Koen
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Everything posted by Koen
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And what about the harvester changes? They're slowing the economy by 35%... in the real world that would be a major recession 8)
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The part where you say that your OS is Windows Vista is the culprit (I think). Vista, under certain user account configurations, will not let TibEd write in the RA2 folder. Can you check the Properties (right mouse button->properties) of the RA2 folder, and perhaps modify the permissions to allow everyone to write there? Also, does TibEd give any errors? Is your game folder correctly configured (is it not pointing to a different installation/other version of the game)?
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The Generals storyline would really fit an RTS game... :roll:
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For me only the frontpage loads... no videos.
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Mod compiling error?
Koen replied to Silveressa's topic in Tiberium Wars / Kane's Wrath Maps & Modding
If you do not like the black color scheme in the XML editor, you should redownload. It now has a new color scheme with a white background. However, I haven't added the GDI/Nod objects yet. -
Updated to beta 5a (build 111): - XML editor now has a white background with a friendlier color scheme - Made XML validator more useful - by going to the line indicated if there is an error - Changed "No editor available for this node" text into "Select item to edit" - BUGFIX: Reopening files in the startup form now actually works - XML editor now shows the current line number - Hide C&C3 AssetBuilder error messages about missing art XML files (which are not really errors and can safely be ignored). Only the warnings of the built-in game files are hidden (you wouldn't want to hide all errors). - Dependencies of the C&C3 Mod SDK are now included in TibEd 2 installer. The user only needs to install the Mod SDK themselves. I still need to update the built-in Game Object list (to also show Nod and GDI units). But the other improvements (especially to the build system and the XML editor) warrant an update for you
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Mod compiling error?
Koen replied to Silveressa's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The other items can be found under "Full Asset List", and then "GameObject". There is a full list. I have to add all units manually to the 'normal' list (but I have to look up the real names then, which is a lot of tedious work). Which I am doing right now -
Mod compiling error?
Koen replied to Silveressa's topic in Tiberium Wars / Kane's Wrath Maps & Modding
See, I do not know exactly what is wrong... but I think you have introduced a syntax error somehow (somewhere in an include statement?). I myself use TibEd 2 for C&C3 (experimental): http://www.tibed.net/download?tibed2cnc3 ... and there it works for me (Nod Crane can be found in Full Asset ListGame ObjectNODCrane). I get no compilation errors after changing the cost. -
The image URL is quite telling 8)
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Yes I got it. Just haven't been able to look at it yet.
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Mod compiling error?
Koen replied to Silveressa's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The NodCrane.XML file is invalid... that is what it complains about. The missing files errors you can ignore. -
You can see that 3D graphics have improved since this concept art!
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OK... then I am going to need the whole output of the "build mod" operation... because apparantly, the mod was not built properly.
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Can you check if there is a BIG file in "C:Documents and SettingsRobertMy DocumentsCommand & Conquer 3 Tiberium Warsmodscc3nod"? And can you send me the file ( http://www.tibed.net/email )
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Do you have the TibEd log file of "building" of the mod? In the Debug menu, there is a "Show log" option. Also, if you play the game through that Control Center, does your mod work?
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If you start the C&C3 Tiberium Wars Control Center->Game Browser->Mods tab, is your mod listed?
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This is a bug: multiple-asset import bug (shows up at every WeaponTemplate). Needs to be fixed so only the weapon requested is imported. Do you see "QUIT (Mod)" on the "QUIT" button in the main menu of the game? That is a sign whether a mod is active.
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Yes, redownload, install it, and try again.
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I've decided to fix this in another way: to not use pywintypes25.dll anymore. If you redownload, you will find build 108 inside which no longer needs the file. That should fix it 8) Also, the bug which sometimes says that a mod wasn't build succesfully (while it was) should be fixed. But I have to confirm this still (it's a timing issue, so hard to check if it is fixed).
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Which Windows version are you using? XP, Vista, 64-bit XP/Vista? Apparantly the pywintypes25.dll cannot be found, which is essential to be able to build mods (it is needed to fix a problem with the Mod SDK). It looks like there is a problem with finding the file on your machine. Did you have any previous versions of TibEd 2 installed? Can you check the Properties of the TibEd 2 shortcut to see if the "Start in" folder is correct? A short-term solution (which might fix it, but not tell us why it failed in the first place) would be to copy the pywintypes25.dll to your WindowsSystem32 folder.
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The GUI is scheduled to return at some point - though as easy as RA2 is going to be hard. My plan is to first make this 'manual text editor' very good (by fixing all its known issues), and then I will add an extra tab with the friendly (but somewhat limited) GUI.
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Update time! The third version: http://www.tibed.net/download?tibed2cnc3 Please give your feedback! Install these first Mod SDK: http://files.ea.com/downloads/eagames/cc/t...C3ModSDK_v2.exe What's new? - Built against Mod SDK v2 - TibEd installer now includes Mod SDK dependencies (except .NET runtime 2.0, but I'll assume most people have that). - Updated AssetGrouping to include interesting Scrin units, Crates. Still have to do GDI and Nod. Or someone has to do it for me
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Maybe making these powers cost 0 Generals Points? That'd make them free.
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Adding A New General?? How is it done using TibEd2??
Koen replied to zzchanli's topic in Editing Discussion
Well... this might be beyond TibEd's reach. I do not actually know how to do it, but it'd involve editing lots of files. -
Well, the differences are not very noticable. But they are there: the fix for low detail (which current TibEd 2 already contains), LUA folder for scripts. I am working to update TibEd 2 for MOD SDK v2.
