Crimsonum Posted April 1, 2010 Share Posted April 1, 2010 If no one will mind, I'd like to book scm16-scm20ea for now, I already used 16 for my newest map Link to comment Share on other sites More sharing options...
Crimsonum Posted April 5, 2010 Share Posted April 5, 2010 I just noticed that #49 is missing. Does this mean scm49ea is free for use? Link to comment Share on other sites More sharing options...
Ferret Posted April 18, 2010 Share Posted April 18, 2010 I used 65 for Tiberium Overpass (4P). Link to comment Share on other sites More sharing options...
Nyerguds Posted October 28, 2010 Author Share Posted October 28, 2010 Right, I should really update this... and add the actual maps pack in the post -_- btw, I think I'll make sure 1.06c r2 puts number 00 at the end of the list. It's not hard to do that, and it'll solve the problem of it overriding the first entry. (Just gotta make it start at 1, count in a single byte, and go on until it reaches zero after 255 Out of curiosity, Does TD support 1,000 multiplayer maps through the EA, EB, EC, ED, EL, WA, WB, WC, WD, WL codes or can you only use EA? Seems this is impossible; the game only sends the map number to the other players, and even that's just a single byte, meaning I can't go beyond map number 255. Link to comment Share on other sites More sharing options...
Crimsonum Posted October 28, 2010 Share Posted October 28, 2010 Ohh, since when has it accepted values up to 255? I thought the limit was whatever two numerical bytes (##), not three. Link to comment Share on other sites More sharing options...
Revolutionary Posted October 28, 2010 Share Posted October 28, 2010 255 would be FF in hexedecimal if i knowledge doesnt fail me. If it hasnt that may explain the number. Link to comment Share on other sites More sharing options...
Nyerguds Posted October 29, 2010 Author Share Posted October 29, 2010 Spot on, Revo. Ohh, since when has it accepted values up to 255? I thought the limit was whatever two numerical bytes (##), not three. There's no such thing as "numerical bytes". You just mean digits, and not only does one byte contain 2 digits, but a byte's digits are completely irrelevant to the decimal digits, since the map/mission number is saved as one value internally, and not per digit. Expanding the normally 2-digit number to 3 was no problem whatsoever, in fact that technically always worked. See, the "2 digits" setting used for generating a map file name from the map number value only means "pad the front with zeroes to fill to 2 digits" anyway. It won't cut anything off if you exceed it. In v1.06c, the New Missions menu has been expanded right up to the limits of the 8-character file name format, meaning it will show missions with numbers up to SC?999EA. The only thing I had to change for that was making the game read mission numbers beyond 99. Since the internal limit is still 2 digits, this means I didn't even have to pad all existing < 100 map with an extra zero to make it work. It simply always worked. The filename number format goes from 00 -> 99 and 100 -> 999 (Technically; zero is never used for missions though) The REAL problem is that the multiplayer network traffic sends the map number as one single byte, whereas internally, the mission number is actually a full double word (4 bytes). So loading the map or mission locally works, but correctly sending the map number to the other players doesn't. If not for the DOS 8-character file name limit and that 1-byte transport information, I could go straight up to 2 billion with the map numbers (wouldn't do that though; that would probably make the maps scanning loop at the game start take more than a minute. There's already a noticeable delay on the New Missions menu from expanding it to 999 ) Link to comment Share on other sites More sharing options...
Crimsonum Posted October 30, 2010 Share Posted October 30, 2010 Ah, thanks for explaining. I know nothing when it comes to programming, as you could tell Link to comment Share on other sites More sharing options...
Nyerguds Posted October 30, 2010 Author Share Posted October 30, 2010 Well, a byte is 2 digit number in hexadecimal... so F = 15 (1,2,3,4,5,6,7,8,9,A,B,C,D,E,F). So FF = (15*16) + 15 = 255 Link to comment Share on other sites More sharing options...
Crimsonum Posted November 2, 2010 Share Posted November 2, 2010 Hey Nyer, may I ask you to update the list? I've used scm16ea-scm20ea:s in my map pack. Link to comment Share on other sites More sharing options...
Nyerguds Posted November 2, 2010 Author Share Posted November 2, 2010 By the way, uh, what do I put as name? You're already in there as Crimsonum, your sig says Crimson, and your name is Grimson... ffs, stick with one. Link to comment Share on other sites More sharing options...
Crimsonum Posted November 2, 2010 Share Posted November 2, 2010 Lol. I didn't even notice my sig doesn't match that of my name. Crimsonum is still around because I can't change it in PPM. Plus I use it in few other places like YouTube. Grimson is the latest and most original in my opinion, and I use that here. EDIT: Hah, I see you even copied the "New!" to one of the map names Link to comment Share on other sites More sharing options...
Nyerguds Posted November 2, 2010 Author Share Posted November 2, 2010 meh, fixed Link to comment Share on other sites More sharing options...
Ferret Posted November 2, 2010 Share Posted November 2, 2010 When will all of these maps be put into a map pack? Link to comment Share on other sites More sharing options...
Nyerguds Posted November 2, 2010 Author Share Posted November 2, 2010 I'll start by making all map names into links to the download topic. Once that's finished, I'll make a map pack. Link to comment Share on other sites More sharing options...
Ferret Posted December 9, 2010 Share Posted December 9, 2010 I am using scm64ea. Map name is Blistering Sands (6P). Link to comment Share on other sites More sharing options...
Ferret Posted March 13, 2011 Share Posted March 13, 2011 I'm using scm64ea which is "Blistering Sands (6P)". And I'm also using scm65ea which is "Steppes of War (6P)". Also scm63ea is "Heavy Metal (6P)". And at last, scm59ea is "Xel'Naga Caverns (6P)". Link to comment Share on other sites More sharing options...
Nyerguds Posted March 13, 2011 Author Share Posted March 13, 2011 umm... 65 is already filled in with your own Tiberium Overpass. Link to comment Share on other sites More sharing options...
Ferret Posted March 13, 2011 Share Posted March 13, 2011 That map is non-existent. I deleted it. It was a good map while it lasted. Link to comment Share on other sites More sharing options...
pichorra Posted March 13, 2011 Share Posted March 13, 2011 Yes, those 4Players map have real problems with C&C95, at least when you implemented the 6-Players mode into C&C95 Link to comment Share on other sites More sharing options...
Ferret Posted March 13, 2011 Share Posted March 13, 2011 Probably the main reason why I make all of my maps six player maps, lol. Link to comment Share on other sites More sharing options...
Ferret Posted March 24, 2011 Share Posted March 24, 2011 scm58ea - Modest Field (6P) Link to comment Share on other sites More sharing options...
Nyerguds Posted March 25, 2011 Author Share Posted March 25, 2011 'kay. Link to comment Share on other sites More sharing options...
Jonttu Posted March 26, 2011 Share Posted March 26, 2011 YO! I took scm215ea Link to comment Share on other sites More sharing options...
Nyerguds Posted March 27, 2011 Author Share Posted March 27, 2011 Insufficient information. [edit] Meh. I looked it up. But next time, please, map number, map name, number of players, and preferably download link. Link to comment Share on other sites More sharing options...
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