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Koen

Retired Staff
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Everything posted by Koen

  1. Aw. What a pity. The game was actually pretty fun to play. They just weren't ready with adding in all the units for all the generals yet. It looked like a lot of the hard work had been done... though some of the complex units probably needed work. I wonder if they'll reuse anything or reboot the project...
  2. Koen

    TibEd 1.71 Crashes with C&C95

    I'm not sure. If you include rules.ini support, then I'll have to update TibEd 1... that would be archeology... It could also be that you selected the wrong language version?
  3. Robosaur is in addition to Cire. Cire will just be doing more promotional activities for the game, and be less involved with the community.,
  4. Koen

    TibEd 1.71 Crashes with C&C95

    Nyerguds' patch might be changing the layout of the executable file. By doing that, it is breaking the support within TibEd...
  5. Koen

    TibEd 2.1: test it now

    The likelihood of a new release with better C&C3 support is higher than RA3 suport. Although I started on RA3 support, it wasn't actually working yet with the compiler and stuff. However, I can tell you for sure that it will be months before anything happens... work, work.
  6. You can now download TibEd 2.1 from http://staff.science.uva.nl/~ksande/files/setuptibed21.exe . Please check if everything still works for you, as a lot has been changed since the last release. What's new (build 391): Completely changed the main user interface: instead of floating windows, TibEd 2 is now based on a browserstyle tab interface. The main menu and toolbar now use Office-style the Ribbons. Properly use XP-style components. Upgraded to Delphi 2010, Unicode versions of all controls. Dropped Scintilla (no Unicode version available), lost syntax highlighting and line numbers Added typing in the object tree: handy when going somewhere. C&C3: Fixed case where Sage XML had Defines, but no Includes (crashed TheaterOfWarTemplate in C&C3 editor) C&C3: Fixed case where Includes had a relative path (e.g. NODVertigo_SeedTiberium for the include of NODArmageddonBomber). The relative path is now rewritten properly. C&C3: no longer use the vcredist_x86.exe for Visual C++ 2005 runtime. Now, it is packaged with the mod SDK. This saves a lot of installation time and unneeded DLLs. C&C3: Nod Other->IonCannonShield crashed, Nod Other->Power Store crashed, because they are map-specific/singleplayer buildings. They should not have been there in the first place. BUGFIX: built with PREFER_UNICODE on, and do not crash (unlike beta 5f) BUGFIX: Dragging the tree form splitter now works BUGFIX: fixed game folder browsing text BUGFIX: fix main window not getting focus after starting new project BUGFIX: Log window behaves better now: it has a taskbar button, and minimizes and closes properly Known issue: inheritsFrom bug (for UpgradeTemplates); if the base object is in the same file, there is no include (yet). Please let me know if you have tested it by posting in this thread.
  7. I would find it quite acceptable if I'd have to pay for the singleplayer missions. After all, not everyone is interested in them and I don't see how you can make money from selling e.g. skins for the singeplayer.
  8. It's red lasers. Nod is red. GDI/Forgotten don't use red lasers (GDI would rather use blue ones).
  9. GUIDE: How to successfully add a unit by Thierry Last updated Feb 6th, 2005 for changed way of cloning Adding a unit is actually pretty simple, if you have done it once. For those who haven’t, here is a guide. This guide tells you how to clone an existing unit using TibEd. Making an unit from scratch is not covered in this guide. Cloning the actual unit First of all, go to the unit you want to clone. Now, go to the parent of this unit in the tree. That is, in the tree you see on the left in the screenshot below, select the parent of the unit you want to clone. Then select your object in the list that appears on the right and select the “Clone” button. Here is a screenshot of where you can find the clone button (if we were to clone an upgrade, this screenshot is from another example and a bit off-topic): We will use the Original Crusader Tank (which is known under the object name of AmericaTankCrusader). It’s clone will be called: CloneOfUSACrusaderTank. So, enter this name into the “Cloning object” dialog, as this will be it’s new name. After pressing OK, you have a copy of the Crusader. The copy is an exact replica of the original so you can change it in anyway you like (strength, speed, weapon, health, etc). MAKE SURE that you have the Prerequisites right!! Its what the unit needs before you can build it! If you make a copy of an American Paladin for the Chinese, but it requires an USA Tech Center, then you won’t be able to build it with the Chinese! Now comes the slightly more difficult part: to make a Command Button for your cloned unit. A command button is the button you use to select the Crusader at the war factory. To get your new unit to show up as well, you’ll have to clone it’s commandbutton too. Making the commandbutton First you’ll have to select and copy the NAME of the new unit. See the following picture: Be sure to remember this name, as we'll need it later. Then you’ll have to go the Command Button that the Original Crusader uses. You can find this in the tree on the left side under "CommandButtons" and then Command_ConstructAmericaTankCrusader. It's contents are shown in the following picture: Now, do the same here as you had to do for cloning the unit: right-click on the item in the tree on the left, and select "Clone commandbutton". Give this new commandbutton a name, and open it up in an editwindow. Now, change the Object property for this commandbutton (this controls which unit the button builds): So, change it to CloneOfAmericaTankCrusader. Now you have a Command Button that will build your unit when selected. But… the Command Button itself will also have to be used somewhere. Because what good is a button if you can't use it? Using your CommandButton: CommandSets In order to put your new button to good use, you will have to add it to a Command Set. A commandset is something which every factory and building in the game has, and it controls which buttons you see at the bottom of your screen when you select it. In order to add your CommandButton to a CommandSet, you'll have to select a CommandSet first. In this case, we want to add it to the USA War Factory Command Set, because we want our new unit to be a USA tank. Make sure that your unit is added to the corresponding structure! A tank coming out of a barracks is bad! In the edit tree, go to "CommandSets" and then select AmericaWarFactoryCommandSet, which, as it's name implies, is the command set for the American War Factory. You should see the following: As you can see there are quite a few buttons here which have "Command_Construct" in it. They are the buttons for the Vehicles/Tanks that the USA war Factory builds. The bottom two are for Selling the building and setting a Rally Point. To add your Command Button into the Command Set you’ll have to select and copy the name of the Command Button in the same way you did with the unit and paste it in one of the empty boxes. The commandbutton's name: Now, we didn't say which name you had to enter for your commandbutton, so yours does not have to match the one in the image above. Select it and paste it in the Command Set: CONGRATULATIONS!! You’ve just added a unit successfully and it is usable. Make sure that you get the prerequisites for your unit right! Giving your unit a unique name If you want to change the way that the unit is named and all, you will have to change the TextLabel and DescriptionLabel properties. For example: In the TextLabel it says: CONTROLBAR:NewTank. Now, when looking for the name of a unit, the game will look inside Strings (found in the edittree), and then inside CONTROLBAR (which is inside Strings in the edittree) and then for something named NewTank. It works the same for the Description Label. By changing them, you can change the names of units. But wait - that will change the names of *both* units, the original and the cloned ones, right? Indeed, this is true. So, for your new unit you will have to add a new string. We'll leave it to you to find out how to add a new string using TibEd (hint: it has something to do with right-clicking ) and then putting the name of your new string in the textbox for TextLabel or DescriptionLabel, in the same style as the other strings. To change the name shown in the tooltip when you put the mouse over the unit in the game, you will have to change the OBJECT name: The OBJECT name is found in the DisplayName property and works just like other strings. If you want to change the picture/cameo/icon that the unit uses change this: The SelectPortrait is the big picture you see when you have selected the unit, the ButtonImage is the smaller image you see when you are building the unit in the queue line. The CommandButton also uses an icon, that is the one you see in the War Factory set. The property there is called "ButtonImage". Change it in the same way as the two above. Further modding uses the same techniques, and the guide above can be applied to buildings and infantry as well. Happy modding! Thierry & Koen
  10. Heh, I'm in - with a personal invite. Is there a CNCNZ alliance yet?
  11. Frostbite 2 "debuted with Battlefield 3. It takes full advantage of the DirectX 11 API and 64-bit processors, with no support for DirectX 9 (nor, therefore, Windows XP)." Looks like the RTS games finally get to push the system requirements again, instead of having to run on 5 year old hardware.
  12. Well, in a certain secret brainstorm session at CommandCon, they were thinking about an MMO-type RTS game which could feature units from multiple universes (where a new universe could be DLC). But this is as concrete as that got, and it was just one of the many ideas to take C&C in another direction.
  13. Koen

    TibEd 2 won't open my progject

    You could try mailing the file to me. Does TibEd give any error message? Is it possible to open the debug log?
  14. Koen

    ZH Dialog Boxes

    But does it still work after these dialog boxes?
  15. Koen

    RA 2 editing problem

    Some levels contain changes inside to explicitly disable certain units - your changes do not override changes inside levels themselves.
  16. This Medieval Sims guy is making a fool of himself... ... and what did he mean by 'Sims will never be tortured'? I had high hopes for those torture chairs...
  17. Why are you still at home? Go there, jump the stage, and announce the next C&C
  18. I find it unlikely that a new C&C would be announced... it can't be that far into production yet. Or will they release yet another C&C in March instead of for Christmas?
  19. Koen

    Yuri's Revenge Problem

    My first question would be: do any of your Yuri's Revenge changes show up in the game? Also, modding is a process of trial and error, not everything can be set to every value.
  20. Question: do you run the game using "Run as Administrator"? In that case, please make the game folder writeable by all users on the machine (so Windows does not try to be clever).
  21. Can you open Generals Mod Selector and check the setting for the game folder in there? And maybe correct it manually if it is wrong?
  22. TibEd 1.x is written in Visual Basic 6, and was dropped by Microsoft in favour of VB.NET 10 years ago. Good Unicode support is next to impossible. That it does work for Red Alert and not for TD suggests that it is in the binary file parsing needed for TD editing. However, fixing this is not going to happen because it will require extensive changes (and I cannot easily test fixes). Perhaps using a Virtual Machine with English locale would work for you.
  23. I hope it is someone new with a thick skin. There's no pleasing people anyway.
  24. Have you tried rebooting your machine after installing the VB runtimes and the OCX'es? The only other thing I can think of is that it is somehow related to a Danish language setting.
  25. Ah, Arena has the logo of the game for which you would get to participate in a beta if you bought C&C4. Another loose end tied up.
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