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UnholyLiberator

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Everything posted by UnholyLiberator

  1. UnholyLiberator

    Where's this located for Generals?

    As usual I put wrong code in the wrong file, I'm such a fool. I had that fixed, it's the exact one: InGamePopupMessage.wnd if anyone wants to know.
  2. Howdy y'all. I am having hard times getting the hang out of how missions are structured to work within the game environment, having a rather slow on and off schedule to practice things, I wonder where is this caption window that shows up during Tutorial, guiding you through the game. Like I wanna know how that part works, in another word I can't seem to find which WIndow file the game uses to display that little box. Now I've sift through what I could, most of the .wnd assets if not all, getting to think it's somewhere else. I know that part in modding already I'd be dumb enough to miss something. FYI, one WND is that I instantly thought of it may be the culprit, being InGamePopupMessage.wnd. And if changed, it just does not do anything besides skewing the OK button, the rest of the window remains unchanged even if you modify anything else. Like I said, I had checked a total of 78 wnd's, talking Generals and I am out of damn ideas.
  3. https://github.com/TheAssemblyArmada/Thyme OmniBlade is currently developing his own SAGE engine custom framework, much like chipgw (?). Pity development goes super slow, its 2/3 guys doing all the handy work. Duh wish I have had learned C++ to help out. Anyhoo what happened with chipgw's same project?
  4. UnholyLiberator

    Revisiting EA in a Nutshell video

    Mhehehemeheheh. Right on spot!
  5. If only build on SAGE 3 instead that Frostbite junk, who cares anymore right? Creative freedom has long gone from anything that has the EA logo on it. No surprise if publishers start to ban this things. Thanks anyway, good to have a backup somewhere.
  6. Though still with something of this caliber done right, games can become limitless foundation for mods. I always felt pathfinding be gross. Tidal Wars I look forward to being an example of real innovation, unfortunately hindered by weird limits.
  7. UnholyLiberator

    Vote: Enabling Generals/ZH full subtitle support

    Why so pessimistic Plokite? I had a close look on that already, for the record it doesn't seem rewriting the SAGE engine from scratch. Plus, if we got the opportunity why not. C&C Generals/Zero Hour usually allows for far harder things to be done, the engine itself is pretty versatile to modding. Ah the poll? You know... is for collecting different thoughts, it does not certainly mean nothing. Bottom line, this is meant to be a discussion.
  8. Let's talk for Generals series immersion. These past weekend' days a thought emerged in my mind. As usual. While I was finishing Generals standard GLA mission 8 into China. I said myself what if the chances are high we can gather group of passionate guys behind the series and develop a completely overhauled subtitle system for the game, we then can incorporate with mods like Generals Extended (http://www.moddb.com/mods/generals-enhanced), et cetera, for the ultimate campaign experience. Simplistic mods that do a lot on ''cleaning'' the aesthetics and gameplay feature tech, so as to not touch anything else on the original game.
  9. UnholyLiberator

    OpenRA Stable Version 20171014 Released

    Woot woot crazy guys 'n' stuff they do
  10. 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.
  11. From my personal experience looking on the web (I read audio books alot). Such a thing doesn't exist for now.
  12. UnholyLiberator

    Texture element INI, where?

    Status: solved. Had a lot code messed up. Sorry
  13. 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?
  14. UnholyLiberator

    C&C Music Monday - Slave to the System

    \m/ one of monster track af
  15. UnholyLiberator

    Does anyone believe in Santa Claus?

    Exactly, is this The Big Bang Theory screening plot twist?
  16. UnholyLiberator

    Modding Tools

    Mirror'd for you https://www.sendspace.com/file/nm6bab go get creative
  17. UnholyLiberator

    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.
  18. Wonder what files control tutorials and in-game notifications like EVA dialogues that game comes with disabled? Is it possible to activate again to show on screen? For some unclear reason game contains a lot of mission dialogues seems disabled for retail version, so I want to get this fixed and make use of them. There should be some hidden config somewhere, I cant seem to find anything in the MOD SDK folder. update: checked also INI files and no single one contains references to DIALOGEVENT, nor SCRIPTS labels (those contain all of the text I am looking for)
  19. UnholyLiberator

    CNCNZ Presents: C&C Radio

    Ye I failed read through that. Goes good alone with my long skirmish games, thx CNCNZ!
  20. UnholyLiberator

    CNCNZ Presents: C&C Radio

    Brilliant coming! No need keep YouTube in background, does it play tunes from Tiberium Wars/Tiberian Sun too?
  21. 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!
  22. UnholyLiberator

    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.
  23. Sounds like an angel has come to watch over dem boys. Funny one, HYP
  24. UnholyLiberator

    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.
  25. UnholyLiberator

    Tutorials and in-game notifications

    Following the message I send to @Lauren, while awaiting response, I decided to give a final push with my efforts to discover where dem, files that deal with EVA dialogues for the tutorial mission, if not for the whole SP campaign, lie in the game. As those experienced peeps have pretty much figured all the means to mod this certain game know, TW emphasizes the use of live-action "radar sequences" for its story campaign. What hampers the experience in my case with dead sound card (well, gotta buy new mobo anyway soon), only audio support; that means your playing blindfolded most of the time. While I can live with that, I really like to put back those captions what are well hidden in the game's language container for two reasons: have greater understanding of the third tiberium war arc (meaning I never played TibWars right until completion lol, I think far as I ever got is ninth mission on GDI) as well improve the overall experience of that tough as nails language mod I tackled to do, bringing more fun to the game by allowing use of different text and audio in all-in-one mod package To keep things less technical. I did, I did what Lauren suggested. Opening SP campaigns BIG archive, taking every map file out then applying Bibber's Asset extractor magic. Unluckily these assets seem somewhat tied to the BIG GameScriptList.PlyrGDI_Blue.asset (taken from SP/1.0/SPMaps.big) This one weighs at 4,708 bytes of data, biggest one with MapMetaData.SinglePlayer.asset (11,986bytes). Well I by no means know if I am looking where I should be looking. Again doin what I've been told by Lauren, as she seems pretty well into this than anyone else. I have her trust. As usual stuck into opening PlyrGDI_Blue.asset, put some HEX looking without getting actual clue what contains, by that I mean I suck at values, that most of the time I am like trapped again in math class but sometimes filenames or part of those pop up. At this time of writing, I have looked over every file in the MOD SDK dir and those ones I've had success unpacking from game's folder. Say, Libraries/Misc/WBData bigs, adding patch files from SP folder. I guess the folder structure is the same for both standard & Deluxe Edition that I only have working. Only that I stumbled upon Missions config file. Sorry I cant post its content right now, my game is broken to pieces, folders and files flying everywhere. Huh where did that one go.... I've got to admit, I love to have missions supplied with audio and texts for both conventionality when playing (currently doing the Pentagon mission) and for that long coming extension I plan but it wasn't brought to the table up until now I dusted off my discs to play again. What I look forward to enable is one of following lines: DIALOGEVENT:MTut_TrainingOfficer01subtitle TRAINING OFFICER: Welcome to the battlefield training simulation, Commander. This scenario will help you get familiar with the basics of our Command and Control system. Once I find where to do it, I think I can do the rest on my own. I did everything else already, configured the required fonts, movies captions (these need some more work through the weekend), menu textures to modify after I finish with this bogus thing, launcher done with great help of @Laurenagain. Its like have my mind reversed and I'm missing something way obvious, dunno. There's some script text used instead one in the DIALOGEVENT group, leads me to think it was made to be used in some point through the final course of release, after which got scrapped for those Objective warnings where camera pans in to the spot you gotta reach or destroy some buildings, though the radar transmissions were originally planed to be accompanied by text. Were cut and only audio left out. If anyone has broken the case, please respond. Any feedback is taken seriously.
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