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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 02-13-2004, 04:25 PM   #1 (permalink)
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Default Generals Mod : Space RTS?

Hey all, I've posted this in a large number of places, but somewhere along the line I forget Deezire - how foolish. It's only one of the largest CnC modding communities out there.
lol, I'll leave you all with the introductory post and the generic bump response post to read for now. There's a little/ a lot of data in there.
I'm looking forward to hearing responses, and answering questions as they come
It'll take me a while to settle back in, obviously. I've been away too long!

First the original 'mod idea' posting from last week;

Hey all. I've been thinking about this over the last few days, and I've actually realised that it's very feasible to create a spaceborne RTS title using the Generals engine.
It can be dealt with fairly simply - players starting with a large naval facility that can build other facilities - leading to factories that produce small-large cruisers which in turn can be upgraded to carry additional weapons systems and even fighter / bomber wings.
I'm getting my head straight about how exactly to do it, but I'd appreciate input on the whole thing in general - problems, ideas - the lot.
I'm likely to go ahead with the idea, especially as it's fairly unique and it can be pulled off, even if not particularily complex in nature.
Anyway, unput would be really appreciated as this is a rather different idea alltogether in my opinion.
What do people think of the idea? How do people think it could fare? Are there people willing to help out. This may be a rather quiet community, but I'm sure there are some solid opinions in here



And the generic bump response with a nice set of documents that you should download for a good idea of exactly what's going on here

Ok, after a lot of very positive input from around the web I present thee with the Design Document, Mod Overview and Data Tables for the aforementioned CnC Generals Spaceborne RTS mod known as 'Dh4 RTS' for now. It'll get a catchier name sometime in the not so distant future if enough of a team comes together to actually build it.
Paste this link into your browser, download, and decompress with an appropriate agent. All comments are well recieved.
http://www.geocities.com/dh3_hl2/dh4rts.zip

As for staff, there are vacancies in all fields, but most importantly these at present;
Modellers
Texture Artists
Ini Editors (not so important, but I can't be relied upon to know all can I?)

Thanks!

The Ambershee
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Old 02-13-2004, 10:14 PM   #2 (permalink)
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thats one pretty cool idea you have right there, well, thats what i think neways. Plz, keep us updated, or me neways.
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Old 02-14-2004, 01:32 PM   #3 (permalink)
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lol, a reply at last :P
I've not had any luck with getting together any real staffing actually. Although I started the long dreary process of ini editing already. I've pretty much finished it to be honest. I've had a slight offer for modelling, so I'll just have to take it and hope for the best.
I've been doing a lot of random stuff to the way Generals work with my ini editing spree. You'll be seeing some very nice textured terrain and units, which will have polycounts often over 1000 - and Generals will still run with them nicely, as I proved with the 40k Only War Total Conversion earlier in the month.
I'm hoping something good will come of this, but still, it could end up scrapped at any given moment due to lack of productive interest
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Old 02-16-2004, 04:30 PM   #4 (permalink)
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*bump*
We've managed to blag some forums for development at
http://forums.origin-network.net/ind...?showforum=148

There's some interesting stuff going on there right now - namely a horizontal view for Generals
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Old 02-16-2004, 04:55 PM   #5 (permalink)
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Welcome to Origin

And nice screenies too there, but the ground is black :dead:
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Old 02-16-2004, 05:08 PM   #6 (permalink)
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GL with your mod Ambershee
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