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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-19-2003, 09:14 PM
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#1 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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A Note From Harvard
This touches on the correct mod writing convention and is a good example of why people shouldnt 'jump the gun';-
THE ISSUE:
If you place a file named "map.ini" inside a folder with a .map file, the contents of the "map.ini" file are used to override various game values, for that map only. This is used extensively for solo-mission maps, to tweak gameplay as desired by the designer (e.g., to prevent certain units from being buildable, or to change the powers available to the player, or to modify a unit's speed, damage, etc.)
We also allow you to use map.ini for skirmish and multiplayer maps, which allows mapmakers and modders to produce "fun" maps with significant modifications, without having to touch our baseline INI files. This is a Good Thing, since it greatly reduces the possibility of sync errors due to someone with a modified INI setup trying to play online with someone who has a standard INI setup; the changes are all localized the the map being played.
THE PROBLEM:
We currently allow you to override some values which are never properly restored when the map is exited, meaning that future maps might be played in an indeterminate state.
For instance, say that you play an online game on a custom map that has a map.ini file that overrides the ObjectCreationList for the Paradrop Power to drop 25 Rangers (instead of 15). When that game is done, you then play online with one of the standard multiplayer maps. Alas, ObjectCreationList is one of the things that doesn't get restored properly, so you are still playing with the "souped up" Paradrop, while your opponent is not.... so, once you use Paradrop, bang, you get a sync error.
THE SOLUTION:
We fix it in a future patch.
FOR NOW:
Long-term, we encourage modders to use map.ini for mods, rather than modifying the base INI files, since it will be easier for them, as well as less error-prone.
However, we strongly caution modders about using this technique until we get a patch out with the code fixes, since it may cause unpredictable sync errors in some cases.
For modders who are interested in experimenting with map.ini until this future patch is released, the 100% safe workaround is to always completely quit Generals after playing a map that uses map.ini, since the overrides produced by map.ini are never preserved across separate game launches.
- Harvard Bonin
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02-19-2003, 09:27 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Dayon
Posts: 112
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Thats an intresting error. Good of them to let us know about this.
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02-21-2003, 08:54 AM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Netherlands
Posts: 206
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"This is significant  " :lol:
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02-21-2003, 09:02 AM
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#4 (permalink)
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Member
Join Date: Feb 2003
Location: Holland
Posts: 30
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yes, well.
it has it's goods and it's bads.
you do however, need to supply quite some maps when releasing a mod,
the pro's are, that you can always play generals normally.
for example: when you have a dad who thinks mods are always crap, screw up your game AND your computer.
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02-21-2003, 08:49 PM
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#5 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 18
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::scratches head:: this screws up my perspective. I've heard that the map.ini files over-ride what's in the base inis. This seems to indicate otherwise...any thoughts?
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02-22-2003, 05:07 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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If you check the 'This is significant' thread you'll understand better. Basically, Generals offers really excellent support for mod maps - you can make a map and add new units and graphics and all the stuff you could never do for maps in previous C&C games. On the flip side Generals doesn't support mods, even less so that previous C&C games.
I do wonder why that thread was locked, if Dustin wanted to reply then now he can't. It's like we got the last word on him or something.
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02-25-2003, 01:38 PM
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#7 (permalink)
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Junior Member
Join Date: Feb 2003
Location: Belgium
Posts: 1
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That reminds me of the possibilities in Warcraft 3, only this works so much nicer!! It's like the perfect blend between warcraft & C&C... Mod-wise (I still liked C&C better  )
Oh btw : Hi all, sure hope at least some of you remember me...maybe from XCC boards, maybe Westwood boards, maybe online, maybe something else that's slipping my mind... This time around I come armed with experience from previous modding experiences & education relevant... (a strange way to say that I lost interest in editing RA2 when many of my plans and plots ran into a dead end because of engine limitations...and I now know some C...)
Greetings - - -
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02-25-2003, 11:08 PM
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#8 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 18
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Yeh, I messed with modding WC3 but the graphical requirements are too much when playing online. That's really why the unit limit is implimented in the game. The character models are so good that if there were more units, there'd be lag. I messed with doing a TC with it...it got WAAAAY too slow...
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02-26-2003, 06:57 PM
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#9 (permalink)
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Member
Join Date: Feb 2003
Location: not really shure
Posts: 74
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hmm...
i was just wondering if it is possible to have both a normal map.ini and a modified map.ini around your generals dir
so that when the map is done playing, you rename the modified map.ini and put the normal map.ini inside the same map
replay the map just so that the former overrides become overridden themselves
this should work, alhoutgh I dont have Generals myself :tard:
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02-26-2003, 10:22 PM
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#10 (permalink)
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Junior Member
Join Date: Feb 2003
Location: USA
Posts: 18
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Why not just copy the first map and make it into two seperate maps with two seperate map.inis...?
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