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Heh, there's an updated version of "Rambos in the Jungle" (118 in this pack) included in my mission pack. It's called "The CABAL computer".

 

[edit]

 

It seems several missions still have an incorrect Buildlevel setting...

 

scg101ea: set to "96", should be "15"

scg107ea: set to "2", should be "15"

scg112ea: set to "96", should be "15"

 

Map problems:

 

scg102ea: has bad tiles on the map.

scg106ea and scg109ea : can't be opened in xcc mixer because of wrong theater tiles outside the visible area. No problem for playing, but if you want to view them, I attached the fixed maps.

 

Other stuff:

 

scg104ea: tons of triggers in it are left over from the original it was taken from. Entire scores of celltriggers are placed completely erratically, obviously left over from an old map, and all of them link to teamtypes that don't exist. Needs some serious cleaning up.

 

scg110ea: Oh good gods, where to start. This mission is just the GDI #1 mission with the map expanded to (almost) maximum. The triggers are 100% unmodified from the original mission, and so is the starting point (waypoint 26), which is the only reason the "locate your base" line is even in the briefing. This also means it has buildlevel 1, making all available factories 100% unusable, and no attack triggers for nod whatsoever. IMO, this isn't worth calling a mission.

 

scg119ea: The briefing text seems to suggest it needs line breaks. You can add those by ending each line (besides the last one of course) with ##.

 

 

I suppose you rewrote the briefings added with ; in the inis? 105 has some errors in that one:

"Intelligence has indicated that NOD is trying to steal are Machines."

Should be

"Intelligence has indicated that Nod is trying to steal our new machines."

 

For the rest, I'd generally say, go ahead and replace those briefings.

fixedmaps.zip

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.... Heh, there's an updated version of "Rambos in the Jungle" (118 in this pack) included in my mission pack. It's called "The CABAL computer"...

 

Hmm ok, this is a good tip.

I resorted from the oldest (release date) mission to the newest.

That's why "The CABAL Computer" didn't show up yet. But I wasn't aware of the update.

 

... incorrect Buildlevel setting ...

ok, changing.

Just to be clear: I can check the correct Buildlevel setting in the rest of the pack, also.

 

... scg104ea and scg110ea ...

 

If scg110 is not worthy, I can take it out and/or replace it. From what you've said it seems to be the proper action.

SCG104: I won't be able to make any change in the short term. I lack some knowledge, but I'll put on the list.

 

... fixed maps ...

 

Thanks, I'll replace it

 

... scg119 ...

there's no briefing in the previous material, so I put that msg lines.

I'll put the "##". I already use them in other missions and forgot this one, but I'm aware.

 

.... scg105 ...

Before I realize that some briefings intended by authors were placed deep inside all those standard missions in "MISSION.INI", I was adapting the longer texts provided by the author in the text files.

As soon I discovered, I dropped this course of action and got back to the original briefing. So, I didn't rewrote it.

The thing is: this author of scg105 and a bunch of his missions tends to have a confused writing style, that's why that lost "ARE" is in the middle of the sentence.

I think he was trying to say something else.

Even the original sentence is contraditory. So I tried to keep the original, even when it is something ackward (like that).

But your sentence makes perfect sense.

 

... For the rest, I'd generally say, go ahead and replace those briefings ...

Which briefings? All briefings are the originals, as requested.

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SCG104: I won't be able to make any change in the short term. I lack some knowledge, but I'll put on the list.

I don't know if you'll get through this without knowing some basics of mission programming. Not that it's hard, mind you. [Celltriggers] activate [Triggers], or at least those with the "player enters" action, and team creation and reinforcement triggers link to [Teamtypes] to specify what should be created or reinforced.

 

So in this case, there's a bunch of celltrigger areas (clearly visible in the map editor) which activate triggers of which the teamtypes don't exist. Since the teamtype was meant to be the final result of the trigger, there is no reason for the triggers or the celltriggers to exist.

 

From what I see the celltriggers were originally supposed to mark areas the player HAD to cross at some point, and that would trigger enemy attacks. At this moment they don't even do that anymore; the areas they mark are completely useless.

 

The thing is: this author of scg105 and a bunch of his missions tends to have a confused writing style, that's why that lost "ARE" is in the middle of the sentence.

Yeah, it's an awful phonetic error, but he put "are" instead of "our".

 

Which briefings? All briefings are the originals, as requested.

Oh, so those with ; before them were simply (the sometimes slightly longer) versions from the readme text files? Okay, nevermind then.

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Well, you explained completely clear.

 

Besides the problem of understanding, there is the flexibility (speed). There are hundreds of missions and my time is short, unfortunately.

I'll finish the process of sorting with minor editions and then, in a next turn, we can clean up whatever needed 'cause I feel that new kind of changes will show up.

The idea is to publish the missions and all those problematic ones we take out for some kind of repair and/or replace.

 

This is the first set and I don't have any idea of what else will appear.

I'm going to finish this phase and in the next one we make improvements.

 

The file coding will work like a reservation. And if people have an older MIX file set, they will replace it (download it), if wanted.

 

 

It's like a church: always under reform.

Without the tax thing, of course ehehehehheeh.

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I already got a bunch of these with trigger fixes on my hard disk... I should really upload them -_-

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Hi,

 

NOD Missions - SCB100.mix opened

http://www.4shared.com/file/V5PvNEmJ/SCB100.html

 

Updated Mission Index

http://www.4shared.com/document/j4qjRWqe/MissionIndex.html

 

Fixes on SCG100.mix

http://www.4shared.com/file/xKo-HERH/SCG100.html

 

- fixed maps: scg106 and scg109

- replaced missions: scg110

- altered build levels: scg101, scg107, scg112

- scg118eb added

 

Remember: go to the links for update, from time to time

 

Next Steps:

- Repair Bay: Test and notes of crashed missions

- Reinforcements: Waiting for the trigger-fixed missions from Nyerguds

- Refinary: Booking a whole set of missions

- Silos: Release of SCG120.MIX

 

 

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Looks like the missions I fixed were mostly the campaigns found here

http://nyerguds.arsaneus-design.com/cncstu...ions/campaigns/

 

I also uploaded the Tactical Operations missions from my own addon CD. 90% of them are probably the same ones you already got from other compilations though.

http://nyerguds.arsaneus-design.com/cncstu...ns/tactical.rar

These aren't fixed or touched in any way, as far as I know.

 

My mistake. I clearly updated/fixed a bunch of these.

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I'll DL the links and analyze it.

 

 

I don't know if this help, but these missions below will be on SCG120:

 

http://www.4shared.com/file/EdexfSS6/NextSCG.html

 

120 - Desert Fire 121 - World War III

122 - Ground Assault 123 - Money War

124 - Battle Of Hibenberg 125 - Center of Attention

126 - Syndrome1 - The Medical Facility 127 - Death & Destruction

128 - The Heart of NOD 129 - Jungle Fever

130 - The Ultimate Protector of the MHQ 131 - The Final Stand

132 - The Visceroid War 133 - Maximum Operation Overkill

134 - The Battle at Elkhorn Tavern 135 - Desert Shield

136 - No Return 137 - Overdrive

138 - Tiberium Island 139 - Defence Matrix One

 

This way we can repair,cut or replace BEFORE publishing.

I'll be editing ...

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There's only one mission of Syndrome. No need to add the 1, the guy never made any sequels as far as I know.

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Campaigns Inventory

Around 25 Campaigns

 

07 Large (more than 10 missions)

08 Medium (04 to 09)

10 Mini (01 to 03)

(subjective categorization)

 

+

01 unfinished

=================

About 04 mods

=================

 

SP Missions

74 NOD missions

155 GDI missions

Around 10 missions recovered in Repair Bay (Nyerguds work)

 

 

Coming soon:

1) Number of missions without briefing and/or name

- players needed to play and create briefing and name

- Translaters for briefings - from German to English

 

2)

SCB120EA.ZIP / SCB120EA.MIX

SCG120EA.ZIP / SCG120EA.MIX

 

Edited by Solo

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Database Update

Mission Index: http://www.4shared.com/document/j4qjRWqe/MissionIndex.html

 

ZIPs and MIX Files:

- SCG100EA: http://www.4shared.com/file/xKo-HERH/SCG100.html

http://www.4shared.com/file/IRKRQ8mc/SCG100.html

 

- SCG120EA: http://www.4shared.com/file/z8M6J85b/SCG120.html

 

- SCB100EA: http://www.4shared.com/file/V5PvNEmJ/SCB100.html

 

- SCB120EA: http://www.4shared.com/file/h8tTzDwp/SCB120.html

 

 

Always remember:

- These are not originals. That's just what we've found here and there;

- Changes might happened without notice: to correct triggers and teamtypes, change "weak" missions or alike;

- If you find anything wrong, let us know, for the benefit of the CnC95 community in general.

Edited by Solo

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Database Update

Mission Index: http://www.4shared.com/document/j4qjRWqe/MissionIndex.html

of JAN 15, 2011.

 

ZIPs and MIX Files:

- SCG100: - SCG100EA: http://www.4shared.com/file/xKo-HERH/SCG100.html

http://www.4shared.com/file/IRKRQ8mc/SCG100.html

 

- SCG120: http://www.4shared.com/file/z8M6J85b/SCG120.html

 

- SCG140: http://www.4shared.com/file/Z8Zc1uvg/SCG140.html

 

- SCB100: http://www.4shared.com/file/V5PvNEmJ/SCB100.html

 

- SCB120: http://www.4shared.com/file/h8tTzDwp/SCB120.html

 

- SCB140: http://www.4shared.com/file/JQ8Dhy46/SCB140.html

 

Important:

Due to problems with MIX files system, missions ending with EC and EE are having listing problems in the New Missions Menu. To mitigate this problem, *EC missions in this last SET were put outside the MIX file.

It means you must throw SCG140.MIX, SCG141EC.INI and SCG141EC.BIN in the C&C95 directory to be able to have the complete set on CNC95. The same applies to NOD's missions.

This same kind of thing will continue to happen until we figure out how to solve it.

 

So far:

108 NOD missions

206 GDI missions

Edited by Solo

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Here's a few more... I remember seeing "too much tax" somewhere before though, so it's possible you already got them, and I also have no idea of the quality of the missions, but anyway, straight from the creator's page:

http://jooh.no/root/old_web_sites/1stone/c&c.html

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Cool!

 

The "Too much tax" I got earlier is in repair bay.

If this one works will be good ...

 

 

/edit

 

Nah, it didn't work too.

But the rest of the missions are working, so it will be listed.

Edited by Solo

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Hi,

This is cool:

Last wednesday I got a bit tired of the INI files, I'm always messing with CnC95 files over night, so I was stressed and had to do something.

Take a look in this Excel File,

 

::: Mission Audit :::

 

If you're a bit lost with the INI files in your mapmaking, try pasting the INI file in the INI tab and see what pops out in the other tabs.

Read the instructions, navigate from one tab to another and you'll get how it works:

"Oil" Green=Highlights, Orange=Problems, most often

 

Took me 2 nights to set up and 2 other to refine.

It's not a state of the art, but so far I had fixed 12 missions that will be released here later:

 

GDI

- Dread (good mission but the map needs edition and my XCC keeps crashing, I'll try again later)

- Straight and Narrow

- Living Alone

- Tiberium Desert

- No Through Road

- Crash NOD

- Nightmare

- Nodyland

- Helicopter Hell

 

NOD

- Blood Bath

- The Temple

- Crash GDI

 

The TEAMTYPE section still need a lot of work. I provided a sample (see EXAMPLE tab). I found out a lot of mistakes that the system didn't warn me.

But it still worth working with it, despite the problems, IMO.

 

I hope you enjoy this in many ways.

Don't ask too much changes, I'm already satisfied eheeheheheh ...

post-7289-1297136762_thumb.jpg

post-7289-1297136789_thumb.jpg

Edited by Solo

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Hello!

 

SCG180 <-NEW GDI pack! :cc3:

 

Dossier:

SCG180EA - Dread by David Intihar

SCG181EA - Silent But Deadly by Richard Kee

SCG182EA - Escape from Alcatraz by Richard Kee

SCG183EA - Action Man by Tom Collinson

SCG184EA - A little Chance by Franz Kohlrus

SCG185EA - Go West by Franz Kohlrus

SCG186EA - Last Gdi by Franz Kohlrus

SCG187EA - Mountain by Franz Kohlrus

SCG188EA - Man to man by Franz Kohlrus

SCG189EA - Rock and Roll by Franz Kohlrus

SCG190EA - Runaway by Franz Kohlrus

SCG191EA - Roll over by Franz Kohlrus

SCG192EA - Big Land by Franz Kohlrus

SCG193EA - It's party time by Franz Kohlrus

SCG194EA - Die to Die by Franz Kohlrus

SCG195EA - A long war by Franz Kohlrus

SCG196EA - Air Bridge by Franz Kohlrus

SCG196EB - Air Bridge 2 by Franz Kohlrus

SCG197EA - Quadrophonia by Franz Kohlrus

SCG198EA - Don't Sleep by Franz Kohlrus

SCG199EA - Tiberium Tower by Franz Kohlrus

 

Have Fun!

 

 

Previous:

 

Database

Mission Index

 

GDI files for download:

SCG100 - url changed in may 20th, 2011

SCG120

SCG140

SCG160

 

Nod files for download:

SCB100

SCB120

SCB140

SCB160

 

 

 

PS - Let me know if CNCNZ may want to change location for this issue.

Edited by Solo

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I've Played GDI 100, 101, 102, 103 and 104... i've take a note of some things...

 

On SCG103EA, the South Reinforcements somethimes get stuck at East... AND YOUR CY TOO! so, i've fixed it.

On SCG104EA, There's a Light tank INSIDE nod's base... I guess the autor accidentally put that there, and it get destroyed by Nod units. i've attached the fixed missions...

fix1.zip

fix1.zip

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I've Played GDI 100, 101, 102, 103 and 104... i've take a note of some things...

 

On SCG103EA, the South Reinforcements somethimes get stuck at East... AND YOUR CY TOO! so, i've fixed it.

On SCG104EA, There's a Light tank INSIDE nod's base... I guess the autor accidentally put that there, and it get destroyed by Nod units. i've attached the fixed missions...

 

 

Valeu, Pichorra (...ups...)

 

I'll upload the fixes in my next SCG/SCB publishing thing.

It will probably be in the weekend.

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Hallo Commander!

 

SCB180 <-NEW Nod pack! :kw:

 

 

Dossier:

SCB180EA - Kill Moebius by David Dennis

SCB181EA - Too Much Tax, GDI! by Jon Magne Austenaa

SCB182EA - Abyss

SCB183EA - Point Break High

SCB184EA - Hillside Battle

SCB185EA - Final Task

SCB186EA - The GDI base by MJ COOZE

SCB187EA - The GDI Home Town by MJ COOZE

SCB188EA - Chemical War 1: Comlink Jammer by Nyerguds

SCB188EB - Chemical War 2: Visceroid Research by Nyerguds

SCB188EC - Chemical War 3: The Tiberium Power Plant by Nyerguds

SCB189EA - Civil Guard by Nyerguds

SCB190EA - Tiberian Skirmish by Charles Hay

SCB191EA - Tiberium Poisoning by Nyerguds

SCB192EA - Counterattack by Jafet Kackur

SCB193EA - Troops We Have by Trilobyte

SCB194EA - BBQ Party by Trilobyte

SCB195EA - Unfair Duel by Elso

SCB196EA - Counter Attack by Apollo

SCB197EA - No Remorse by Apollo

SCB198EA - Winter of Discontent by MrFlibble

SCB199EA - Avenger Desert by Robo Fish

 

Have Fun!

 

 

Database

Mission Index

 

::: IMPORTANT:::

If 4Shared prompts "file not found", try REFRESH (F5) command

 

GDI files for download:

SCG100 - url changed in may 20th, 2011

SCG120

SCG140

SCG160

SCG180

 

Nod files for download:

SCB100

SCB120

SCB140

SCB160

Edited by Solo

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Hallo Commander!

 

SCG200 <-NEW GDI pack! :cc3:

 

 

Dossier:

The following 06 missions are from Franz Kohlrus

SCG200EA - Edge

SCG201EA - M&M

SCG202EA - Island

SCG203EA - A big Fight

SCG204EA - Landing GDI

SCG205EA - Forces

 

SCG206EA - Devil or the Deep Blue Sea by Yau Teng Yan

SCG207EA - Rescue Operation by Victor Szoltysek

SCG208EA - Special by Jon Magne Austenaa

SCG209EA - Mountain and Valleys of Blood by Shai Eilat

SCG210EA - Tiberium Desert by Sergey Alexeev

SCG211EA - Operation Apache by Jonathan Chen

SCG212EA - Crash2 - unknown

SCG213EA - Tyberium Testing by Tsuyoshi Kihara

SCG214EA - Mountain Crash by Gabe Molina

SCG215EA - Fast & Furious by Mel Olson

SCG216EA - Hell's Eruption by Mel Olson

SCG217EA - The Mountain King by mgP

SCG218EA - The Great Escape by David Dallaston

SCG219EA - The Confluence by Kung Chien Wen

 

 

Have Fun!

 

 

Database

Mission Index

 

::: IMPORTANT:::

If 4Shared prompts "file not found", try REFRESH (F5) command

 

GDI files for download:

SCG100 - url changed in may 20th, 2011

SCG120

SCG140

SCG160

SCG180

 

Nod files for download:

SCB100

SCB120

SCB140

SCB160

SCB180

Edited by Solo

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Ahh, I should really start playing all of these :P

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Ahh, I should really start playing all of these :P

 

Well, I have to comment that I'm discovering here and there some teamtypes and triggers that need interpretation and fixing (when it is obvious, I just fix, don't worry).

So, in the following weeks I'll be auditing better SCB100 and SCG100.

 

As soon as I finish, I'll prompt here the changes. The updated ZIP file will be in the link.

 

This is an example:

SCB102

TEAMTYPES

CHOP1

chop1=BadGuy,1,0,0,0,0,2,0,0,0,2,RMBO:1,TRAN:1,3,Move:2,Unload:2,Move:3

CHANGED TO

chop1=BadGuy,1,0,0,0,0,2,0,0,0,2,RMBO:1,TRAN:1,3,Move:2,Unload:2,Move:3,0,0

 

HIT2

hit2=GoodGuy,1,0,0,0,0,2,0,0,0,2,HTNK:2,TRAN:1,3,Move:4,Unload:4,Move:4

CHANGED TO

hit2=GoodGuy,1,0,0,0,0,2,0,0,0,2,HTNK:2,TRAN:1,3,Move:4,Unload:4,Move:4,0,0

 

NOTE

Teamtype HIT2 is not connected to any trigger and the second command MOVE:4 doesn't seem to make sense;

Trigger RETAL2 connects to HIT3 as well as trigger KILL connects to HIT3 ;

RETAL2 might have been connected to HIT2. So, HIT2 might be an abandoned teamtype or there was a typing mistake in the trigger.

 

 

HIT1

It is possible that

hit1=GoodGuy,1,0,0,0,0,20,1,0,0,2,HTNK:1,MTNK:2,2,Move:4,Attack Units:4,0,0

wouldn't be "ATTACK UNITS:4".

This is commonly not enough time. If that happens try "ATTACK UNITS:40"

 

 

I know the fixes might not be complex, but I'm asking a friend to try out the fixes at the same time I'll be auditing other missions/packs and seting up "reports", due to my limited free time.

After that I'll publish and update the ZIP file pack.

 

 

I'll let know here the advances and changes.

I believe a maximum of 10% of the missions will have these kind of problems.

So far the majority of the missions published in the link are fully playable.

 

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btw,

 

The is the suggested changes for SCB102EA:

 

 

[Waypoints]

4=3807

 

 

[TeamTypes]

chop1=BadGuy,1,0,0,0,0,2,0,0,0,2,RMBO:1,TRAN:1,3,Move:2,Unload:2,Move:3,0,0

hit1=GoodGuy,1,0,0,0,0,20,1,0,0,2,HTNK:1,MTNK:2,2,Move:4,Attack Units:40,0,0

hit2=GoodGuy,1,0,0,0,0,2,0,0,0,2,HTNK:2,TRAN:1,1,Move:4,0,0

hit3=GoodGuy,1,0,0,0,0,2,0,0,0,2,MTNK:2,TRAN:1,4,Move:5,Unload:5,Move:4,Attack Units:40,0,0

 

[Triggers]

retal2=Destroyed,Reinforce.,1,None,hit3,1

kill=Player Enters,Reinforce.,0,None,hit2,0

 

 

Last comments:

I'm not sure that trigger KILL can be activated by entering it, once it is over a hospital. Maybe the command should be "ATTACKED", instead of "PLAYER ENTER" or the CELLTRIGGERS must surround it.

Observing the overall map, it needs finishment also.

Edited by Solo

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