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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 07-30-2008, 11:00 AM   #11 (permalink)
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Quote:
Originally Posted by pd View Post
This kinda reminds me of the chatlog WestWood somehow managed to compile into the RA1 executable...
This shot is only showing the first few lines.
OMG. I have no idea what is going on there, but it sounds funny!
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Old 07-31-2008, 04:11 AM   #12 (permalink)
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Here's one, An ASCI art of EA Games logo INSIDE ZeroHour's Game.dat:

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Old 07-31-2008, 10:51 AM   #13 (permalink)
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lol I never saw so many §'s on one page before.
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Old 07-31-2008, 12:15 PM   #14 (permalink)
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Is it a bitmap?
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Old 08-06-2008, 03:24 AM   #15 (permalink)
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I found a txt file in AudioEnglish.big (not AudioEnglishZH.big) called empty.txt, it said: "This file is here to allow perforce to keep the directory. It should be removed before ship". but why this file is still exist in the big file and not removed?
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Old 08-06-2008, 06:18 PM   #16 (permalink)
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They were in a hurry and included in the big files a lot of unnecessary stuff. Never mind, better for us modders because we can use some of their unused things like models and sounds etc.
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Old 08-07-2008, 07:42 AM   #17 (permalink)
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Here's one that made me laugh:
Quote:
;OBSOLETE
; Behavior = AIUpdateInterface ModuleTag_04
; Turret
; ControlledWeaponSlots = PRIMARY
; End
; End
; Dude, quit changing this. He is NOT an AssaultTransport. The guys don't hop out and attack. He is a transport.
; Behavior = AssaultTransportAIUpdate ModuleTag_NewAI
; MembersGetHealedAtLifeRatio = 0.5
; End
It came from the assault crawler
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Old 08-13-2008, 10:51 AM   #18 (permalink)
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In a JetAiUpdate:

Code:
ParkingOffset   = 3  ; scooch it a little forward so the tail doesn't hit the doors
This shows that the game engine/ini team was not working with the model makers as all you need to do is move the parking bones on the airfield rather than having to use extra code to do this.

You can also see from the way many of the models were designed that the model makers were not communicating with the coders. Some of the models have problems with them, and instead of asking the model makers to fix them, the coding team wrote special functions just to deal with those models.
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Old 08-16-2008, 07:56 AM   #19 (permalink)
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VoiceNoBuild = WorkerVoiceBuildNot
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Old 08-17-2008, 01:38 AM   #20 (permalink)
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Quote:
Originally Posted by beng View Post
They were in a hurry and included in the big files a lot of unnecessary stuff. Never mind, better for us modders because we can use some of their unused things like models and sounds etc.
Maybe you were right. but HEY, the empty.txt is useless at all. (okay, never mind)
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