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Whats the Maximum Limit of Tiberian Sun
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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Thu Feb 14, 2013 2:45 am    Post subject:  Whats the Maximum Limit of Tiberian Sun
Subject description: Limitation
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Hello everyone, now that I’ve sent out my first complete mod I am looking to begin a new mod project, but need to clear up a few questions prior to starting. I need to know the limitations of modding Tiberian Sun concerning extra factions and modding ingame UI. If you know if these can be done please say, even if its very difficult just state if its possible or not.

1. I’ve heard people stating that you can only have the 2 ingame UI’s and adding more with additional factions isnt possible.

2. Can the Ingame UI be modified such as Cameo size and larger borders?

3. Are quad sized airfields possible such as Red Alert 2?

4. (Probably the most difficult) Can cell size be changed?

I dont care to know the difficulty if these tasks, just if they can be done.

If no, why not?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Feb 14, 2013 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

1. True.
2. Yes.
3. No.
4. No.

No because no codes exist in the .exe to support all those things you mentioned, AFAIK. But Hyper could prove me wrong though. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 14, 2013 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

2. No. Cameo size is 64x48 pixel and like all sidemenu SHPs, they have a fixed size. It's only up to you how you fill them.

Aydra wrote:
I dont care to know the difficulty if these tasks, just if they can be done.

If difficulty is no issue, then yes to all. You only have to write a complete new tiberian sun engine.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Feb 14, 2013 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not really a tiberian sun engine if it's completely new.

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Fri Feb 15, 2013 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

post removed

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Last edited by Aydra on Fri Feb 15, 2013 2:15 am; edited 1 time in total

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Fri Feb 15, 2013 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

[quote="Aydra"]
Quote:
No because no codes exist in the .exe to support all those things you mentioned


Im just getting into programming so im just shooting in the dark here....

So could someone add more code to the exe making it almost infinitly moddable? Is that what extended TS and Ares does?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Feb 15, 2013 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Theoretically, yes.  But the knowledge and understanding of the engine required is substantial, and the stability of the end result is sometimes questionable.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 15, 2013 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Stability is always an issue, these games are so fragile.

A hack of a hack that worked out to be a feature, brilliant!

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