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The time now is Fri Apr 19, 2024 8:27 am
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new SDK version available
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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sat Sep 08, 2007 3:30 am    Post subject:  new SDK version available Reply with quote  Mark this post and the followings unread

See http://www.commandandconquer.com/community/mods/default.aspx

Changelog:
Updated the generated BuildMod.bat file to include the building of Low LOD.
Updated XML, and XSD files to match Patch 1.08.
Updated Manifest files to Patch 1.08.
Scripts.lua now installed into the LUA folder for modders to update.
Inteldb.xml now installed into the Art\IntelDB folder.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 08, 2007 3:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah Jonwil, i think Bansh beat you too it #Tongue , Still a shame i cant use the SDK though, ill wait until i get my new system before i fiddle with things... i got a feeling this one is on its way out Confused

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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sat Sep 08, 2007 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

The following XML files are different between the old SDK and the new SDK
GDI/Props/FXTankShell.xml
GDI/Props/FXTankShell02.xml
GDI/Structures/GDIConstructionYard.xml
GDI/Units/GDIPitbull.xml
GlobalData/FXList.xml
GlobalData/FXParticleSystem.xml
GlobalData/Locomotor.xml
GlobalData/LogicCommandSet.xml
GlobalData/MultiplayerSettings.xml
GlobalData/ObjectCreationLists.xml
GlobalData/SpecialPowerTemplates.xml
GlobalData/Weapon.xml
GlobalData/upgrade.xml
MapMetaData.xml
NOD/Props/NODPowerStore.xml
NOD/Structures/NODConstructionYard.xml
NOD/Structures/NODOperationsCenter.xml
NOD/Units/NODHarvester.xml
Sounds/MissionDialogue_ModKitTest.xml

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Sep 08, 2007 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, anything interesting changed? BTW, how much of the game is moddable?, someone sent me some XML's to look at, and it seems like its easy to hook your own stuff into it and even override things like the startup media (IE. Splash Screen, Intro Movies...).

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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Sat Sep 08, 2007 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

FYI, further analysis shows that some XMLs
alien/units/alienmothership.xml
alien/units/alienmcv.xml
alien/structures/aliencontrolcenter.xml
alien/structures/aliendroneplatform.xml
alien/props/alienpowerstore.xml
civilian/germany_gr/buildings/grbrid01.xml
civilian/buildings/bridge3.xml
civilian/buildings/testbridge.xml
civilian/buildings/bridge1.xml
civilian/buildings/bridge2.xml
were not correctly updated in the SDK

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