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Everything posted by Nyerguds

  1. Nyerguds

    CNCNZ.com Roundtable Discussion #37

    Whoo, hadn't actually taken a look at this. Lots of interesting views in there.
  2. So that means that if EA would ever ask him back he'd probably just point and laugh
  3. Remaster, huh? Didn't I already do that?
  4. Nyerguds

    Crash research

    I've decided to make a new topic for this, simply because identified instruction addresses can be posted in one list in the first post this way. Guidelines for posting errors: Give the instruction address from the C&C95 error message (the "The instruction at XXXXXXXX" value from the error message) Give the referenced address from the C&C95 error message (the "referenced memory at XXXXXXXX" value from the error message). It's usually useless though, unless it's a small value, but post it anyway. You can post a screenshot of the error, just to be sure, but please, also write down the values. It makes my job a lot easier. Say if it is singleplay or multiplay. Describe what was happening at the time, and any specific action you (or anyone else in a MP game) were performing that could have caused the crash (e.g. click on something, mouse over the sidebar, give a command to a unit, place down a structure, etc) Give your PC details (Windows version, CPU, memory, video card). DO THIS EVERY TIME YOU POST A BUG, I don't want to have to look it up in your previous error reports every time. Note in advance: the instruction addresses The normal addressing range of program instructions in Command & Conquer is (hexadecimal) 00410000-004F0000. The code specifically added for the patch is in 005C0000-00640000. Overall, with the addition of data and memory sections, none of the addresses in the game can possibly reference anything outside the range of 00410000-00740000. If you do get a crash with an instruction address outside that range, they are not game bugs I can fix, but are most likely caused by some kind of incompatibility with the operating system, and cannot be fixed inside the program itself. This means external tweaks (compatibility mode, admin rights, external dlls like cnc-ddraw) must be used to resolve the problem. List of known crashes The values that follow are the Instruction Address you see on the typical C&C95 error messages. These represent an actual point in the exe, and I can check what code runs at that point, and the research in this thread might help me to figure out what caused it to crash at that point. Don't post repeats of the addresses listed under Fixed issues. If you have any additional information about the ones in the Current list, please share it. Current list: 0042a33b: Some IPXManagerClass error; internal C&C LAN-related code. No clues to solving this so far. 004386b1: Crash when a unit picks up an exploding crate that kills the unit. Additional information is needed on this one. 004afbf4: Seems to appear on game launch in cncnet. Marked in my db as "bug with player not being added to game." 004dbc37: Crash that occurred when scrolling down and to the left. Related to showing/hiding the mouse cursor. 004dbc4f: May be a variant of the same scrolling crash. Fixed issues: 00432421: Top-of-the-map crash. Fixed in v1.05. 00460b41: Stealth tank crash. Fixed in v1.06. 004b4002: Crash related to tree object T13 that appeared after adding the snow theater in v1.06b. Researched by Pichorra, fixed in 1.06b r2. 004dadde: Object overflow in multiplayer game. Solved by Myg, and fixed in v1.06c r2.
  5. Nyerguds

    Crash research

    @Irishguy Sadly, 02cb002b is outside the normal addressing range of the game's program instructions (I added that to the first post now; the range is 00410000-00740000), meaning I can't look inside the program and check what it is actually executing. Usually this means it is an OS level problem rather than a specific internal C&C one. As the instructions in the first post ask, though... please describe what exactly was happening in the game at the moment it crashed, what system you are playing on, whether you were using cnc-ddraw.... Uh. You know you can use savegames in this game, right? I mean, after a couple of times... I'd have started saving in every mission
  6. Of course they aren't. Videos are never centered by the game, and all logic to stretch them is part of cnc-ddraw.
  7. Because no one ever asked, and it never bothered me? As for "select all units on screen", not sure how easy that is to do. The screen shake was specifically disabled in C&C95; I found traces of the function, but it was empty. This was most likely done for multiplayer compatibility since the screen shake depends on what you're viewing, and pauses the game for a second or two, which could lead to games getting out of sync. Not sure why they didn't just disable it for multiplay then, but yea... It might also be related to the switch to DirectDraw. Maybe they used some graphics buffer trick in DOS that simply didn't work in DirectDraw.
  8. Nyerguds

    Crash research

    Well, that's the same address (004ce54b) both times. As I said, something with drawing. The second value is rarely relevant since the crash itself means that the value referenced at that moment was corrupted. Knowing the corrupted value is sadly never any kind of indication on how it got corrupted, though As I asked in the other thread... Are there any specific circumstances you know about when it crashed? Certain units being / appearing on screen, certain actions you took? Scrolling to a specific position on the map?
  9. Nyerguds

    I Need Help with the Patch

    I'm fairly sure there's an option to adjust mouse sensitivity in the ccconfig tool. It's part of the cnc-ddraw options.
  10. Nyerguds

    CNC95 crashing

    @steven1395 There's a crash research thread at the Project 1.06 forum, but this address doesn't seem to appear in the current list. As far as I can see, the code at 004ce54b is related to drawing... something. Not sure what. It's identified as "draw_line", but it seems to be called for far more than just drawing lines. Are there any specific circumstances you know about when ti crashed? Certain units being / appearing on screen, certain actions you took? This kind of crashes could happen when you have corrupted sprites, though. Do you have any kind of mods or other 3rd party content installed? If you have a savegame from that mission, could you attach it?
  11. For those who clicked my signature, but have no idea what this patching project is really about... read the introduction news post at ModDB. v1.06c revision 3 is released NOW! Go get it at the website! Read the 1.06c revision 3 ModDB release article. -Read the 1.06c revision 2 ModDB release article for an overview of new features in r2 -Read the addendum about CnCNet to see how to play online. ----------- Guess I should post this here again... As I did on cnc-sector, I'll spend a few posts re-posting information about the stuff I've already implemented. Hopefully, eventually, I'll get around to actually adding more stuff, too So, without further ado, I present, the Project With No End... just kidding. I'll finish it... eventually. Todo: Change the cycle order of the scoreboard/minimap in multiplayer so it switches to the zoomed-out map first. Make the name tooltip show up on tree clumps Look into power values displaying on the power bar label again 1.06d: Convert all changes to hifi's new automatic asm compiling system Implement all ini files to allow full modding Here's the current features list: Implemented (in reverse chronological order, so you might want to start reading at the bottom): 1.06c revision 4: (TBA) Added mouse wheel scrolling for the ingame sidebar (thanks to CCHyper and iran) The French briefing of Nod's second N64 Special Ops mission now has correct diacritics The engineer death when getting killed by the ArmorPiercing warhead now plays a correct animation. The custom strings system can now add strings from both mods and language packs, and supports end-of-line characters Removed the code that made the "Unrevealed Terrain" tooltip disappear after mission 3 Fixed the bug that made the commando give a move response together with the bombing response AI taunts and player messages now both give a message sound in multiplayer The game now shows tooltips on trees on the first 3 multiplayer maps (this was campaign logic that wasn't disabled in multiplayer) Adapted the client-side user interface of a LAN game to correctly show the 4 game modes. Implemented a system to detect people using the both-sides cheat. Their side will show up as "???" in the listings, rather than "GDI" or "NOD". Fixed a crash related to one of the AI taunt strings in German, which was way too long, making it corrupt the internal memory by writing beyond the reserved space. The taunt function can now handle longer strings, and the string has been shortened to actually fit on the screen in the 640x400 minimum resolution. The Comm Center, Tech Center and all base defense buildings detect stealth, but for some reason, the Advanced Comm Center didn't. This has now been rectified. There seems to be a way for people to get both GDI and Nod construction options in multiplayer. This is cheating, and has been fixed. 1.06c revision 3: (April 5 2012) Added SkirmishPlayers=[1-5] key in conquer.ini Made the 'UseCreditsMusic' key work correctly Updated ccconfig to set compatibility mode on C&C95.exe when CnC-DDraw is disabled A bug has been fixed that messed up the start locations detection in multiplayer maps, when the map itself contained no specific translated name for the game's configured language. CCConfig now allows disabling the "Back Buffer in Video Memory" option if CnC-DDraw is enabled. A bug preventing mods from loading their own custom music settings, rules.ini and mouse cursor files has been fixed The first letter of the side prefix added before missions in the New Missions menu is no longer used to determine whether the chosen mission is GDI or Nod. The last frame of the SSM Launcher's turret graphics without missiles is now coloured to house colour correctly. 1.06c revision 2: The "GDI" and "NOD" prefixes before missions in the New Missions menu are no longer hardcoded in the game, meaning they can now be modified by language packs and mods. Using very high resolutions on small maps no longer crashes when you have a radar minimap The maps in multiplayer now show the amount of players allowed on each map The maximum amount of players possible for a map will now be detected by the game, preventing bugs that occurred when there were less than 6 starting positions on the map. All game fonts have been updated to correct errors The Safe Scrolling option will no longer become enabled for other players in a multiplayer games when one player has it enabled The game can run in any resolution now, without restriction to the inbuilt 640x400 / 640x480 / 1024x768 modes, and as a result of this, the 640x480 mode now uses the full screen area Some maps which had random impassable or unbuildable tiles in them have been fixed All water animations in the graphics of the rivers and shores of the snow theater have been fixed A crash that happened in multiplayer games with a high number of players and a high amount of units on the map has been fixed Automatic network timing negotiation has been enabled for LAN, to allow smooth online play with CnCNet The player can now choose how the game fills in the in-between lines when stretching the videos Snow theater water crossings no longer look like they are two cells wide while only one cell is passable The same savegames can now be used in all game resolutions The radar minimap is no longer zoomed in by default Fixed the colour errors in the stretching on the Nod mission selection map and the Nod final mission info screen Added a new setup tool (CCConfig.exe), with integrated options for CnC-DDraw's advanced settings and windowed mode support The game now correctly checks if a theme exists; it was accidentally set to check if the theme length setting was 0 instead Some positioning errors in the sidebar elements were fixed Added a BaseLanguage option in conquer.ini to specify which language to use to fill in the defaults for partial language packs like Japanese Put the music settings back in the game configuration file Added a beep when receiving a message in multiplay Fixed the bug (from v1.06c revision 1) that made buildings uncapturable in multiplay (this fix already available through the hotfix downloadable from the website) 1.06c: All music settings are now read from an ini file, which allows easily adding new tracks For prerequisites, the Advanced Communications Center now also counts as Communications Center Using the arrow keys on the main menu now lets you go through the options in the right order The New Missions menu will now show missions with numbers up to 999 The highest multiplayer map number read by the game has been increased from 99 to 255 People can now change the music of special scenes (score/map/menu screens) in rules.ini Added the ForceBriefScreen option for missions, which forces the game to show a text briefing screen Expanded the Warheads array, for modding purposes Changed music settings in the dinosaur missions from "Untamed Land" to its internal code "J1", so it will still play the correct theme if the game is set to a language in which the theme names are translated Removed the ability to start a multiplayer game with a random theme, since it caused game desynchronization errors. The damage percentage calculated on armour is no longer 255/256 when it should be 100% RemoveBuildExceptions option for a mission removes all restrictions the game puts on single player build trees. This unlocks the Nod helipad, APC, MLRS etc, and allows captured construction yards to produce the other side's superweapons. Note that even with this key, normal build level restrictions still apply Moved all special options from the [Advanced] section in conquer.ini to a new rules.ini (inside updatec.mix), to separate user settings from game settings Fixed reading order of mixfiles, so sc*.mix mod addons can override the updat*.mix files added by the patch Fixed the firing sound of the SAM site The steel crate pickup animation now plays for both sides Removed the special dinosaur death sound logic from the game, and linked the death sound to their dying animations instead Player-controlled visceroids now respond using dinosaur voices instead of normal unit voices The computer opponent can no longer capture your Advanced Communications Center The Advanced Communications Center is no longer capturable in multiplayer games Specified building types can now be made capturable in specific missions Renamed the Covert Ops and Special Ops mission files so they all have consecutive mission numbers, so fan-made missions can't show up in between the official ones Dinosaur campaigns added as two mini-campaigns (one for GDI, one for Nod), and put at the top of the New Missions list Radar logo can be overridden through the mission file NoEgoScreen option (to disable the score screen after the mission) can now be added in the mission file Mini-campaigns of up to 15 missions: missions started from the New Missions menu will now try to continue to their other variants (EB, EC, ED...) Official Japanese language from console versions added to the game (unit and EVA sounds only) Mission-specific house colour changes, controlled with ini keys in the mission file New language system that is 100% independent from settings in the exe file, allowing anyone to add new language addons. This system allows the names of multiplayer maps and missions from the New Missions menu to be overridden by the ones specified in the briefings file (normally mission.ini) Added numbers before the multiplayer game mode, so people see there are 4 of them (for example: "[2/4] Capture The Flag") Changed the fact helicopters stay passive in Nod mission 7 to an option in the mission's ini file, so people can use it in their own missions Added 3 new destroyable triggers for mission programming, bringing the total up to 6. You can now destroy triggers named UUUU, VVVV, WWWW, XXXX, YYYY and ZZZZ. This should facilitate multiplayer scripting since it's possible to make one destroyable trigger for each multi-House (typically, for "All Destroyed".)
  12. Nyerguds

    1.06c development topic

    Unfortunately, the system doesn't allow that without file renames. But feel free to add 'em as new .aud tracks.
  13. It just edits specific locations in the exe... if you edit the exe in unpredictable ways, no tool can support that without actually having that new file. you could just compare the exe files to figure out what bytes to change yourself.
  14. If I remember correctly, that's either something that happens on some nonstandard screen resolutions, or an error caused by Window display scaling... As for the compatibility mode, the config tool sets that to what it perceives to be the optimal setting for your operating system. So yeah, every time you press the Apply button in the tool it'll reset that. So if that automatic compat mode gives you trouble, remember to change it back after closing the config tool. Setting the file to read-only has no effect on that, since compatibility modes are Windows settings for files saved in your local system (in the Windows Registry), not anything that's changed on the file itself.
  15. The video simply says to download that, Plokite... but then it goes on about mounting disks and such, instead of also just downloading and installing the game's videos pack uploaded on ModDB.
  16. Nyerguds

    GDI Mission select freeze

    Ugh. That happens. The problem is that there is no user interaction at all in these scenes, and if you give the game user input at that point (key press, mouse click), there's no response of any kind from the game, and Windows perceives that as the game having locked up (since it's literally 'not responding' to user input), while it really isn't locked up at all, but just merrily chugging along with its animation playing. This supposed program freeze causes Window to stop bothering to update the game's visual output. Normally the audio keeps running, though. You could mess around with compatibility modes and see if anything fixes it, but I'm not sure if there's much that helps. Just make sure not to click or press keys until the animation finishes, and if it still locks up, just wait until it responds again. It should unlock when it asks to select the next mission area. By the way, not sure why you completely edited away your original topic, but that does raise the question, do you have cnc-ddraw enabled? Because that's one of the things that usually fixes this if I remember correctly.
  17. Yeah, it's called the human brain. Amazing what it can do Youtube subtitles manage, but... badly, heh.
  18. Baddies made crates loads more fun.
  19. All your images died, Kamuix... stop using photobucket. They are greedy money grubbing bastards
  20. Here's my soundtracks collection. Most of them are FLAC. Includes C&C and some other stuff. https://www.mediafire.com/folder/m4ln0nnw1s7rw/Game_music
  21. Nyerguds

    Blade Runner 2049

    I really liked the soundtrack when I went to see the movie. It had very clear homages to Vangelis, but also did its own thing, mixing in more modern-sounding electronic influences. Overall, it worked very well. Oh, and, I really enjoyed the movie. I'm glad the trailer barely shows anything of what is actually going on, and in fact Harrison Ford doesn't really show up until all the way at the end of the movie, giving us plenty of focus on the real main character, where, honestly, it belongs [edit] lawl. I open that playlist and get an ad before the first vid... of the Blade Runner 2049 movie xD
  22. Well as I said... I'd need to know what your original native resolutions are... Also, are you sure you put it on Nearest? Because that sounds like Center (letterboxing) behaviour.
  23. So... why haven't you just tried the exact half then? 2560x1440 divided by 2 is 1280x720. So just use that as game resolution. The original intended resolution of the game is technically its original DOS resolution though; 320x200. I don't advise trying to approach that in the Win95 version though. I once played TS on something like 400x300. It was very strange, lol. Though I'm fairly sure C&C95 has its minimum resolution locked on 640x400. Note that I recently noticed that the game seems to have trouble with widths that are not divisible by four. I think it's a cnc-ddraw bug, but I'm not sure... As for the "weird artifacts", they're covered in the manual. They're an unavoidable side effect of the first missions being smaller than the screen, and they can be cleared quite easily by opening the game's main menu. It still baffles me that people manage to open that main menu to exit the game without noticing that that solves the problem.
  24. I found myself a CD version of the C&C1 demo (from Ebay), which has 3 GDI and 3 Nod missions, and about 200 mb of videos and music. Now, since I collect unique official data and programs, this is really neat for me. Odd detail: I tested the sell-stop cheat ingame, and it didn't work, meaning the demo, hiding behind version number "DEMO 1.2" is actually game version 1.22 Download: http://www.mediafire.com/file/tls2evseplzec65/C%26C+DOS+Demo+CD.rar (144.98 MiB; unpacked iso is 208 MiB) Now, the part which is even more neat: to my surprise, it has an installer which (unlike that of the original DOS C&C) functions perfectly on WinXP, and which is 99% identical to that of the original game (it has the scary outro, but doesn't copy the \AUD1 folder from the CD). Having this, I couldn't resist going a little further. It wasn't hard to change a few strings with my hex editor, to make the default suggested folder C:\C&C again instead of C:\C&Cdemo, and making its settings write to CONQUER.INI instead of DEMOVER.INI. I went even further than just making a DOS C&C that installs on XP though. In combination with the Covert Ops hack I mentioned in the other thread, I got myself 2 DOS C&C ISOs that not only work on XP, but also completely contain the Covert Ops, including music and videos. And they're both smaller than 600 mb. I never realized that the CO media would fully fit on the original game CDs And unlike the original installer, it now installs from any CD drive. That was extra hacking on my part though... the installer seems to be full of checks that basically say "if current drive letter is not the same as the first detected CDROM drive letter, act as configuration tool instead of installer." I removed all of these checks. The program which is copied to hard disk as configuration tool is the one in the INSTALL/ folder anyway, so they don't reuse the actual installer exe for that. I also added a little hack to remove the code that prevented people from launching _setup.exe directly. Apparently, it just needed the parameter "-QUESHU" to make it run. The DOS version of the game itself is still only able to use the first detected CDROM on the system though. But I can't fix that, short of using the -cd parameter. It's one of the things they fixed in C&C95, anyway. The demo itself is uploaded here: westwood.cncsector.net/cc1/previews/demobig/ [edit: dead link, use the iso] (to play, use DOSBox.) This is not an ISO though. Just the demo, in about the same format the original demo was distributed in (2 packs, the demo and its media). The _setup.exe in that demo is the 100% unmodified version of the same one I've been rambling about in the wall of text above though On a related note, Rich, if you read this, could you get me the _setup.exe from your 1.22 install? I want to see if it's different...