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Banshee

Volcano Citizen
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About Banshee

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  1. Banshee

    New Big Editor Released

    You should post more details to make it attractive, when announcing the program. - Does it extract refpack compressed files (C&C3/RA3) correctly? - What is its advantage over other tools (OS BIG Editor, BigExtractor from jonwil, Final Kane, Final BIG, etc?) - Why don't you post a screenshot of the tool. - Finally, the 'This Topic' above leads you to a broken link, at least to a normal user of the forum.
  2. I'm not that kind of attention whore. I was trying to do or promote some pressure on EALA developpers to review their priorities. What matters is the KW mod SDK being created, and not if I get attention or not. If someone else took their time to organize a campaign for it, I wouldn't care for my words to get attention from APOC. I'd simply support it. It wasn't nice to see how APOC ignored community's feeedback with this: Cold hard truth, while all 6 polls on 6 random (and at least 3 huge - CNCNZ, Planet CnC and CnCHQ) community sites had the KW mod SDK humiliating the fixes for World Builder and the results of these polls were emailed to him. But I've heard in a later time that, due to technical problems that weren't mentioned, they can't make the mod SDK for KW, so they'll fix the world builder, which is better than nothing. Anyway, I did overreact in that news post. Afterall, it is just a mod SDK for a almost dead umballanced game that have potential to be a very fun game. You are more interested on RA3 than me. I still think that KW engine seems to provide more freedom than RA3's, with features like mechapede, mind control, teleport and the tiberium storyline is more interesting than RA's wacky one. Also, global conquest mode alone is a whole new game. So, honestly, I prefer much more a KW mod SDK than one for RA3. But this is just a matter of personal preference.
  3. Banshee

    Red Alert 3 Modding And Mapping

    Porting KW features back to TW is not viable, let's be honest. There won't be any global conquest mode ported to KW and people who makes partial conversions or ballance mods wants to mod the latest patch of the latest game. A mod SDK for KW is damn necessary. But, nice article, by the way.
  4. Banshee

    Farewell Artemis, Hello Athena

    That's cool! These tablet pcs really rocks! I bought one of those too, three days before your first post of this topic. But mine has 2gb of RAM :P. I still have to figure out how to make the touch screen a bit more sensible to the pen... do you have any clues?
  5. NotePad++ also have it. Anyway, my main motivation to work on OS BIG Editor is the SVN support, so I'll continue to work on it...
  6. Banshee

    New World Builder Released

    Yea, it loads mod files.
  7. NotePad++ http://notepad-plus.sourceforge.net/ I'm considering the possibility of adding BMRI support for it or a possible usage of the Build Tool from it to build mods in SVN repositories.
  8. Please write your own .big manager! Afaik, OS Big Editor was from the same author as the PPM, so I don't think we'll get updates, and the version we have isn't working well... ( some things like memory errors or so.. ). It can't even handle that much bimr-sets inside the big files, and it can't extract xmls. Now that we have the xsd files, we got all valid parameters for the xmls, don't we? We seriously need a big manager which can extract the original data, and I don't think we'll get official tools for that. :/ The version you are talking about is what that Karl Kenner did. Anyway, I'm working in a newer OS BIG Editor which is not based on his work. I decided to not use his work, because he adds some stupid racist liscense that doesn't make any sense in the internet. I had to stop developping it back in march due to my university, but since last month, I've been working hard on it again. The current beta version that you can get HERE (check the welcome.txt and use SVN Tortoise software to get it) doesn't support b.i.m.r. files yet, but it saves .BIG files with and without refpack compression, it displays the contents of .BIG files as windows explorer does and has multi language support and more. Yes, it's being developped by myself and I think I can finish it in few weeks, specially when I get a little more free time.
  9. Banshee

    Refpack Compression Code

    I don't know why KUDr deactivated the SVN from his compressor. I was lucky to have downloaded the whole source code before that happened, or the OS BIG Editor 0.6 would be crippled. Anyway, I've uploaded it HERE.
  10. Banshee

    Working With Movies Of C&c3

    I've wrote a tutorial on that at PPM. http://www.ppmsite.com/forum/viewtopic.php?t=14303 If you need more info on the vp6 and snd format, I suggest you to contact Siberian Gremlim.
  11. For some reason, it fails to initialize here. The message appears in portuguese because that's the language of my windows, so I'll translate the message I get here:
  12. I'll probably use a considerable part of its source in the next version. We have a beta in the link below that had multiples language support (being implemented), a tree view system and also some heavy modifications. http://www.ppmsite.com/forum/viewtopic.php?t=14294 Note that the version in this link is unstable/unfinished. So, instead of using the middle bar, we could make the manifest files be folders.
  13. You haven't added any file at all... The zip that I have downloaded again only includes the executable. No source, no readme, no aboutme, nothing else...
  14. So... people on military bases and those who live in Israel can't use it :lol:? Anyway, the OS in the tool is open source. The source must be released or you should cut the refpack decompression code from jonwil. This version also doesn't include the documentation, which violates the terms of use of this program.
  15. Very nice tip, pal! :) These maps XMLs are ridiculous to mess up with. It allows you to edit the placement of each structure, props, audio, start position and some random things. The .map file might have the geometry.
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