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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 01-29-2004, 04:17 PM   #11 (permalink)
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The limits are known? How do we know?
We know how much flexibility there is in a specific set of commands. The number of commands exceed 7 in the SAGE engine, I'm quite sure about that.

Given the fact that we can only notice 7 (plus or minus two) things consciusly, is it not impossible to estimate the power of a program? Of course, there are were more people working on the SAGE engine than one, but I still believe that things made by man may exceed man's expectations.



We cannot actually "know" anything we do not consciously observe. (schroedinger's cat for example)
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Old 01-29-2004, 04:23 PM   #12 (permalink)
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Even if it was somehow possible it would be rough by any means and would probably just plain suck If you want to make an action adventure game or whatever use another engine. We do not have the access to the Sage engine code so you don't have even close to the full capabilities of it. We can only work through the obvious limitations set the Generals code.
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Old 01-29-2004, 05:10 PM   #13 (permalink)
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Which can be bypassed to create more flexible code!
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Old 01-29-2004, 05:47 PM   #14 (permalink)
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Any examples of this "bypassing"?
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Old 01-29-2004, 06:51 PM   #15 (permalink)
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God *&%% I already said no that it isn't possible I know pretty much all there is to know on what you can and can't do with INI's. Ask Dee he will also say no the only way to do it is to redo the hardcoding which you can't unless you know C++ which I don't think you do.
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Old 01-29-2004, 07:38 PM   #16 (permalink)
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Even if you know C++, it is illegal to do something like that, modifying the source code. You would also need to decompile the EXE, which is also illegal. There are many things you cannot do, and this is one of them.
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Old 01-29-2004, 07:53 PM   #17 (permalink)
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I made a map a while ago which more or less emulated an FPS - it was a crap mission in which you played Colonel Burton. As Smurf said though, the game is designed as an RTS. In that map, you couldnt see anything that was coming at you, and making any kind of assesment of weapon and sight ranges was practically impossible.

Anyways, on the subject again, you cant get the game to be controlled via keyboard movement. Basically put, there are two types of input system in Generals - the UI (i.e. shell, menus, command bar etc) and the Command Map. None of those allow provision for movement via keyboard commands - sorry!

At one time, it was easy to swap commands between the two, and thus create new coomand bar buttons that acted like keyboard keys (e.g. you could once click the warning light on the command bar to jumo to last radar event, equivalent of hitting the space key). Thats all gone.

The very nearest you will get to controlling unit movement through the keyboard is by using the ForceMove command and mapping it to a key - but even this defeats the logic behind your thinking as you will still always need the mouse to designate the target location to move to
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Old 01-29-2004, 08:09 PM   #18 (permalink)
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Quote:
Originally Posted by Vanguard
God *&%% I already said no that it isn't possible I know pretty much all there is to know on what you can and can't do with INI's. Ask Dee he will also say no the only way to do it is to redo the hardcoding which you can't unless you know C++ which I don't think you do.
Calm down, and dont expect people to take your word as unquestionable gospel!

The only way to learn is through questioning.
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Old 01-29-2004, 08:22 PM   #19 (permalink)
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Yes, but not through being an annoyance keyop, Mithril is being annoying, and stuff like that.
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Old 01-29-2004, 10:17 PM   #20 (permalink)
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Like I said earlier... or rather we said. Impossible I'd still like to see an example of this bypassing of the Generals code you speak of? BTW to who brought it up, even if know C++, which I do somewhat, you can't do anything about ti because we don't have access to the Generals source code or the Sage engine source code.
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