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Some modding questions
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 06, 2015 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Delete the hva & make a new one.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Thu Aug 06, 2015 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

how can I make a new way is it with the HVA builder cause there wasn't an option for it

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 06, 2015 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

If you open a vxl that doesn't have a hva file it will automatically make one for you.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Aug 07, 2015 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright tnx will Try it

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Sep 28, 2015 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

New questions this time something important I can only play my mod on one map, resulting to a crash of I play on another map I might upload the crash report

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 28, 2015 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

too bad you don't give even the slightest details, otherwise someone might be able to help.
Does it crash
-during map loading?
-ingame?
-when building something special?
-when the AI is playing?
-when only a certain house is chosen?
-only on a certain theater?
-what makes your "one map" special?
-do you tried to revert your latest ini changes?
-what were your latest ini changes?
...
...
...

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon Sep 28, 2015 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well yes it was not enough, so what I could see is
-the loading time takes slightly more time
-the crash happens after that the map is loaded
-the changes are maybe that I deleted the E1 and E2
-the map is a island in a urban theatre

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Sep 30, 2015 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make sure both sides have at least one unit that AllowedToStartInMultiplayer. That you deleted E1 and E2 gives a hint that your mod may not have this, and that is bound to cause issues. I'm not sure if it causes downright crashes though.

It's probably best if you post the log file and except.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Oct 02, 2015 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the only map that works is PIG's BAY
but i found a fix for it making my own maps
so the new this is how can i make the gap generator that stimulates the effect of the Fog of war
and for the crash thing



except.txt
 Description:
the crash log

Download
 Filename:  except.txt
 Filesize:  5.29 KB
 Downloaded:  4 Time(s)


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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Oct 02, 2015 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

A gap generator that simulates the fog of war?
Can you explain how this would be different from the 'regular' Gap Generator?

If you mean by that that the map terrain should still be visible (but "dimmed") under the shroud, but units should become invisible - that is not possible. The Shroud of Tiberian Sun is apparently entirely disabled in RA2/YR. Once a part of the map is explored, it stays fully visible, even if not within the sight range of any of your units/structures.

Shroud can - to my knowledge - not be generated by any sort of GapGenerator setting.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Fri Oct 02, 2015 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I said stimulate,what i meant is a gap generator that is invisible and affect the entire map

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Sat Oct 03, 2015 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you mean simulate as stimulate means something different. Yes, that will a fog of war like effect except fog of war is separate from the shroud.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sat Oct 03, 2015 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I hate the autocorrection in this phone(simulat and not stimulat) ,I already solved it .for my second question,how can i replace some colours from the voxels pallete

EDIT:I found OS Palette editor but which palette is the one used by voxels
Unittem right

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 03, 2015 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

you cant really replace them all you like. VPL will be messed up if you change them carelessly.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sat Oct 03, 2015 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
you cant really replace them all you like. VPL will be messed up if you change them carelessly.

Not all, I only need 2 colors. And I applied it to the voxel editor, how can I apply it to the game putting it in the game's directory doesn't seem to work

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Oct 03, 2015 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Insert it into the ecache mixfile.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Oct 03, 2015 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just in case you're using it, the Custom Palette feature of Ares does not (yet?) work with voxels, only with SHP. So that may be why your modified palette is not working.

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Mao Zedong wrote:

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sat Oct 03, 2015 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I saw some mods using custom pallets how could they so that, oh and its not custom it's a edited palette, unittemp to be more specific

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Oct 04, 2015 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Put in expandmdXX.mix. Ecache load order is lower than the pal files in original RA2YR mixes.

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Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sun Oct 04, 2015 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, will check for it, thanks

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