Jump to content
DerelictStudios Forums

Deezire

Volcano Soldier
  • Content count

    29
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Deezire

  • Rank
    Private

Previous Fields

  • Country
    Nothing Selected

Contact Methods

  • Website URL
    http://www.deezire.net/index.php
  • ICQ
    0
  1. Deezire

    3 Questions, Please Help

    Try thundermods.net - the tutorials and forums there will help you do those things.
  2. Deezire

    Red Alert 3 Modding And Mapping

    Show me the money :P LOL
  3. Deezire

    Red Alert 3 Modding And Mapping

    I hear what Smurf said, but to elaborate - I wont be modding RA3 if it's anything like C&C3. It's just way too complicated, period. I'm not naive, I know the structure and design of the game and the way it is coded and assembled has to move and adapt with the times, after all C&C3 was technically 'next-gen', but that should not mean that the ability to supplement the game with user generated content or simply edit the core data structure should be complicated by that process of evolution. In short, C&C3 even with the belated SDK is simply not mod friendly enough. There's just no substitute for being able to place edited data files, even if there's a lot of them like Gen/ZH/BFME/BFMEII, in the game directory and be able to edit them on the fly. Plus, the learning curve was too steep. I could read INI files and even core XML files like plain English, but to piss about with them the way I had to with C&C3 and then have to complie them was a nightmare to the point where I abandoned all effort whilst cringing at the mods that did appear. I have my own personal C&C3 mod that I'm pretty proud of but thats as far as it goes. As far as modding goes, I know what I am doing, but to be honest the effort required to achieve the simplest of results is just not worth bothering with and with the SDK I don't always get the results I expect. Even then, it's technically not capable of being able to do simple things, like I wanted to replace the Nod EVA with CABAL and you just can't do it. So no thanks, unless they can tempt me back with a mod friendly mechanism - and they know what this means - then I'll be staying in the GTA community where practically anything is possible without restriction and there is no mod support - actually, to correct that statement, there is the best possible mod support - a series of games that are easily accessible and editable with a little effort, just like C&C games before TW and KW came along. And its not easy - you have to script and code practically in bare C+ to get things done and then compile it, but it's just a lot less hassle than C&C is now. C&C has long since had it's day as a community firelighter.
  4. I LIVE! lol Heres one then - how about editing the sidebar UI file so that the portraits show up instead of a blank transparent side icon when you group select a mixed group of units? What I mean is that when you group-select a couple of vehicles and a couple of infantry, you get an opaque side icon in the sidebar (the bottom bit where the unit portrait normally is). But in the game are Portrait_AllArmyGDI, Portrait_AllArmyNOD and Portrait_AllArmyAlien which I suspect should be used for this but never get seen in the game?
  5. How about making an modified UI multiplayer settings AptUI file that will actually let us modify the amount of starting money in skirmish/multiplayer games? Or is it the case, as I suspect, that the game simply ignores a modified MpGameRules xml?
  6. Deezire

    Sage Engine Scripting

    Like I said, I never got round to fully updating it. A few ZH things may be missing, but its as complete as it can be for Generals.
  7. Deezire

    Sage Engine Scripting

    Heres a complete and valid module/node listing for Zero Hour, it can be used as a solid basis for C&C3/BFME engines I just havent got round to updating it yet. ModuleListZH.doc
  8. Deezire

    Sage Engine Scripting

    I got a a list somewhere. Let me dig it out.
  9. Deezire

    Sage Engine Scripting

    What exactly is it you need to know? I was with EA when Gen/ZH was being developed and have a good understanding of it all.
  10. Deezire

    Filehash Values

    Kickass! GJ :)
  11. Coolio! Updated it - included a modified gamedata.ini file as that file changed with the 1.5 patch. I also used it as a test for the RefPak compression tool and it worked fine so the BIG file is half the size. http://www.deezire.net/downloads/c&c3/minimod.zip
  12. Deezire

    Updated Walls Mod

    OK I got the patch and tried it. Got the damn Securom error :( Anyways, when I got the game fixed and tried the new mod it read the BIG file but no walls or option to build them. Weirdness, unless they have now been set to 'unbuildable = yes' by the patch?? EDIT: tried it again - your BIG file was missing the 'version' files. Put them in and the game now crashes with the '<< DID YOU REMEMBER TO BUILD DATA?? >>' error.
  13. Deezire

    Updated Walls Mod

    I havent got the 1.5 patch yet, but try putting the big file in the 'lang-english\1.5\' directory and edit 'lang-english\1.5\config.txt' to read;- add-big deezire.big add-big patch5.big add-config ..\1.1\config.txt
  14. Deezire

    Palestinian Modmaker 0.21

    It doesnt seem to matter what file format I select, but your program doesnt export images properly it only exports the original data stream.
  15. Deezire

    .bin Data

    As a guess - I think maybe value 5 means 'production structure' (from production structures object list) and value 2 is base defense. The second values maybe the index in the object list of the relevant object to build. If that logic is right, other values will indicate factories and tech structures/super weapons.
×