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Rules and Editing
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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Thu Feb 16, 2006 12:08 pm    Post subject:  Rules and Editing Reply with quote  Mark this post and the followings unread

Hi guys, I'm new here.
I have always loved C&C, it was one of my first games for PSX, last year, my house got broke into and all my consoles and stuffs got stolen.. Well, since that, I've gotten into PC gaming and find I really like it and ofcourse I happened upon the recent release of C&C perfect decade, which is a GREAT deal ...

As I am just getting into these games, some of which I never played ..
I have been searching the net for resources and found few ..
I have learned of the XCC utils and so on, I have also found alot of "rules" files but I dont understand how to edit these.

I used the XCC editor but NONE of the changes I make in these "rules" files I found, show up in the game... I seen sections on weapons, units and so on in these files, I made some changes to them but none of them show up in the game. I found these sections in the latter part of the rules file, are these only for skirmish or multiplayer modes ?

I have not played those modes yet and am not an "online" player to begin w\ ..
I also edited some things in the very start of the rules file, such as repair cost, refund cost of selling structures but again, none of these changes show up in the game.

Upon using the mix editor, I delete the original rules file (unfortunately I did not make a backup : \   so I guess I'd have to reinstall the game to get a copy of the original "rules" from w\in the game itself) and then "insert" the modified rules file, save and proceed to start my game, no change, everything costs the same, etc ....

THese rules files I find seem to be for the original TS game that was released seperately, still, how is it I'm unable to alter the rules file and have these changes show up in the game, if essentially, by using these tools, its as though I"m working w\ the game as it was released seperately x yrs ago ?

Thanx for any help ..

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Feb 16, 2006 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey there, you have to extract the rules.ini and edit it in notepad or wordpad, then put it in the c:\westwood\not in a mix file (sun folder)...  and they should work

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Feb 16, 2006 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

you don't need to reinstall the game to get a clean rules.ini
just look on this site or use xxc mixer to get the rules.ini from you cd.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Feb 16, 2006 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any ini files you edit for Tiberian Sun or other westwood games must be in the directory they are installed in. Example c:\Westwood\SUN or something. If you delete an ini from the directory thats no problem as the games have backup ini's stored in their original MIX files. Once you edit your ini file make sure it is saved in the directory you have installed the game.



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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Fri Feb 17, 2006 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, Thanx, I havent tried that but will and see what happens.
Actually, the default is C:\programfiles\EAGames\C&Cfirstdecade\C&CTS\SUN

That is a problem Morpher, the place in which the original rules file is located, is in the expand01.mix file... There isnt a rules file in the game directory itself .. Remember this is TS in C&C The First Decade DVD collection...

As for there being a "clean" file in the mix, well, as I had said, the rules file that is in the mix file, is the one I replaced....

As for getting the original mix/rules file from the cd, well, I'd have to find it in one of the data.cab files I'm guessing ...

Something puzzling me is this, if one of you says, to put this rules file into the game directory and it'll work, well, the other says there is a "clean" or backup rules file in the mix file, wouldnt this serve to cause an error if I have an original rules file in the mix, and yet an altered version in the game directory ?

I will try putting the rules file in the directory and let you know what happens. Thanx.

WOW, ok, so now its working, as I have put the file(s) in the game directory BUT, I also have the rules file in the expand01.mix, I am wondering now, if, I alter the rules file in the directory alone, will it still work properly or did I need to update the rules file in the expand01 as well.. I'll see ..

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Fri Feb 17, 2006 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

No, you don't need to update the one in the MIX. INIs in the directory take precedence over the ones in MIXes and are referenced first; if there isn't an INI in the directory itself, then it looks in the MIXes. So, yes, it would still work, as long as you didn't move or delete it.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Feb 17, 2006 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

You probably have a rules.ini in patch.mix, COSTAR, which overrides the one from any expandXX.mix. Therefore the best thing is to have a rules.ini in the directory itself, at least when you are still editing it. The program reads it and overrides any rules.ini with it.

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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Fri Feb 17, 2006 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I see it now, I have since edited a few things here and there and it works fine Thanx ^_~

The odd thing now is, I put in a cost for the refinery of 200 but ingame it shows 1500, not sure why that is ..
I suppose now I can spend some time learning the values,

Thanx again so much guys for helpin out ..
Hey Sir Mods, I think your sig is pretty cool but I'd want him/her to make a more well-defined " D "  so it loox more like  "MOD" instead of "M00"

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Fri Feb 17, 2006 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

COSTAR~ wrote:
Hey Sir Mods, I think your sig is pretty cool but I'd want him/her to make a more well-defined " D "  so it loox more like  "MOD" instead of "M00"


Sorry, I can't do anything about that. It's the font that kind of blends letters like that together or something like that. Want me to find you a cool sig? PM me something you'd like and I'll try to find it. I'm a him, BTW. Wink

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Feb 18, 2006 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

COSTAR~ wrote:
Ok, I see it now, I have since edited a few things here and there and it works fine Thanx ^_~

The odd thing now is, I put in a cost for the refinery of 200 but ingame it shows 1500, not sure why that is ..
I suppose now I can spend some time learning the values,

Thanx again so much guys for helpin out ..
Hey Sir Mods, I think your sig is pretty cool but I'd want him/her to make a more well-defined " D "  so it loox more like  "MOD" instead of "M00"


hmm u try Cost=200? otherwise might be something to do with miner.

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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Sat Feb 18, 2006 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok,

THanx AG I can't say for sure what it was but, I have entered a value in and my refinery is only a few bux now =oP

I now have another problem tho, I am not understanding why some things I add-in are not showing up, such as

I gave an unarmed unit a primary weapon, he is still unarmed, I gave an armed unit a secondary weapon, but still no change ..

Is this something you aren't able to do w\ out editing some other files or values w\in the rules file iteslf ?
If you try to change a unit's weapon to something totally different, pistola to laserfire or something, do you have to make other changes in "rules" or some other file, what changes might these be ?


Furthermore, arent you able to make such changes w\ a mission thats been saved ? I was starting to wonder if new changes in the rules file would not affect missions that are saved, upon resuming them ...

I know I'm asking abit of questions but, I havent found a guide that explains what all of the values and sections are and how to alter them, what their limits are, if any ... If someone knows of such a guide point me to it and I'll try to figure some of this out .. THanx.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Feb 19, 2006 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

well most of the values are in rules.ini in the comments before the 1st unit.

search for [HVR] then scroll up.

note that cloakstop is obsolete.

well I think if an unarmed unit has no firing frames i.e. animations for shooting then it will not use it.

Secondary=MammothTusk (look at [4TNK]) would allow the unit to target aircraft, otherwise you need to so some research on WH ...

units only use secondary weapons if first weapon cannot target threat (you can achieve this by making it anti-aircraft only via projectiles or changing the verses to 0%)

for instance

[CannonArm]
Damage=50
ROF=80
Range=6.75
Projectile=Cannon
Speed=40
Warhead=AP1
Report=120MMX9
Anim=GUNFIRE
Bright=yes

[AP1]
Spread=3
Wall=yes
Wood=yes
Verses=0%,65%,75%,100%,60%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%

; -----------------

Verses=0% means the weapon cannot be used agaisnt the armour, the verses represent, none (basic inf), wood (buildings, recon units), light, (aircraft, basic units) heavy,  (tanks, some buildings), concrete  (walls, deployed ticked tanks)

So a unit has Primary=CannonArm now if u add Secondary=M1Carbine then the unit will use an machine gun against inf because SA warhead has 100% against inf.

If its in rules then you most likely it but some stuff is harcoded by default e.g. u cannot add new superweapons, only replacements.



mix.zip
 Description:
Drag this into your SUN folder (the folder where your rules.ini is) to get a different score screen (the menu used when u resign, defeat, or obtain victory which shows stats)

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 Filename:  mix.zip
 Filesize:  583.8 KB
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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Sun Feb 19, 2006 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Offtopic:

I really can't stand people who steal people's belongs they worked hard for to get in the first place . Al the money that goes with it, some moron smashes your window or breaks the lock on the door and al your stuff is just gone. #2gunfire I know it's just stuff but it pisses me off immensely  Mad

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sun Feb 19, 2006 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

just have patience it takes awhile but easy once u get the hang of it read all the tags in the tag section above harv (I printed them out for quick refence Very Happy ) read them over carefully and make sure you don't mess with any thing vitel

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Feb 20, 2006 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Stingerr wrote:
Offtopic:

I really can't stand people who steal people's belongs they worked hard for to get in the first place . Al the money that goes with it, some moron smashes your window or breaks the lock on the door and al your stuff is just gone. #2gunfire I know it's just stuff but it pisses me off immensely  Mad


wtf?  Confused

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Feb 20, 2006 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

can't you read? he said he hates people who steal other people's stuff Confused

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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Tue Feb 21, 2006 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, Thanx AG, thats makes good sense..
I just thought it'd been a lil simpler but I was obviously wrong ..

A crazy thing happened tho when I edited some things, the changes would NOT take affect ingame until I restarted a mission...

I'd edit my rules file in there, "refresh" and then load up the game but it wouldn't apply the changes I made, but when I aborted to "restart" the mission, it would apply the changes and then at some point, it'd freeze : \   giving me the error of...."TS has encountered a problem.." ...

The enemy infantry ended up being immune but in the rules I made no changes to them ...
I have diff rules files, that is, w\ diff changes .. So, I chose one that I havent edited ALOT in, made some changes and got it to load up ok.. Something worth noting is, it SEEMS that if you edit something, its best to edit everything you plan to edit and then save, instead of incrementally editing and saving ...

I have read the sections on what many of the "parts" are or do, but some dont give ranges of values, like min or max, so you don't go too far and cause the game to error ...

I'll have to try that weapon suggestion ..

Yea, Thanx Stinger, beleive me I am certainly not fond of them ... I got my stuff over several yrs and in one, two swoops it was all gone, so ..
it pretty well messed me up for a short time, I mean, youk now, its where you sleep and .... I wont go into detail but ..

ANyways, I'll find some time and tinker w\ the weapons,
A pretty neat thing, I dint go through the trouble of editing anims and all that but I did manage to take the laser from NOD and put it in my box heh..

I know I'd have to alter anim entries and whatnot .. but for now, I got the laser showing up as a grey tile and 2 instances, 1 I placed it, but it was invisible, it worky perfect tho, 2nd, I placed it and it showed up in yellow or GDI color scheme but all you could see was like the laser 90% submerged into the ground, it still worked tho ..

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Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Tue Feb 21, 2006 4:22 am    Post subject: Reply with quote  Mark this post and the followings unread

You have to restart Tiberian Sun for changes to take effect without screwing it up. I don't know how that thing with the laser happened; it sounds like something screwy in art.ini.

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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Thu Feb 23, 2006 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

k, Sir Mods, gotcha, I did restart and seen changes take affect, its jus that most cases when I did, it would at some point, crash ..

I havent been on a couple days, my puter has been acting up..
Have you or anyone else had any problems w\ your PC and TS or C&C first decade being part of the problem ?

I wasnt having any problems w\ anything, THEN, I got a virus in a file UNRELATED to C&C, the virus was found in an adobe exe, my software quarantined it, I deleted it and well, then the next day my puter wouldnt want to start right, however, I believe I found that problem out, to be a problem dealing w\ the bios, simply, the lithium battery onboard, I think it was going out ...

I've replaced it and my pc so far has started and workt just fine..
However, now, I try to insert the game dvd and it haults, saying "autorun" and "game.exe" are having "faults" and so it wont ever start my game...

Does anyone know if editing things in the rules file would ever have an effect on this ? It doesnt seem to me that it would, I've not altered any config files or anything ...

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Feb 23, 2006 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

no changing with the rules files has nothing to do with the cd drives

try using drive F: if the other one's not working
my other ones not working so I use the F: drive

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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Fri Feb 24, 2006 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

k ORCA, I had tried that already ..
Its screwy, they are both dvd drives, one a r/rw but I came home today, popped in the disc and it came up w\ errors, this time it said autorun.exe caused some error ( 0xc0000006 )

I rebooted to check that my drives were being recognized and they were, so I tried some other discs, music, data dvd and even some movies, all of which played flawlessly, then I tried my game disc again and it finally booted... I dont understand what is wrong w\  :: scratches head ::

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Feb 24, 2006 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

well the orrigonel version of TS would not run in Drive F: for some reason but when it was updated to 1.05 or somewhewre around that it would but my guessis that you create short cuts for TS .exe (under the game directory) and not use the auto run at all just insert the disk if the auto run comes up use if it dosn't use the short cut and I think you should consider contacting tech support

BTW is it still under warrenty?

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Fri Feb 24, 2006 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

One thing i need to tell you about the usage of the tags commented before the first unit. NEVER, NEVER, NEVER AND I MEAN NEVER USE THE TAGS Shipyard=yes, FactoryType=VesselType OR  Category=Ship. AND NEVER WRITE TUTORIALS ABOUT THEM; IT CAN MAKE THAT YOU GOT PERMANENTLY BANNED, OR AT LEAST HATED BY EVERYONE. (and i got experience with that -- ask anybody on this forum....)

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Feb 24, 2006 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

@sevels: oops...

but I'm going to try and amke those tags work any way

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Fri Feb 24, 2006 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander, forgive me to say it to you, but YOU CANNOT. If you want ships, use Morphers tutorial, or go modding RA2.

Believe me, I did/said this all once too, and got banned permanently.

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Feb 24, 2006 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

i'm not going to post anything on it unless I get it to work

I think I will try putting the ship logic from RA2 in TS do you know which file its in Question

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Feb 24, 2006 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can't, don't you understand? it doesn't work. TS doesn't use those tags. No, no, and no, it does not. No, not if you do that. No. Not like that either. Noo...only Morpher's tutorial is cabable to get ships to TS. There's no other way. No, there isn't.

do you understand now?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Feb 24, 2006 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I understand but I'm going to try it any way

there is a secound way that I didn't find out but sucks in the Ultima mod there was ships but they could only be free units that come with the respective shipyards

EDIT:
lets get back on topic were of no use to him if we keep argueing about this

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COSTAR~
Medic


Joined: 16 Feb 2006

PostPosted: Sat Feb 25, 2006 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

k,  I dont want to put ships in TS anyways, but Thanx for the erm, warning ...

ORCA, I did try both drives, both responded the same, however, my disc is in drive F, interesting how you mention that drive ...

You say the original TS, I am playing it as part of the First Decade series, I am not sure how its different from the "original" other than being packaged w\ the other games and on dvd ..

I tried yesterday to start it up normally, it has done so just fine, I am not sure what the problem is, that seems to have mysteriously disappeared, atleast as of this writing ..

I just bought the game not long after it came out, that is, in the First Decade package, so its been proly a couple weeks give or take.

I also have created a shortcut on the desktop to the game.exe itself, clicking it would produce the same result, when the TS logo appeared it would just freeze there ...

I appreciate everyone that has helpt  ^_^
I have finally (lol) completed the game and I have learned a lil more about how to edit things, I know the game is also very sensative to some changes in the rules file, as it pertains to different missions and their units/objectives ..

I never edited anything "big" just simple unit or structure values, (immunity, cost, loyalty, ammo, damage etc ) Its pretty cooel being able to edit these things and seeing a positive result ingame.. Perhaps now I can experiment more w\ these and those for the other games, Thanx ^_~

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Feb 25, 2006 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

your welcome

if you need more help just ask and we'll be delighted to help (well at least i'd be delighted)

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