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RA2 to YR
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Apr 23, 2010 2:30 pm    Post subject:  RA2 to YR Reply with quote  Mark this post and the followings unread

So I'm thinking about saying to hell with using RA2 and switching over to YR, especially since Ares is due out at anytime. But my question is, if I do this, do I have to copy/paste all of my custom codes from RA2 rules/art to the YR rules/art or will YR read them from the RA2 ones? and do I need to do the same for the Temperate.ini as well? and what about the mix files do they need to be *md.mix or will YR read the RA2 mix files? God, I can see this is gonna be a pain in the ass!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Apr 23, 2010 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

You'll need to copy everything over. You can just rename the mixs to md though.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Apr 23, 2010 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

eh, it figures. Man, this is gonna take me forever. I have soooooooooo much new stuff it isnt even funny. Maybe I'll just stick with RA2 then. Thanks OmegaBolt.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Apr 24, 2010 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

It takes an hour to port from RA2 to YR. Seriously.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 24, 2010 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
It takes an hour to port from RA2 to YR. Seriously.

This, and than we don't even mention how much more you can do with YR then (imho very limited) RA2 Wink

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Apr 24, 2010 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's a quaint charm to modding RA2 though.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Apr 24, 2010 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, due to some freakish stuff, I dont know how or why, but now I have everything ported over to YR, and for some strange reason everything works in RA2 now as well. So I guess I'm gonna make the Mod for both RA2 and YR, though the YR version will most likely have more stuff, due to more features in the game.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Apr 25, 2010 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

How...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Apr 25, 2010 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

How? How as in what?

So can some one explain to me how my Bridges and certain overlay as well as certain tiles work in RA2 ONLY if they are in an md.mix? I have an ecache02, expand02, ecachemd02, and expandmd02. both the ecache have the same files and so do the expand files. So now what im saying is if I pull out the ecachemd and expandmd files and run RA2 the stuff no longer appears, but if i put them back in the RA2 directory they work just fine even though the normal ecache and expand have the same files. Sorry I just dont understand this concept here.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Apr 25, 2010 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

How does it work in both RA2 and YR? I thought that some of the tags were drastically different...

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun Apr 25, 2010 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 and YR both read ecache*string*.mix files. They don't need an md suffix.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Apr 25, 2010 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

but thats my whole point, if I pull out the md.mix files certain overlay and terrain stop appearing ingame in RA2, so how is RA2 reading md.mix files?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Apr 25, 2010 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The RA2/YR engine cannot make a difference between ecache01.mix, ecachemd01.mix, and ecachemotherhell01.mix. It's all read by RA2 and by YR as ecachestring01.mix.

Simply using expandmd##.mix will work for everything in the game.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Apr 25, 2010 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

no,no,no, sorry I have a hard time explaining things sometimes. What I mean is, I have in my RA2 directory an

ecache02.mix <------| "these 2 have the same exact files in them"
ecachemd02.mix <------|

expand02.mix <------| "these 2 have the same exact files in them"
ecachemd02.mix <------|

now if I pull out the md.mix files some of the stuff in the normal ecache and expand mix files wont show up in game, yet there the exact same files.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun Apr 25, 2010 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

ecache still being read makes sense, but expand makes none. Something tells me you're just doing it wrong.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Something tells me you're just doing it wrong.


Well, I wasnt totally doing it wrong, I think the main problem was so many different mix files, I think I had 7 different ecache, 6 different expand, etc, etc, So what I did was put everything just into 1 ecache file and deleted the rest, now everythings back to normal, thank god!

Didnt you mention somewhere before that a ecache.mix can hold up to like 2gb of data?

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Mon Apr 26, 2010 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I said that somewhere, yes. But I'm not sure what the problem is. I have at least 11 different MIX files floating around for Red Alert X and the game reads everything perfectly. RA2 reads the ecache and nothing else, like it should.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

yea, i'm not sure what the problem was either cause I've had multiple mixes in the past and worked just fine. maybe some things were or got corrupted or something, I dont know. I'm just glad to be back on track Razz

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Apr 26, 2010 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd recommend using expandmd##.mix in the future. They support every type of file that needs to be in the mix, as well as other useful features that are sure to come when Ares is released. :p

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Apr 26, 2010 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

But RA2 dosent read expandmd.mix or can it?

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Mon Apr 26, 2010 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, and that's the entire point of the md suffix on expand mix files.

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