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"just" copying a unit AI? Right. you act as if "unit AI" is one neat little block of the game's code, and not spread out in hundreds of little functions. Not to mention, RA has no separate war factories, no airplane deliveries, a different stealth logic (the submarine one), no ion cannon logic, no tiberium damage, a nuke launching building with a completely different building footprint... oh hey, while we're at it, it has completely different building footprints in general, and those can't be changed in the rules file.
I think you're oversimplifying things just a tiny bit :p
Other people are already doing that. check out the cncnet project and the C&C Communications Center website; that's where all the exciting stuff is happening these days.
Yeah, people have been working on it, but I haven't had time to integrate it in the patch.
lol, I really wonder what's up with this pony. The fandom was all over her in just a few days.
By the way, JonSplitz... watch it already! it's hilarious. (Especially the ice-cream headache. I was laughing so hard at that!)
Really pretty! I'd appreciate it if you'd add the source link in the description though. I like to be able to fave these things on deviantArt.
Anyway, I found it through the magic of Google Image's magnificent "Search By Image" function. Kaizenwerx.deviantart.com
You know, comments (even snarky ones) related to my news article are better put in the comments OF the article, rather than here in the place which is meant for general comments about the game...
And no, it wasn't detailing, since only one frame of the 32-frame rotation sequence had it :p
The graphics seem oddly... dusty. Was this map palette-tweaked somehow?
OpenRA is a vague remake using the game's graphics while preserving nothing of the original gameplay feel. I've contributed to its development with my patch assets numerous times.
What about it?
This patch doesn't change the AI. At all. C&C1 is simply a game with a really hard single player campaign.
"Requires Nyergud's C&C Patch v1.06c revision 6"
Interesting. Last time I checked I was only up to revision 3.
Here you go... the source: Moddb.com
That Stealth Tank is from the now-defunct C&C3 to C&C1 mod, which was simply called "Tiberian Dawn".
No, AUD! Or VQA! :p
There aren't all that many mods for C&C1... and they work the same way no matter which version.
You should ask Siberian_GRemlin about that... he has the only working version. He made Russian fonts for the game.
So, um, my ModDB entry (which is meant as a permanent game patch, not a mod) apparently appears on Desura without me ever doing any of this stuff, and people are giving me odd remarks about its behaviour, since it doesn't install on their existing game as it's supposed to.
Is there any way to make it NOT appear on Desura?
The graphics bugs are all mentioned in the readme, and fixable with a single keyboard button press (depending on which bug, either [ESC] or [TAB]).
I haven't taken over the TFD patch project, no... Nathan said he was still interested in doing it, and at this point I'm so busy with other stuff it'd just be a burden, to be honest.
That seems hard. Even the Japanese version on Sega and Playstation just has English text. I don't think there's a DOS text encoding for Chinese.
Umm... that's kinda just the full installer. Once installed, it's technically fully portable; just copy the whole shebang to a usb drive.
Heh... this seems to have a lot more Ghost In The Shell influences than Akira influences, despite the name.
Think for a moment... will a Starcraft II patch work on Warcraft III?
There are guides to fixing the games on the official forum, here:
Be sure to check out the sticky threads at the top of the forum, especially the one called "Common Problems".
No, it was written, as source code, in C++. Compiling the program turns that code into CPU bytecode.
Since Westwood never released the original C++ source code, and the bytecode can be translated to mostly-readable assembly language simply by dumping the program into a disassembler, that's what I program in to patch it, now.
Again, you're thinking of the wrong game. This patch isn't for Red Alert 1. I don't work on RA1, and RA1 has perfectly working skirmish anyway, so this article definitely isn't about RA1.
You're thinking of Red Alert. C&C95 never had that oversized infantry.
And the entire online community on CnCNet uses the patch anyway.
The palette of the icons in the star Wars mod is still messed up.
You have to use the correct icons with the correct palette for C&C1; Desert has a different palette, and thus a different icons set. I'd think implementing the original would've already taught you guys that...
You're assuming I wasn't involved in that from the start :P
tbh, OpenRA is a bit too far off the original for my liking. But I definitely don't mind them porting my old SW mod :)
That's just about the patch though. As for the full installer, yeah, I haven't actually released said packs yet. Really gotta get around to doing that.
There's a pack somewhere on Nyerguds.arsaneus-design.com , in the fullcnc folder I think.
I know. This was just done as test of the engine's limits. Actually playing like that is just silly.
Skirmish has been there since the first releases of my patch, but that doesn't mean the AI can build bases.
The new update shown here, specifically, allows the four game modes (bases on, bases off, capture the flag and Mobile Headquarters) to be shown correctly on the client-side view of a LAN game.
LAN and network play is the same thing. As for this screenshot...
In the currently released version, I updated the game options to unlock some combinations of options that were impossible to use together (more specifically, "Capture The Flag" game mode and "AI players"). But these options were still shown the old way (incorrectly) for people who JOINED a game, since I only updated the game host's screen. This has now been fixed.