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Koen

TibEd 2 alpha 13 released

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You're going to love this alpha 13 release because of the new GOTO button: just look at an unit, and hit the button @ the CommandSet property. I think it's 8) anyways :D

Because you've just opened a new editwindow with the commandset. And if you hit another goto button there... you'll get another window with the CommandButton.

 

I also fixed a bug with ghost windows becoming visible after saving, and I added cloning of CommandButtons, Sets and some others I forgot (oops... without that you cannot truly add an unit).

 

Update 29/2

- Upgrade.ini editing

- Added editing of UnitSpecificFX and ClientUpdate modules, finished UnitSpecificSounds module

 

Update 6/3

- Only add changed INI files to exported BIG file (much smaller mods!)

- Added ObjectCreationList.ini editing

- Editing of Weapons has been categorized, missing keys added

- BUGFIX: SpecialAbilityUpdate Behavior module was recognized as SpecialAbility module (that should answer the requests for supply dropzone money, command center and special power paradrop, in combination with adding of OCL editing).

- BUGFIX: When opening a mod of a different game than the one of the current game, the game folder wasn't switched to the other game! Pretty strange that no-one ever reported this?

- Almost forgot: You can now edit multiple Prerequisites :)

 

Update 28/3 (released as alpha 13 now)

- BUGFIX: which I forgot to release on 12/3: switching games (bugfix mentioned above) when loading a project from a different game caused a crash. Fixed.

- When cloning weapons in Zero Hour, there would be no weapon and Weapons.ini would be corrupted. Fixed.

- Cloning in general would go haywire if you didn't select the item you wanted to clone first. Fixed.

 

Download of this prerelease:

http://www.tibed.net/download?tibed2alpha

 

On my todo list (now for alpha 14 or later):

- find missing modules for objects

- Removal of keys in the property editor

- More goto buttons in value editor

- More buttons like dropdown, updown, etc.

- PlayerTemplate.ini editing (?)

- ... more but I'll be happy if the above is done. Let me know if you have any feature suggestions which are very important for everyone.

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Kudos for some fine work...

I heard you can actually change the POV/Viewing Angle by editing GameData.ini, any idea how that works?

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GameData.ini is a special file which cannot be placed inside a BIG file (and not easy to add support for). You can extract it from the INI.BIG file yourself, edit it, and then put it in the DATAINI folder.

Most settings in that file should not be touched! But you can experiment of course :)

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Man Koen you are really making up for december huh. Great job and thanks.

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Man Koen you are really making up for december huh. Great job and thanks.

Trying too ;)

I just have a highly variable workspeed. Sometimes I do a lot in a week, sometimes I do nothing. The goto button was quite some work but done it in one day. Need more days like that ;)

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Guest CHURCH

good its about time upgrades can be edited.

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Yes I think I've now got most of the major INI files.

Any more missing?

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Guest

oh can we edit the amount of paratropers?

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Yeah, there is some stuff still not there. Like the short cut key and multiple prerequistes. It would also be nice if some of the special powers could be edited. (like paradrop) I'm not sure but maybe they can be found in the command center stuff. Also something would be the money you get from the USA Supply drop zone. I'd like to edit that. (not just the time between drops)

Further on you're doing a great job! Keep up the good work. 8)

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Also Have you looked into edit the entire behavior tags for individual units? Like the pack and unpack times, and other numbered values like that. Editing all of the prereq's would be a very very nice thing as well. I am getting tired of having to do them manually, but I understand you are busy.

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Guest Cameron

Great work Koen.

When will we be able to edit a units hitpoints?

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Great work Koen.

When will we be able to edit a units hitpoints?

 

You already can edit unit hitpoints, it's under Body of each unit.

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Also Have you looked into edit the entire behavior tags for individual units? Like the pack and unpack times, and other numbered values like that.

The Behavior modules are all there, but there are some other modules still missing (I think). I just don't know which ones really, so please report the path for ones which have missing values so I can add them.

Will look into things mentioned above.

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I wonder if there is anyway in which we could change the way units look. Maybe we could all even change them somehow. 8)

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Updated 6/3 with new features, see first post. I think adding only changed INIs to a BIG file is pretty cool.

 

I wonder if there is anyway in which we could change the way units look. Maybe we could all even change them somehow. 8)

Well... W3D editing + GMax can do that I think. But don't really know how exactly.

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Also Have you looked into edit the entire behavior tags for individual units? Like the pack and unpack times, and other numbered values like that.

Follow-up: This was the SpecialAbilityUpdate behavior module being recognized wrong. Fixed.

 

To Thierry: Multiple prereq's has been added. I don't know what you mean by the shortcut keys though. Where can they be found? Are they in a KeyboardSomething INI file, or are they in the Strings where &Name means that Alt+N is the shortcut key? Or don't you know either?

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I mean the Keys which you use to select a building to build. Its those letters you use to quickly build a unit/structure

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Right. Just need to find out where you can edit those then ;)

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Guest Adam

I THINK, for Zero Hour, that these are located in theGenerals.csf file, in Data/English. For example: CONTROLBAR:ConstructAmericaAirfield , somewhere near that, there is the little command for which button to press...Like Air &Field, the & could be there to tell which button to press...But I'm not sure...

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Maybe they can also be found with the buildings themselves. Since thats what the Command Buttons uses.

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Guest Adam

Nah I'm sure it's not in there, I just scoured the command button to build a fire base, and there was nothing in there that would indicate shortcuts at all...I'm sure it's in generals.csf...

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Well, I don't know. The Generals.CSF is only text. It does show which letter is used but not IF it is used. For that you have to be at the Buildings. There you'll find it, I think.

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I THINK, for Zero Hour, that these are located in theGenerals.csf file, in Data/English. For example: CONTROLBAR:ConstructAmericaAirfield , somewhere near that, there is the little command for which button to press...Like Air &Field, the & could be there to tell which button to press...But I'm not sure...

This is the way it works in normal Windows applications, so if the & is really there then generally it will work. You can try it...

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About your guide of adding a unit. I could do that but it would more be cloning an unit and then making it work. I know a lot about this since I've added 3 superweapons and a lot of units. Should I just type it all and send it to you?

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About your guide of adding a unit. I could do that but it would more be cloning an unit and then making it work. I know a lot about this since I've added 3 superweapons and a lot of units. Should I just type it all and send it to you?

I'm talking about cloning too :)

If you could write one, that'd be cool. Do you think you could put in some screenshots as well? I have webspace where I can upload it, so if you could send it to me it would be cool 8)

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