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Need Coders to Convert Entire Mod to ZH


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#1 AAK625

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Posted 13 December 2004 - 10:33 PM

Hey folks, how's it going? My mod needs some giant help. We want to convert everything we have, from Generals code, to Zero Hour code.

If you're an experienced coder and wish to help us make this switch. Please contact me through e-mail or MSN - AAK625@comcast.net

You do not have to stay once the move is complete.

You can visit our site by clicking, here

Thanks for your time,
AAK625 - Call to Arms Team Leader

Edited by AAK625, 13 December 2004 - 10:36 PM.


#2 Hostile

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Posted 13 December 2004 - 10:43 PM

I checked it out and it's really good, I don't see any reason why a few people shouldn't step up and convert a few units apiece for you. Seeing it's not a BS mod.

I may help but you have to give me a week or so finish up a site I'm working on. I'd hit up AdmiralGT for some advice on converting the code. Can't be that hard.

How many units and sturctures are you talking about?

Who do you have as a coder that can work with us to do some of it?

Creator is also another great coder that may direct you in the way to go...

#3 medicdude

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Posted 13 December 2004 - 10:53 PM

It shouldn't be much work, since Worldbuilder tells you what has to be changed...

#4 AdmiralGT

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Posted 13 December 2004 - 10:54 PM

There really isnt that great a deal of work that needs doing for converting from Generals to Zero Hour. All the units/buildings etc would be an exact copy since the positioning of them within the data folder is all that matters. Sciences and special powers are the same, as are Command Button's. The only thing that would be affected would be the introduction of the Shortcut Special Power buttons and the Command Set's since you get 14 instead of 12 in Zero Hour. Zero Hour doesnt remove any parts of the engine that Generals has, it just adds to it. Copy and pasting across should work pretty much fine.

#5 AAK625

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Posted 13 December 2004 - 10:56 PM

Do you want to give it a go? ;)

#6 AdmiralGT

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Posted 13 December 2004 - 11:05 PM

How have you coded the new units? Have you created an entire new faction with new sciences ie SCIENCE_UAN and SCIENCE_UK and have new playable sides or have you edited America, China and GLA to have different model units, like Defcon does. Theoretically if its the first it should be a week job at most, the second could take a lot longer since it will most likely be prone to getting buggered at some point along the conversion.

The real question is why? Zero Hour really doesnt add that much to Generals. There are some things you cant do with Generals, like the Listening Outpost, but there isnt that much you cant do with Generals that you can do with Zero Hour. Do you really need to change over, especially at this stage in development?

I might be able to help, if its option one and you've created new sides it shouldnt be that hard, but I can't commit masses of time to it since i'm already working on another project and also do have this annoying business of revising for my exams in January.

#7 Hostile

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Posted 14 December 2004 - 01:24 AM

Well the coders from the mod are gone as far as I know and said he is not a coder at all so even moving files around might mean he may not even be able to extract them. Now he's not dumb from experience with him but he may need alittle love on where to place things and how to place them.

Back to BFME site for me!

#8 AAK625

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Posted 14 December 2004 - 01:42 AM

How have you coded the new units? Have you created an entire new faction with new sciences ie SCIENCE_UAN and SCIENCE_UK and have new playable sides or have you edited America, China and GLA to have different model units, like Defcon does. Theoretically if its the first it should be a week job at most, the second could take a lot longer since it will most likely be prone to getting buggered at some point along the conversion.

The real question is why? Zero Hour really doesnt add that much to Generals. There are some things you cant do with Generals, like the Listening Outpost, but there isnt that much you cant do with Generals that you can do with Zero Hour. Do you really need to change over, especially at this stage in development?

I might be able to help, if its option one and you've created new sides it shouldnt be that hard, but I can't commit masses of time to it since i'm already working on another project and also do have this annoying business of revising for my exams in January.

<{POST_SNAPBACK}>


Zero Hour contains some key pieces of code that we need in order to incorporate some of our features.

I can't go into much detail about the workings of our mod, because... well, frankly, I am a complete idiot. Which is why, up until our leader left for a while, I was the Public Relations guy. ;) However, I can tell you that we've already removed the GLA and that we've added 2 new sides with sciences and stuff.

#9 Guest_ImmoMan_*

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Posted 14 December 2004 - 10:33 AM

Converting to ZH is easy. From what I recall, ZH doesn't have the FLESHY_SNIPER damagetype, and maybe a few other things were removed. Neither Gen nor ZH care what the files in Data/INI/Object are called, so ZH will still read FactionUnit.ini etc. In ReGeneration we have one INI for each unit: Data/INI/Object/Allies/AlliedTankLight.ini or Data/INI/Object/Soviet/SovietTeslaCoil.ini for example.

Best way to do it is just put the mod straight into ZH, and then carefully see which errors you get. Fix those, and you're done. ;)

Edited by ImmoMan, 14 December 2004 - 10:35 AM.


#10 AAK625

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Posted 14 December 2004 - 10:34 PM

So, who's volunteering?

#11 AdmiralGT

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Posted 14 December 2004 - 11:35 PM

I might be able to help, if its option one and you've created new sides it shouldnt be that hard, but I can't commit masses of time to it since i'm already working on another project and also do have this annoying business of revising for my exams in January.

<{POST_SNAPBACK}>



#12 AAK625

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Posted 15 December 2004 - 01:19 AM

Oh....... right :p

TY




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