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About MrParrot

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  1. I played this yesterday afternoon, and here is my first impression about this game. Graphics: They did a good job in my opinion. They implemented movement acceleration, everything looks crisp and clear, and seems faithful to the original game. Surely some animations like the Comm. Center rotation could be smoother by having more frames, but that's ok. Sound: Everything sounds great in this game, just like in a modern game. However, when units are not visible, sounds played on the west, outside of visible area, get played on right headphone channel, which always get me confused. Also, that Tiberium Sons soundtrack is awesome! AI: It was indeed improved. Now it looks like I am playing against Dune 2000 or Red Alert 1 AI, which is a great addition to what we got in TD. And yes, they kept that stupid harvester AI. Gameplay: Things are different, which is great for ones, bad of others. Better in a way that we now get a really precise mouse cursor that moves as if I was moving it in my desktop, which is great. Unit queuing and healthbar showing is also very interesting, which makes it easier to micro-manage and focus on damaged units. The Tiberium growth rate was increased too. Now about the singleplayer: It seems that developers didn't test all missions. GDI Mission 8b (Defend Moebius) is a nightmare with this settings. First because they decided to make all civilians stupid and move everywhere, attack your units for no reason, thus leaving you no other choice than using lethal force and sandbagging the entire city. I failed it once because I had to kill so many civilians :P. The increased Tiberium spawn also made it harder to control that Tiberium spread across the city. About Multiplayer: Now it runs on normal speed, just as it did when played on Dial-up modems back then. This drastically changed the gameplay, as it now benefits players that micro-manage units and have a more efficient economy. From all games that I have played so far, none of them evolved to a later game situation where both players had superweapons or multiple CY and creeped the other player with obelisks, which is pretty usual on CnCNet. Also, it looks like it only includes the original maps (Green Acres, Nowhere to Hide, Red Sands and Tiberium Garden). Weren't there community maps included? Surely most of them couldn't be added due to copyright issues. Now, since the original maps have small Tib. Fields, The increased Tiberium spread is welcome here. Also, does this game add support for larger maps? Very well, why aren't them available then? With regard to networking, IIRC, the 4-player limit was present when playing this game on LAN, and I have no idea how CnCNet devs managed to get 6 to work. Also, units movement when playing online looks as laggy as the original, which means they probably didn't reworked on that. Now comes some technical questions: Why the hell that game have so many frame drops, with audio dropping as well? That is still a 2D game with no fancy effects, absurd poligons, dynamic lightning and stuff. Mostly of it are planes and pre-rendered animations, and therefore don't think the reason behind it is due to transparency calculation. I could be wrong, tho, but I can't see why a 8th Gen Core-i7 APU can't run it stable. Note that I am not speaking about 60fps, I am complaining about absurd framedrops. Overall, the game pretty faithful to the original, and the work done was indeed great. That indeed is worth the value I played on it. I just hope that now the developers maintain the game with care, improving the game optimization, fixing bugs, and leting it live, just like what Valve does with their classics. It is not, by far, a bad game from a multiplayer perspective, but it can (and should be) improved. Hope that they does it with time. [edit] Come on. Remastered Hard difficulty just changes multipliers? A light tank can easily destroy a medium tank? wtf!
  2. Have you managed to recompile it, or you are still looking into the code and modifying the assembler?
  3. I think the first step is to recompile the game and make it run as the original, reimplementing the missing parts (renderer, audio what else?) but with a modern operating system and a modern toolchain. After that, we may even replace the C&C original binary with this new one. That certainly will speedup fixes, make an skirmish AI possible, make bigger maps possible, add support to more players, add a better networking algorithm to avoid desync, etc. it would be also possible to port it to other platforms, such as cellphones, and maybe homebrews for consoles. The limit is simple the time and skills of the developer and what a machine can process. To be quite honest, I am more attracted to the source code release than the remaster itself.
  4. Great! Oh, if I had time to explore it myself. Has someone any success compiling it with GCC?
  5. s/remake/remaster/g The argument is the same
  6. Wow, nice work! That is absolutely impressive! nice cities design, nice new units! Stunning quality mod! Just.... Why that barracks has a giant turret on top? And why a dragon? I found a issue with the chinook. If you put one questionstalk, the chinook flies away. Did you replace a civilian with it?
  7. Hi. Today I waked up with this interesting news: https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered/news/remaster-update-modding There we read: Do someone have more information about this? What are the content of these two DLLs? That is at least, interesting. Later on they say that Which does make me believe that the entire game source code will be released under GPL-3 license. That make me believe that the game's code such as the engine, renderer, etc (but maybe not the art) will be open and provided for free for anyone to download and redistribute as they wish.
  8. Does it have an Intel or AMD CPU? If true, then yes. I can't enter in details because I don't have a Mac, but it should be very similar to how you should perform in Linux to install it. Install Wine, then install the Windows version, then in winecfg you should make sure to override ddraw.dll for both C&C95.exe and cnc95.exe.
  9. Come on. There is no excuse in this remake to: Not change the harvesting AI, as it is currently pretty basic. Not changing the AI attack targeting, as it always attacks the northwest unit, ignore unreachable terrains, etc. That is absolutely lame. Not allowing maps at least four times bigger, doubling each dimension size. Not allowing some more advanced map scripting, as it is in RA. Rework the network protocol. Release a CD-quality soundtrack. There is still musics in the original game that are still not available in CD-like formats. We are not asking for a new balance or a rewrite from the ground up. That is what OpenRA is, and we don`t expect another OpenRA. I expect the same game with improvements in the AI and in the maps, not how, for instance, the AGT and Obeliks shoots from one cell up, the ability to base-crawl and other details that make this game unique. To take a stand about what I expect, take for example how the Turok series was remastered for the PC. It is the same game, just patching that glitchy and jittered aiming mechanic, a less intense fog, improved framerate, completely eliminating pretty much all bad points in that game and providing a much more pleasurable gaming experience. It is not a new game, it is just the old on steroids. That is what I expect from this release. I hope they address these issues in the future, and they didn`t create so much hype for it to be another disappointment in C&C Series. By the way, 20 euros can be really expensive if you are not paying in Euros ;D
  10. Hi. It is 2020 and CnCNet gave us so much improvement when comparing to 2006, when XWIS was the only thing we had. Back there I remember we basically had 3 Map Editiors for TD: CCMap: A Map editor for MS-DOS. Very unstable and ran in Fullscreen on a poor resolution to the day standards. Even poorly now, and we require emulators to run it. CCWMap: A port of the previous map editor to Windows 95. Unstable as hell, but missions created by it worked flawlessly. XCC Map Editor: A new map editor which was great for making multiplayer maps, lot more stable, but bugs prevented single player maps from working. Since 15 years have passed from there, how is the state of art of map editors in TD? Do we still have these issues in XCC? I see that CCWMap still unstable, even on Wine. Do we have new map editors on the road? Thank you.
  11. I am currently implementing Bilinear filtering (and I will probably implement bicubic later) to cnc-ddraw's GDI render. First thing I must do is convert the 256 colors scheme used by C&C to 32-bits scheme. Currently, I tried to set the bmiHeader.biBitCount to 32 and use the line to convert a ddraw-surface to opengl texture: ((int*)upscaled)[i*dst_width+j] = ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]]; But all that I get is a chunky blued output image. Well, I was not going to post this message before revising things, but I pressed a bunch of keys by mistake on my keyboard and this topic was posted. Perhaps someone can give me some useful info.
  12. I appreciated the attention (seriously, I wasn't expecting an answer to this topic). I agree, if there is a huge amount of work (i.e. modify hundreds of lines of code) just to add Win98 support to one person, then this is unfeasible. Maybe I stick around and help with/when I can. Happy new year!
  13. And such libs are? Good, we are getting forward regarding the problem's source.
  14. Thank you! Well, I get paid for doing research, actually There is also this page with a huge table showing unsupported classes by Windows versions, and also a way to capture exceptions caused by it.
  15. So I've dug into a VS2005 20000 pages document, searching anything that is Win98 related. What I've found was: FileSystemWatcher is incompatible with Win98 Asynchronous Operations are incompatible with Win98: BeginExecuteNonQuery - seems to be database related, might not be the issue BeginExecuteReader BeginExecuteXmlReader Unicode functions are not supported. ANSI function may be used instead. TcpServerChannel cannot be specified as secure under Win98. If at least I could get a stacktrace of the crash :-( Anyway, happy new year!
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