Me Myself and Pi
17 years ago
Remember that I said that you can put all of your files into a .big file & have only the game use this file, but the world builder won't. But then of course you won't be able to use your new units. You'd also have to get used to using FinalBIG to modify your files. Just let me know & I'll tell you how.

This will work because I was able to get the world builder to work again by deleting the files.
CommieDog
17 years ago

I could reply back nasty like you did😒 , and send this Topic into an argument😞 . But since your a Moderator. I think i'll give you an explanation instead😕

Sky Demon wrote:


If you're worried about me banning or censoring you for arguing with me, then your worry is misplaced. Arguing, even of the unfriendly sort, is well within forum rules.

I am taking things (Unit, Building code, textures etc) from the Zero-Hour game + installation disks (which I also own) and putting them into 'vanilla generals'. With the aim of adding in the AirForceGeneral.

Sky Demon wrote:


If that is the case, then you're doing it backwards; you should start with ZH and remove all of the ZH features not related to the Air Force General. Doing so will ensure that you have a fully working Air Force General (You think the Fire Base is giving you problems? Wait until you try the King Raptor!). In addition, you will have a WorldBuilder that will tell you what is causing it to crash, a big help in debugging.
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CommieDog: Because someone has to do your dirty work for you
Sky Demon
17 years ago
Krit you are correct, what Drummin said would defeat the idea of putting ZH units into generals.

Pi. I understand where you are coming from, it may be possible to have the game load the mod and for it to work, and for the worldbuilder to work at the same time. But so long as the Worldbuilder doesn't load/read the ZH AirGen files, then I can't make or modify any maps with airforcegeneral stuff into it.


CommieDog. I see what you mean but I am not to sure it would work. I am adding in only the things from ZH that the AirForceGeneral has. That means everything in his CommandSets, if he can build it in ZH, then I want him to be able to build it in vanilla generals.



Ironic really. The objective of my mod is my problem. I am trying to add in new units, buildings + upgrades that aren't supported by vanilla generals.

The only question I can think of now is 'how do I get generals to support new code such as subdual damage types + the 'IsEnclosingContainer = No'?
A pointless question to ask I know, because it is sure to involve C++.
Sky Demon
17 years ago
I know this topic is dying quickly but erm, can someone answer this for me?



The only question I can think of now is 'how do I get generals to support new code such as subdual damage types + the 'IsEnclosingContainer = No'?

CommieDog
17 years ago
Not only would you need a C++ development kit in order to add such functionality to Generals, would world need a decompiler as well, which violates the Generals user license. And if you think that commenting out features in the ZH INI code is fraught with danger, then you've obviously never tried any real programming.
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CommieDog: Because someone has to do your dirty work for you
Sky Demon
17 years ago
1)

which violates the Generals user license


Soooo, if changing 'code' is 'illegal' then how are all of the mods such as 'Shockwave' and 'AllStars' done:mischiev: ?

2)
Have you tried any real programming?😂
CommieDog
17 years ago

Soooo, if changing 'code' is 'illegal' then how are all of the mods such as 'Shockwave' and 'AllStars' done:mischiev: ?

Sky Demon wrote:


I can't speak for Shockwave, but no decompilers were used in the creation of All-Stars. All we did was change some of the ancillary, uncompiled INI code and add some new art and sound assets for the new code to reference. The All-Stars installer doesn't touch the executable or any of its linked libraries.

Have you tried any real programming?😂

Sky Demon wrote:


I've done enough real programming to know that INI coding is kiddie stuff in comparison.

UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Sky Demon
17 years ago


I've done enough real programming to know that INI coding is kiddie stuff in comparison.



He's really put me in my place with that one😮 . Oh no, i'm so embarresed about that comment I made earlier😊 .

We have a programmer amongst the ranks. Bow down at his wisdom.


Whoops😂
What do you want. A medal?UserPostedImage UserPostedImage



As for the mod.

Damn EA, screw the code. I am going to finish this mod.
The worldbuilder won't work, units, buildings + upgrades won't work or even be put in from zero-hour because the game doesn't support it.

But I will finish it!😂 UserPostedImage UserPostedImage UserPostedImage