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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-08-2004, 04:25 PM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: USA
Posts: 223
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ZH -mod command line parameter?
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Originally Posted by From the 1.02 Patch readme
NEW COMMAND LINE PARAMETERS - Added "-quickstart" and "-mod" command line parameters to the Zero Hour executable.
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Okay, so I share my computer with someone else who detests my feeble attemts at modding. How do I set up this -mod extention stuff so that I can start up my mod with a separate shortcut?
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02-08-2004, 05:10 PM
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#2 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Copy your shortcut, paste it, rename it, go to properties on it, add -mod modname.BIG one space after the final "
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02-08-2004, 05:26 PM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: USA
Posts: 223
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Umm.... whenever I put a .big file in the ZH folder or any subfolder, the graphics files take effect if they overlap anything, no matter what the file's name, without the -mod thingy. Ditto with INI files. What's the point?
Besides, it's a pain in the ass to recompile a .big every time you make a single change. Is there any way to set up a -mod in a subfolder?
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02-08-2004, 09:54 PM
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#4 (permalink)
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Junior Member
Join Date: Nov 2003
Posts: 1
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Development VS Release
The idea would be that you develop the mod as separate files then package them together as a BIG (and test it) when you release. The advantage of the -mod parameter is that it allows players - the users of your mod - to have multiple mods installed but easily pick and choose between them when launching the game.
Of course I still think the best would be an ingame mod menu, but that's probably not going to happen to Gen or ZH.
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02-08-2004, 11:23 PM
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#5 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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rename your ini and art folders when you start/finish.Maybe you could even make a little script that does it for you with a mouse click, I dont know.
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02-09-2004, 02:17 AM
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#6 (permalink)
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Senior Member
Join Date: Sep 2003
Location: the mighty planet of doom (NZ)
Posts: 269
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take your shortcut and copy it
then edit it so that after the command code it says "-mod %#$#.big"
and it should work
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02-09-2004, 01:31 PM
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#7 (permalink)
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Member
Join Date: Jun 2003
Location: Earth
Posts: 93
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Quote:
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Originally Posted by needleman
Umm.... whenever I put a .big file in the ZH folder or any subfolder, the graphics files take effect if they overlap anything, no matter what the file's name, without the -mod thingy. Ditto with INI files. What's the point?
Besides, it's a pain in the #$@! to recompile a .big every time you make a single change. Is there any way to set up a -mod in a subfolder?
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The advantage is testing, especially for cluzy forgetful oafs like me. When I'm modding I have a test1.big and a test2.big. I rotate compilings, so if I royally screw up (it happened once after about 15 changes I made without saving, had to re-do them all) I can just un-pack from the last version and not have to re-do anything but my most recent change.
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02-09-2004, 05:28 PM
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#8 (permalink)
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Senior Member
Join Date: Jan 2003
Location: USA
Posts: 223
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Well, my method for that is to leave the TextPad windows for the .ini files open while I test. TextPad can undo a huge number of steps (and I've had to). But I see your point. Hmm... maybe I'll just set up a batch file like KeyOp suggested. Althogh my roomate hasn't been complaining at the changes yet. Then again, I haven't done anything really big yet.
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