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MrFlibble

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Everything posted by MrFlibble

  1. MrFlibble

    Project Update: 5th April 2011

    I shall look into these bugs. While you're at it, maybe you'll also fix the annoying displaced SAM site smoke too?
  2. Hmm, perhaps there's a Mac emulator available somewhere?
  3. No build-up animations on consoles? What about N64? BTW, since you have the Mac version too, are there any significant differences? Does Mac C&C run in 640x480, even with the DOS version looks? Maybe it features high-res interface, like the Mac version of Star Wars: Dark Forces? Oh, and are there any differences between DOS and Mac demos?
  4. BTW, why are the shadows missing in the PS/Saturn version?
  5. Apparently, the sidebar design in the PlayStation, Sega SATURN and Nintendo 64 (don't know about other consoles) is different, and the icons for each production type are scrolled horizontally, not vertically. I suppose this was done because there are separate scroll lists for different factory types (barracks, weapons factory, helipad etc.). Also, the icons aren't remapable in the PS and SATURN (?) versions. PlayStation Screenshot Nintendo 64 Screenshot
  6. MrFlibble

    Translating FS videos to spanish

    Wow, I didn't know Patrick Bauchau played in FS cinematics... Nicholas Worth also rings a bell, but I can't quite place it *goes to look up in Wikipedia*. [Edit] Ahh, that's Premier Romanov! (and the Atreides Mentat from EBfD)
  7. Heh, this is a pretty good indication of what the side-specific soundtrack lists would have looked like in C&C
  8. Actually, I was talking about the difference between DOS C&C and C&C Gold. In the DOS version, the font is entirely white with a black outline; in C&C Gold, it's metallic grey (maybe a recolour of the Red Alert version of the font). Can't post screenies right now, but it's easy peasy to check. I guess the Gold version font can be used in the DOS version with no problems Yeah, I know that, but those are recordings in MP3, not raw extracted MIDIs. Or is the MIDI format on N64 incompatible with PC? [Edit] BTW, just noticed that you've got an N64 version of Enemies To Be Feared. Does it play in the game? Do any other versions/ports have music that was cut from the PC version (apart from the sfx versions of certain songs)? Also, if you compare C&C DOS and C&C Gold, there are also the following differences: the Hospital structure can't be sold in the DOS version (you fixed that by placing the "sell" animation into an SS?.MIX data exclusion file, but in the real DOS version, it's done in a different way - I wonder how) the "Right away, sir!" infantry response clip works in v1.22p, but it's misspelled in C&C Gold v1.04 (even though it's supposedly based on v1.22p source code) you mentioned that Untamed Land used to be a hidden track only to play in the Funpak campaign until a certain update, I haven't figured out which one yet (both v1.20 and v1.22 already have it on the regular track list) there are minor differences between some missions in DOS and Gold versions, mostly in the Nod campaign (more Tiberium in the last mission IIRC, maybe something else too) also, both Covert Ops and C&C Gold have an updated version of the Funpak campaign, with some map differences and added mission briefings there are, of course, unused sound files in the DOS version, like the "Over and out" unit response, that were removed from the C&C Gold datafiles (maybe also from the later releases of the DOS version?)
  9. MrFlibble

    1.06c development topic

    Well, making everything customizable is certainly a good idea BTW, I'm afraid I might point to an old thing already fixed, but I tried your patch today (1.06c revision 1 without the hotfix), and noticed that even though I used the SCORES.MIX from the C&C95 version (no remixes and no Covert Ops themes), the in-game track list had all the tracks, including the absent ones (remixes and Covert Ops tracks), and also the "Airstrike" credits theme. Selecting a missing track would result in a (random?) available track playing. I'm not sure if this is intentional?
  10. Have you been successful in extracting that? BTW, is it me, or is the font for the mission ending messages ("MISSION ACCOMPLISHED"/"MISSION FAILED") really different in the DOS and Win95 versions?
  11. I think someone mentioned different sound effects for actions like credits added to or deduced from your stockpile, and scrolling the build menus. Also, documenting the differences between the localizations would've been nice. Perhaps there are different versions of some files not related to languages (like there are in localized versions of RA1)something like that.
  12. MrFlibble

    1.06c development topic

    Cool, didn't know the missions actually had names. What about the Nod ones? (I remember that some of the Red Alert missions have names if you look into the INIs, but certainly not all of them). BTW Nyer, you should really start some "C&C Fun Facts" thread to spread knowledge about suchlike facts that are rather obscure to the general public. On another note, looking through the release notes of v1.06c, my attention caught an entry in the credits/thanks section where you mention a peculiarity of C&C64 concerning the dependence of a starting music track on the mission number. Can you explain that in more detail? How does the game pick a track, does it play the first track for mission 1 etc.?
  13. MrFlibble

    TD Skirmish?

    BTW, how does the AI behave in real C&C MP games? I think I've read somewhere that it can "take over" the side of a resigned human player, is that true? Does the AI do anything besides using all its offensive units to go after the human players?
  14. Just looked through this thread, it's pretty impressive Tell me, is it possible to play C&C over Internet through DOSBox using the LAN option?
  15. MrFlibble

    6-mission DOS C&C demo

    Ah, now I noticed that they are 8-bit sounds, while everything else is 16-bit.
  16. MrFlibble

    6-mission DOS C&C demo

    If you set the demo to Gravis Ultrasound with GUS emulation properly enabled in DOSBox, infantry screams stutter noticeably. I suppose that this is for the same reason that the DOS version's infantry scream/yell sounds end in loud clicks in C&C95 (if you use the DOS sound files with C&C95, that is). With SB sound, this does not happen in the demo. Also, if you convert all demo/DOS sound effect files to WAV with XCC Mixer, the result will be recognized by XCC Mixer as WAV files except for the yell files, which will be tagged as "unknown".
  17. MrFlibble

    Move from 'sector

    Guess that was because all those who prefer playing online just... play online instead of talking about playing online
  18. MrFlibble

    1.06c development topic

    Oh, I thought you mentioned somewhere that the Spanish version was made using the voice clips from TS... Well, I just thought that the civilian voices were missing altogether, just like in the German version of RA1, but judging from the fact that the RA1 demo also does not include civilian voices, and that the German SOUNDS.MIX has some obsolete sound effects files that aren't even found in the English version, I guess they just used an older version of the file in the German version of RA1, where the civilian voices were replaced with blanks.
  19. I'm fairly certain there's a project that has the goal of adding remixed tracks and video briefings from Red Alert: Retaliation to the game, perhaps if you google that (sorry I can't remember where I read about it or if it is still active) and find this project, you could find useful info there. BTW, shouldn't this be in the modding sub-forum?
  20. MrFlibble

    1.06c development topic

    Nyer, may I ask about the other language packs included in the patch? It is my understanding that besides the Japanese speech that comes from console versions, other languages (at least, French and German) come from official localizations, right? On the other hand, you mention in the changelist that some speech files in German and French were added or replaced (using voices from TS I suppose). Many unit responses seem to be duplicates, and it seems there were originally no voices for the civilians in French and German, like in RA1. BTW, are the "robot" sound replacements for infantry screams and crush sound in the censored German version identical to those in RA1, or different? Also, I remember that the German version of Sega Mega Drive Dune: The Battle for Arrakis is different from the German version of PC Dune II; were there any such differences between non-English PC versions of C&C and its console ports? Oh, and Happy Birthday! (There seems to be no "party hat" smiley here, but and and should probably make up for it )
  21. MrFlibble

    6-mission DOS C&C demo

    BTW, Nyer, what was the original way of distribution of the demo CD? Was it bundled with other games or inside game compilations, or maybe added as a bonus with certain hardware items?
  22. I think the OP asked how to add new tracks, not how to replace existing ones. There's a project somewhere that aims to add the remixes of RA tracks that are only found in Sole Survivor and the console versions of RA, and I guess that Hyper might know something about it.
  23. MrFlibble

    1.06c development topic

    Heh, thanks But they also have text on them (not entirely unlike a certain leftover sprite of an aerial C&C unit that can be found in RA1 CONQUER.MIX
  24. MrFlibble

    1.06c development topic

    Hmm, I just noticed that in the patch readme, you give me credit for "some fixed unit graphics", something which I didn't do (unless the animated shadow for the working Const. Yard counts), but you forgot to mention that I made the German icons pack, as well as the icon templates from which you made the French icons.
  25. Ah, Now I get the source of the whole misunderstanding! What I meant by "teleported back to 1946" is that after eliminating Hitler, Einstein returned to his time, i.e.: 1) The intro starts in 1946, with the assistant setting up a camera to record the experiment. 2) Einstein sits on his paradox device's armchair and disappears in a flash. 3) He is teleported ("chronoported"?) to 1924 and shakes hands with Hitler, 4) Immediately after which both disappear in a flash, and then 5) The scene cuts back to the lab in New Mexico in 1946, where 6) Einstein reappears on the chair and tells his assistant that Hitler had been eliminated. Basically, I was referring to (5) and (6) when I said that "Einstein teleported back to 1946 as soon as he touched Hitler, and erased him from existence", meaning that (if it's not clear enough) Einstein went back to 1946 immediately after he "erased" Hitler from existence while in 1924. From which I think it's reasonable to conclude that Einstein did not drop by his younger self while still in 1924 to leave information that would boost technological advancement in the following twenty-something years. Hope everything is clarified now.
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