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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » It's time EA asked the question 'What have we learned?'

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

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Old 11-02-2004, 11:43 PM   #11 (permalink)
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sorry pal EA could give a rats ass about the mod makers.
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Old 11-02-2004, 11:55 PM   #12 (permalink)
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I have to agree. Let's be thankful they gave us the stuff they did. Like keeping with Renegade gamepack and Final BIG. I don't forsee any modding support in the future from them.
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Old 11-03-2004, 01:09 AM   #13 (permalink)
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Originally Posted by Phoib";p=&quot View Post
Without giving away the very valuable source-codes; no.
How does Half-Life 2 deal with this situation?
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Old 11-03-2004, 01:25 AM   #14 (permalink)
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FPS games are built from the start to take in outside code from the start...the Sage engine isn't.
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Old 11-03-2004, 03:33 AM   #15 (permalink)
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Quote:
Originally Posted by key0p";p=&quot View Post
Quote:
Originally Posted by Phoib";p=&quot View Post
Without giving away the very valuable source-codes; no.
How does Half-Life 2 deal with this situation?
They do also give out a large portion of the source code. The Doom3 SDK is essentially the ability to recompile the game for your mod. I'm thinking about doing an RTS mod for that, but on a more tactical level, with high levels of detail. I don't know though, as I don't have the time really.
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Old 11-03-2004, 05:21 AM   #16 (permalink)
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Quote:
Originally Posted by key0p";p=&quot View Post
Quote:
Originally Posted by Phoib";p=&quot View Post
Without giving away the very valuable source-codes; no.
How does Half-Life 2 deal with this situation?
Half-life 2 needs modders to ensure sales, RTS games currently don't.
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Old 11-03-2004, 01:08 PM   #17 (permalink)
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We are dealing with EA of course, so as I said before we could make the point they could increase the price to include more flexibility, if there is enough of us and we make that point they will start thinking in terms of cash, that's what we want as it's the only thing EA understands.
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Old 11-03-2004, 04:19 PM   #18 (permalink)
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I would not pay more than the games already cost just for more modding flexibility. You work with what you have, and that's that. If you want to mod it more, go mod an FPS.
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Old 11-03-2004, 05:59 PM   #19 (permalink)
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Although the overall idea wasnt actually implemented as suggested, you have to remember that EA took big step forward in allowing mods through the way that Generals was structured. Plus they released World Builder.

EA doesnt actually have any policy on mods - they openly support mods for Sims games (where you could very seriously argue that without any user-generated content they simply would not have the same lifetime appeal) and they even bought the rights to one mod because it was better than the source game (BF1942). Then on the other hand, some games are simply not modable at all.

The issue is that its down to the individual development teams and how they code their game. Ultimately, they have to get the game done and done on time, that leaves little or no time for 'extras' like mod support.

In my eyes, the next step forward is to have the base control structure in files like INI files (or even LUA script files) and still allow extensibility of the core engine through supporting additional DLLs like Renegade did.

Of course, thats the theory...
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Old 11-03-2004, 06:58 PM   #20 (permalink)
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Quote:
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In my eyes, the next step forward is to have the base control structure in files like INI files (or even LUA script files) and still allow extensibility of the core engine through supporting additional DLLs like Renegade did.
Now all we have to do is wait for the dev team and you to see eye to eye

In your talks and meetings with the gen/bfme dev team, have you brought this issue up much?
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