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Everything posted by Lauren
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Editing vanilla unit stats?
Lauren replied to ETPC's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I don't find TW challanging with 1.9 ^^ But to the point of them splitting the patching between the two: well it's basically true and false, some balancing is in the maps, but most is not. They simply would have had to include all units which can be present in a specific map, which they forgot to do. Yet some units, usually the ones specifically tweaked for the mission, aren't affected by the mp patches. -
mixing two mods together
Lauren replied to dodgevipergts's topic in Tiberium Wars / Kane's Wrath Maps & Modding
There aren't any tutorials because people like you don't give it a chance and are unwilling to learn the basics of XML which would make most things that are asked explain themselves. Like how to add a model, hell even the Documentation of the TW SDK says exactly how to do it. There is no need for more tutorials of how you add this stuff because it already comes with the SDK. If the people don't read it/don't try to understand it it's their problem. I said if you want to complain you SHOULD complain to them. They are the ones who keep everything they know for themselves to feel superior and don't help others one bit. But no, these people deserve special treatment I see. There is a documentation for how to use WrathEd to open stuff that comes with the program, adding the structs is a more complicated thing and needs some programming knowledge, which you don't have, or some time to learn, which you never showed you are willing to have. -
mixing two mods together
Lauren replied to dodgevipergts's topic in Tiberium Wars / Kane's Wrath Maps & Modding
When does this rumor go away? They are not encrypted in any way. The data is just present in a shorthand that is more easy for the computer to read and takes up less space. WrathEd can open any KW data, and could open TW/RA3/TT as well (including mods) if I would just add the structs for that. Well consider 2 things: 1st: It's people like you scaring away new people by saying things like "uh no it's all sooooo complicated" while it's easier than most other games. 2nd: rather complain to the people like the The Forgotten team or the MEC2 team who have general knowledge that they don't share just to feel special (and imo Golans, Bibbers, and mine outstrips their knowledge of modding newer SAGE games by far anyway). Add that up and you'll see that you're lucky you got anyone to answer your questions at all. Most people wouldn't still be here like us because of how the stuff they try to explain is just followed up with "I don't want to learn, this is all sooo complicated". People never gave the mod community any chance. -
Adding New Unit with Source Files?
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It doesn't matter where these files are as long as they are included. Just like everything else. Seriously you should know that by now oO -
Adding New Unit with Source Files?
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
http://www.thundermods.net/index.php?page=content&id=90 -
WrathED Crashing
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It's only a matter of what you're accusomed to. Compared to other games TW is still one of the easiest games, trust me with that. -
WrathED Crashing
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Open the CNC3EP1_english_1.2.SkuDef to load the game files. Also read the docu maybe... -
WrathED Crashing
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Have you installed the .net framework? -
Mod still not reading files
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
From which source did you download it? -
Mod still not reading files
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I'm pretty sure the ini stuff is also in the documentation. And copying it by hand seems tedious oO -
Mod still not reading files
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You're placing stuff in the wrong folders, also as I told you the MpGameRules are not included in the Mod.xml but the MapMetaData one... I also have no idea about the tools you are using as I just modified the original batches that came with the TW Mod SDK for my purposes. But please check that thing from Bibber as it comes with a docu that explains where which is going. If you don't do that and still just ignore us no one can help you. You meddling around nearly 9 and a half hours is neither our nor EAs/xml fault. -
If it doesn't create the big file the build failed and the log should give you information about your mistake.
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I still can't see your problem, also I don't know why you use this thing for TW. Also I can't see where you have to rename anything. As with the Mod SDK you still have to have things in the right place in Generals. You can't expect to load the GameData.ini for example if you put it in a folder the game doesn't know like "lol\stuff\troll\gamedata.ini" THERE IS ZERO DIFFERENCE. The difference for you just seems to be that you obviously misplace your ini or use the tool wrong, though I can't see where you can fail as it's just "select the mod and click compile". Each structure has it's own thing that controls what objects come out. For example GDI structures usually use <xi:include href="DATA:Includes/GenericGDIBuildingSuicide.xml" /> which points to <?xml version="1.0" encoding="us-ascii"?> <CreateObjectDie xmlns="uri:ea.com:eala:asset" id="ModuleTag_CreateOccupiedDie" CreationList="OCL_GenericGDIBuildingDestruction" > <DieMuxData DeathTypes="ALL" DeathTypesForbidden="DETONATED SUICIDED" /> <UpgradeForbidden>Upgrade_NoSpawnUponDestruction</UpgradeForbidden> </CreateObjectDie> So to replace that you have to replace the include with the appropriate code.
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I just checked, they use exactly that (gamedata.ini with that change in the big), so you're doing something wrong.
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Could be that it got ignored when the engine went from DX8 to DX9 and moved to the shaders. Never tried it myself though.
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Just have them in your mod big in data/ini/ Or if you don't want it for a mod but in general place it into TW/RetailExe/1.9/data/ini/
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I have no idea how TibEd works, I also don't know about 1, but 2 and 3 are done in xml. Though I guess for 1 you have to change "UseBehindBuildingMarker = Yes" to "UseBehindBuildingMarker = No" in GameData.ini? For 2 you have to create a xml called something like MapMetaData_Global.xml (where the Global can be replaced by anything) with its contents to be something like <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <MpGameRules id="TheMpGameRules"> <SkirmishStartCash LoCash="5000" HiCash="10000" ChoiceStepAmount="1000" DefaultChoiceIndex="1" /> </MpGameRules> </AssetDeclaration> place and compile that in AdditionalMaps, which I have no idea if TibEd even supports. For 3 just add the required command buttons to your CYs and Cranes. To give free vision I suggest spawning an inert shroud clearer as starting unit. Your method works only until you don't have any CYs. Also for the xml vs ini thing: this is actually quite untrue, especially complex objects and lists are easier in xml. Also just look at the amount of data TW has compared to Generals. TWs files are compiled AND compressed and still are bigger then Gens
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What exactly do you want to do? Also what are you using to compile?
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Help with Kane's Wrath Wall Mod Problems
Lauren replied to Avery Luna Riley's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I am pretty sure you can, are you using the standard origin copy or TUC? -
Help with Kane's Wrath Wall Mod Problems
Lauren replied to Avery Luna Riley's topic in Tiberium Wars / Kane's Wrath Maps & Modding
WrathEd, or more precisely the Mod Launcher in your case can be run from any place. It looks for mods in the directory equivalent to: C:\Users\Megumi\Documents\Command & Conquer 3 Kane's Wrath\Mods\ In that directory each mod has a folder with it's name. -
Loaded APC Drop & Resizing?
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
If you are creating a TW mod you can just use this example for an APC that starts out with a Missile Squad. <?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xai="uri:ea.com:eala:asset:instance"> <Includes> <Include type="instance" source="DATA:GDI/Units/GDIAPC.xml" /> </Includes> <GameObject id="GDIAPC_Drop" inheritFrom="GDIAPC"> <Behaviors> <HordeTransportContain id="ModuleTag_Contain" xai:joinAction="Overwrite"> <InitialPayload Name="GDIMissileSoldierSquad" Count="1" /> </HordeTransportContain> </Behaviors> </GameObject> </AssetDeclaration> As you can see you have to create a new version of the unit and modify the Contain to include the initial payload. (If the Contain doesn't work as expected please copy the missing variables from the original xml file, or try "Replace" as joinAction.) If you create a mod with WrathEd you have to extract the whole unit as usual as WE as of yet doesn't support inheritance. Then just add the InitialPayload as in the example. -
I believe he actually means soundbugs that crash the game, as you wrote. It's just that I never heard of any and as of yet cannot think of a way how it's possible to crash the game through sounds. (Other then playing literally hundreds of sounds simultaniously because of bad settings in the sound assets, which no engine could handle)
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I've actually never heared of a sound bug crashing the game oO
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Removing Clouds?
Lauren replied to adamstrange's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Clouds are set via Edit -> Select Cloud Texture... -
I can't see this really work out in the long term as for a big portion of the German community the name cncsaga isn't associated with anything good. Also what Golan said.
