Nyerguds Posted May 2, 2014 Share Posted May 2, 2014 It's hard-coded but I don't know where. Nyerguds probably knows how it works for C&C1. Ask him. Well, in C&C1 it's just that the constructor-calls for the buildings contain pointers to the grids, which are basically a list of cells, using 64 as wraparound value to indicate "cells on the next line". Might be larger in RA with the megamaps. There are 3 types of such 'grids': the actual impassable building foundation cells, then the cells that are not part of the footprint but also need to be redrawn (typically, the hand sticking out above the Hand of Nod, or the corners of the Repair Bay outside the actual '+' shape), and then a third which I generally call the "exit grid"; a list of cells which indicate where units move to after being produced by the building. For example, the repair bay: Foundation: _X_ XXX _X_ is cells list 1,64,65,66,129 (in C&C1) Refresh: X_X ___ X_X is cells list 0,2,128,130 They are stored in Words (2 bytes, big-endian), and closed with the value 7FFF (so, bytes FF 7F). Might be they're DWords in RA though with the bigger wraparound value. Note that these grids can contain negative cells. In C&C1, the exit grid of the Airfield is a ring all around the building, meaning it contains negative cells for those above the 0,0 placement coordinates. Likewise, the SAM site has refreshed cells above its actual building cells; I assume this is for the turret popping up. You can review the details of all existing grids in C&C1 here: grids.ini Link to comment Share on other sites More sharing options...
Tschokky Posted May 2, 2014 Author Share Posted May 2, 2014 I could patch RA building foundations with ARDA, perhaps that can lead us somewhere? Link to comment Share on other sites More sharing options...
Nyerguds Posted May 3, 2014 Share Posted May 3, 2014 Last I checked, those didn't quite work right... Link to comment Share on other sites More sharing options...
Allen262 Posted May 3, 2014 Share Posted May 3, 2014 With Nyerguds Last I knew the foundation would change but the redrawn logic to stop the clipping/bleed through the shroud didn't change. Link to comment Share on other sites More sharing options...
Tschokky Posted May 3, 2014 Author Share Posted May 3, 2014 UPDATE: local and winter.mix corrected, made the dark blue player color prettier Link to comment Share on other sites More sharing options...
Iran Posted May 3, 2014 Share Posted May 3, 2014 Can you upload a ZIP of the mod, stand-alone? I wanna check out the foundations Hand issue. Link to comment Share on other sites More sharing options...
Tschokky Posted May 3, 2014 Author Share Posted May 3, 2014 Done, thank you! Scores.mix not included. http://digitus.itk.ppke.hu/~valy/ccra/ccra.zip Link to comment Share on other sites More sharing options...
Nyerguds Posted May 4, 2014 Share Posted May 4, 2014 oh, I forgot... buildings ALSO have a general setting that indicates their basic building dimensions (without bib included). This is an enum, so the values don't immediately reflect the actual dimensions linked to it: 0=1x1 1=2x1 2=1x2 3=2x2 4=2x3 5=3x2 6=3x3 7=4x2 8=5x5 (again, this is in C&C1; RA1 could be different) This obviously also needs to be changed if the overall dimensions are changed. http://nyerguds.arsaneus-design.com/cnc95upd/inirules/strdims.ini Link to comment Share on other sites More sharing options...
Iran Posted May 4, 2014 Share Posted May 4, 2014 When trying to load a skirmish game or a mission the game hangs. Link to comment Share on other sites More sharing options...
Tschokky Posted May 4, 2014 Author Share Posted May 4, 2014 I'll include scores.mix then, hope that'll fix it. Link to comment Share on other sites More sharing options...
Allen262 Posted May 4, 2014 Share Posted May 4, 2014 Yes RA1 has to include some music. What I did was use .aud that 0.00 long. Link to comment Share on other sites More sharing options...
Tschokky Posted May 4, 2014 Author Share Posted May 4, 2014 Try now. http://digitus.itk.ppke.hu/~valy/ccra/ccra.zip Link to comment Share on other sites More sharing options...
Tschokky Posted May 6, 2014 Author Share Posted May 6, 2014 So, does it work? Link to comment Share on other sites More sharing options...
Iran Posted May 7, 2014 Share Posted May 7, 2014 Yes. Link to comment Share on other sites More sharing options...
Tschokky Posted February 25, 2015 Author Share Posted February 25, 2015 Well hello! I apologise for my long absence. Now I'm back and I have improved my own conversion. Here are some screenshots. I have also finished my barren tileset, and I modified the graphics so the minimap clear tiles can be given a nice color. All theaters feature a water/land ridge, and I made a snow ant hill. Enjoy! Link to comment Share on other sites More sharing options...
Nyerguds Posted February 25, 2015 Share Posted February 25, 2015 Default terrain on Winter looks strangely bright green on the minimap. Oh, please use png for these screenshots. Jpeg messes up all the colours and the details. (If you use cnc-ddraw, you can dump these automatically with ctrl+s) Link to comment Share on other sites More sharing options...
Tschokky Posted February 25, 2015 Author Share Posted February 25, 2015 Oh my. I was in a hurry and forgot about the jpeg files. I replaced the pictures in the previous comment. Difficult mysteries: - how can I change ridge color in the minimap without changing tree color? - weird: GDI and NOD both build orcas - if I change ownership they both build apaches. ; Apache [HELI] Primary=ChainGun Strength=125 Armor=heavy TechLevel=9 Sight=0 Speed=14 Owner=allies Cost=1200 Points=40 ROT=4 Ammo=12 Crewed=yes GuardRange=30 ; Orca [HIND] Primary=HellFire Secondary=HellFire Strength=125 Armor=heavy TechLevel=9 Sight=0 Speed=16 Owner=soviet Cost=1200 Points=50 ROT=4 Ammo=6 Rotors=0 Crewed=yes GuardRange=30 - can't disable rotor for orca - light, medium and mammoth tank projectiles explode like grenades, they should have the frag-like explosion (they have it if firepower is upgraded) - can't edit multiplayer starting units (NOD oddly has hum-vees, and GDI has SSM launchers) - can't edit building foundations Can you help me in solving these, or these features are simply not available? Thank you. Link to comment Share on other sites More sharing options...
Jacko Posted February 25, 2015 Share Posted February 25, 2015 the helicopter thing I have no idea, but your other mentioned issues are pretty much all down to stuff that we can't change Link to comment Share on other sites More sharing options...
Allen262 Posted February 25, 2015 Share Posted February 25, 2015 The Apache/Orca but is know in Red Dawn as well but why your AI is building Orca's I have no idea. In Red Dawn [HELI]=Orca and [HIND]=Apache and it did build Orca for Nod but you swiched things to [HELI]=Apache and [HIND]=Orca and they still like to built Orca's? Vary odd. Try adding a Prerequisite to both. Set the Prerequisite to HPAD,BARR for the Orca and Prerequisite HPAD,TENT for the Apache. Link to comment Share on other sites More sharing options...
Tschokky Posted February 26, 2015 Author Share Posted February 26, 2015 the helicopter thing I have no idea, but your other mentioned issues are pretty much all down to stuff that we can't change Oh no :\ there was a patch "Arda" in which foundations and rotors could be changed. Allen: yes, prerequisites are probably the answer. Strange bug. Link to comment Share on other sites More sharing options...
Allen262 Posted February 26, 2015 Share Posted February 26, 2015 The Arda foundation changing code was not complete. It had clipping/bleed though the shroud. Link to comment Share on other sites More sharing options...
Nyerguds Posted February 26, 2015 Share Posted February 26, 2015 This was about the rotors though And, wasn't the foundations thing bleeding just because of people forgetting the refresh layer of the foundation? A building has two foundations; impassable cells, and passable cells that also need to be refreshed. Three for unit-producing buildings, since they have exit target cells too. Link to comment Share on other sites More sharing options...
Allen262 Posted February 26, 2015 Share Posted February 26, 2015 Nyerguds I don't know why it wasn't fully working White told me about it. Link to comment Share on other sites More sharing options...
Tschokky Posted February 28, 2015 Author Share Posted February 28, 2015 Oh well. It would be really nice to have those functions, I could improve my mod one step further. Link to comment Share on other sites More sharing options...
Iran Posted February 28, 2015 Share Posted February 28, 2015 Helicopter rotors, MP starting units and the foundations are hard-coded in RA1. Link to comment Share on other sites More sharing options...
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