Posted by: red leader79 - Sunday, February 4, 2007 9:36:32 AM
Hey, guys. I am going to make a mod that will enhance the realism of the things in Generals ZH and will also add new units and eventually new playable sides. This will increase weapon damage, range, and change the damage attributes so that tanks and other armor are invincible to bullets. MGs will fire faster, longer, but rockets kill infantry on contact but are much more expensive. I will add new generals powers and give the playable GLA a helicopter force. Please review the readme, and then vote whether or not you think this is a good idea. With an admin's permission, i would also like to post this in the Generals Zero Hour forums. Feel free to leave any general comments or to reccommend another poll answer option. I have just recently decided on a name : Modern Combat. This will at least break up the relations to the older Generals Realistic Mod Would EVERYBODY who visits this topic please cast a vote? [b]Download Attachment:[/b] [url=http://www.cncgeneralsworld.com/public/files/red leader79/Realistic Mod.doc][img]http://www.cncgeneralsworld.com/forums/images/icon_paperclip.gif[/img] Realistic Mod.doc[/url] 28.64 KB

Posted by: Blbpaws - Sunday, February 4, 2007 11:09:19 AM
A former staff member of Generals World, Sagi, already did something similar to this a long time ago (albeit for Generals). You can download his Realistic Modification from http://www.cncgeneralsworld.com/downloads/downloadmanager.asp?action=showPage&page=modding People liked his version quite a bit, even though it didn't add any new units. So, unless you are really departing from what he's done--and have the staff to do that--I'd recommend finding a different project, or considering porting his mod to Zero Hour.

Posted by: red leader79 - Sunday, February 4, 2007 12:03:35 PM
Well, in terms of staff, I'm gonna check with Spartan07 and company to see if they can script missions and maybe make a few maps. So far, I'm the highest-level coder (on the team) for the .big generals format and one of the two project's modellers and getting into skinning.

Posted by: fleetatks - Sunday, February 4, 2007 1:16:56 PM
I wish the realistic mod was for ZH, the fact that it's for generals only is the reason why I have never played it (although tempted.) If you do make this mod, you need to make GLA able to kill vehicles whent hey buy AP bullets, because in the real world these bad boys can pentrate even the thickest of tank armour and kill the crew inside (hince the name armor piercing.)

Posted by: krit - Sunday, February 4, 2007 1:54:35 PM
[quote=red leader79] Well, in terms of staff, I'm gonna check with Spartan07 and company to see if they can script missions and maybe make a few maps. So far, I'm the highest-level coder (on the team) for the .big generals format and one of the two project's modellers and getting into skinning. [/quote] If this guy's their leading coder, the Generals: British Forces team is gonna need all the help they can get...

Posted by: red leader79 - Sunday, February 4, 2007 3:15:25 PM
Hey, Krit I can do what they need me to do, my problems were with Textures- and W3DZH.big files. If i need any help, i always come here. No need to sass. I don't come here for ur attitude problem. This question is directed to commiedog: is there a way for the aim to be determined by which bone a projectile comes out of. I want this because the rocket pods in real life shoot off to either side and form sort of an alleyway in the middle where the missiles don't hit between the wings. Also, is there a way to align the coordinate grid (for projectiles like the scud storm or rocket pod) to align from where it is being fired instead of a straight up and down coordinate grid respective to the map? Let me illustrate. I know neither of them are spectacular in any way but hey they get teh point across. The first one is what i want, the second one is what would happen normally. [b]Image Insert:[/b] [img]http://www.cncgeneralsworld.com/public/files/red leader79/Alignment.JPG[/img] [size=2] 52.72 KB[/size] [b]Image Insert:[/b] [img]http://www.cncgeneralsworld.com/public/files/red leader79/Alignment_to_map.JPG[/img] [size=2] 53.49 KB[/size] [EDIT: Pictures scaled down to preserve forum layout -- CommieDog]

Posted by: CommieDog - Sunday, February 4, 2007 6:17:07 PM
[quote=red leader79]This question is directed to commiedog: [/quote] In the future, it would be best to contact me personally by PM if you want a response from me in particular. [quote=red leader79]is there a way for the aim to be determined by which bone a projectile comes out of. I want this because the rocket pods in real life shoot off to either side and form sort of an alleyway in the middle where the missiles don't hit between the wings. [/quote] Yes, that is possible. Projectiles will align themselves with the firing bone's pivot points when created during the firing of a weapon. You can alter the pivot points of bones (or geometry objects, for the purpose of animations) in RenX by clicking on the Heirarchy tab on the right toolbar and clicking on the "Affect Pivot Only" button. Rotating the Y-axis (or it could be the X-axis--I can't remember) so that it points slightly down should have the projectiles angle downwards when they are fired, as long as they don't have any code that forces them to change direction. [quote=red leader79]Also, is there a way to align the coordinate grid (for projectiles like the scud storm or rocket pod) to align from where it is being fired instead of a straight up and down coordinate grid respective to the map? Let me illustrate. I know neither of them are spectacular in any way but hey they get teh point across. The first one is what i want, the second one is what would happen normally. [/quote] That, unfortunately, is impossible to the best of my knowledge.

Posted by: red leader79 - Monday, February 5, 2007 7:05:48 AM
Well, that is unfortunate. That makes it impossible to make missiles deflect in a strafing motion as if fired from a moving object, correct? Is there a way to make a missile die when its mother object does? I want it to be if an Apache's fire control over its rotor is destroyed when the helicopter goes down, the missile fired fails. I'm fairly sure you guys will say this is not possible, its not necessarily of huge importance. Good news, the wallpaper is in. As edited by Spartan07, here it is! I .doc'd so it didnt fill the page. [b]Download Attachment:[/b] [url=http://www.cncgeneralsworld.com/public/files/red leader79/Modern Conflicts.doc][img]http://www.cncgeneralsworld.com/forums/images/icon_paperclip.gif[/img] Modern Conflicts.doc[/url] 178.65 KB [EDIT: Double Post Splice -- CommieDog]

Posted by: CG Apollos - Monday, February 5, 2007 7:45:01 AM
[quote=Krit] [quote=red leader79] Well, in terms of staff, I'm gonna check with Spartan07 and company to see if they can script missions and maybe make a few maps. So far, I'm the highest-level coder (on the team) for the .big generals format and one of the two project's modellers and getting into skinning. [/quote] If this guy's their leading coder, the Generals: British Forces team is gonna need all the help they can get... [/quote]I'm going to agree unless Red Leader79 realises that extracting files and putting new ones in folders is a better method. He seems to do everything else aside from file placement ok though.

Posted by: red leader79 - Monday, February 5, 2007 8:12:54 AM
If the only time saved with your method is not having to get the files off of the CD, i don't see the problem with mine. Well, I came up with another idea for my Modern Conflicts mod, and that is related to ordnance. I don't think any other mod has done this as of yet, and i plan to change that. I'm going to make all units possible have a shot limit on their weapon, at which point they will have to RTB as planes do to re-arm. So, for tanks, it will say something like this in its weapons files. DelayBetweenShots = 10000 ClipSize = 40 (tank rounds) ClipReloadTime = 10 ClipReloadsAutomatically = Return_to_Base At least that is how i think it goes. I think I'll wait a month developing ideas and studying into modern warfare before i make my final revision and start on this mod, because i'm bound to come up with more stuff. I'm gonna .doc that 1024x768 pic so it doesnt run the posts off the screen [sunglasses] Concerning the limited ammo idea shown above, do you guys know of a way to cut down on the size of the ammo pips, because i want people to be able to see how much ammo their tanks have without the pip line filling half the screen, or is there a way to make an ammo pip capable of holding two shots, so you would only see 20 shots when there were really 40? ( I dont mean I want you to only see the last 20 shots, i want it so every two shots, one pip disappears) All you guys respond in the forum post a message but don't vote. Please do.

Posted by: CG Apollos - Monday, February 5, 2007 10:31:01 AM
[quote=red leader79] If the only time saved with your method is not having to get the files off of the CD, i don't see the problem with mine. [/quote]1. Less disk space. If you are making a mod for download, why make people download the entire set of ZH INIs if some aren't being changed at all? Lets say you wanted to add 1 unit using your method. You would need 1 model placed in the W3DZH.big, 1 texture for the model in the TexturesZH.big, and then the INIZH.big edited. What would be smaller? The files by themselves or 3 entire .big files? It is very pointless to download so many unneeded files for a small change. 2. Easier to edit. I find Notepad better than the .big extractor. 3. No need to edit original files if you extract. If you mess up on your mod, all you have to do is simply remove the INIs and you are back to your normal game, as opposed to replacing entire .big files. Plus, if your mod doesn't work on someone's game, they will be forced to do an entire reinstall unless they have 1 backup of their game, which is around 1-1.5gb to keep around somewhere. 4. It isn't hard to extract. Just hit Edit/Extract all (At least in FinalBIG.). It is so simple and much more beneficial. As for the ammo pips, you are better off not having any. I don't know of a way where you can turn 40 shells into 20 on the ammo pip display.

Posted by: red leader79 - Tuesday, February 6, 2007 9:42:28 AM
I see ur guys' point now. I didn't really understand this before. No offense, but its no thanks to you guys that I didn't know this. It was more 'don't tell me you've been modifying the game files' than 'the better way to do this is....' Hey, shouldnt the realistic mod work for ZH if you just extract those files to ZH instead of generals? It would basically work the same way but not with the subfaction generals. If you guys would like, I can expand the realistic mod into ZH. I believe (although i haven't read the readme) that all i would have to do is edit .ini files. I'm sure i can do what is needed, just give me a list of what to change and if there are exact numbers to expand it by. If you guys don't object, the following is what i will change. -1 1/2x weapon damage, range and blast radius -vehicles start off at half speed but speed up to realistic real-life speeds, humvees will fly (in the slang sense) -if you guys don't mind, i think i won't mess with prices -auto weapons fire faster, tanks much slower but with high damage -planes fire missiles slower but with high damage -missiles fire faster -i think i might make a few real-life missiles instead of the cones in the game

Posted by: krit - Tuesday, February 6, 2007 1:45:19 PM
Oh god, he's blaming us for not pointing to him the obvious...

Posted by: red leader79 - Tuesday, February 6, 2007 5:14:50 PM
It's my fault you didn't tell me now?

Posted by: CG Apollos - Tuesday, February 6, 2007 5:36:40 PM
[quote=red leader79] Hey, shouldnt the realistic mod work for ZH if you just extract those files to ZH instead of generals? It would basically work the same way but not with the subfaction generals. If you guys would like, I can expand the realistic mod into ZH. I believe (although i haven't read the readme) that all i would have to do is edit .ini files. I'm sure i can do what is needed, just give me a list of what to change and if there are exact numbers to expand it by. [/quote]Unfortunately it isn't that easy. EA organized a bit more in ZH. Instead of having 1 big FactionUnit.ini file, it is put into groups like AmericaInfantry.ini, and etc. You will have to find what changes Sagi did and then go back to the ZH INIs and insert the numbers.[quote=red leader79] No offense, but its no thanks to you guys that I didn't know this. It was more 'don't tell me you've been modifying the game files' than 'the better way to do this is....' [/quote]Look at 1 post above yours. I explained why it is a better way to mod ZH.[quote=red leader79] humvees will fly [b](in the slang sense)[/b] [/quote]Ok, good. Keep it that way. I don't want to see giant backwards flying humvees that run into helicopters. Or GLA Combat Cycles... "Let's take a jump!" The same thing happened in a mod me and Krit were working on a very long time ago. He messed up and had the model backwards AND it was bigger than a command center. [joy]

Posted by: krit - Tuesday, February 6, 2007 6:04:40 PM
[quote=AuroraAlphaHL2]The same thing happened in a mod me and Krit were working on a very long time ago. He messed up and had the model backwards AND it was bigger than a command center. [joy] [/quote] I didn't learn rigging and setting up models for ingame use then, it was pure modelling at the time. But yeah, that was a hilarious incident, tee hee hee hee hee hee hee

Posted by: CommieDog - Tuesday, February 6, 2007 8:46:03 PM
If you wanted me to, I should show you a way to easily scale down infantry to a realistic size.