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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-20-2003, 07:55 PM   #1 (permalink)
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Default Useful Note To New Generals Modders

I thought Id stick this in for reference, not meaning to state the obvious or teach people how to suck eggs or anything so dont flame me

A few posts are being made on the official boards regarding bugs in the game and other issues not being corrected after installing the latest patch etc etc.

This is becoming more common, in line with the increase in number and popularity of mods. What I realized is that many of the mods currently out there which modify the base INI set do so using the INI set extracted from the original, unpatched, V1.0 version of Generals.

What that means is that the bugs which were present in V1.0 of Generals (i.e. when it first came out) will then be in the game again if you install many of the mods out there now, even if you have patched your game to the latest version as the mod will be based on an INI set which still has those bugs.

My advice then is to write your mod using the latest (1.5) INI set, or take the more tedious route of sifting through every INI file making comparisons from 1.0 to 1.5 to make sure that you also include every bugfix and balance tweak made to date.

If you dont do this, your mod will actually generate the bugs that have already been fixed, and ultimately this will throw the editing community under a bad light and once again it will be associated with bugs/problems or (even worse) cheating.

Just a heads up, as people have even mailed me asking for INI editing advice and they are using INI files form V1.0 still.

I know that may sound obvious to the more experienced amongst you but hey its happening
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Old 04-21-2003, 01:38 AM   #2 (permalink)
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DeeZire you advice is always welcome
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Old 04-21-2003, 04:55 PM   #3 (permalink)
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where do you get the latest ini set?
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Old 04-21-2003, 05:20 PM   #4 (permalink)
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Extract them from the INI.big file
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Old 04-21-2003, 06:14 PM   #5 (permalink)
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lol i think im using the 1.3 inis
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Old 04-21-2003, 06:15 PM   #6 (permalink)
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oh doesnt everyone do that a;ways when starting a ini mod i always do that cept none of my ini mods dont work. LOL only one that worked is generals points mod and something to make commandche have 50 transport slots cept i cant make it land the only way i can is to hurt it
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Old 04-21-2003, 07:49 PM   #7 (permalink)
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Quote:
I thought Id stick this in for reference, not meaning to state the obvious or teach people how to suck eggs or anything so dont flame me
LOL,Like anyone would flame you on your boards DZ :lol:
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Old 04-26-2003, 07:50 PM   #8 (permalink)
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If you want my mod.You can download it (TB 1.4)
http://www.gamemun.com/cnc/file/gene...v1d4fullci.msi
You must Upgrade Version This ^ By this file (TB 1.4a)
http://www.gamemun.com/cnc/file/gene...1d4afullui.msi

Info
-------------------------------------------------------------------------------
I use INI (Generals 1.05). I make it before 29/02/2003
* I change ini every WESTWOOD & EA Change Generals version
It a hard work.

It had new two unit for China & GLA (Dragon Fly & Bio man)
& New graphic Interfect In Thai language

(Installer use Thai language)

Mod include
- World Builder Thai (generals 1.05)
- Some Skirmish & Multiplayer Map

If you don't want this mod you can uninstall it form Add/Remove Program

(This file will not change you any file base form generals)
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Old 04-26-2003, 08:43 PM   #9 (permalink)
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I'd be really nice if EAP would tell us what INI files were edited in the patch for each change. Its a pain in the ass to switch a mod over to a new patch if you have no idea what was changed. Balance changes are obvious, but bug fixes arent so obvious.
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