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UnholyLiberator

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About UnholyLiberator

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Command & Conquer Profile

  • Favourite C&C
    Tiberium Wars
  1. OpenRA Stable Version 20171014 Released

    Woot woot crazy guys 'n' stuff they do
  2. Should someone remember what font C&C Generals/ZH logo is based on, please name it. I had it somewhere both with mine box covers scans, unable to find it atm. Neither websites that I use to identify fonts from still images catches any results.
  3. From my personal experience looking on the web (I read audio books alot). Such a thing doesn't exist for now.
  4. Texture element INI, where?

    Status: solved. Had a lot code messed up. Sorry
  5. C&C Music Monday - Slave to the System

    \m/ one of monster track af
  6. Adjusting/fixing an old broken Gen menu which I had half-assed some years ago and l fail remember where settings for this highlighted part are stored, I mean buttons background frame? It's not in MainMenu.wnd, not in INI\MappedImages if I'm correct?
  7. Does anyone believe in Santa Claus?

    Exactly, is this The Big Bang Theory screening plot twist?
  8. Modding Tools

    Mirror'd for you https://www.sendspace.com/file/nm6bab go get creative
  9. Tutorials and in-game notifications

    So I was crazy these past days tear apart the whole game, I decided to clear my head before doing anything further. Is anyone interested in this and has figured stuff out? From what I know to date, TalkingHead is the system that manages them dialogues, every audio file comes supplied with text then this each line should be uncommented in the CSF. As you can see the pic, it displays in a box. All fine, but then comes that problem. It stays stays too long, even overlays Objective screen... well, it does not overlay ID (Intelligence Database screen). In conclusion, if we get the proper XMLs this surely can be fixed or even better, improved. I think I will dig to get this done until I manage it at the end. F*cking stubborn me. I've spent a whole weekend messing with the game so either this way or the highway.
  10. CNCNZ Presents: C&C Radio

    Ye I failed read through that. Goes good alone with my long skirmish games, thx CNCNZ!
  11. CNCNZ Presents: C&C Radio

    Brilliant coming! No need keep YouTube in background, does it play tunes from Tiberium Wars/Tiberian Sun too?
  12. Incredible to have some sort of real C&C choir perform C&C soundtrack from the future, with Klepacki overseeing sound development. Here doubting EA will truly revive cnc next when its Battlefield cash grab time, lets see!
  13. Are there any good games left?

    Were you in the army past few years? Even marines have big library of games to play... Thousands of solid games still exist, old and new, ranging mostly to indies. Mention type of game you like so we can present you any suggestions if that's what you're looking for. Else it's mixed bag. You check that Northgard viking RTS. Next on my list Empires Apart, looks cartoonish yet rebuilds on top of Warcraft 3 hero system. It's coming some time this year on Steam.
  14. C&C LEGO: The Expansion Pack - Jumpjet

    Sounds like an angel has come to watch over dem boys. Funny one, HYP
  15. Tutorials and in-game notifications

    Going by the content, I think I found the file responsible for all of the in-game captions. TheStringTable.xml that comes out of stringhashes.manifest. Even though it has the "proper" labels: <StringAndHash Hash="3501755394" Text="MTut_TrainingOfficer01"/> <StringAndHash Hash="4126502146" Text="MTut_TrainingOfficer02"/> <StringAndHash Hash="12836339" Text="MTut_TrainingOfficer03"/> <StringAndHash Hash="1736556294" Text="MTut_TrainingOfficer04"/> <StringAndHash Hash="3170489492" Text="MTut_TrainingOfficer05"/> <StringAndHash Hash="2882959985" Text="MTut_TrainingOfficer06"/> <StringAndHash Hash="3591091890" Text="MTut_TrainingOfficer07"/> <StringAndHash Hash="705344837" Text="MTut_TrainingOfficer08"/> <StringAndHash Hash="1411405841" Text="MTut_TrainingOfficer09"/> <StringAndHash Hash="708622007" Text="MTut_TrainingOfficer10"/> <StringAndHash Hash="1570397282" Text="MTut_TrainingOfficer11"/> <StringAndHash Hash="2872389880" Text="MTut_TrainingOfficer12"/> <StringAndHash Hash="2326933793" Text="MTut_TrainingOfficer13"/> <StringAndHash Hash="836062047" Text="MTut_TrainingOfficer14"/> <StringAndHash Hash="1225505619" Text="MTut_TrainingOfficer15"/> what seems missing is any "subtitle" suffix at the end, so it goes like MTut_TrainingOfficer01subtitle and in cnc3.csf the event is described like Label:MTut_TrainingOfficer01subtitle (put DIALOGEVENT for Label). Ta-da. Hard part to figure, it's nothing more than hash number and the call, which brings the question, was this advanced EVA dialogue system ever done so it can be used like beta feature or it's halfway coded for that they left it out. That's all I could achieve so far, lots of unknowns. ------------------------ Back at home and getting to work, gotta beat it! Like they say, It's DO or DIE right! lol Man, so much to learn about modding newer C&C titles.. Feels like having my head up my ass all the time. Little did I know... Immediately after I posted here, incidentally I clicked on some XML file called UIComponentInGameText.xml (CnC3Xml/UIInGame). It seems to me that what I discovered is so far with StringsHash thing more of an index rather something else to tweak by yourself, y'know. Check dis out: <?xml version="1.0" encoding="utf-8"?> <!-- *********************************************************************** --> <!-- * Manages Tooltip Transactions for the InGame UI * --> <!-- *********************************************************************** --> <UIComponentInGameText xmlns="uri:ea.com:eala:asset" Priority="300" AdjustFactor="1.0" TextIndent="0.40" TooltipAppearDelayMS="2000" TooltipDisappearDelayMS="3000" AptTokenTitle="APT:TOOLTIP_TITLE" AptTokenPrereq="APT:TOOLTIP_PREREQ_" AptTokenCost="APT:TOOLTIP_COST" AptTokenTime="APT:TOOLTIP_TIME" AptTokenEnergy="APT:TOOLTIP_ENERGY" AptTokenShortDesc="APT:TOOLTIP_SHORT_DESC" AptTokenLongDesc="APT:TOOLTIP_LONG_DESC" ProductionTextConstruction="CONTROLBAR:ConstructionDesc" ProductionTextUpgrade="CONTROLBAR:UpgradingDesc" ProductionTextRecruit="CONTROLBAR:RecruitingDesc" ProductionTextScale="0.66" SubtitleStringLabelPrefix="DIALOGEVENT:" SubtitleStringLabelSuffix="SubTitle" SubtitleStringExclusionChar="*"> <StatusTextPosition x="0.05" y="0.05"/> <ProductionTextColor R="1.0" G="1.0" B="1.0"/> <ProductionTextFont Name="RussellSquare" Size="14"/> </UIComponentInGameText> Let's focus on SubtitleStringExclusionChar, well there it is that symbol meaning. Yikes again, from there on problem seems to be ModSDK stuff comes with only brief samples about how the game is structured. To further gain any results if this is what I was looking for past few days, locating this file in the game's packages is necessary. I think I am almost there with finishing at this. Any clues where I head at looking? APT.big that I checked here and there, HUD apt's got the basic UI elements and textures but not like this. Are MOD SDK filenames identical to game's ones? Might be different file name when packed.
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