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Nyerguds

1.06c development topic

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Hello Nyer I signed up just to ask about this.

 

I love what you are doing, and hope you continue to work on this.

 

I am having problems getting the 'British' language pack to work, which is really bugging me. I've tried installing it twice. I've tested the Japanese and Spanish languages and they work.

 

I made sure in the ini file it said

 

[Language]

Language=Bri

 

Any ideas what is wrong? Or are the sounds the same as the default American voices? I was hoping it would be like the other language packs and change all the unit and narration voice? Very cool.

 

Hope you can help.

 

if needed here is my operating system too - Windows 7 64-bit Home Premium.

 

Thank you! ^_^

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The British language pack doesnt change any voices or sounds in game, it just fixes the stupid spelling mistakes the Yanks insist on making (there are better more apropriate examples but like how colour is the british spelling and color is the american)

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Aren't They different languages like Portugal Portuguese and Brazilian Portuguese? So, there's no mistake at all... :mellow:

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Aren't They different languages like Portugal Portuguese and Brazilian Portuguese? So, there's no mistake at all... :mellow:

He's just being snide toward American English.

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The lang_bri.mix is not even 50k big... that REALLY won't contain voice packs. It's just British spelling updates for the briefings, and game text.

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What's the big deal with the spellings really. :P

 

If you knew what they meant, why should it matter? D:

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It was made just for fun by a British friend. What more reason do you need? :P

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Hey, Nyerguds, do you know anything about the Top-Game buttons and fonts code? I'm doing some research to how to change the green fonts to White, but I got nothing yes. I've also searched for the probably code of the color (assuming the green pallete is A0), but i got nothing too...

I've searched that for about 3 hours and get nothing :(

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I'll see if I can find where it loads the font for drawing that text, and how it assigns a colour to it.

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Not unless you make it? This whole thing is kind of a fan effort if you hadn't noticed. I made the language switching system in the game, and I help people create the language packs, but I'm certainly not going to spend my time creating content for them. I'm not even British. The closest I get to that is looking for existing translations on the web, like how I found the portuguese one. Personally, in the case of the British addon, I don't really see the use anyway. Especially not when looking at how the Portuguese EVA is computer generated.

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Would there be any chance of a British voice pack in the future? I think that would be really, really cool. :)

 

Do you mean a voice pack with British accents? Honestly though, I don't see any reason for that. If a character was meant to be British, they'd have a British accent in the original English recordings...

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From a British Point of view, (since im British) its almost all american tech any way so its sort of expected that there going to be American, and its an expected outcome in both games and movies that they will be American, some of the greate WW2 war films about what us Brits did magicaly get changed to show the Americans taking the lead rol, twisting fact.

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The Longest Day certainly didn't do that. I remember those marching Scots with bagpipes :D

 

Anyway, enough of this retarded language purism nonsense. I got REAL news:

 

640x480_ingame.png

 

800x600_ingame.png

 

1000x400_ingame.png

 

 

That's right. Resolutions are 100% unlocked.

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The Longest Day certainly didn't do that. I remember those marching Scots with bagpipes :D

 

Anyway, enough of this retarded language purism nonsense. I got REAL news:

 

That's right. Resolutions are 100% unlocked.

 

you are the machine nyerguds :D

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GDI

SCG01EA: War is a Beach

SCG02EA: Save that Base, Mister!

SCG03EA: Fry the Friendly Skies

SCG04EA: A Few Good Soldiers: Bobyrusk

SCG04WA: A Few Good Soldiers: Gdansk

SCG04WB: A Few Good Soldiers: Byelistok - Town Under Attack

SCG05EA: The Media and the Military

SCG05EB: The Media and the Military

SCG05WA: The Media and the Military

SCG05WB: The Media and the Military

SCG06EA: One Magic Bullet

SCG07EA: Get it done right!

SCG08EA: Bring Them Back Alive: Repair and Defend

SCG08EB: Bring Them Back Alive: Defend & Destroy

SCG09EA: Let There Be No Light

SCG10EA: ORCA: Compact Killer Whale

SCG10EB: Romanian Revenge

SCG11EA: Spy in a Jam!

SCG12EA: To The Rescue

SCG12EB: Clean Sweep

SCG13EA: Eliminate Kane

SCG14EA: Gone Fishin'

SCG15EA: The Bitter Ends

SCG15EB: A More Bitter End

SCG15EC: Kane's Last Revenge

 

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.?

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At this moment, internally, rules.ini contains the "default starting track". This is set to Act On Instinct.

 

The game just counts on from there. Act On Instinct is for mission #1, the theme behind AOI on the playlist is for mission #2, etc. It doesn't just use the internal music IDs though; it actually works with the themes in the playlist, so hidden or missing themes are ignored by the logic, and it counts on correctly. And if it would get to the end of the list at a certain mission, it will neatly wrap around to the start again for the next one.

 

This logic obviously doesn't work for the Covert Ops. It's only for the campaign.

 

 

As for the Nod mission names, as I said in that post, I'll post them when I got some time to write them all down. Mind you, I'm not sure if these names are originally thought up by the developers or by the guy writing the strategy guide.

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Today, I fixed the bug that caused safe scrolling to be transferred to the other players in multiplayer games, and added another option for the "I'm a whiny bitch" tab I'll undoubtedly make in my new setup tool, namely disabling of the credits music on the last mission's score screen.

 

Note that in the setup tool, the "I'm a whiny bitch" tab will be disguised as "Sound options" :P

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Today, I fixed the bug that caused safe scrolling to be transferred to the other players in multiplayer games, and added another option for the "I'm a whiny bitch" tab I'll undoubtedly make in my new setup tool, namely disabling of the credits music on the last mission's score screen.

 

Note that in the setup tool, the "I'm a whiny bitch" tab will be disguised as "Sound options" :P

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?

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Yeah, it's a known (and fixed) bug; after I cleaned up the rather messy positioning of a bunch of internal functions for the 1.06c r1, the system that should check the "does file exist on disk" setting was accidentally linked to the function to retrieve the track length instead. So instead of removing all missing tracks, it removes all tracks which have a track length of 0 seconds configured in themes.ini. This same bug also removes the 2 remix-only tracks Reaching Out and Heartbreak when they should be available; since the length for the remix of a track is a separate setting, their normal length is set to 0.

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That's... worrying. Someone else reported a crash in the same function (something called in 4 functions related to mouse cursor drawing) at the EA forums...

http://www.commandandconquer.com/forums/showthread.php?953

 

The only thing we have in Common is we are using CNC-DDRAW, but my one isn't so worryng, first time i got it. But it is annoying, you playing a nice Online game and Mr. Crash! ruins it :(

 

Read the C&C95 manual

 

2.8. Microsoft Home Mouse and Natural Keyboard

 

If you are using a Microsoft Home Mouse, the Microsoft Natural Keyboard or are using Microsoft's IntelliPoint Tools and Controls Software, having the "Sonar" setting on under "Visibility" in the "Mouse Properties" section in the "Control Panel" can cause C&C 95 to crash. Please turn this setting off when playing C&C 95.

Using the 'point' feature of the Microsoft keyboard may cause mouse trails to be left on screen. Do not use this feature while playing C&C 95.

Is him using it?

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That seems rather far-fetched...

 

Are you using any of these things, then?

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That seems rather far-fetched...

 

Are you using any of these things, then?

 

No, but my one i only got 1 time. My mouse is the 5 Buttons Dr.Hanks (PS/2), a slow but good mouse.

My keyboard is an PS/2 Default one...

 

Maybe... Uh, i don't know, an external application refence crash? on C&C95 Manual, it says to Disable Microsoft PowerTools for Windows 95 when playing the game, because it makes the game random crash.

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