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What is the difference between ecache and expandmd
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Renu48
Cyborg Soldier


Joined: 11 Nov 2018

PostPosted: Sat Nov 17, 2018 4:28 am    Post subject:  What is the difference between ecache and expandmd Reply with quote  Mark this post and the followings unread

What type of files go into expandmd and ecache

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Nov 17, 2018 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Check - https://www.modenc.renegadeprojects.com/MIX

Basically if you are modding YR 1.001 with Ares, you can put almost any file into expandmdXX.mix. Without Ares, lang*.mix file contents fall higher in the loading hierarchy than expandmdXX.mix, so game will pick the contents of lang*.mix over the content in expandmdXX.mix.

RA2 needs some specific files to be in ecache*.mix only. And FinalAlert2 will show some files only if those are in ecache*.mix or in vanilla game mixes or kept loose in the game folder.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Nov 17, 2018 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
RA2 needs some specific files to be in ecache*.mix only.

Namely, any and all SHPs that won't end up used in the anim.pal. This includes SHP units and all buildings and SHP turrets (if you have those) and of course all te cameos.
E1 Elite wrote:
And FinalAlert2 will show some files only if those are in ecache*.mix or in vanilla game mixes or kept loose in the game folder.

Nope.
FA2 (the one that only reads rules.ini and is RA2-only) doesn't read ecache. Only expand.
The result of this is that you'll need to constantly move the expand MIX with the buildings and units (both vehicle and infantry).
Move the MIX into the folder to see them in the editor, and move the MIX back out to see the buildings and units in-game (and avoid the bugs stemming from invisible infantry).

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Nov 18, 2018 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ummm FA2YR 1.02 reads all my weapons, anims, buildings, terrain objects, overlays and voxel units from ecacheXX, it ignores elocalXX.

As I recall it needs the main inis loose, and since it uses internal palettes, cache.mix doesn't matter either.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Nov 18, 2018 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
FA2YR 1.02

This is the YR editor, patched up by E1 AFAIK.

I meant the only FA2 that only knows MAPs and MPRs and fails at loading desert, lunar and new-urban.

FA2 0.98.

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