By FAR one of the best modifications for C&C Tiberian Sun. It's so good I might even review it for cc.gamingeye.com (Swedish though). _________________
Tesla - Where positive energy meets negative energy QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Sun Oct 31, 2004 1:01 am Post subject:
I'll download it when I've finished d ownloading energy mod... need screenshots for the interview (speaking of interviews how is the ppm one coming along banshee?) _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sun Oct 31, 2004 4:18 am Post subject:
Good god,that IS retro-feeling. so cramped....what resolution is that? i need to buy a new TS game. crappy thing..-_- _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 12 Sep 2003 Location: In my own little world
Posted: Sun Oct 31, 2004 10:28 am Post subject:
Ownage _________________ AI
Empire Earth: The AI doesn't build their bases in a logical fashion, but has superb offensive and defensive capabilities.
Red Alert 2: The development team was stoned during this part of the programming.
Well, there's plenty of easy stupid bugs they added.
1-WTF??? Visceroids for GDI at 1$
2-WAR FACTORY can be built without any prerequisite!!!!
3-ARGGHHHH!!!!! Why can't i play on snow terrain!!! (internal error when loading on a snow map) QUICK_EDIT
Well, there's plenty of easy stupid bugs they added.
1-WTF??? Visceroids for GDI at 1$
2-WAR FACTORY can be built without any prerequisite!!!!
3-ARGGHHHH!!!!! Why can't i play on snow terrain!!! (internal error when loading on a snow map)
@1+2: jaja i already told reaperrrrr and i guess it won't take long to 2.2 QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Oct 31, 2004 8:02 pm Post subject:
woah... cool
Will this work with Firestorm? I installed some old version on my TS before, with FS installed, and never got any problems in-game... _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Oct 31, 2004 9:13 pm Post subject:
I just played it. Awesome man
I do have some remarks... it's kinda odd that a bunch of Apaches kills a guard tower in no time.
And generally I think everything breaks kinda easily compared to C&C1.
Alex05 wrote:
3-ARGGHHHH!!!!! Why can't i play on snow terrain!!! (internal error when loading on a snow map)
I only got that when running in Win95 compat mode.
[edit]
Oh, and that hex edited executable is a stroke of genius, Reaperrr _________________ QUICK_EDIT
Congratulations! You created the first game i've run on my new pc that was able to bring the framerate below 5 FPS!
Seriously, this mods kicks ass. It's going to be hard for me to match that new terrain in the next release of TSTW (awaits an OS TMP Editor, btw!)
The Nod airfield remains one of the nicest things to see in action. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Nov 01, 2004 12:55 am Post subject:
Quote:
(awaits an OS TMP Editor, btw!)
- Oh... I'm sorry. But you'll wait forever because I won't make that program ... and OS SHP Builder 3.2 won't feature TMP edition either. But I plan to add it when I add layers to the program, which would be at 4.0. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Mon Nov 01, 2004 4:13 am Post subject:
I'll mirror the mod when given the chance... I'm still rather busy with the reopening of C&C Central and other personal matters. and I might wait a bit to see if there is a 2.2 in the near future. _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 01, 2004 6:48 am Post subject:
Just to add to the bug list... there seems to be a Hole On Map error in the tunnel entrance to the NE in winter theater
Oh, and I found out that 640x400 is perfect as resolution.
It's what C&C95 normally uses, after all
The DvD wrote:
Nyerguds wrote:
Oh, and that hex edited executable is a stroke of genius, Reaperrr
Could anybody tell me more about that? *goes play TotD now*
He simply made a copy of game.exe and called it dawn.exe. Then he hex edited it and searched for "sun.ini" and "expand" and replaced them by "dwn.ini" and "rotdxp", thus allowing ROTD to use a config file and mod files that don't affect TS.
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 01, 2004 2:58 pm Post subject:
Alex05 wrote:
Thanks for the help, nyerguds. BTW, why does the conyard give power?
EDIT: i'm attaching the rulez.ini file so you can play the game without the mentionned bugs.
EDIT2:Oops forgot a tag on the visceroid.
Thx for putting up that hotfix
Official new patch is up now, fixing those visc/weap factory bugs plus making some (small) balance adjustments.
the_kid wrote:
I'll mirror the mod when given the chance... I'm still rather busy with the reopening of C&C Central and other personal matters. and I might wait a bit to see if there is a 2.2 in the near future.
Not 2.2, only 2.15 (but maybe I forgot something again... )
Nyerguds wrote:
Just to add to the bug list... there seems to be a Hole On Map error in the tunnel entrance to the NE in winter theater
Yes it is, I already knew when I released the mod, but so far I couldn't find a fix for that... I had an error at the tunnel itself, but that was caused by a modified snow.ini. But now it uses the original snow.ini, so there must be an other reason... the tmp displays correctly in xcc mixer, so atm I have no idea how to fix this...
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 01, 2004 3:58 pm Post subject:
The Con Yard in C&C1 produces AND needs 20 30 power, for the simple reason that C&C didn't accept a 0/0 power balance as "sufficient power". That's also why the civilian buildings in C&C1 lose health all the time; It's just because they have 'low power'.
I just added all my C&C1 music to the mod, including the hidden themes that are only on the DOS CD's and in the Covert Ops
I attached the updated theme.ini I used.
Do note that I've used all remixes (the *.var ones renamed to *.aud) instead of original themes, I got the full version of "I Am - Times", and I used the remix of No Mercy from Frank Klepacki's site. So the Length values will be a bit off if you use the standard C&C1 AUDs.
And since it was already set in the theme.ini anyway, I threw the No Mercy '98 remix from Sole Survivor in it too
(I edited rotdxp02.mix with XCC Mix Editor and removed theme.ini and all AUDs except score and intro, and then put all music stuff in rotdxp05.mix)
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 01, 2004 4:29 pm Post subject:
Nyerguds wrote:
The Con Yard in C&C1 produced AND needed 20 power, for the simple reason that C&C didn't accept a 0/0 power balance as "sufficient power". That's also why the civilian buildings in C&C1 lose health all the time; It's just because they have 'low power'.
Hm, I don't know about the DOS version of C&C, but to me the con yard had 10 power requirement and 30 produced... that's why I gave it 20+.
Nyerguds wrote:
I just added all my C&C1 music to the mod, including the hidden themes that are only on the DOS CD's and in the Covert Ops
I attached the updated theme.ini I used.
Do note that I've used all remixes (the *.var ones renamed to *.aud) instead of original themes, I got the FULL version of "I Am - Times" (anyone interested?), and I used the remix of No Mercy from Frank Klepacki's site. So the Length values will be a bit off if you use the standard C&C1 AUDs.
And since it was already set in the theme.ini anyway, I threw the No Mercy '98 remix from Sole Survivor in it too
The hidden tracks are in C&C95 too
I personally am not interested in the full length I AM - Times, I have it already
but what do you mean with No Mercy remix? just that version with vocals added? QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 01, 2004 4:39 pm Post subject:
No they're not... I GOT C&C95, and they're only on the Covert Ops CD I got with it. The scores.mix on the Gold CD's is 37.3 mb. On my old DOS ones that's 54 mb. On the Covert Ops disk it's the full 75.6 mb.
But if you got a C&C Gold with all themes... well, I guess you're lucky then
My 'No Mercy' is the version that's used in the Ion Cannon movie in C&C. It has added voices like "No mercy... Mercy is for the WEAK!"
I was wrong about the con yard though... just looked it up. It produces 30 and uses 15, in both DOS C&C and C&C95. _________________ Last edited by Nyerguds on Mon Nov 01, 2004 5:27 pm; edited 1 time in total QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 01, 2004 4:53 pm Post subject:
Nyerguds wrote:
No they're not... I GOT C&C95, and they're only on the Covert Ops CD I got with it. The scores.mix on the Gold CD's is 37.3 mb. On my old DOS ones that's 54 mb. On the Covert Ops disk it's the full 75.6 mb.
But if you got a C&C Gold with all themes... well, I guess you're lucky then :p
I think C&C Gold has been re-released at least once, but both my version (from a game compilation) and the original german Gold SVGA release have that 54 mb scores.mix on it.
But who cares, since we got CovOps... QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 01, 2004 5:21 pm Post subject:
True. Even DOS C&C has been re-released, apparently. I've seen someone that didn't get the 1.22 patch installed, and it turned out it was just because he had a CD with C&C 1.22 already on it.
Anyway, I'm really enjoying this mod. Great work, Reaperrr. Its C&C atmosphere is so good I automatically right-clicked on the minimap after building my radar
Oh, by the way... I got that German C&C95.exe from someone I sent some movies that were removed/edited in the censored german version. (He was very happy to see Seth get shot in the head ) _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Nov 01, 2004 5:41 pm Post subject:
Nyerguds wrote:
Oh, by the way... I got that German C&C95.exe from someone I sent some movies that were removed/edited in the censored german version. (He was very happy to see Seth get shot in the head )
oops, forgot again :/ sry...
will send you the german DOS game.dat/exe then
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 01, 2004 6:00 pm Post subject:
Then get MSN... it's the easiest way of sending big things.
[teaser]
[/teaser]
Lugia345 wrote:
Hi,
This is a great MOD!
But i have 1 "bug" found. Normal you need a Weapons Factori to build the IonenUplink Staion and in your mod is this not fall
Sorry for my Bad english i am from Germany^^
No you don't... all you need is the Comm Center. _________________ Last edited by Nyerguds on Thu Oct 13, 2016 5:44 pm; edited 2 times in total QUICK_EDIT
Just had to say im loving this mod loving it i cant evan play my TS because my cd is scratched bad and the main executable always gets a error but i can still play this mod which made me so i happy i love it keep up the good work _________________ www.cnc-crimsondawn.com
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Nov 01, 2004 10:07 pm Post subject:
Nyerguds wrote:
The DvD wrote:
Nyerguds wrote:
Oh, and that hex edited executable is a stroke of genius, Reaperrr
Could anybody tell me more about that? *goes play TotD now*
He simply made a copy of game.exe and called it dawn.exe. Then he hex edited it and searched for "sun.ini" and "expand" and replaced them by "dwn.ini" and "rotdxp", thus allowing ROTD to use a config file and mod files that don't affect TS.
Another idea concerning that, Reaperr... how about separating savegames? I managed to do that by changing the "SAV" to "SRD" in DAWN.EXE
This is especially useful since TS crashes within seconds when loading a non-ROTD savegame.
I tried both saving and loading after the change, and it worked perfectly. _________________ QUICK_EDIT
Very easy to use; [tab] to switch between binary and text, [F5] to search, [shift]+[F6] to repeat search.
It's small, it's simple, and it even has a built-in file browser and mouse support. Who needs anything more? _________________ Last edited by Nyerguds on Tue Nov 09, 2004 4:49 pm; edited 4 times in total QUICK_EDIT
Hmm Resource Hacker only finds image files and some other things and my pc can't run 16-bit programs anymore... I downloaded other Hex editors but i got a mess.. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Nov 02, 2004 8:48 am Post subject:
The DvD wrote:
Hmm Resource Hacker only finds image files and some other things and my pc can't run 16-bit programs anymore... I downloaded other Hex editors but i got a mess..
What kind of mess?
Any fancy graphical hex editor will be exactly the same in layout and stuff... Heck, you even got mouse support in this editor. It reacts pretty much like any Windows program.
The one most important thing you have to keep in mind when hex editing programs (and most other filetypes too) is NOT TO CHANGE THE FILESIZE. Always overwrite characters, never insert. _________________ QUICK_EDIT
- Win9x ownz . Long live Resource Hacker and all hex editors!
I'm running XP Pro 64-bit edition and it seems they removed 16-bit compatibility
Anyway the mess i was talking about wat actually dots appearing between every character, and i couldn't replicate them on the keyboard. But Triforce seems to got that working and he wants to help me QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Tue Nov 02, 2004 3:30 pm Post subject:
I used a plain, simple Notepad-like text editor, called EditPadLite. Unlike Notepad & Wordpad, it doesn't mess up files by formatting them in any way.
Since I'm not messing with hex values, only letters (filenames and stuff like that), that's enough for me. QUICK_EDIT
Well i already got it to work for TSTW. BTW, doing it this way presents a problem for mappers: It won't find the mod's files. (Especially a problem for TSTW or TSR). I already fixed this by editing FinalSun.exe (got the hang of it :p) but it isn't bugfree, some objects don't show up. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Nov 03, 2004 9:01 am Post subject:
Eh, just rename them all when making the maps. rotdxp*.mix to expand*.mix, arr.ini to art.ini, rulez.ini to rules.ini (and prolly a few more. Just check rotdxp02.mix)
Isn't that hard, is it? _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Nov 03, 2004 4:25 pm Post subject:
I noticed one odd AI bug in the mod... the GDI AI never builds advanced power plants. _________________ Last edited by Nyerguds on Sat Nov 20, 2004 12:48 pm; edited 1 time in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Nov 03, 2004 5:14 pm Post subject:
The DvD wrote:
Anyway the mess i was talking about wat actually dots appearing between every character, and i couldn't replicate them on the keyboard. But Triforce seems to got that working and he wants to help me
lol. Dots usually symbolize 00 or FF bytes. You just need to go to hexadecimal mode to make them yourself. _________________ QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum