Koen
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Everything posted by Koen
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Unfortunately, I cannot make an editor until EA releases a Mod SDK for Kane's Wrath. Currently, they haven't even started on it yet. So it will be months before it becomes available. I wish I could do something to speed this up, but I can't
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OK, found it: - The TibEd Python log does not contain all the output of the BinaryAssetBuilder.exe (this is kind of weird... but I have experienced it myself sometimes). This seems like a come & go problem. Do not know how, when and if I can fix this. - I got some more output than you did when building the project: there was a critical error with the define of UNLIMITED_CLIP_SIZE It turns out that, while the Defines are now in the current place, TibEd forgets to add a <Include> for ModDefines.xml. But this only happens if the define was already moved to ModDefines.xml previously (e.g. it goes wrong when you edit the 2nd weapon, the first works fine). What is missing is: <Includes> <Include source="DATA:GlobalData/GlobalDefines.xml" type="all" /> <Include source="DATA:data/ModDefines.xml" type="all" /> </Includes> THe Include for ModDefines.xml will not be there for your WeaponTemplates. The easiest way to fix this is either to add it to all the weapons you have edited, or delete the WeaponTemplate files in the Project Explorer (you lose your changes to the weapons, but it is less tedious than adding the ModDefines.xml include everywhere and then missing one). I really hope this is the last I've seen of this bug Thanks a lot for providing the example project! That helps a lot when tracking stuff down! If you download the updated version of beta 5f (hotfix 05-05-2008), then things will go right for new files.
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Be sure to also redownload beta 5f with the hotfix included. And I hope everything works now.
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Let me add to my post: I've fixed a bug, which might cause problems for some people. But I don't know if I've fixed the bug that Funkylok is having. Getting a copy of the TibEd 2 project might be useful for me (you can send it to me by e-mail), because then I can do a trail & error approach to tracking down the problem.
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Funkylok, I've found the problem. At least, I think so. TibEd 2 would read the XML files from the Mod SDK you have installed on your machine. If this version was not v5, then when compiling the mod, it would conflict with the XML Schemas of SDK v5. I've fixed this by always requiring TibEd to use MOD SDK v5. Unfortunately, that will not fix existing mods... In the process, I found out that I didn't actually ship one of the updated files (for the ModFileSystem bugfix). I've updated the beta 5f download with this new version. You can view the date mentioned in the readme: the hotfix is dated 02-05-2008.
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And another question: which version of TibEd was this mod initially developed with? Can you send me a copy of the mod? This allows for easier tracking down of the problem.
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Before I look at this further: did you install the stand-alone Mod SDK as well. If so, which version? v1, 2, 3, 4 or 5? This might be relevant (or not), but it is good to know.
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Please send me a copy of your mod by e-mail. I will then edit this mod to fix the build problem. The "fix" is that new projects can no longer end up in this state. But it takes some know-how (aka me) to fix existing mods which exhibit this bug.
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I have made a small mod for C&C3: Kane's Wrath that removes the EA splash logo when the game loads. As many people have discovered you can't hit the ESC key to skip past this logo. You can download this mod right now from this page at the TibEd site. The original version of the mod, to remove the splash logo from C&C3, is also available.
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If they play on the XBox360, Raj will win. He's a producer for that one
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Under "Special Powers" you have SuperweaponCarpetBomb. Under "Weapons" you have CarpetBombWeapon. But the number of bombs created might be in the ObjectCreationList... which is currently not editable by TibEd 2 beta 4/5. I'm not sure what you'd find there (because I don't know the specific codes that you have edited in your INIZH.Big). You cannot directly edit INIZH.Big in a text editor. However, if you download FinalBIG, this does support editing files inside that file (if you use FinalBIG, you will understand why I asked you which file inside the BIG you were editing).
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There is now beta 5f. This version has seen numerous stability improvements from beta 5 through beta 5f, some of which also positively affect the Generals and Zero Hour editor.
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I've released TibEd 2 beta 4b. You can find it on the download page on TibEd.net: http://www.tibed.net/downloads. This version supports Generals and Zero Hour. What's new in beta 4b? Redesigned new project form on startup [*]Keys can now be deleted (right-click on the key name) [*]BUGFIX: No longer crashes when editing a value twice in a row [*]BUGFIX: Adding strings in Generals/Zero Hour now sets the name of the string correctly [*]Upgraded internal components to newer versions Forum thread on previous TibEd 2 release: TibEd 2 beta 4
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TibEd 2 beta 5f fixes the UpgradeTemplate editing bug, amongst other fixes. To get back on the opening post of this topic... Supreme Commander and Empire at War will not get editors. All my efforts are focussed on C&C3. I'm not spreading my efforts over multiple games until that editor is in better shape.
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Future editors? A lot of new RTS games have been released in 2007. The question is, which one is most important to support? I haven't decided yet. I've also thrown two old games into the list. New releases Two new stable releases: TibEd 1.64 and TibEd 2 beta 4b Open issues list Generals: ObjectCreationList editing is missing [*]Dune 2000: On Feb 27, 2004 Jorge left a post on TibEd Technical Support forum about unknown bytes for dune2000. Perhaps update TibEd 1.x? (cannot confirm if this will happen!) Part 1 of this thread can be found here
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As a final post in this thread, I would like to point you to the TibEd 2 beta 5f release thread. It fixes a few issues with editing C&C3. Lets take the discussion about editing C&C3 to that thread!
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I need a few people to have a look at what I've done so far and give feedback. TibEd 2 for C&C3 is not yet ready. A test version could be released as early as today, or as late as Christmas. Please post here if you are interested! Note: the versions to be provided in this thread will be experimental, so expect a lot of bugs and/or missing features. edit See this post for the first release!
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Do you happen to know which file it is you want to edit?
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Hmm, I never really considered reading the EULA. It could be a violation. The EULA mentions modifying the trademark, nothing about removing it. Let me say that all will be well, because this EULA violation (if any) is rather small: the executable code of the game is not modified at all, just one of the INI files of the game. Compared to other EULA violations such as online cheats, illegal cracks, this mod pales in comparisons. It's a sweet little thing, it should fly under the radar like a stealth plane.
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For future reference, you can find it on this page now: http://www.tibed.net/editing/cnc3/nologo
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Yes, you need the fix. My main problem right now is that the fix has the potential to break existing TibEd 2 projects (defines will end up in both the new ModDefines.xml and in their old location Mod.xml, if they were already there). Still, this is not blocking the release. It's that I have 2-3 other issues which need to be fixed as well. One of them is partially fixed, which improves behavior, but will now make it crash on certain files, instead of silently failling like before.
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I can confirm that this is a bug within the handling of Defines in TibEd 2. Apparantly the Defines from Mod.xml come available only after all the include files have been parsed - which is too late. That is why you are seeing that UNLIMITED_CLIP_SIZE is undefined: it is defined in Mod.xml, but that is the wrong location. I have fixed this in the current development build by moving defines to a ModDefines.xml which is then included inside the weapon. This fixes the double inclusion problem that WeaponTemplates had (this was fixed in beta 5e by moving them to Mod.xml) completely now. The beta 5e fix for these WeaponTemplates did only half the job.
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Above posts are correct. You can distribute the BIG files (and the SKUDef file, for C&C3) of your mod, and that is it; other mods consist of BIG files as well (most of them, anyway).
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For Kane's Wrath, an editor can only be made after EA releases a Mod SDK for the game. Rumour has it that there might not be a Mod SDK for Kane's Wrath...
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You really don't want beta 4x... beta 5+ is just better. Especially for C&C3 the latest version is best I have found that the "inheritsFrom" attribute requires the base object it inherits from the be included. In other files, this inclusion is handled properly, because the base object is not in the same original file. However, for these UpgradeTemplates, both the UpgradeTemplate you specify and the base object are in the same file, therefore there is no include. Adding the <Includes> code below to the XML will fix it. I'll need to handle this special case in my code as well... I've put it on my list. <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <Includes> <Include type="instance" source="DATA:GlobalData/Upgrade.xml" /> </Includes> <UpgradeTemplate AcquireHint="UpgradePrereq:GDIRailGuns" BuildCost="1000" BuildTime="90.0s" Description="UpgradeDesc:GDIRailGuns" DisplayName="UpgradeName:GDIRailGuns" IconImage="Button_UpgradeRailGun" Type="PLAYER" TypeDescription="UpgradeType:GDIRailGuns" id="Upgrade_GDIArmoryRailgunTech" inheritFrom="BasePurchasableUpgrade" /> </AssetDeclaration>
