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Kamikave

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Everything posted by Kamikave

  1. Kamikave

    1.06c development topic

    No worries, C&C and its fans aren't going anywhere Ready when you are.
  2. Kamikave

    Annoying graphical problem

    Please, read cc95v106c_r3_en.rtf, you'll find all the answers you need.
  3. I see. Thanks for the explanations.
  4. Isn't that always the case, even in single player ?
  5. I don't know, I've never looked for coop maps. Maybe if you look hard enough on this forum, or at http://www.cnc-comm.com/, you'll find some... C&C95 AI is kind of primitive, you'll have more fun with single player scripted missions, or Red Alert skirmish.
  6. Here, read this : http://www.moddb.com/mods/command-conquer-unofficial-patch-106/features/base-building-in-cnc95-skirmish
  7. Kamikave

    Translation stuff

    D'un autre côté, ce sont des termes utilisés par les joueurs et la presse spécialisée, je ne vois pas où est le problème. Ex: http://www.jeuxvideo.com/jeux/telecharger/pc/00000455-half-life.htm Concernant les fautes, j'avoue que je ne suis pas doué pour repérer mes propres fautes.
  8. Kamikave

    Crash research

    Oups, sorry. I didn't check the first page. I guess it's already on your bug list then (or it will when you find out what the problem is).
  9. Kamikave

    Crash research

    Ah... My first game in a while, and it crashes... "Application Error C&C95.exe The instruction at 004dbc37 referenced memory at 00081bf8 The memory could not be written Click ok to terminate the application" Do you know this one ? I wasn't doing anything out of the ordinary. Just building my base in covert ops Infiltration, as usual... Edit : Today, the game didn't crash, but, whenever I accessed the in-game menu, the mouse was frozen. I had to quit the game the hard way. I think I'll reinstall the game very soon lol
  10. Kamikave

    Translation stuff

    Just so you know, I will be very busy at work in july, so if you post stuff to translate in that period, don't be surprised if I don't see it before the week end ^^
  11. Kamikave

    1.06c development topic

    Yes, I have to agree on that. I never saw the map without fog of war at the very start, but in the covert ops mission Blackout, the Nod base seems to be almost empty at first (except for the turrets). The IA is builduing everything along with the player. Which, ironically, backfires if you use the first air strike to destroy the construction yard lol Yes, I was thinking of that mission when I mentionned this (I admit, I never checked them all ^^'). But you're right, the IA is totally messed up in this mission.
  12. Kamikave

    1.06c development topic

    Now that you mention it... I just assumed they did, since a lot of games from that time had their source code released (doom, quake, duke3D etc... ) Yeah, I hadn't thought of that. On the other hand, there are some missions where the IA never rebuilds its own refinery. If every mission has its own build list, they could have easily predicted what building needed to be rebuild or not depending on the mission. Unless the purpose was to make missions easier...
  13. Kamikave

    1.06c development topic

    Westwood or EA never released the source code ? I thought they did. I just realised something completely stupid. The AI in Dune 2 is able to rebuild every building you destroy (except for the constuction yard), yet C&C AI is not. How could the devs miss something so obvious ?! It's not like it they didn't do it before... The more I see all the bugs and broken things in this game, the more I get the feeling it was unfinished when released lol
  14. Kamikave

    1.06c development topic

    I'm guessing it's to keep the multiplayer balanced.
  15. Kamikave

    1.06c development topic

    Yes, that's more a flaw than a bug. Something that has been corrected in red alert, where there is no gunner spawned after a commando bombing. Rather than adding a delay before mini gunners can start firing, the easier way would be to increase the delay before the C4 explodes, giving time to the commando to really get out of firing range.
  16. Kamikave

    1.06c development topic

    You say it like it's a bug, but I always considered it was an intended behaviour. It's part of the charm of this tank. I think in RA 1 the mammoth is just overpowered against infantry. In C&C it is more balanced this way.
  17. Kamikave

    1.06c development topic

    "S" is the shortcut for 'stop', which means when a mammoth target something and you press S, it stop targetting and reset to iddle, if an ennemy is in its attack range when you do that, or if you give it a new order, it will fire the rockets like it does the first time it attacks something that is not straight in front of it.
  18. Kamikave

    Crash research

    Unfortunately, XP is much more easy to crash than Seven. I've lost count on how many times I had to reboot my computer because of a game crash under XP. It happened once with 7, in three years, including when C&C crashed without error message. Uninstalling and reinstalling the game solved it for me. I never knew what went wrong. Which is why I think the problem might not come from the game.
  19. Kamikave

    Crash research

    No, it's not that strange, not with Windwos XP. Try reinstalling the game, that worked for me if you read this topic a few pages back. If it doesn't, I suggest you drop XP for Seven, at least your computer won't completely crash anymore.
  20. Kamikave

    1.06c development topic

    True. Although I didn't experience most of them (I barely played with the chem warrior for example), so I kind of forget how long this bug list can be ^^
  21. Kamikave

    1.06c development topic

    How did you find that bug ? lol In 15 years that I've been playing C&C, I never even thought about using a tank to kill an engineer . Also, I find it surprising that it was caused by a dumb copy paste error. What were Westwood quality checking guys doing lol ?
  22. Kamikave

    1.06c development topic

    You're right... Now it's official, I really need some vacations ''
  23. Kamikave

    1.06c development topic

    Hum... Not sure I understand. Is it always enabled, or only in the first three maps ? Either I'm really tired, or something doesn't add up ^^'
  24. He did ? I don't even remember when or where I posted about this issue, it was quite some time ago lol Your memory is better than mine ^^'
  25. Kamikave

    Translation stuff

    new changelist stuff for the manual :3 Suppression du code qui faisait disparaitre l'infobulle "Terrain inconnu" après la mission 3 Correction du bug qui faisait que le commando donnait une réponse mouvement et C4 en même temps Les provocations de l'IA et les messages du joueur jouent maintenant le même son en multijoueur Le jeu affiche désormais des infobulles sur les arbres sur les 3 premières cartes multijoueur (c'est une logique de la campagne qui n'étaiet pas désactivé en multijoueur) Adaptation de l'interface utilisateur coté client d'une partie en réseau local pour affichier correctement les 4 modes de jeu Implentation d'un système pour détecter les joueurs utilisant la triche des deux camps. Leur faction s'affichera comme "???" dans la liste au lieu de "GDI" ou "NOD". Correction d'un crash lié à une phrase de provocation de l'IA en allemand trop longue, ce qui corrompait la mémoire interne en écrivant au delà de l'espace réservé. La fonction provocation peut maintenant gérer des phrases plus longues, et la ligne a été raccourci pour tenir sur un écran de résolution minimum 640x400. Le Centre de Comm, le Centre Tech et tous les bâtiments de défenses de la base détectent la furtivité, mais pour une raison quelconque, le Centre de Comm Avancé ne la détectait pas. Cela a été corrigé. Il y a apparemment un moyen pour avoir les options de construction NOD et GDI en même temps en multijoueur. C'est de la triche, et cela a été corrigé. Oh, and an old one I'd forgotten for the original 1.06c: La playlist des musiques du jeu est maintenant contrôlée par themes.ini, qui se trouve à l'intérieur de updatec.mix One for the "Special Thanks To" section: -DelphiDie, pour m'avoir prévenu de la triche du double arbre technologique en multijoueur, pour avoir trouver l'option pour activier la détection de la furtivité des bâtiments, et pour m'avoir aider à corriger un bug lié aux provocation de l'IA en allemand. And finally, the FAQ item I should've made ages ago: Q: Allez-vous ajouter la construction de base à l'IA des escarmouches et modes multijoueurs ? A: Non. C'est totalement impossible, car le jeu n'a aucune logique de contruction de base. Les seules constructions que l'IA de C&C95 peut faire sont de reconstruire les bâtiments qui sont mentionnés dans une liste d'un fichier de mission. Pour plus de détails lisez ceci (en anglais) : www.moddb.com/mods/command-conquer-unofficial-patch-106/features/base-building-in-cnc95-skirmish Looks like I forgot some more FAQ stuff... derp Q: Je ne peux pas capturer le Centre de Comm Avancé dans la mission 12 du Nod ! Q: Je suis censé capturer un hélipad doté d'un Orca dans la mission 7 du Nod, mais l'Orca ne reste pas sur l'hélipad ! A: Cela ce produit lors du chargement de vieilles sauvegardes. Dans la version 1.06c, tout comportement spécial de mission a été changé pour devenir une option spécifique à la mission. Si vous chargez des sauvegardes d'une version plus ancienne du jeu, ces options ne sont pas sauvegardées dedans, ou pas au bon endroit. Il vous faudra redémarrer la mission après le chargement de la sauvegarde pour corriger cela, désolé. I believe that's it. I was too lazy to check if a helipad is called "hélipad" in the french version though, sorry.
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