Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Nov 07, 2004 6:03 pm Post subject:
Nyer,kick-ass job on the chain link fences. re-size from YR. exellent! _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Nov 07, 2004 6:27 pm Post subject:
There's still some refresh errors... like when you build a single piece of fence and then sell it
I had resized the frames to 192x192, but apparently that doesn't have any effect.
Oddly, the error does not appear when you actually destroy it.
BTW, Reaperr... when you include the updated exe file, should I provide a no-cd version of it? Personally I find it annoying to have to use the CD for something that doesn't use the movies anyway. And you can't apply the no-cd crack on a file that's been modified since the crack performs a crc-check on the file first.
(I cracked it first, and then re-applied all ROTD changes)
fence-refresh.gif
Description:
single damaged piece of fence
Filesize:
5.81 KB
Viewed:
35708 Time(s)
_________________ Last edited by Nyerguds on Sun Nov 07, 2004 7:40 pm; edited 4 times in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Nov 07, 2004 7:27 pm Post subject:
Sure. I got my own webspace. I said 'provide', not 'attach'
Anyone that wants it can just PM me about it or ask it on MSN.
And anyway, as long as I don't mention 'no-cd' and the actual game name in one post no one will find this through google
Though GeckoYamori's post... that's a different matter _________________ Last edited by Nyerguds on Sun Nov 07, 2004 7:37 pm; edited 1 time in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Nov 07, 2004 11:41 pm Post subject:
All right... now YOU can all replace the icons inside dawn.exe too
Extract this in your TS dir (where dawn.exe should be), and run dawnicon.bat
Then, just delete the dawnicon.* stuff.
I tested it - it shouldn't feck up your dawn.exe
All it does is replace the last 14432 bytes of the file.
Obviously you'll normally see the 32 x 32, 256 colours one on shortcuts, and the 16 x 16, 256 one in Details view in your file browser.
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 08, 2004 2:23 pm Post subject:
Nyerguds wrote:
BTW, Reaperr... when you include the updated exe file, should I provide a no-cd version of it? Personally I find it annoying to have to use the CD for something that doesn't use the movies anyway. And you can't apply the no-cd crack on a file that's been modified since the crack performs a crc-check on the file first.
(I cracked it first, and then re-applied all ROTD changes)
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 08, 2004 4:41 pm Post subject:
omg... I can even make a batch script (like the one attached there) to apply ALL ROTD changes. The process for adding the icons involves copying the file anyway, so I might just make it copy game.exe, and have dawn.exe as final output file.
And thanks to a wicked little command-line byte editor my brother wrote for me I can apply the rest of the changes from a batch installation program as well.
Of course, i'd have to make sure it'll only work on the game.exe from TS 3.03... but for the rest it's perfect ^_^
The obvious advantages of this are that the mod gets 1.5 mb smaller, and that you can just apply the installer to an already-cracked game.exe, meaning the mod will have nothing to do with the no-cd stuff.
The disadvantage would of course be that it's not just 'putting the files in your TS dir' anymore, since you need to start a kind of install script to create dawn.exe
As Kane said... "The choice, my friend... is yours" _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 08, 2004 6:14 pm Post subject:
Nyerguds wrote:
The disadvantage would of course be that it's not just 'putting the files in your TS dir' anymore, since you need to start a kind of install script to create dawn.exe
As Kane said... "The choice, my friend... is yours"
they need to go to the TS directory and start the mod with the dawn.exe (or at least make a link to desktop or whatever) anyway, so running a batch file once shouldn't be much of a problem. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 08, 2004 6:37 pm Post subject:
Very well then... I made it
It's in your PM box.
The installer has three files:
rotdinst.bat
rotdinst.mix
mmlite.exe
Feel free to change the name of the batch file, but leave the others like that or the installer won't find them.
Like in all mod installers I ever made, all files the install uses are actually inside the mixfile, reducing the installer from 5 to 3 files.
Note that this is a C&C1 type mixfile; you can't view its contents (well, not their filenames anyway). You probably know mmlite; good old DOS tool for extracting files from mixfiles
I would've used a TS type mixfile, so you could just put the installation files inside rotdxp02.mix, but apparently you can't surpress the text output of the XCC mix extraction command line tool, and that looked REALLY bad popping up in the middle of the installer. _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Nov 08, 2004 8:39 pm Post subject:
As far as I was aware, if you send a PM with attachment, the forum send it without the attachment. It's a bug that was happening in the last months that I'm not sure if it's fixed or not. That's why, if someone needs to send me a file, I ask in a email. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Nov 20, 2004 12:23 pm Post subject:
j4m3sb0nd wrote:
Yay too bad no patch file eh
nope, sorry, there where some changes that affected the main mod file (rotdxp02.mix), so the patch would have had almost the same size anyway, so I thought it's better to start of new. QUICK_EDIT
remember, the files in a rotdexp with a higher name will take precedence over those in a rotdexp with a lower name.. so you can ALWAYS patch. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 23, 2004 4:00 pm Post subject:
Allied General wrote:
I'm not sure what resolution the original game was at but even the PS1 I'm sure the vehicles were bigger.
Also wasn't the rocket launcher a dark colour (the actual launchers)
DOS resolution is 320x200.
C&C95 resolution is 640x400, which is possible in ROTD, as I demonstrated earlier in this thread. And which I doubt you've tried.
Rocket launcher in C&C1, like all other vehicles, is completely in team color. And no, its color is pretty light; I remember it being almost white when it's nod-owned.
Banshee wrote:
Reaperrr... that Ion Cannon is ridiculously weak! Even a hand of Nod survives against it.
If you've played TD you should know that that's CORRECT. The Ion Cannon CAN'T destroy a HON. It brings its health back to 1/4th.
You seem to forget that in C&C1, the REALLY powerful superweapon of GDI in the campaign was, in fact, the Airstrike.
The C&C1 Hand Of Nod and Barracks have the same amount of health and armor as the constuction yard. From what Allied General says there, that's perfect. _________________ QUICK_EDIT
I think they weakened it for balanced, I mean in the FMV it could destroy a Temple,
In ROTD It should get a Damage boost accordingly to the NUKE! _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 23, 2004 6:54 pm Post subject:
MyTrust wrote:
I think they weakened it for balanced, I mean in the FMV it could destroy a Temple,
In ROTD It should get a Damage boost accordingly to the NUKE!
Not true. The temple was already heavily under attack at that point, as the attacking Orca's and the conversation between the Nod oficer and the soldier CLEARLY indicate.
And the nuke in TD pretty much wipes out whatever it touches, except for the strongest tanks (the armored ones - Light, Med and Mammoth) and some very strong buildings like the Temple itself and the airfield, which both survive with a bit more than 1/4th of their health.
I admit that's only the Single player nuke though. The MP nuke sucks.
But still, you must consider... if it's enough to take out the barracks, it can also take out the constuction yard. That'd be a bit too much imo.
tanknuke.gif
Description:
The three sole survivors of a Nuke blast. Do note the harvester most probably survives too - didn't test that.
Reduce the streng of the barracks by 50 , not that hard, and not that much weaker too _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 23, 2004 9:46 pm Post subject:
..but WHY? Just so you can use your ion cannon to destroy the cheapest building in the game?
(silo doesn't count as they lose more money when you destroy that)
Seriously, just blow up a power plant instead then. It'll slow down their production just as much, and it costs the same _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 23, 2004 10:45 pm Post subject:
As I said before.. WHY? It was that way in TD, and it was OK there.
It's not about the CY being weak. It's the barracks that are pretty strong. Keep in mind that an Ion Cannon DOES take out a weapons factory. _________________ QUICK_EDIT
so the MP nuke is weaker? cos in the campaign for nod it was a one off special (and I think it was meant to relate to the silver crates which had a missile anim when you picked them up)
I think its because the barracks is a smaller structure so the spread effect would be less ... although that FMV when you see the ion cannon wipe out a entire nod base is stupid .... and also the 1st renegade level.
Also in the campaign why did GDI need a Adv Comm Center to build a $800 rocket launcher when a mammoth costing $1500 only needed a repair bay? _________________ QUICK_EDIT
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