Jump to content


Photo

Modding Q&A


  • Please log in to reply
548 replies to this topic

#361 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 08 April 2006 - 07:25 AM

I speeck for this problem only with Creator!


well thats all cool, but keep in mind the Forums are intended to be a public system. If you have some kind of personal problem to discus with creator you should use the PMs or ICQ.

For code related problems there are several of us who are good, veteran coders and are capable of helping. Again, if you need a private discusioin with Creator there are better places.

also, FYI, there are Russian Forums for Contra, I've never read them myself (for obvious reasons) but Creator has made mention of them... your discusion might be more apropriate there.

I don't have anything at all against Russian, but it does bother me that 99% of the Forum readers can't read the posts being made. Its not a big deal, but it is a tiny bit rude. I know english is not everyones first language, but it is a language almost all of us speak/read. Forums are public, lets keep it that way.
Posted Image
Posted Image

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.


#362 Guest_Ritly 113_*

Guest_Ritly 113_*
  • Guests

Posted 12 April 2006 - 11:28 PM

HHHHHHEEEEEEEEELLLLLLLLPPPPPP!!!!!!!!!!!!!

I was wanting to put some new units from fritz additional units & I put the stuff in the right places but it wont work. :( It did the same all other units I wanted except the one where you can change the commanche into an orca please help! Im going crazy with this!!!!!!!!! :p

#363 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 13 April 2006 - 12:07 AM

HHHHHHEEEEEEEEELLLLLLLLPPPPPP!!!!!!!!!!!!!

I was wanting to put some new units from fritz additional units & I put the stuff in the right places but it wont work. :( It did the same all other units I wanted except the one where you can change the commanche into an orca please help! Im going crazy with this!!!!!!!!! :p



Ok... list out what you did exactly and we can tell you what went wrong... are you editing the Comandset.ini or replacing it? without updating this file you cannot build the units you add.
Posted Image
Posted Image

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.


#364 Guest_Ritly 113_*

Guest_Ritly 113_*
  • Guests

Posted 10 May 2006 - 05:13 AM

I was simply extracting all files to the zero hour directory in the C: drive just like they said, nothing. i recently got WinRAR trial & fitz worked but not phalanx tank.

#365 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 10 May 2006 - 02:29 PM

I was simply extracting all files to the zero hour directory in the C: drive just like they said, nothing. i recently got WinRAR trial & fitz worked but not phalanx tank.


If all you did was extract files out then your commandset.ini was not updated. you have to manualy add the buttons for these units. Even if one unit does include the commandset.ini keep in mind that its not going to update any of the other units, so it would work for one unit, but not the others.
Posted Image
Posted Image

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.


#366 Guest_Ritly 113_*

Guest_Ritly 113_*
  • Guests

Posted 10 May 2006 - 11:19 PM

So how do I update the command list w/o the fancy modding programes? :p

#367 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 11 May 2006 - 02:07 PM

So how do I update the command list w/o the fancy modding programes? :)


http://gendev.gamemo...hp?file=modding

check out some of these. they should help.
Posted Image
Posted Image

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.


#368 Guest_Ritly 113_*

Guest_Ritly 113_*
  • Guests

Posted 12 May 2006 - 01:55 AM

Thank you for the information, but are you familiar to TibEd 2? This is what I prefer for modding Generals.

#369 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 12 May 2006 - 12:24 PM

Thank you for the information, but are you familiar to TibEd 2? This is what I prefer for modding Generals.


Never heard of it. I use FinalBig and NotePad.
Posted Image
Posted Image

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.


#370 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 23 May 2006 - 07:41 AM

help i edit the contra big for disabling the rank system of old units like aurora,overlord. my qiestion is how to disable rank system in upgrade like in airf gen the str8flwengines requires rank 5 and some of upgrades

#371 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 23 May 2006 - 11:31 PM

help i edit the contra big for disabling the rank system of old units like aurora,overlord. my qiestion is how to disable rank system in upgrade like in airf gen the str8flwengines requires rank 5 and some of upgrades


you have to edit the commandbutton.ini

find the upgrade command button you want to edit and it will have a science=xxxxxx with it. Just delete that whole line.
Posted Image
Posted Image

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.


#372 Creator

Creator

    The cat

  • Hosted
  • 3,632 posts
  • Location:Moscow, Russia
  • Projects:Contra

Posted 24 May 2006 - 09:35 AM

Thank you for the information, but are you familiar to TibEd 2? This is what I prefer for modding Generals.


Never heard of it. I use FinalBig and NotePad.


I prefere "FAR" manager. You can download it from http://www.rarsoft.com

Edited by Creator, 24 May 2006 - 09:36 AM.


#373 Guest_Guest_*

Guest_Guest_*
  • Guests

Posted 24 May 2006 - 08:11 PM

thx Pendaelose but were ican find the upgrade for straigtflw engines/impulse engines for AfGen i didn't find the upgrade in commanbutton ini thats the only upgrade ican't upgrade and now i know some new units are reqrs rank system bec. if u unlock them all is to easy like the drone controller i return the rank system of new units

#374 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 24 May 2006 - 08:22 PM

thx Pendaelose but were ican find the upgrade for straigtflw engines/impulse engines for AfGen i didn't find the upgrade in commanbutton ini thats the only upgrade ican't upgrade and now i know some new units are reqrs rank system bec. if u unlock them all is to easy like the drone controller i return the rank system of new units



Try looking for it this way... In the Comandset.ini look up the structure that has the upgrade you want to change. Then you can find the correct commandbutton to edit. The prerequsite is NOT on the upgrade itself. There is only a Science prerequiste on the button that starts the upgrade.

I'm glad you braught up the topic of the powerful units being too easy to build. this is very true, and it wreaks havoc on the game flow and balance, but t can be fun for a while to be free of the rank system.
Posted Image
Posted Image

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.


#375 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 08 June 2006 - 03:35 PM

World Builder Sucks....


Is there ANY other tool out there capable of editing the ZeroHour scripts?

It seams like every time I export the scripts to the .SCB It creates new errors and scripts that worked just one build earlier don't any more.

I've started deleteing the _tmpchunk.dat file every time I am about to compile. It helps a bit, but it doesn't FIX the problem.


If there's no way to fix it then whats the best way to minimize the damage done by WB?
Posted Image
Posted Image

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.


#376 Creator

Creator

    The cat

  • Hosted
  • 3,632 posts
  • Location:Moscow, Russia
  • Projects:Contra

Posted 08 June 2006 - 05:31 PM

I can give you only one advise: save .scb file in different directory each time before exporting.

#377 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 08 June 2006 - 06:13 PM

I can give you only one advise: save .scb file in different directory each time before exporting.


Thats the good advice I always give but never do... I get caught up in a hurry and forget, or I think "its just a small change" then it goes and screws up something completely seperate from what I just changed.

My other favorite is how adding a simple (NOT BROKEN) script can cause insane lag just because of a bad compile.


I had rolled back to the Contra.03 version as a stable AI to start off of, but I considering rolling back to either the original ZeroHour or the Advanced AI mod AI ( I think it migh tbe more stable than the official ZH AI) as a base, and then just be carefull and keep backups of EVERY version, regardless of how small a change.

The SDI websight would have been handy now, but they've been gone for a while. Did they move, or disolve?
Posted Image
Posted Image

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.


#378 Creator

Creator

    The cat

  • Hosted
  • 3,632 posts
  • Location:Moscow, Russia
  • Projects:Contra

Posted 09 June 2006 - 09:08 AM

The SDI websight would have been handy now, but they've been gone for a while. Did they move, or disolve?


There was global move of all hosted sites from gamemod.net to cncguild.net.
Now they are here: http://sdi.cncguild.net/
And we are at cncguild.net too: http://contra.cncguild.net

Edited by Creator, 09 June 2006 - 09:10 AM.


#379 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 09 June 2006 - 01:21 PM

http://www.cncden.co...p_scripts.shtml has a script debugging tool that is worth its weight in gold. With it I've been able to pinpoint and fix almost all of the worst AI bugs. I was able to get more done in an hour with the debug tool than in the last 3 days.

last night I found the new SDI page with google. And I also started reading up on the SDI forums (on Revora) and found several of the exsisting problems and how to fix them.

I started the AI over from the begining and its running very smooth, its just alot of work to setup all the groups and object lists. Ofcourse it still has its querks... for example... the advanced dozer requires the Strategy Center and the Escalation2 science. The script requires the strategy center to be built, and then it GRANTS the Escalation2 before starting the build team... yet the build fails because it lacks the required prerequisites. So, the scripts still take some playing with.
Posted Image
Posted Image

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.


#380 Creator

Creator

    The cat

  • Hosted
  • 3,632 posts
  • Location:Moscow, Russia
  • Projects:Contra

Posted 09 June 2006 - 03:44 PM

I know this script debugger and I use it for a lot of time. It slows the game 10 times and can not be turned off (unless you exit the game and run it without debug mode). So, it can help only with initial base building. If you have an error in later game then you are forced to wait for 2-3 hours. Also it can't detect crash bugs. When crash happens, debugger crashes too and even does not show you the reason.




5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users