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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » An adequate solution to the mysterious black space.

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 10-01-2004, 07:14 PM   #1 (permalink)
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Default An adequate solution to the mysterious black space.

Redesigning the coontrolbar? Particulary into a sidebar? Want to know how to get rid of that nasty black space?

Well, you can't, and admitting it is the first step to a solution.

The best you can do, for now (I am STILL researching it), is sacrafice your minimize controlbar ability for an off/on button on that black space, it may not seem like a solution but when you've spent alot of work on your nice new spiffing sidebar its actually quite a relief as the only inconvenience is having to click an extra button once every game, oh and not be able to minimise the controlbar (use F9 anyway you dolt! ).

Here's how.
Get your hands on a 'big' format extractor, open up windows.big and extract that ControlBar.wnd.

Next, open it up in notepad.
What we want to do is make the controlbar not move an inch after its been told to minimise while the black space will just dissapear, the distance the controlbar minimises is proportional to the co-ordinates of the main window, the ControlBarParent.

The exact co-ordinates to prevent the controlbar moving anywhere are 0 540, but here's the catch, no buttons work unless they're within this window, so we have to modify the controlbar.wnd code a little so that we'll have an extra window that will enable the use of all the buttons.

It's quite simple really, in notepad, change the first 'UPPERLEFT' values to '0 540' and then from the top of the file copy the text from the first mention of 'WINDOW' down to the last line before the first mention of 'CHILD'. Just before this word 'CHILD' now insert an 'END' and then paste the code after this 'END' word. In this copied code, delete the 'ControlBarParent' part of it's name leaving just 'ControlBar.wnd:' and then give that window the dimentions you want so that it covers all your buttons, frankly 'UPPERLEFT: 0 0' and 'BOTTOMRIGHT: 800 600' would work for all cases.

To put it into effect, situate your ControlBar.wnd within the folder 'Windows' within your Generals directory, or in a BIG file with its proper name.

And there you are, game will start with that usual annoying black space but press the minimize button and hey presto it's gone!

Even if this doesn't suit you as you are too fussy having to press an extra button, I'd recommend doing it as its a step in the right direction, who know's somebody may find a way to enable the minimise button from the start and all you have to do then is situate the minimise button off the view area and nobody would be the wiser!
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Old 10-01-2004, 07:17 PM   #2 (permalink)
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Wow Waraddict, good job, this could help many mod projects.
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Old 10-01-2004, 07:28 PM   #3 (permalink)
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Got to fix it fully though, I have a knack for coming up with interesting work arounds but so far I haven't got around anything fully yet.

Take the Construction Yard code, even with the aid of ravage (who I will name the CY code after if I get it done), we have only been able to enable building only beside other buildings from the Construction Yard, but when the construction is instant its practically useless (still working on pre-purchasing methods). Not only that, but the AI becomes dodgy with this code, giving DozerAI to a building results in it transporting randomly every so seconds within a small radius of its original position.

I have put this code on the side for now, I can say I am more confident to get it done then I was originally before I started.
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Old 10-01-2004, 07:31 PM   #4 (permalink)
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So in other words, your code works, but causes the Con Yard to transport?
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Old 10-01-2004, 11:13 PM   #5 (permalink)
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yes, thats whats he means...and this mostoous connection?
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Old 10-02-2004, 04:43 AM   #6 (permalink)
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Quote:
Originally Posted by GametagAeonFlux
So in other words, your code works, but causes the Con Yard to transport?
causes the AI CY to transport....
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