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Huge C&C1 Singleplayer mappack

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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"

Well, that seems like an obvious case where the mission maker thought the command needed another repeat of the waypoint, rather than the amount of time to attack. I usually put all of those on 50 or 99 :P

 

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.

The player enters thing depends if it is used as capture trigger. In that case the Player Enters should simply be linked to the building. That works, and will be triggered if the building is either infiltrated by an engineer or blown up by a commando.

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:kw:

Nod file updated:

SCB100

 

Most of the missions were edited to correct wrong parameters and typing.

To know how many changes, note the dates INSIDE the main ZIP file.

 

I'll list here the missions inside SCB100.MIX and/or SCB100.ZIP:

 

SCB100EA - Hell (Updated Version) by Niall Davidson

SCB101EA - The Bionic Men by Han Brunger

SCB102EA - Surgical Strike and

SCB102EB - Clean Up by Lee 'Troll' Dove

SCB103EA - Ground Zero by Ryan Nicolace

SCB104EA - The After Life by Calvin Cullum

SCB105EA - Treasure Island by Buddy

SCB106EA - Death Trap and

SCB107EA - Experimentation from Hell and

SCB108EA - Out of Control by Sunny Lee

SCB109EA - WTTB by Ivan

SCB110EA - Disaster by Chris Johnson

SCB111EA - Bad Boys by and

SCB112EA - Hammer Time by Mike DeSeve

SCB113EA - New Offensive by David Mayr

SCB114EA - Resurgence of Nod and

SCB114EB - One Passage of Destruction by Steven

SCB115EA - Trap by Mike DeSeve

SCB116EA - The Many Arms of NOD by Harlequin of NOD

SCB117EA - Terrorist War by Steven

SCB118EA - Invasion by Daniel MacDonald

SCB119EA - Defection at Drabar by Christopher Peters

 

See ya'

Edited by Solo

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Database

Mission Index

 

:cc3:

GDI file updated:

SCG100 - url changed in may 20th, 2011

 

(List edited in MAY-20-2011)

SCG100EA - The Chemical Brothers by Andrew Griffin

SCG101EA - Tiberium Nightmare by Patrick 'Soya' Van Der Nat

SCG102EA - Assassination HQ by Andrew Griffin

SCG102EB - Assasination Mountain by Richard Kee

SCG103EA - Helipad Salvage by Kestrel

SCG104EA - Surprise by Justin Haaga

SCG105EA - Death Mate by Justin Haaga

SCG106EA - Guerilla Elimination by Kestrel

SCG107EA - The Red Light District by Han Brunger

SCG108EA - Death Lake by Mikael "Armitage" Sundling

SCG109EA - DIE by Justin Haaga

SCG109EB - Backflash by Justin Haaga

SCG110EA - Delta Crossing by Jeff Fehric

SCG111EA - Out of Control by Sunny Lee

SCG112EA - A Bridge Too Far by Kam Yeung

SCG113EA - Rescue Moebius by Hans Nelisse

SCG114EA - Fortress by Daniel MacDonald

SCG115EA - Seek And Destroy by Jeff Fehric

SCG116EA - Commando Threat by Al Paterson

SCG117EA - Village People by Luc Parent

SCG118EA - The Cabal Computer by Nyerguds

SCG119EA - War Zone - unknown

 

: ]

Edited by Solo

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Ooh, those sound familiar :D

 

Did you test the Rescue Moebius one? if that's the mission I think it is (Desert theater), I know I put some work into fixing it once, because in the original, Moebius was simply missing from the map :P

 

btw, The Cabal Computer is simply an upgrade of Rambos in the Jungle... not a sequel or something at all.

 

SCG104EA - The Death Camp and

Eh?

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Ooh, those sound familiar :D

 

Did you test the Rescue Moebius one? if that's the mission I think it is (Desert theater), I know I put some work into fixing it once, because in the original, Moebius was simply missing from the map :P

 

btw, The Cabal Computer is simply an upgrade of Rambos in the Jungle... not a sequel or something at all.

 

 

Eh?

 

 

Eheheh, I know Moebius is there cause there's a trigger on him. I don't play the missions as a whole, I just start them and make some scout to see if it gonna show some error.

Now that I'm making checks in the triggers and teamtypes, some horrors are showing up, like "The Death Camp" - only 1 teamtype and 7 missing teamtypes in the trigger section.

I'll have to play this mission someday and then, remake these missing parts or find an upgrade somewhere. After I finish publishing all the missions I have here, I'll decide what to do with the problematics that skipped.

Tip: take a look at the Excel file inside the ZIP. I'm getting faster now rsrssrsrsrs

 

About this:

SCG104EA - The Death Camp and

SCG105EA - Surprise by Justin Haaga

means both missions has the same author.

 

About "Rambos in the Jungle": you had told me before it's an upgrade. I put them together cause the authors seemed to be different at the time I've published it. (I mean: you know the story, I don't eheheehe)

Since it is an upgrade, we can put Cabal Computer as EA and Rambos as EB or simply get rid of Rambos in the jungle. Let me know ...

 

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Eheheh, I know Moebius is there cause there's a trigger on him. I don't play the missions as a whole, I just start them and make some scout to see if it gonna show some error.

If it's indeed the Desert mission I think it is (big prison complex in the top right corner, helis to capture in the bottom right), then that just means you're using my fixed version :P

 

Now that I'm making checks in the triggers and teamtypes, some horrors are showing up, like "The Death Camp" - only 1 teamtype and 7 missing teamtypes in the trigger section.

I'll have to play this mission someday and then, remake these missing parts or find an upgrade somewhere. After I finish publishing all the missions I have here, I'll decide what to do with the problematics that skipped.

Tip: take a look at the Excel file inside the ZIP. I'm getting faster now rsrssrsrsrs

Yeah, I know a lot of stuff in missions is blatantly copied from original missions, by people who had no idea whatsoever of how the mission programming worked. Even if the waypoints are completely incorrrect a lot of them seemed to be satisfied if the AI just built and sent stuff. The teams usually find their way to the player's base anyway, no matter what waypoints they're set to follow. So yes, that way you get to see some pretty horrible stuff in the mission files.

 

About this:

SCG104EA - The Death Camp and

SCG105EA - Surprise by Justin Haaga

means both missions has the same author.

Well seeing as it's a list, that's really unclear - just repeat the name, lol.

 

About "Rambos in the Jungle": you had told me before it's an upgrade. I put them together cause the authors seemed to be different at the time I've published it. (I mean: you know the story, I don't eheheehe)

Since it is an upgrade, we can put Cabal Computer as EA and Rambos as EB or simply get rid of Rambos in the jungle. Let me know ...

Well, if you play them through you'll see that Rambos is just far too easy. On a map with only infantry, commando missions get boring.

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If it's indeed the Desert mission I think it is (big prison complex in the top right corner, helis to capture in the bottom right), then that just means you're using my fixed version :P

 

Hmm, I think this is a third option.

 

It is not your fixed mission, it's not a desert theater, it is temperate.

 

But Moebius is not missing. He is there: I can see him, but I can't tell you or the others eheheheheheh

 

One last comment: I don't think this is the only "Save Moebius" Mission.

I'll have to check in the other packs and see what I'll find there.

 

 

/edit

A first look and almost nothings popped up. There is a "Kill Moebius" mission.

If there is a factory mission, maybe that's the confusion I'm making.

The "Kill Moebius" is funny cause you have to destroy ALL GDI first to get the guy. There are 3 or 4 GDI bases in the mission. You have even to ... kill Moebius ... rssrsrsrsrs

In the future I'll make a "Kill the bastard" mission.

 

Edited by Solo

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Hmm, right... I think it wasn't actually called "save moebius", now I think about it.

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Hmm, right... I think it wasn't actually called "save moebius", now I think about it.

 

I'm really sorry, I'm not making myself clear.

 

The name of the mission is "Rescue Moebius".

The one you saw in the list.

This is one subject.

 

What I was talking about after is:

I sense there is another mission where you have to rescue Moebius, a "SAVE MOEBIUS" (kind of) mission.

 

It must be there among the other missions, with an indirect related name.

I'll check for the word "Moebius" in the briefings later and see what I can find.

It's not a difficult task, I just have to finish some files first.

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Found it. It was "Escape From Alcatraz".

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Found it. It was "Escape From Alcatraz".

 

Ok, here it is. (see attached)

This is probably the original version. The auhtor named it both "Straight and Narrow" and "Escape from Alcatraz".

This one wasn't working, I corrected some parameters.

Now it is running, but there is really no MOEBIUS and there is a missing teamtype also: GUARD6.

The XCC crashes when I try to open it and using the game, your start northwest with a lot of RMBOs and there is a NOD base in Southeast.

 

If you have your version, put it here and I'll substitute.

SCG182EA___Escape_From_Alcatraz___Richard_Kee.zip

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Eh, it should be in my tactical.rar (see this post), under GDI\ESCAPE. It seems I was wrong when I said those were untouched. I definitely fixed a bunch of them.

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Eh, it should be in my tactical.rar (see this post), under GDI\ESCAPE. It seems I was wrong when I said those were untouched. I definitely fixed a bunch of them.

 

Ok, I'll take a look and whatever you've fixed, I'll use it.

It will take a while, but whenever I substitute any file, I'll let know here.

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Nyerguds,

 

In your pack:

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

 

There's one mission >> GDI: BETRAYL

It's not working due to excess of triggers, I've counted 46.

After decreasing it to 40 (random cut), it was playable again.

I didn't note anything wrong with triggers and teamtypes line commands, that's why the notion about the excess of triggers.

 

Would you confirm this impression, and if so, could you choose which triggers to cut?

No hurries on this, I only revised half of GDI missions yet and there's still the Nod part ahead.

Edited by Solo

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Hi,

 

Nyerguds, I've finished all the GDI missions of your file tactical.rar. The impact of changes happened mostly in SCG100.MIX and SCG120.MIX

 

I've updated SCG100 @4shared and SCG120 will be updated soon.

 

Now, I'm moving to the Nod part of tactical.rar. btw, take a look at the post before this one.

 

 

GDI pack SCG100 were fully audited:

- triggers, teamtypes and even map editing;

- I´ve Tested the opening of all missions;

- An EXCEL file were provided marking the main changes. There's a TODO list in the end with 3 items;

- Inside the ZIP files missions you will find the original INI/BIN, the corrected files that took place around year 2000 and the new coded files with the last changes.

 

The changes are fast, but it's taking time due to a lot of other issues like: I'm starting mapmaking, testing palettes and stuff like these.

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Hmm, never really looked at the limits of the trigger reading code. You mean all triggers stopped working until you reduced it to 40?

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Hi,

 

This is another related issue:

 

- I've found this place with 8 CDs and a lot of stuff about games in general, take a look:

 

http://cd.textfiles.com/ - the page

http://cd.textfiles.com/swextrav8/ - the list of CDs, didn't see all

on each directory, look for the file disc#.bbs for the list of files to browse and seek out what you might be looking for.

 

A lot of old stuff...

 

Related to CnC95, I've downloaded around 20 "new" missions so far

 

/edit

My mistake: it's really a lot of stuff and most of them, not usefull, but worths a visit:

http://cdmirror.textfiles.com/directory.html

Edited by Solo

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I really can't make any sense of where I'm supposed to find the files listed in these bbs files...

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I really can't make any sense of where I'm supposed to find the files listed in these bbs files...

 

I know, you have to try ALL the folders, one by one.

 

But in this one

http://cd.textfiles.com/swextrav8/swextrav8-3/

 

it's in the folders Game1 up to Game5, which is where I've found all the stuff about CNC95. Didn't find anywhere else, but I could have miss something.

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Oooh, awesome, there are also Warcraft II PUD files in there :D

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Hmm, never really looked at the limits of the trigger reading code. You mean all triggers stopped working until you reduced it to 40?

 

 

I'll confirm this issue next weekend.

 

Also, I discovered (actually it's still a suspicion) that the limit for the number of structures is 120.

I had a major fix in one Nod mission called TRAP (SCB115EA @ SCB100.MIX/ZIP)

and it has 140 structures and it crashes.

With 120 it is playable again.

 

Just wait for the next update of SCB100 in the next few days, for more comments on this one too.

In this pack, in most of the missions I used the fixes of your "tactical.rar" too.

 

 

\edit

Ok, bad science, I'm starting to see the other side of the sheeps.

SCB111 - Bad Boys has 151 Structures. So, if there's a limitation, must be a SUM of resources (U+S+I+ etc).

Edited by Solo

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...

GDI pack SCG100 were fully audited:

- triggers, teamtypes and even map editing;

- I´ve Tested the opening of all missions;

- An EXCEL file were provided marking the main changes. There's a TODO list in the end with 3 items;

- Inside the ZIP files missions you will find the original INI/BIN, the corrected files that took place around year 2000 and the new coded files with the last changes.

 

The changes are fast, but it's taking time due to a lot of other issues like: I'm starting mapmaking, testing palettes and stuff like these.

 

 

SCB100.zip has been updated with the same verifications listed above.

 

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\edit

Ok, bad science, I'm starting to see the other side of the sheeps.

SCB111 - Bad Boys has 151 Structures. So, if there's a limitation, must be a SUM of resources (U+S+I+ etc).

Odd, starting to sound like the old 15k file limitation... but I changed that; the game can now read files up to 15 MEGAbytes without any problems.

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SCB100.zip has been updated with the same verifications listed above.

 

 

:cc3: - SCG120.zip has been updated with the same verifications listed above.

 

 

 

 

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Could you make one list with all the missions downloads so far? They're getting quite spread out over the posts...

 

Maybe you should make a new topic for it, too, so you can keep the top post updated.

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