Command & Conquer Communications Center

keeping the classics alive!

Recent Posts

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Dude, wtf. I don't have a "bonnar" for C&C, whatever a "bonnar" might be.

But yeah, my name has become practically synonymous with Tiberian Dawn. Except that "Tiberian Dawn" is probably easier to pronounce. :P

(That's Nyer-guds, Knee-air-goods, by the way. But the "Nyer" is one syllable. Like "nyet", but with an "r" at the end :P)

i KNEW IT WAS THIS GUY!
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Red Alert / Re: Red Alert 1 Videos
« Last post by Jacko on September 01, 2014, 07:20:58 PM »
neat stuff herm.
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The Tech Center / Re: MRF Creation tool finished!
« Last post by Blade on September 01, 2014, 02:23:11 PM »
For my own curiosity, have you documented the file format for .mrf somewhere?
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The Tech Center / Re: Encrypted mix file reading
« Last post by Blade on September 01, 2014, 01:49:38 PM »
Those aren't the blowfish keys, those are the keys that encrypt and decrypt the block within the mix file header to the actual blowfish key (which seems to have been generated on a per mix basis). Blowfish isn't a public key crypto, its symetric so the key that encrypts also decrypts. Basically the blowfish key itself is encrypted with an unknown public key crypto scheme (which key.ini has the keys for) and then stored in the mix file just before the encrypted header itself. XCC mixer has the implementation for decryption but I can hardly fathom its big integer math. I doubt others can either because I've yet to see an implementation that isn't pretty much just a copy of the XCC one. The tools that write encrypted mixes get round not being able to generate new blowfish keys by basically dumping the whole 80byte block that is the encrypted form of the key and stick it on a mix that has been blowfish encrypted with the key that the block decrypts to.

I hope that all made some kind of sense.
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Mapping Discussion / Re: Best way to balance soviets and allies on a naval map?
« Last post by cn2mc on September 01, 2014, 12:56:07 PM »
Too bad the MIGs are practically useless against anything that moves even at a snail's pace...

Kill allied naval yards then, and tech centres so they go blind.
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Mapping Discussion / Re: Best way to balance soviets and allies on a naval map?
« Last post by White on September 01, 2014, 11:09:56 AM »
That's probably quite true. And even the direction they attack from, greatly changes how much dmg they actually do :P
Welcome to me making my mod. God DAMN it's hard to fix RA1 -.-
I got the rocket troops to work, though :D In fact, they're even better than in TD. (basically they fire a tank shot that looks like a rocket, lol)
   -Liam
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The Tech Center / Re: Encrypted mix file reading
« Last post by CCHyper on September 01, 2014, 09:56:24 AM »
Blowfish is symmetric, so the implementation both encrypts and decrypts with a given key and we have a working implementation so it doesn't matter all that much if its custom or not, but it does affect if the public key crypto could be a standard one or not I guess. The checksum appears to be standard sha1 though.

The blowfish key is what is encrypted with the unknown public key crypto with BlowfishKeyProvider being the decryption algo for the public key crypto and is different for every Westwood created encrypted mix. We have to make do with reusing an encrypted key from an existing encrypted mix file as the game won't accept a random key made from creating a random 80 bytes for the encrypted key block (Olaf's docs call this block a "key source") and "decrypting" it. Using an existing key source is how XCC and ccmix create encrypted mixes that the game will acceptv as the game doesn't know that we have reused a key, it just knows its a proper Westwood key. Without knowing 1. The criteria the game uses to verify the key and how to generate one and 2. The algorithm to encrypt that key into a key source, we cannot make uniquely encrypted mix files. From a user POV, I guess it doesn't really matter as they can create working encrypted mix files, but for curiosities sake I would like to know.

I might be tired and unable to read correctly this morning, but KEY.INI that is located in some of the MIX files contains both WW Public and Private blowfish keys, (known as a FastKey's internally). The game hard codes this though as it would not be able to open the MIX file to load KEY.INI and I'm sure WW did not want to pub the INI in the root directory.

RA, RA2 and YR also uses the same Public and Private FastKeys's as TS.
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Red Alert / Red Alert 1 Videos
« Last post by Herm on September 01, 2014, 09:46:30 AM »
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General Discussion / Re: What do you think EA has planned for the next CNC?
« Last post by Nyerguds on September 01, 2014, 08:06:18 AM »
Well, that's debatable. SC2 is a sequel done exactly right; by giving people familiar environments and units, only in higher quality (3D, in this case) and with slight alterations including new / changed units and structures.

So, it's probably not too hard to make a classic SC1 mod in SC2, because, indeed, practically all required assets are there. But on its own, no, it is definitely not 'just' a HD version of SC1 ;)
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Red Alert / Re: T2 - MPlayer
« Last post by Nyerguds on September 01, 2014, 08:03:32 AM »
ORA-boy... I'm fairly sure people from this site MADE www.redalert1.com :P
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