Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Mar 03, 2007 4:57 pm Post subject:
Breaking the demo FPS cap.
Subject description: News and Tutorial about the basics of modding!
(Thanks WebBoy) Ravage, from the chinese community, has made a mod that makes your demo definitelly fly in your machine by breaking the limit of 30 frames per second. You can grab it HERE.
So, if you wonder how to do this kind of thing, here's our tip of the day. The demo comes with 3 .big files: DemoData.big, DemoMovies.big and DemoStreams.big. The least interesting at the moment is DemoMovies and what really matters to create a mod like this is the DemoData.
So, open DemoData with OS BIG Editor. Look for the gamedata.ini, near the bottom and extract it. The picture below shows the location of the file in the left list. Once you extract it, open this file with WordPad and edit the tags showed in the right.
-----------------------------------------------------
UseFPSLimit = No
FramesPerSecondLimit = 999
-----------------------------------------------------
Once it's finished, you'll need to place it in a new .BIG file. To do that, make sure the file is still inside a data/ini/ directory and also make sure these directories have no other file. Open FinalBIG and Add the directory /data that has a directory /ini that has your modified gamedata.ini like the picture below shows.
Save your .BIG file with any name... let's say new.big. Get back to your C&C3 Demo dir and backup the CNC3_english_1.0.SkuDef file. Edit the original one adding the new.big to it in the same way that the other .BIG files were added there. And SHAZAM! Play the game, of course! And have fun!
(Note: The original news mentioned a -config tag that does not really worked with the Demo. I'm sorry guys and this is why the third picture was removed from this tutorial.) Last edited by Banshee on Sun Mar 04, 2007 10:45 pm; edited 2 times in total QUICK_EDIT
It doesn't work for me. FPS is still capped at 30 (and I made some other ini tweaks that also did not take effect) _________________ WOL nick: migtybob
'new.big' is a bad name for a big that contains a file that is to overide another file in DemoData.big, the game determines what overides what by alphabetical order, i.e., the gamedata.ini in new.big should overide its DemoData.big equivelent if new.big was named 0new.big. QUICK_EDIT
Ok what I had to do was just rename the MyMod.SkuDef to CNC3_english_1.0.SkuDef and replace the one that installed with the game. It wouldn't recognize MyMod.SkuDef. Now the FPS isn't capped, but none of my other changes (like camera height) took effect. _________________ WOL nick: migtybob
The demo has -config function, but only if you use it directly with DemoGame,dat file (renamed to .exe). CnC3Demo.exe is a loader which adds this param by itself, hence when you use that param with it, game will actaully get 2 identical params (second, yours will be ignored). Thats why when you want to launch modded .exe, the the following:
"DemoGame.exe -config "modded.SkuDef"
2. The file order in .SkuDef _DOES_ matter, the modded .big file has to be loaded FIRST, all inside-big filenames which are duplicated, are not orverrided when new big is loaded.
add-big modded.big
add-big Demo*.big
(...)
3. GameData.ini was converted into .xml, hence the game isnt even reading any settings from it. FPSLimit is not changable with it. QUICK_EDIT
I little update on the ini vs. xml: when some flag is not set in .xml, the game will allow it to get loaded from .ini. In that case if FPSLimit wasnt included in the xml, it might be possible to remove the cap, if you follow the infos from my previous post. QUICK_EDIT
Doesn't this make the gameplay faster, instead of actually allow the FPS to get higher? Generals has a similar tweak in the INI's, and when I changed it to 60 FPS, the game was so fast, Chinooks were flying twice as fast as raptors did with 30 FPS... Raptors flew by in a blink of an eye :p _________________ Criticizing n00bs is like booing at the special olympics. QUICK_EDIT
Posted: Sun Apr 22, 2007 12:14 pm Post subject:
All three Construction Yards
I've managed to edit the gamedata.ini and playerdata.ini (think the second one is called that) like you've said.
I've then repackaged those two files as a BIG file and put the BIG file to the top of the config file in the core/1.0 folder.
The game loads my BIG file perfectly well. The change I made was change the GDI Construction Yard and see if it would load a GDI side (in skirmish) with either the NOD CY or the Alien er Drop Platform I think it's called.
Anyway, as long as there is only one listed, it works fine. (I actually tried listing two and all three but the game must try to put multiple CYs at the exact same point, which can't be done, so you end up with no CY thus losing).
So my actual question (or possibly questions) is:
1. How do I start a game with free units? What tag needs to be put? I've tried StartingUnit and FreeUnit.
2. What do I need to put for the Unit names (specifically NOD MCV and SCRIN version of the MCV).
3. Failing that, where can I get the files needed for the different factions buildings and units. That way, I could try editing the GDI Factory to provide access to the NOD MCV as well as the GDI MCV and edit the GDI Airbase to allow access to the SCRIN version of the MCV.
Any help on these questions would be very much appreciated.
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