm or any other shit that accepts CASH.
  2. Wtf are you talking about? Bought it with normal credit card
  3. haha, not even a 5 minutes in and found this the last string of this never happened, as you already know
  4. if you have approximate year/month when it was supposed to be developed I can scan old websites/magazines for it. That's what I do best
  5. So I've got an answer from Jim Vessella about RA DVD, but unfortunatelly, he doesn't know anything about it. Here from 41:00 https://www.pscp.tv/arstechnica/1yNGaBonYnQJj?t=40m50s
  6. So now, when remasters are out, here's what you can find in the source code: And you can find many DVD related stuff throughout the code - MPEG stuff mainly. Maybe we should contact Denzil Long and ask him, what he remembers about it? maybe he even have something related to it
  7. so now we can teel for sure. this is from tib dawn source /* ** Determine leadership rating. */ unsigned leadership = 0; int index; for (index = 0; index < Logic.Count(); index++) { ObjectClass * object = Logic[index]; if (object->Owner() == house) { leadership++; } } HouseClass *houses[3]; for (index = 0; index < 3; index++) { houses[index] =(HouseClass::As_Pointer((HousesType)(HOUSE_GOOD+index))); } GKilled = (HouseClass::As_Pointer(HOUSE_GOOD))->UnitsLost; NKilled = (HouseClass::As_Pointer(HOUSE_BAD))->UnitsLost; CKilled = (HouseClass::As_Pointer(HOUSE_NEUTRAL))->UnitsLost; GBKilled = (HouseClass::As_Pointer(HOUSE_GOOD))->BuildingsLost; NBKilled = (HouseClass::As_Pointer(HOUSE_BAD))->BuildingsLost; CBKilled = (HouseClass::As_Pointer(HOUSE_NEUTRAL))->BuildingsLost; /* ** New - ST 6/12/96 2:40PM */ GHarvested = (HouseClass::As_Pointer(HOUSE_GOOD))->HarvestedCredits; NHarvested = (HouseClass::As_Pointer(HOUSE_BAD))->HarvestedCredits; if (!leadership) leadership++; leadership = Cardinal_To_Fixed(GKilled+GBKilled+leadership, leadership); leadership = Fixed_To_Cardinal(100, leadership); if (leadership > 100) leadership = 100; /* ** Determine efficiency rating. */ int gharv = GHarvested; int init = PlayerPtr->InitialCredits; int cred = PlayerPtr->Available_Money(); unsigned efficiency = Cardinal_To_Fixed( (house == HOUSE_GOOD ? GHarvested : NHarvested) + (unsigned)PlayerPtr->InitialCredits+1, (unsigned)PlayerPtr->Available_Money()+1); if (!efficiency) efficiency++; efficiency = Fixed_To_Cardinal(100, efficiency); if (efficiency > 100) efficiency = 100; /* ** Calculate total score */ long total = ((leadership * 40) + (4600) + (efficiency * 14))/100; if (!total) total++; total *= (BuildLevel+1);
  8. For cncnet and mods in general this means the possibilities are endless. You just have to find people that will want to play your megamod. But I can see that first things that will emerge from this are long standing bugs fixed, better client integration and inclusion of much needed qol features. For remaster, well, for now the mods are single player only. So, enjoy your mods with nice graphics alone
  9. Haha, I thought it was graveyard too But honestly, if you compare original 4 square sidebar to new, the new one will be miles faster since you don't have to scroll as much. Don't know how it compares to unlimited sidebar on ridiculous resolutions since I don't play like that
  10. Holy shit it looks like it's the ENTIRE source code of the game? I thought it would be like game logic modules, but apparently it's the whole exe wrapped up in the dll form and remaster use it as some kind of a VM. This means it could be potentially possible to recompile it as c&c95 or even C&C dos exe
  11. Also, all of the Radio thing that involves communications between units is cute
  12. Hell yeah, infantry melee combat and panic #ifdef BOXING if (IsBoxing) { int addval = 0; switch (warhead) { case WARHEAD_FIST: if (damage == Infantry_Punch_Damage[1]) addval++; Do_Action( (DoType) ( (int)DO_PUNCH_HIT1 + addval),true); break; case WARHEAD_FOOT: if (damage == Infantry_Kick_Damage[1]) addval++; Do_Action( (DoType) ( (int)DO_KICK_HIT1 + addval),true); break; } } else { #endif if (source && Fear < FEAR_SCARED) { if (Class->IsFraidyCat) { Fear = FEAR_PANIC; } else { Fear = FEAR_SCARED; } } else { int morefear = FEAR_ANXIOUS; if (Health_Ratio() > 0x0080) morefear /= 4; Fear = MIN((int)Fear + morefear, FEAR_MAXIMUM); } #ifdef BOXING
  13. As you may already know, the source code for TD and RA was released on github https://github.com/electronicarts/CnC_Remastered_Collection Share interesting things you find! There's one from me from the menu logic - it's probabply known before, but not for me /* ** This cause a right click anywhere or a left click outside the dialog region ** to be equivalent to clicking on the return to game button. */ It's a shame this only works in the main options screen and not in sub menus - could have saved me countless seconds going out from the jukebox :D
  14. isn't this was in beta? I bellieve that it was restored for you with an unofficial patch
  15. Since it's on original engine and the viewport resolution would be much higher could you propose to them to add a feature to stretch a viewport image to original aspect ratio? This won't affect performance or game play in any way. BTW, I hope they at least redo cameos, menus etc at proper ar
  16. you can only do it in RA2 1.006 and YR 1.001 with rightclick
  17. So they are not doing it in proper c&c aspect ratio... Are they doing it knowingly or it's just a mistake on the art team? AFAIK some of the community councils are on this site, can you shed a light on that?
  18. have you heard about the little "x" button? ? also, RA2 makes a good amount of measures to counter this: auto-scattering units, auto-scatter when ranked up, uncrushable units. TS could use many of that.
  19. Red Alert 2 has adjustable resolution by default from the very first version. Look in the RA2MD.ini, under the [Video] section there would be something like this: ScreenWidth=1024 ScreenHeight=768 Change it to at least 1280x720 to keep aspect ratio intact (no change in menus). OR alternativelly I'd suggest leaving black bars in as it will look better than the stretched image.
  20. Man, thank you for your videos, they only proof that many of us don't really knows how anything works. if you don't mind, I'll add some topics obscure enough to investigate, if you want: -how much damage deals terrorists compared to demolishion trucks? terrorists packed in the flack track? ivan bombed conscripts packed in flack track? ivan bombed terrorists packed in flack track? ivan bombed demolition trucks? -radiational damage from multiple desolators
  21. UPDATE: it was changed in 1.18p though it wasn't mentioned anywhere. Even the charts from the included in the patch FAQ says it should be 2. newer versions of the FAQ have the same values ---------------------------------------------------------------------------- 3.4 Chart for creation of units. ---------------------------------------------------------------------------- Here's a chart for the creation of units in Command & Conquer. The number in parenthesis next to the unit number is the tech level required in multiplayer mode. ------------------------------------------------------------------------ | GDI UNIT | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Minigun Infantry | 1 | Barracks | | Grenade Infantry | 1 | Barracks | | Rocket Infantry | 2 | Barracks | | Engineer | 3 | Barracks | | Commando* | 7 | Barracks, Advanced Comm Center | | Humm Vee | 2 | Weapons Factory | | APC | 4 | Barracks, Weapons Factory | | Medium Tank | 3 | Weapons Factory | | MRLS | 7 | Weapons Factory, Adv. Comm Center | | Mammoth Tank | 5 | Weapons Factory, Repair Bay | | Chinook* | 6 | Weapons Factory, Helipad | | Orca | 6 | Weapons Factory, Helipad | | MCV | 7 | Weapons Factory, Adv. Comm Center | | Harvester | 2 | Weapons Factory, Refinery | | Ion Cannon | 7 | Adv. Comm Center | ------------------------------------------------------------------------ For NOD units... ------------------------------------------------------------------------ | NOD UNIT | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Minigun Infantry | 1 | Hand of Nod | | Rocket Infantry | 2 | Hand of Nod | | Flamethrower Inf | 1 | Hand of Nod | | Engineer | 3 | Hand of Nod | | Chem Warrior* | 7 | Hand of Nod, Temple of Nod | | Commando* | 7 | Hand of Nod, Temple of Nod | | Nod Buggy | 2 | Airstrip | | Recon Bike | 2 | Airstrip | | Light Tank | 3 | Airstrip | | Artillery | 6 | Airstrip | | Flame Tank | 4 | Communications Center, Airstrip | | Stealth Tank | 5 | Communications Center, Airstrip | | Chinook** | 6 | Helipad, Airstrip | | Apache* | 6 | Helipad, Airstrip | | MCV | 7 | Weapons Factory, Temple of Nod | | Harvester | 2 | Weapons Factory, Refinery | | Nuclear Strike | 7 | Temple of Nod | | SSM Launcher* | 7 | Temple of Nod, Airstrip, Obelisk | | APC* | 4 | Airstrip, Hand of Nod | ------------------------------------------------------------------------ * Available in multi-player missions only. May be available in single player missions as unit given to you at start of mission or as a mission objective for capture. ** The Apache is a special case. To get them in later solo missions, you will need to capture a GDI construction yard. They are available as above in multiplayer games. ---------------------------------------------------------------------------- 3.5 Chart for creation of structures. ---------------------------------------------------------------------------- This chart details what the requirements are to build structures in C&C. Note that in single player missions, you may not have access to advanced buildings until later in the game. ------------------------------------------------------------------------ | GDI STRUCTURE | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Const. Yard | 1 | None (all buildings require this) | | Power Plant | 1 | Construction Yard | | Barracks | 1 | Power Plant | | Refinery | 1 | Power Plant | | Tiberium Silo | 1 | Refinery | | Guard Tower | 2 | Barracks | | Adv. Guard Twr | 4 | Communications Center | | Weapons Factory | 2 | Power Plant | | Repair Pad | 5 | Power Plant | | Comm Center | 2 | Refinery | | Adv. Pwr Plant | 5 | Power Plant | | Adv. Comm Cntr | 7 | Communications Center | | Helipad | 6 | Barracks | | Sandbags | 1 | Construction Yard | | Chain link Fence | 1 | Construction Yard | | Concrete Wall | 1 | Construction Yard | ------------------------------------------------------------------------ For NOD structures.. ------------------------------------------------------------------------ | NOD STRUCTURE | TECH LVL | PREREQUISITE | -------------------+----------+----------------------------------------- | Const. Yard | 1 | None (all buildings require this) | | Power Plant | 1 | Construction Yard | | Hand of NOD | 1 | Power Plant | | Refinery | 1 | Power Plant | | Tiberium Silo | 1 | Refinery | | Turret | 2 | Hand of Nod | | SAM Site | 6 | Hand of Nod | | Airstrip | 2 | Refinery | | Repair Pad | 5 | Power Plant | | Comm Center | 2 | Refinery | | Adv. Pwr Plant | 5 | Power Plant | | Temple of NOD | 7 | Communications Center | | Helipad | 6 | Hand of Nod | | Obelisk of Light | 4 | Communications Center | | Chain link Fence | 1 | Construction Yard | | Concrete Wall | 1 | Construction Yard | | Sandbags | 1 | Construction Yard | ------------------------------------------------------------------------
  22. Well, actually, In unpatched 1.07 DOS C&C buggies are on techlevel 2. Just tested it via dosbox nullmodem connection. But in my 1.20 DOS covert ops installation it's allready on techlevel 4, so it was moved somewhere along the way intentionally or by mistake
  23. I believe this question was asked already, but still: why have 2 incompatible clients with different feature set? I do actually prefer this one since it keeps true to the original, but isn't it possible to at least have features implemented in one also be in the other? this one has better performance for me and finally have a sane scrolling speed, but lacks things like mouse-hower health bar or fix for harvester animations color
  24. I think the biggest problems now is abscense of shadows and, you know, cities aren't giant grey squares you can make it more oval and add some grass. also edgy roads and overall perspective: roads are straight vertical or horisontal, but most of the buildings facing diagonally. buildings made in straight rows or blocks will look much better
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