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Messages - easycompany

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1) Flame Wars & Offtopic / Re: fuck jessu
« on: July 22, 2019, 05:19:30 AM »
 :) dam right blew ass this year fucking tomatoes but its really world leaders they have different thoughts for the sheep and i guess a god would ,,kinda fuck up a plan except he is kinda a asshole

https://youtu.be/v0KpfrJE4zw

2) Server.War2.ru / Re: guys 31k views wc2 streamer
« on: July 20, 2019, 05:31:20 AM »
^ that dude owned them....yeah man people like watching over playing no lie..

3) Server.War2.ru / Re: FINALLYY EVERY 1 NEEDS THIS
« on: July 17, 2019, 11:41:39 PM »
dam lamb loool, yeah theres the team colors one...bux

4) Strategy & Replays / Re: beating bloodlust
« on: July 17, 2019, 02:10:13 AM »
try to get 2 of them off or maybe a triple knight spread as they attack will be burnt or maybe a quad flame on 4 knights should at least weaken them..

or maybe the knights will die in .5 secs but flame is pretty mean

ur hands are still pretty quick id try a line of knights 4 of them to be sacrificed and 4 flame shields as the orges come

5) Strategy & Replays / Re: beating bloodlust
« on: July 16, 2019, 04:23:51 PM »
if they are going lust, like walling off powering to castle..just go foots and saps

6) Mods & Development / modding wyrmsun?
« on: July 16, 2019, 02:02:28 PM »
has anyone thought about modding wyrmsun? it looks way better than wargus.

7) Server.War2.ru / Re: FINALLYY EVERY 1 NEEDS THIS
« on: July 16, 2019, 12:20:36 PM »
well it lasted longer than doom and it had places like zdaemon and skulltag .. thast what war2 needs to be no some shatty wargus......

once upon a  time like in 2009....these dosbox guru's was net connecting windows 98 and playing games surfing the web..if you can netconnect dosbox u got a 100%  compatable war2bnet..but i guess they all retired..not the ipxconnect the ne2000 connect

or just a oracle version. there ya go prob solved for mac users..or anyone.... using a modified reactos

8) Server.War2.ru / Re: FINALLYY EVERY 1 NEEDS THIS
« on: July 14, 2019, 10:47:22 PM »
wonders how much of the engine in war2bnet is sc1  ???  i need them 255x255 maps ;p

9) Mods & Development / Re: bigger maps?
« on: July 09, 2019, 01:01:31 PM »
well u can stretch say a 96 to a 128 and change the view to see the rest of the 96..it actually has widen like 4 to 5 pixels before a crash..but that isnt a big change at all....80 loool hell naw we got all year to play on war2.

i read sc1 got to 288x288 but im not sure if this was just someone talking as there isnt alot of info on it.

"but if you try that on the last line you will be reading random stuff or possibly unallocated memory"

yeah i think thats what happens as i forced it to read past it and just got so far out till it runs into some other memory that will make it crash. it was just enuff 00's to walk ;p

ill mess with it but im not sure what i can do..mem is a new thing and its like 4gb ;o

so if it cant be added to 134x129ish is big as a war2 map can get

the view will repeat like u said till it hits its far right, but a stretch will show it then go to a repeat if the view is to big

10) Mods & Development / Re: bigger maps?
« on: July 08, 2019, 01:50:18 PM »
well its beyond me..but someone like lamb and the rest they would know if it is possible.

mainly for sea maps and bigger land masses is wat im seeing for a sea "..land and build.."but yeah 4x4 is kinda small for such a thing.

it looks like it has to be 128x256 etc i was crashing making a map messing with height .

it would be great if the pud could doit as it would put the map into the mini correctly..but i doubt its programmed for it.

cancelled for me ..it seems to just break the game.. :'(

where the objects are its still is fixed..and it wont let me add ..so it looks like one would have to reprogram the game  :'(

11) Mods & Development / Re: bigger maps?
« on: July 08, 2019, 07:53:56 AM »
u change the mini map view limit+the pud dimensions width seems to be 2byte..height needs to stay at 128 risky to crash... ;p...oh i dont know how'ud make it work ..my guess is mem only and thats is if it allows you to add to the pud tiles and object...pud seemed to failed even when telling it custom sizes.

border will tell you what im saying...if it had info there the peon can cross saying ground and trees of another map then it would draw that map.

i made the memory read past the 128x128 stop, so it streched the 128 gow and then added to it so he could travel till i hit a non ground tile bogus value from wherever it is reading from.

just look in disc..

prob wont work o well let me down easy..

12) Mods & Development / Re: bigger maps?
« on: July 08, 2019, 07:39:59 AM »
but im not sure how u can tell the tiles .... outside of it what they are as i forced it to read whatever it had before a crash so it was lucky to still have basic stuff in the objects.

to show what it does if..theres no info it will lap back over itself for some reason....height can be 128... width ive already been to 800..and it will go till it hits that width and stop..but im not sure how the pud can add that..tried some cheap tricks in the pud but no avail crash at start.

lapped is i tested the  800 width and its like 6 or so 128 maps long ..but it will probably be no use without the pud ...o well

he cant cross till you make it read beyond the  128x128 info..and if it did work ud be making laps around the mini from left to right until right is reached.

im not in the same map as my green building is on ..im 10 maps over 

13) Mods & Development / Re: bigger maps?
« on: July 08, 2019, 07:37:57 AM »
my peon has ventured out of the 128x128

14) Mods & Development / Re: bigger maps?
« on: July 08, 2019, 03:27:18 AM »
success!
im afraid to tell yall how big they can be  ;D ;D  only problem is making a pud file so it works

15) Mods & Development / bigger maps?
« on: July 08, 2019, 02:12:05 AM »
lamb it seems i have went past the last tile..but only so far...i think i run into another value and it throws a crash on even "bigger" map.

the first tile of a pud is there and last tile is ..and i dont think its erasing tiles but idk


ran a test on a 96 to 128..seems the game objects are still say 96x96 but tiles can go beyond even though a game object cant walk over there.


well it seems to affect the playable area ...thast a 16x16 from a 96 ..none of the sheep nor build spots  work unless its in that 16 x 16.....so whats holding a unit from getting to the outer side of the  128x128 looks like its the mini map itself..

yup seems to be the case :D  map has no additional info it will redraw itself

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