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Comment History
apoptygmax
apoptygmax - - 7 comments @ Red Alert 3

Yea.. Doesn't work at all for me. Clean install of Zero hour and 1.0 or 1.2 both give a 'serious error' and crash on the splash screen?? zero hour works fine and so do other mods (which I removed before trying this)

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apoptygmax
apoptygmax - - 7 comments @ Dawn of the Tiberium Age

Return of the Dawn has a 'working' nuke, but it causes massive lag due to drawing flam graphics, would it be possible to borrow that code, replace the fires with a blank sprite and use that to create a c&c1 style nuke?

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apoptygmax
apoptygmax - - 7 comments @ Dawn of the Tiberium Age

Ah Shuffle! I'll set that when I get home. Thanks again Bittah :P

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apoptygmax
apoptygmax - - 7 comments @ Dawn of the Tiberium Age

As for what I mentioned about the sountrack not being right I think it's just that having the 80's mix in the #1 spot kinda wrecks the atmosphere as it was never in the original soundtrack, Act on instinct always played first. Could you describe quickly how to modify the mix file to remove c&c80's or at least move it to the bottom of the playlist?

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apoptygmax
apoptygmax - - 7 comments @ Dawn of the Tiberium Age

Thanks again for your reply. I know what you mean about the obelisk range, the firing emits from the upper cell not the lower, makes sense then I guess that you've given the arty and mlrs that one-cell range advantage. Although I'd probarbly take the view that westwood had intended them to have the same range and taken into account that the obelisk was firing from the placement cell. So for that reason I'd probably say you should match the ranges, hence 'fixing' the bug where the towers are out ranged from the south.
As I've said before the only thing really left to iron out now is the Nuke, would it be possible in any way to give it the correct damage area while sacrificing the vertical firing animation? I'd say that in my opinion the gameplay matching the original is more important that the graphics matching, I'm sure others would agree.
Basically if the nuke did the correct damage/radius (even if it looked like crap), the MLRS was buildable by nod and the towers matched the range of everything but the SSM you'd have yourself a pretty 'perfect' 1.09!
I'd love to be able to help out but my knowledge of c&c1 is really limited in a coding sense. Perhaps I could learn to map for the mod and show my appreciation for your efforts by putting together some re-creations of the original map list!

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apoptygmax
apoptygmax - - 7 comments @ Dawn of the Tiberium Age

Thanks for covering those points bittah, but I've just noticed another problem. The MLRS out-ranges the Obelisk of Light, I'm pretty sure that the only thing capable of out-ranging the obelisk and advanced guard towers was the SSM launcher so that should be changed if you're going for authentic. I kind of get the feeling you've done it on purpose but I don't really agree with that or the removing the MLRS from Nod, I think that this mod should be more about trying to replicate C&C1 with enhanced UI than making balance changes but your philosophy may differ. Would it be possible to allow the player to choose from an authentic version or an enhanced version similar to what the makers of the tiberium dawn mod for c&c3 are planning?

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apoptygmax
apoptygmax - - 7 comments @ Dawn of the Tiberium Age

This is simply amazing! This is the closest thing to a replica of C&C1 I have ever seen, There is only a handful of problems and other than the following - Perfection!

1) The computer AI can *see* your stealth tanks and likes to ion-cannon them, annoying but only a problem in skirmish obviously

2) The stealth tank lost it's cool warped effect in favor of TS's transparency, not a big issue at all. I expected it would be that way and likely can't be helped

3) The music pack isn't 100% accurate to the original game's soundtrack, but this can be changed easily

4) Weapons factories and Refineries face the other way, can't be changed and doesn't matter at all - not an issue

5) You need to put the MLRS back in for Nod, That's how it was in the original that's how it should stay. Other than that they are forced to use stealth tanks for mobile AA. The point of the unit might not be obvious but isn't the goal to be as faithful to the original as possible? This means Nod getting MLRS and APC in MP/skirmish

6) Unfortunately this is the killer... Nod's nuke detonation is completely wrong, It's basically a TS chemical missile so it hits then spreads. Hopefully the makers can make this one change! *fingers crossed they still read this page*

But I have to say it's amazing still. Looking forward to a 1.09 if/when it happens! Thanks for all your hard work Devs

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