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Flashback Friday - Original CnCNet Forum!

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That's a typo. Should've been 1024x768 :D

No archive of the forum layout itself? archive.org pls.

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  • Similar Content

    • By TheDeeGee
      Hi here folks
      I just installed C&C 95 with the latest Config Tool that allows for OpenGl and xBRZ Shader.
      While this all works, it results in scary scroll speed, even though the option to limit framerate is enabled. It works fine in GDI, but then ofcourse you can't apply the fanncy shader.
      Is there any fix for this?
      (Red Alert works fine with the same settings)
    • By Inq
      Hey guys I took some time to make/remake the TD beta bridge as a functioning bridge.
      I felt I had to change the colour because I'm using it in my OpenRA mod & the terrain is in RA palette. (The RA palette misses a lot of cool blue / greys so the bridge ends up looking purple) I chose light grey to try & resemble concrete, like overpass bridges.
      I guess it would need some hex work to function properly in RA, if it is even possible to add.
      Let me know what you think! 

      Heres the original for comparison; note the blue colour

      (I have to credit Messiah for an old static shp of the bridge I found as a starting point )
    • By Nyerguds
      Current version: 1.10.6 (2017/09/27 10:15)

      The project is built on the .Net framework v3.5
      Its code is licensed under the WTFPL.
      Downloads folder
      Full readme
      Source code: (C#)
      Sources folder
      Full list of supported types / games:
      WWFont v1:
      Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this)
      BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3:
      The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4:
      Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood)
      Dune 2000  
      Original first post:
      As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now.
      So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too.
      Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file.

      Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls.

      Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that

      I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable.

      Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette.
      It took a few tries to get it right.
      But, finally, I managed to get a saved file!

      No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally
      Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result!

      It's starting to look good, no?
      At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor.
      It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is:
      Westwood Font Editor v0.4
      The source code is in the folder too, for those who are interested.
    • By Actor
      I have a few distribution of CnC 1 (Tiberium Dawn), including Nyerguds' 1.06c, and this problem seem to be common to all of them.
      When turn on the computer and I start the game, sometomes it doesn't load up. That is, the mouse icon changes into an arrow with a hourglass, and after a few seconds returns to the normal arrow. No game lanches, although the "C&C95" process is still active. A couple of times I tried to launch the game, failed, and then lanched a different distribution. If it worked, then I could exit it and launch the first distributon successfully (until the next time I turned off the computer). Also, one time I tried to launch 1.06c, failed, and then installed the Video pack. After that, the game launched (until the next time I turned the computer off and on).
      Also (may be connected), the game tends to freeze in the middle (in one distribution, it always freezes when I complete the Dinosaurs mission 1). it tends to freeze again at the same point, that is, if I save the game, continue playing and then it freezes after (say) a minute, and then I quit to Windows, kill the game's process, re-runs it and loads the mission, it'll freeze again after a minute, no matter what I do in that minute.
      Windows XP, CnC 95.
    • By FunkyFr3sh
      You have Linux Mint or Ubuntu and like to help out? Try the following cncnet packages and leave feedback in this thread.
      Packages were meant to run on Linux Mint and Ubuntu only, but you might be able to run them on other Debian based distros too (I can't really help you with that, sorry...).
      CnCNet Multiplayer package for Tiberian Dawn, Red Alert and Tiberian Sun
      Red Alert Single Player Campaign
      Other linux distros
      Debian Jessie 64bit
      This is how the installation looks like on Ubuntu 16.04.1 LTS 64bit
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