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Why would anyone want that? :-\
btw, you don't need the 1.06 mod system for this at all. Just rename it to sc*.mix format (e.g. sc-tse.mix) and it works. Any sc*.mix file is accepted by the game as addon. The only limitation to this is that unpatched 1.04 cannot use it to override files inside update.mix and updatec.mix.
Well, there's one more limitation; even in the 1.06 patch you cannot override the contents of cclocal.mix. But the modding system ini settings in 1.06 are designed to get around that by giving alternate names for the files that are read from it (mostly just the mouse cursor and font files).
I'm part of the community council who gets to give feedback on their internal developments. You can be damn sure I'm giving them my patch notes as primary buglist/wishlist ;)
So, how many different suns does this planet have? Because those shadows are all over the place...
Well, the first Nod mission is in the north of Africa, so somewhat less-dark people can be expected there. The guy in these icons does look quite a bit more white than your average Lybian or Egyptian, though.
Um. In the normal campaign, the house colours are fixed. Why would you want to change those? I just offered that as mission MAKING feature.
As for the 'how', the missions are a combination of a binary file with .bin extension which contains the raw indestructible terrain, and a text file with .ini extension containing the mission population and script. That ini file is the thing to edit.
Obviously, the game's own missions are packed in the .mix archives to prevent having a thousand-files mess in the game folder. You need modding/mapping tools like the XCC Utilities pack to extract/make/edit missions.
There should be no difference between a patched Origin install and a full install from this site. What does the crash message say?
It's caused by the compatibility mode not playing nice with the graphics system override. Apparently a lot can be solved by specifically disabling the Win95 compatibility mode on C&C95;.exe after using the config tool (which currently has the problem it always re-enables it when you use it).
Honestly, a very good question. I have no idea. It might cause the tiberium to not regrow, to play Dune II style with resources limited by the initial map state.
Seems rather dumb though, since Dune II's generated maps actually add more Spice to the map if more players are placed on it, and C&C obviously has no such system since its maps are completely predefined.
I saw them... but I don't think I will. Death sounds are assigned differently depending on the type of death, and these simply seem unassigned because they didn't particularly fit any of them. Also, I think some of them are used in Red Alert 1, and I don't really want the game to start sounding too much like RA.
The comments section of the MUSIC PACK isn't really an ideal place to ask for tech support...
They can't, actually, but some things you might not expect (like the Comm. Center) can actually detect them too.
Well, as I said, there's no real difference between building and rebuilding. It's just the small detail of whether the building is placed on the map from the start or not. The AI still acts the same; it checks whether the building is there, and has the AI as owner, and if not, it tries to build it there.
Ahh. The German version.
The patch should be compatible with The Ultimate Collection, but as X005 said, you can always just download the full game. Just be sure to download both the game and the videos pack.
All links in the article are "mailto:" links for some weird reason...
Thanks! But, it's technically a patch, not a mod ;)
So... does he actually loop in these? :P
Note, I do have some soundtracks uploaded on mediafire... but those are specifically and only the high quality FLAC versions of the tracks that exist in CD audio quality. And it seems it's missing the actual soundtrack CD. But it has the Sega Saturn and Covert Ops tracks.
Uh. Did you download and install the game from ModDB here? That sounds more like you're trying to run CnCNet, and not the game itself.
Glad you figured it out. Yeah, DPI scaling gets in the way of many old games.
I don't recommend running C&C in anything near your native resolution, though. That'll just give refresh errors all throughout the game. There are stretching options in the config tool. I recommend keeping the actual ingame resolution around or below 1024x768.
Uh. Are you sure you're trying to install it on the right game? This patch is not for Red Alert or Tiberian Sun, only for the Win95 version of the first C&C game.
It was always that hard. I imagine that was the whole point of the original mod. There's only one fix for that, y'know...
Git gud :p
Those tracks are available on the official soundtrack, and on Frank Klepacki's site. You can listen to them at Frankklepacki.com
I'm not entirely sure what you mean. Are you talking about the music files that the game reads, or music you can play on your music player? I only do game stuff; ModDB isn't really the place to upload game soundtracks.
Battersea Power Station, built in about 3 seconds!
That depends entirely on your operating system, though. It varies a LOT between different systems.
Umm... I never said "downloads tab" It's just the "files" link under the patch name.
Does this actually get in the way of installing the patch? It's just the config tool ran at the end; the patch should already be installed at that point.
To configure the game, just find CCConfig in the game folder and run it yourself, with elevated rights.
Try changing the renderer in ddraw.ini to OpenGL, or simply disable ddraw in the config tool.