Koen
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Everything posted by Koen
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Good point. This is my major weakness - promotion. Anyway, starting from the next version, the user will get a warning message when .NET Framework v2 is not installed on the machine.
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Well, in beta 5d (or is it in my dev version only... cause I fixed the launching?), it is in one the menus. Or in your Start Menu->Programs->Electronic Arts->C&C3->C&C3 Command Center.
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Because of the access denied error that you get... can you change the permissions on your "Temp" folder where the files are to something like "everyone" can write? That might fix it.
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Okay, I got a bit confused. So, to Arkane: please install the .NET Framework 2.0. To Savear: you have the .NET Framework installed properly, because the AssetBuilder tool is running - only it is crashing. So you have something else. It looks like the SDK tool is having trouble accessing C:usersaBlazeAppDataLocalTemp<TibEd created folder>. This does not look like the "typical" Documents and Settings name that Windows gives it. So is there anything "special" about your Windows environment concerning user accounts/logging in/access rights? Is it XP or Vista?
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Can you run "BuildMod SampleMOD" inside the normal SDK and see what happens. Does that work for you? I'm not ruling out a missing .NET Framework 2.0 yet (until someone explicitly tells me they have it installed).
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Official CNCNZ.com C&C 3 Tournament #2
Koen replied to TheBlackOut's topic in Tiberium Wars / Kane's Wrath
I might join you... but I haven't played any online games with v1.06+... so I might need some practice first -
Whoa. It just completely fails for you. It's like it is not running the Mod SDK properly at all. Do you have the .NET framework v2.0 installed?
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erorr compiling map in SDK4_0
Koen replied to zazi's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The "errors" you see are not really errors, they're more like warnings. And in the documentation of the Mod SDK it mentions some problems with Civilian buildings not working properly... -
Beta 5d is out now: - updated for SDKv4/game 1.09 - added "GDI Other" section The next version will bring some internal changes to bring back support for TibEd-like editing. So this version is the last of the "old" C&C3 editors (generation 1).
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This thread is about TibEd 2 for C&C3. RA2 support is TibEd 1.6x. And mod management is not really a strong point of TibEd 1.x, it is something which cannot be fixed.
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Which directory can't you change from the "~temp" folder? What do you mean by the "~temp" folder? The notion of temporary folders is rather broad... there is the TibEd temporary folder (~TibEdMod.xx) and there is the "building a C&C3 Mod temp folder"... or is it the game folder which is set to some folder?
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The 'other' section for GDI is probably not there... I didn't have the time to clean it up enough to include it. I don't understand what you mean here. Do you want TibEd to stay open while you play the game? Or should it close itself? Or do you mean something else? The weapon bug is supposed to be fixed - for new mods, that is. For existing edited weapons, you should go to the Project Explorer and delete the WeaponTemplate_(weapon name).xml file. Then you can let TibEd recreate it and it will be correct.
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Do you have any other RA2 mods installed? TibEd edits Rules.ini, Art.ini, AI.ini. If you remove those files from your game folder (They should actually be gone after removing changes), then it is not 'TibEd'. But perhaps you have MIX files from other mods in your game folder?
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Crusader1, now NOD is in as well. New version, beta 5c: - BUGFIX: Certain XML assets have a comment after them. Unfortunately, the XML parser cannot handle this and make the entry dissappear. To fix this, comments are stripped from the XML until a more permanent solution can be found. - BUGFIX: Files with multiple XML assets would keep about 50% of them around, instead of only keeping the one to be edited. Fixed. This was the WeaponTemplate bug. - Known issue: when editing multiple weapons, the XML Defines will be in both files. The Mod SDK does not like this and will complain about multiple definitions. To fix this, remove the defines at the top of all but one weapons (or other items with defines). Until TibEd handles the defines for you, this issue will remain. - Added Nod units and buildings to the list, thanks to brightemo Download it from the usual places (there's a link on the frontpage of TibEd.net as well).
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I've released TibEd 1.64. You can find it on the download page on TibEd.net: http://www.tibed.net/downloads. By default, all editor modules are included in the download (you can now get all TibEd 1.x stuff with 3 downloads: TibEd 1.64, the Voxel/HVA editor plugins and the RA1 sound addon). What's new (version 1.64): Complete rewrite of the C&C: Tiberian Dawn editor: new units and buildings, warheads and extra settings. Also, German and French language versions of the game are now supported The First Decade editions of C&C: Tiberian Dawn and Red Alert 1 can be launched from TibEd without receiving an "Insert original disc" error. Significant speedup in cameo loading for C&C: Tiberian Dawn. Sorting of unit/infantry/building lists is now saved across TibEd sessions. You can now press Enter in the editor list at TibEd startup to select an editor, instead of having to use the mouse. Improved Vista compatibility What's new (version 1.63): Minor user interface update for Windows Vista BUGFIX: General section of Rules.ini for Yuri's Revenge can now be edited with the manual editor What's new (version 1.62): French translation by BLKnight support for UPHPS updater updated VB6 runtimes to service pack 6 What's new (version 1.61): support for The First Decade Updated to work under Windows XP limited user accounts. Note that you still need Administrator rights to install TibEd. Also, Administrator needs to hand out write access to the folder of the game you are editing when saving changes to the game.
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I played as Scrin in Skirmish, so I wouldn't know. Is it stronger?
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It's up for me!
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Oh boy, more work for me. Today isn't the best day to add stuff to my plate. I've noticed that there were many other sections which follow (more or less) the 'system' that the units/infantry/buildings follow. So I guess you have found them there? Or is this more like the Ion Cannon damage (a random position in the EXE?).
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I've added the GDI assets to TibEd beta 5b (download it now under the usual link). The bug was that one of the paths, responsible for copying the BIG file into the game, was hardcoded (so it would only work on English language versions of Windows XP, installed on the C drive, running as the Administrator account). TibEd copies the whole build environment to prevent weird bugs - people can actually damage the Mod SDK by building a mod the wrong way. For the compiling, this does not make a difference, the normal compilation process also shows the references to those files. What remains to be fixed: - complete Weapons.xml copied when editing WeaponTemplate assets - Firehawk asset bug (retrieves comment instead of correct content). Probably related to the WeaponTemplate bug. - add Nod assets I'm really busy the next 2 days so I can't look into them at the moment.
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Hmm, I'm on vacation that week :roll: :oops:
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TibEd tries to mimick the game. So the question is, does it work in-game? If it doesn't work in-game either, you probably didn't set the cameo properly (somehow). Buildings in RA2 have the SHP format. XCC Mixer can convert PCX and other images from/to SHP format, see http://xccu.sourceforge.net Good question... I think the colors that are currently there are "fixed": you can probably not add extra colors. But you can change the existing colors.
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Maybe the alternative file (REG) I sent you will help.
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Well well, more revenue from TFD. If only it'd get some much-needed patch attention.
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TibEd 1 and Emperor... my primary reason to stop working on that editor was that the game would become unstable in a 'random' fashion. You can edit A, and it works. You can edit B independently, and it works. But if you edit A and B, the game would suddenly do weird things. New sides: I'm certain this was not implemented (this requires a lot of support from the game itself) New units: cloning units might work, but I do not remember if there were any quirks or not.
