That's what was originally on there, but it hadn't been working. Of course, I don't think I had the units set to target friendlies. Could have been the problem. QUICK_EDIT
This won't make the Flamethrower use his actual (secondary) flamethrower on friendly units, would it? I imagine that would complicate things a bit.
If you were to accidentally target a friendly infantry man, yes. Otherwise it will prioritize the primary weapon in all cases where it has a verses value other than 0%.
I believe the Ares tags AffectsAllies and AffectsEnemies can also take care of this case-- at the very least, if you were to accidentally fire the flamethrower on a fellow infantry, AffectsAllies=no (on the warhead?) would ensure it would do no damage.
Also, I just got the chance to test the OmniCrusher logic and it turns out that we were actually both wrong. Not only is the CrusherAll MovementZone not really needed for vehicle-crushing pathing AI, but it isn't even the part of the logic that triggers the ramming attack! As a matter of fact, OmniCrusher=yes implements both the vehicle crushing and the ramming attack simultaneously and independently of the MovementZone. All the CrusherAll zone does is allow the unit to roll over walls. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jun 27, 2013 6:07 am Post subject:
Yes, AffectsAllies wouldn't allow the unit to damage others with the flame (except if you use flameparticles without Ares 0.2 or above, because Ares fixed particle's owners), and it goes to the warhead as said.
Cool to know that stuff about OmniCrusher. I guess this will help me to create a working IsTrain unit. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Currently working on remaking weapons for the Hind-D, but I'll definitely get to work on the ramming naval unit next!
I think I need to separate up those Engineer ideas-- having the American engineer capable of repairing armor, a German Engineer who can hijack, and the Flamethrower unit... well, it needs tinkering. I need to see if the primary and secondary are the issue, because he's currently torching allied units left and right.
Also need to find a good Blackhawk chopper voxel for an opentopped version of the Nighthawk. Code's fine, had to lower defense a little and trim it to four seats, but overall, it's working nicely and is a good match to my Humvee that has similar features (and may replace the IFV for America later on, possibly). QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jun 27, 2013 8:43 pm Post subject:
I know of a good Chinook copter released here but that needs a recolor to suit your needs, maybe.
http://forums.revora.net/topic/69324-gdi-tib-dawn-pack/ _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Oh, I do have this pack already. I did see something called the Seaking, or maybe another that was similar, that seemed like it could do the job.
I think Chinooks are more reinforced than BHawks are, but that's definitely a solid idea for moving Armor through the air. Thanks for the inspiration, that's actually pretty wonderful!
EDIT: Whipped this up. Anything crucial I'm missing?
Code:
[CHINOK]
UIName=Name:CHINOK
Name=Chinook Transport
Prerequisite=GAWEAP
Strength=195
Category=AirPower
JumpJet=yes
Image=SHAD
Armor=medium
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=9
Speed=10
PitchSpeed=.9
JumpjetSpeed=25 ;params not defined use defaults (old globals way up top)
JumpjetClimb=8
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=1200
Points=25
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
SpecialThreatValue=1
Size=15
SizeLimit=3
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=no
Bunkerable=no; Units default to yes, others default to no
Carryall=yes
Why do I get the feeling you've been playing some Company of Heroes lately?
Anyways, try getting rid of the AttackFriendlies=yes tag, only leaving the AttackCursorOnFriendlies=yes tag. This will leave it unable to automatically acquire repair targets, but they will stop torching the rest of your soldiers...
If making them manually target for repairs turns out to be just too much micromanagement, perhaps separating the logic into different units might be the best way. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. Last edited by WoRmINaToR on Thu Jun 27, 2013 9:34 pm; edited 2 times in total QUICK_EDIT
I've never actually played CoH. I've actually been avoiding video games lately outside of Red Alert 2. Could be why I'm so ztyping stressed. I'm looking to get back into MGS: Peace Walker and maybe pick up The Last of Us this month. I'm taking a vacation from FPS games.
As for the Chinook, I don't see anything obvious missing, but why not just plug it into the game and test it to see? If you missed anything in the coding, it most likely would manifest itself into unforeseen behavior in the game, and then you would be faced with the challenge of finding out what you missed, allowing you to explore and learn more about the workings of the game.
By the way, you mentioned making a battle-fortress-like nighthawk. If that's what you're going for here with the Chinook, you will need to add OpenTopped=yes. Otherwise I don't see anything that would prevent the unit from being built or functioning on a basic level. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
P.S.: Teamviewer and Dropbox are your best friends when writing and compiling code remotely. Tips from a professional slacker _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Okay, so here's the situation:
The choppers all work fine. The only issue with the Hind-D's new weapons is that the rockets it fires all don't move. They just stay still, and if the Hind isn't moving, it's likely to blow the hell up. I don't know if I missed a tag but it seems likely.
By removing the autotargeting of friendlies, the flamethrower unit does heal armor if prompted. I'll take that victory as is.
I am having an issue with a tank that enslaves soldiers. They never actually spawn, and the tank kind of saunters around randomly (sort of like critter wandering AI) so I really don't know what I'm missing with that. The units have Enslaved=yes, and I copied most of the code from the Slave Miner while removing bits related to resource gathering.
Code:
[PSTCUST]
UIName=Name:PSTCUST
Name=PS T-72A Custom
Image=HTNK
Prerequisite=NAWEAP,NATECH
Primary=120mm
Secondary=20mmRapid
Strength=1150
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=5
CrateGoodie=no
AllowedToStartInMultiplayer=no
Crusher=yes
AutoCrush=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=1500
Soylent=1500
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=120mmE
BuildTimeMultiplier=1.5;Individual control of build time
BuildLimit=1
Enslaves=PSESCORT
SlavesNumber=4
SlaveRegenRate=100
SlaveReloadRate=25
Probably. Spawnees can only be AircarftTypes though. Try using a very low FlightLevel. Experiment. Honestly, you should browse through the forums. There are a lot of useful information in here, just somewhat unorganised. I think it's a lot faster than waiting for someone to answer to your post. No hostility intended. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
None taken. I think I may have run into this wall previously, just with a different scenario. That just means this idea can't really work with infantry. Shame. QUICK_EDIT
Oh hai!
Been a while since I've stopped in. Lot has happened, lots of different things demanding time in life. Most of my free time has gone back into modding Red Alert 2 once again, and I've been able to solve most of my own problems. That said, I do truly appreciate all the help I was given by this community, and if there's any interest, I would gladly post all of my code for anyone who wants to sample the units I've put together.
I could also use some help in a couple new areas. Allow me to elaborate.
- I don't know if I haven't been looking hard enough, but I haven't seen any tutorials for adding sounds to the game. I have a few things I need to add but no real idea what limitations, formats, and process it requires.
- All units using LunarLaser weapon have stopped functioning, seemingly out of nowhere. Originally, I thought it was only the Japanese Optic Infanty, but Cosmonauts stopped working as well. They all worked fine until recently, but now, starting to build either will insta-crash the game. I haven't tamped with the weapon or warhead code, so I'm kind of stumped.
- Does anyone know how to add more artillery units like the V3, complete with the same array of variables? I'm interested in adding a slower, much more deadly SCUD platform.
- I've used the tutorial for self-mutation as a deployed weapon via mutation gas, and I've followed it to the letter it seems, but the unit cannot seem to deploy even with the mouseover indication apparent.
- I think the quickest problem I have for your input is that a lot of units seem to be built by the wrong countries' AI. I've double-checked Owner and Prerequisite fields, but it doesn't seem to solve the problem.
I'm still going through the tutorials, trying to wrap my mind around carpet bombing logic, for both a Badger Bomber-esque unit, and YAK fighters. I'm also trying to make a microwave beam weapon with the Magnetron weapon's appearance but a regular damage infliction, not a locomotor. I am quite certain that I have far too many variables in the mix. Let me post that really quick:
Fully Working Assets I Can Offer (that may require rebalancing):
Defiler - Yuri infantry with Desolator Radiation gun against armor, mutator weapon against infantry (takes approximately 4 shots to trigger Brute mutation)
Predator UAV Station - Allied beacon that spawns a predator UAV for long-distance, auto-acquired targets. Construction is moderately long, cost is high, and power consumption is relatively high. UAV stats are highly similar to hornets from the Aircraft Carrier.
GIGN - French alternative to the Navy SEAL. No explosives or swimming, but he has higher defense, Boris' AKM, and can garrison buildings.
SAS - British alternative to the Navy SEAL. Swaps C4 with an SR-71 Blackbird airstrike. Elite units auto-cloak.
FSB Sniper - Russian police sniper, who costs more than a British sniper, has slightly higher defense, and carries a .50 cal Barrett. Longer reload between shots (even his elite weapon is slower than the basic sniper weapon) but inflicts higher damage and can pose a threat to armor.
War Bear - An expensive parrallel to the attack dog. Hard to kill, extremely effective against infantry, and can detect cloaked units.
Magnetic Cruiser - Essentially a water-magnetron. Surprisingly effective combination as armor near the water is instantly eliminated when dropped into the water, and lifted units are vulnerable to AA attacks, which navies are well-equipped for.
I've got plenty more, and scores of ideas, but I'd rather gauge your interest before continuing. As far as new countries go, my biggest ambitions are as follows--
China - Very similar to the presence in C&C Generals.
America - The same, but with more of a Red Alert 2 Allies and real-life conventional spread. Expensive but effective, multi-talented, and notable in Air Domination.
Ukraine - Very similar to the presence in C&C Red Alert 1, and lacking some of RA2's adaptations in favor of mostly cheaper classic units, some more powerful units, and high variation. (I'm starting to question this addition in light of current events.)
Japan - Some influence from C&C Red Alert 3, but more leaning towards RA2's proposed reality. With the exception of some of the Allied units, Japanese exclusives will be nearly all energy-based and scrapping conventional munitions, as well as incorporating numerous advanced technology and unrivaled amphibious adaptation. However, their reliance on power leaves their defenses and armor highly vulnerable to blackouts (via robot tank logic). I figured it to be the most glaring glass cannon example but a unique country to play as. Would probably be a challenging showdown with Yuri and his Flying Saucers.
Outside of those huge changes in gameplay, I had intended to introduce some real-life unique units for each country, not specifically as a distinctly notable change to gameplay but rather as an ode to their real-life armed forces (as you may have noted from the GIGN/SAS/SEAL above).
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 02, 2014 9:32 pm Post subject:
RJiggler wrote:
- I don't know if I haven't been looking hard enough, but I haven't seen any tutorials for adding sounds to the game. I have a few things I need to add but no real idea what limitations, formats, and process it requires.
IMA ADPCM or PCM WAV, kilohertz, channels doesn't matter (game uses 22 kHz mono mostly and some stereo tho). Open XCC Mixer, on Tools, XCC Sound Editor, get an audio.bag and an audio.idx into your mod's folder (if you click Red Alert 2 YR at Sound Editor, it automatically copies the files out of langmd into game folder), drag'n'drop your new files into it, close, then reference your new files in soundmd.ini, then reference entries in rulesmd.
RJiggler wrote:
- All units using LunarLaser weapon have stopped functioning, seemingly out of nowhere. Originally, I thought it was only the Japanese Optic Infanty, but Cosmonauts stopped working as well. They all worked fine until recently, but now, starting to build either will insta-crash the game. I haven't tamped with the weapon or warhead code, so I'm kind of stumped.
Needs an except.
RJiggler wrote:
- Does anyone know how to add more artillery units like the V3, complete with the same array of variables? I'm interested in adding a slower, much more deadly SCUD platform.
- I've used the tutorial for self-mutation as a deployed weapon via mutation gas, and I've followed it to the letter it seems, but the unit cannot seem to deploy even with the mouseover indication apparent.
No idea what you're trying to achieve there, but imo selfmutation should be done with a simple deploy-killweapon, like a lowcellspread DemoTruck. Tho from how it sounds you're close to an actual solution. Regardless, codes needed.
RJiggler wrote:
- I think the quickest problem I have for your input is that a lot of units seem to be built by the wrong countries' AI. I've double-checked Owner and Prerequisite fields, but it doesn't seem to solve the problem.
AI ignores Prereqs, it all matters upon the owner of the AITriggerType.
RJiggler wrote:
I'm still going through the tutorials, trying to wrap my mind around carpet bombing logic, for both a Badger Bomber-esque unit, and YAK fighters. I'm also trying to make a microwave beam weapon with the Magnetron weapon's appearance but a regular damage infliction, not a locomotor. I am quite certain that I have far too many variables in the mix. Let me post that really quick:
Decide what you want. MagBeam, Laser or RadBeam. Don't yes everything, pick one, delete the other two. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Excellent. I think, with everything I've accomplished, I've still yet to get ARES. Maybe some amount of intimidation, but even so, I guess it's time.
Will post except in a couple hours. Otherwise, the self-mutate tutorial was going to be implemented into a spy for Yuri, who couldn't disguise but could mutate in a pinch. You'd be losing money on the action, but you'd have a second chance to make the spy useful.
Again, thank you so much for the consideration and advice, Graion. It is appreciated. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 03, 2014 11:58 am Post subject:
Now that I think of it - you'll need Ares for player-owned mutations as well. InfDeath=8 also lets you own the result, but still demands the gas to be spawned. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Hey guys-- I'm so, so sorry for not responding, but every time I retry to post that except file, the site shows an error of something like excessive traffic/overload. Not trying to be inconsistent, just having difficulties. Currently posting this from work, so I don't have it on hand, but I'll try again once I'm home. Again, sorry.
- - - - -
I suppose that makes sense, with the Yuri "Operative." My Soviet Spy unit ended up just being a KGB agent who had a nerfed version of Boris' AKM and infiltration abilities. Significantly easier to create.
I think the next big thing is getting ARES and revisiting carpet bomb logic, considering how many units with variations of it I'm interested in making.
Here's a question-- is there any way to change the airstrike highlight color from Red? I'd looked around but not seen anything.
That, and now that I think about it, I'm kind of a newb at lining up weapon firing points on voxels, even if most of the weapons themselves turn out favorably. Anybody have a quick link to a tutorial or copy-paste ready? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 09, 2014 7:15 pm Post subject:
What you need is [AudioVisual]-> LaserTargetColor, which has a default value of 4, meaning, fourth entry of [ColorAdd] will be used.
For FLH: http://www.ppmsite.com/forum/viewtopic.php?t=37359 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Sorry about my delay. Finals are finally behind me. Here's my Except, minus the stack dump.
Code:
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000155 was read from.
Exception occurred at 006F40A2
Version zzz
Internal Version 1.001
Release Build: 25 by gsmallwoo - 10/30/2001 - 17:31:36
CPU Pentium Pro, MMX Yes, Vendor: GenuineIntel
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 17, 2014 10:50 am Post subject:
Check if Lunarlaser's warhead is listed at WarheadTypes. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Holy crap, tons of new things to talk about after so long a hiatus. Nice to see things haven't skipped a beat around here. You guys are troopers.
1) Graion, the warhead is listed, yes. I still can't tell exactly what I did wrong, but I think I'm best off returning the Cosmonaut data to default and cloning it with the proper training settings. Sorry it took so long to answer that.
2) Though I've had plenty of units that have one failure or another that crashes the game, I've made some fantastic ones with no issues-- balanced to varied degrees-- and I'd be happy to post the codes for them. If it provides anyone any benefit, it's my pleasure. I've also made some custom cameos that have served me well. Happy to forward those, too.
3) All of my problems in my first build emerge from the fact that I was using TibEd, I realize this. However, starting a fresh build on a different computer and trying to do things properly, I find that the XCC mixer is only uncovering encrypted (I think) stuff-- long alphanumeric names with no recognizable labelling-- and even after finding the .INIs, extracting them, editing them (unit list, unit data, art data, VXL and HVA files), reinserting them and all, the game doesn't reflect any changes. Kind of concerning, especially if the only way I CAN approach modding is through TibEd. Pls, gooby, you're my only hope
4) I've had a lot of great concepts for diversifying the countries, and I've been researching national military details for each country to find their Main Battle Tank (Starter Tank), premiere Counter-Terrorist Forces (Replacing SEALs for allies and giving commando units to Soviets), and some other details. While I intend to add Australia, Japan, the "Nordic Union", Ukraine, Mexico, and China, virtually all of the countries will play slightly differently (with some playing very differently; Japan influenced by RA3, China and US being influenced by Generals, and Ukraine influenced by RA1). The idea is that many countries will share units, but not all members of a faction will have the entire selection, and each one will have one or two unique units. Some samples, for instance:
Quote:
America Features:
- Abrams [MBT] (no grizzly), stronger than Rhino/slower fire rate
- Marine [Standard Infantry] (no GI), amphibious with stronger pistol and deploy grenade launcher, more expensive
- Predator Drone Command Towers [No prism Tech]
- Target markers (equipped with a pistol for self-defense but otherwise very squishy), who call in AC-130 Airstrikes
- Replacing Harriers with A-10 Warthogs, which (with ARES) autoengage any units in range
Germany Features:
- Leopard 2 [MBT]
- KSK [Standard Infantry] (no GI), Heavy machine gun and no deploy, fast movement, more expensive
- GSG9 [Commando] (no SEAL), faster, mp5/vehicle C4, spy detection, non-amphibious
- Lightning Rods, attack towers which very slowly call down weather storm lightning to units within a sizable range (and slightly faster against aircraft)
For the most part, I'm excited to build, have a decent idea of what is capable, and a general ability to follow through on it (though I may need your guys' help in getting things operational, haha). Finally playing with ARES for the first time after eons of procrastination is awesome, too, though I'm not sure it's entirely working. Time is generally a pretty limited factor for me but this is a pretty addicting subset of modding, in my experience. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu May 19, 2016 7:43 am Post subject:
1) I'd blame TibEd then. That was definitely a missing warhead except.
3) That sounds like XCC Mixer cannot read it's own global mix database.dat. I'm gonna go wild with assumptions here: you installed it to Program Files but you don't run it as admin. (I never seen this on my Win, but I don't have it in Program Files either.)
Admittedly, XCC Mixer requires to be allowed it to change stuff on your PC according to UAC as well (that might be enough instead of running as admin) (regardless of installed folder) because some of it's registry is also stored in a restricted place.
Also, I really hope you don't edit the default game mixes there. You should create an empty expandmdXX mix with XCC Mix Creator, save it (Mix Creator is known for messing up mixes, only Mixer works reliably, sadly, but AFAIK Mixer has no way to create empty mixes) and then drag'n'drop your mod's files into it.
Thought you just left without a note, I'm genuinely surprised by your popup though. Not many people end up being immortalized through qouted statements in signatures and 4StarGeneral still keep one of yours. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Yeah, I was using a standalone XCC that didn't have an install. Sounds like you're right on the money.
Hahahah, you guys are swell. I'm honored at the signature mention, and as long as it's been since I was here (forgotten logins, exterior responsibilities, etc), I still pop in semi-regularly and have been since I left. I think I took a break from modding after the crashes seemed to hit a fever pitch, but I could never really leave Red Alert 2 mods behind. It's so versatile, got so much potential.
15 years old and still my favorite strategy game, by leaps and bounds. I still wax poetic about it and have got into arguments about it, you know? Couple years ago, I had a 'friend' -- just creative enough to stubbornly think he's superior to everyone else, thinks his turds are the apex of beauty because you can see corn in them; I'm sure you know exactly what I'm talking about-- who kept really trying to assert that Halo Wars is the best strategy game, when it was literally the first RTS he'd gotten into. The whole interaction was like some rabid inflammation under my skin I couldn't scratch and just pissed me off.
Either way, I'll make that new Mix. Would a renamed duplicate of the original with edits cause problems, or is the whole exercise just a case of having a backup? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu May 19, 2016 4:43 pm Post subject:
Well, tbh, one of the reasons you shouldn't edit the default mixes is that YR 1.001 inis already reside in expandmd01.
Another reason is that if you mess them up, you break the entire folder.
Another reason is community rules, the bottom 10 slots were agreed on to be used by modding tools (RockPatch used 02 for a while, Terrain Expansion 06).
Also, with using Ares, you're free to keep everything in a single mix, including ra2md.csf, audio.bag and audio.idx so one can easily package a plug'n'play mod - installing a single file is less likely to fail than installing a dozen. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
God, you make it sound so simple. Aggravating that I'm struggling to wrap my brain around it, and disappointing that I feel like I keep failing you. You've been so generous with your time, Graion, and I appreciate it immensely. QUICK_EDIT
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