Installing in "The First Decade" version
#21 Guest_captin joe henry_*
Posted 06 December 2010 - 08:46 PM
do i rename the two files?
#22
Posted 06 December 2010 - 09:12 PM
hi what
do i rename the two files?
you need to remove the .mod from the end. so the new names would be:
Generals.csf and Skirmishscripts.scb. If they already say these names but have a movie icon by the name you need to go to your options and turn off "Hide known extensions". This will show you the *real* file names.
The next release will have a dedicated TFD installer.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#23 Guest_captin joe henry_*
Posted 06 December 2010 - 11:25 PM
i also have two generals.csf.mod should i get rid of the .mod on both of them?
oh and were is the english folder my thing is in ritten english
Edited by Pendaelose, 09 December 2010 - 02:59 PM.
#24
Posted 07 December 2010 - 12:13 AM
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In the RemixTools folder you need these two files.
Generals.csf.mod and SkirmishScripts.scb.mod
Remove the .mod from the end. Now you have...
Generals.csf and SkirmishScripts.scb.
Copy the Generals .csf into the folder "ZeroHour/data/english". *if your copy of ZeroHour is in a different language you will see that language in the folder*
Copy the Skirmishscripts.scb into the folder "ZeroHour/data/scripts".
**********************************************************
You should have 4 Remix.big files.
!Remix_Art.big
!Remix_Data.big
!Remix_INI.big
!Remix_Sound.big
These must be placed in the main ZeroHour folder. Nothing is deleted or renamed in the main ZeroHour folder.
**********************************************************
The last thing to check... Go to ZeroHour/data/ini and delete anything in that folder.
It should work now.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#25 Guest_captin joe henry_*
Posted 07 December 2010 - 01:32 PM
i put everything back in the INI folder and i mean what should i delete in that folder
i downloaded the mod from moddb if that makes any difrence
Edited by Pendaelose, 09 December 2010 - 03:00 PM.
#26
Posted 07 December 2010 - 03:32 PM
I've heard a lot of people have trouble with Win7.
I'm not sure what you put "back" into the ini folder, it should be empty.
I'm not sure what you're folders are looking like at the moment, and I'm not sure what error you are getting, so lets start from the VERY beginning...
Uninstall Zerohour.
Delete the Zerohour folder completely.
Reinstall Zerohour.
Play the game with no mod to be sure it works. If it crashes at this step let me know.
Install the mod using the directions I wrote for you.
Play the game with the mod loaded.
If the game crashes then go to your "my documents/command and conquer Zero hour" folder and find your ReleaseCrashInfo.txt. Copy paste it here for me to see. Also, take screenshots of your Zerohour, the Data folder, the ini folder, scripts folder, and english folder for me to see what you have placed in them.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#27 Guest_captin joe henry_*
Posted 08 December 2010 - 05:31 PM
#28
Posted 08 December 2010 - 05:54 PM
yeah, if the game won't play at all it will be hard to play the mod.thanks it did not work on widows7 but it did work on vista
The music in skirmish is controlled by the same scripts that run the AI.i got it to work but there is no music in sirmish how do i fix that?
The next release will have full AI support. I was under a time crunch when I released the 0.75 Beta and I felt releasing 3 generals to play against would be a lot better than not releasing it at all.the mod is great othe wise but i would like it if there were more ai oppnent
Progress on the next version is trucking right along and I will release it as soon as it is ready and tested.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
#29 Guest_joe 6091_*
Posted 12 December 2010 - 05:13 PM
Thank For your Mod............
#30
Posted 12 December 2010 - 07:40 PM
can U tell ME about AI, its dosent work for easy AI...........?????????
Thank For your Mod............
Only Demo General, AirF and Tank generals have AI.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
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