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Forum Members: 18,617
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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-05-2004, 11:10 PM
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#11 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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I believe it was more like something they planned to do, but didn't get around to due to time crunches.
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07-06-2004, 12:04 AM
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#12 (permalink)
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Senior Member
Join Date: Jun 2003
Posts: 462
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As for more useful things over ra2...being able to build any unit out of any structure. also, the addition of sciences, researches, and upgrades.
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07-06-2004, 01:36 AM
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#13 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Uh, we have Generals now that already has those things Kelso. I don't think they would backtrack...
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07-06-2004, 09:18 AM
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#14 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Part of the initial post also listed which things from generals were the biggest help...and you never know about EA. I mean, for bfme they removed building/unit prerequisites! (although hopefully not from the code completely)
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07-06-2004, 04:47 PM
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#15 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Quote:
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Amazing use of physics in an RTS.
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*cough* --> SAGE has some of the worse physics of a profi 3d engine I've ever had the misfortune to encounter!
I think the best option is to go the way of Far Cry, with soft architecture (lua) which is entirely dependent on it's compileable hard architecture (C++, DLL)
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07-07-2004, 01:49 AM
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#16 (permalink)
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Senior Member
Join Date: Feb 2003
Location: Indiglo Plateau (USA)
Posts: 526
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ahh FarCry got to love that game  with bugs and all
the chances of EA making a game more mod friendly is close to none, like Eradicator said it is against their religion :P
also Ambershee it is a RTS engine.....not a FPS engine.......so it is good at that standard
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07-07-2004, 02:07 AM
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#17 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Ambershee, you forgot one critical part of my sentenc, "... in an RTS."
I haven't seen any other RTS where you can knock a tower over depending on the direction you hit it from and it will crush units it hits and then send debris which each have their own physics.
I was in the Far Cry beta test. The sp was great and it had incredible potential, but during the beta the mp was seriously flawed (much like Generals actually...). That's the main reason I haven't bought it. I waited to see if it would take off like half-Life because of its apparently amazing level editor, mod support and engine features, but it doesn't seem to have. Is the multiplayer still shit?
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07-07-2004, 12:21 PM
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#18 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Wouldn't know about MP, 56k, lol.
And there are quite a few RTS's out there with good physics, but they're unfortunately mostly unknowns.
The FC reference was to the compatibility of the hard/soft architectural elements, which was beautiful.
I'll try and find some names for you. I think however, what ticks me over about Generals most, is how larger objects fall faster. You call THAT good physics 0_o?
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07-07-2004, 02:02 PM
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#19 (permalink)
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Junior Member
Join Date: Jul 2004
Location: Morningstar Prime
Posts: 15
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I myself perfer all the stuff you can change in 1 INI file, It just seems it's easyer to make tools for that because you see no tools for Generals/ZH but tools for RA2, TS, and RA.
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07-07-2004, 04:07 PM
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#20 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Don't be insane, its too difficult to navigate a text file that large. I mean, I remember having problems finding area's in the ra2 ini's quickly...a generals "rules.ini" would be at least 5x larger.
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