Our mod for reg gen or zh?
#2
Posted 26 October 2003 - 08:40 PM
#3
Posted 26 October 2003 - 08:41 PM
You can have Generals & not have ZH...
... Generals have more people, but if you are doing a mod to an expansion, you are reducing the number of people that could play with your mod (I voted Generals).
As you said before, always is possible do the mod to ZH
C&C:Reloaded -> 5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
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#4
Posted 26 October 2003 - 08:44 PM
That were my thoughts too!You can have ZH & play with Generals
You can have Generals & not have ZH...
... Generals have more people, but if you are doing a mod to an expansion, you are reducing the number of people that could play with your mod (I voted Generals).
As you said before, always is possible do the mod to ZH
#5
Posted 27 October 2003 - 01:46 AM
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#6
Posted 27 October 2003 - 05:25 AM
this is not a FPS modding community. hardly anybody downloads RTS mods.
the 3 main reasons are..
1. alot of our ideas WILL NOT work in ordinary generals. i have stressed this out about 100 times!
2. the generals world builder is totally shit, it is almost impossible to add units to it.
3. the ini editors will have to work double as hard, and considering most poeple will download the ZH version anyway, it wouldn't be worth the work.
i understand what you are saying, everybody has generals, but a few don't have ZH. i am sure that people who don't have ZH will not enjoy a mod, which has alot of it's features unavalible, and terrible campaigns because of the coding and WB.
#8
Posted 27 October 2003 - 08:00 AM
Yes! Go for Generals first, then later, add some cool features for Zero HourYeah, I don't want to recode the structures that I've done, and have working with WB. We can do a ZH port later, and use the code that is done for that already. Besides, this way we can have all the features in Reg Gen, and then add new and cool features in the ZH version.
(I voted for Regular Generals)
#10
Posted 27 October 2003 - 10:59 AM
#12
Posted 27 October 2003 - 03:16 PM
#13
Posted 27 October 2003 - 03:55 PM
#14
Posted 27 October 2003 - 03:57 PM
If you can find 3 things, maybe we can change thisoh ffs. you should have posted this in staff. i cannot post alot of the reasons why we have to have a ZH version.
this is not a FPS modding community. hardly anybody downloads RTS mods.
the 3 main reasons are..
1. alot of our ideas WILL NOT work in ordinary generals. i have stressed this out about 100 times!
All of the structures that I have coded so far work with WB, and a careful modder can get everything to work2. the generals world builder is totally shit, it is almost impossible to add units to it.
.3. the ini editors will have to work double as hard, and considering most poeple will download the ZH version anyway, it wouldn't be worth the work.
A lot of the Reg Gen code can be used, we just need to add a few module tags. All of the art data is the same, there are just a few new items
With a little careful work, we can avoid all of these problems.i understand what you are saying, everybody has generals, but a few don't have ZH. i am sure that people who don't have ZH will not enjoy a mod, which has alot of it's features unavalible, and terrible campaigns because of the coding and WB.
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#15
Posted 28 October 2003 - 06:26 AM
#17
Posted 28 October 2003 - 06:47 AM
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