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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 08-14-2003, 06:06 PM   #1 (permalink)
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Default Animations List Clean up

I want to get rid of some of the obsolete entries in the animations list, i need to know if the ones that say OLD_## i can get rid of?? are there any others that arent obvious that i can also get rid of.
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Old 08-14-2003, 07:01 PM   #2 (permalink)
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messing with that list is a bad idea...

the game may reference animations by number...

why do you want to remove useless entries enyway? they aren't hurting anything.
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Old 08-14-2003, 07:14 PM   #3 (permalink)
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Just Curious if i could with out any ill effects. why leave things there if they are obsolete. I dont think it goes by number because you can fix typos by adding new ones to the end of it. I wonder why westwood left the rules.ini in such ruins.
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Old 08-14-2003, 10:01 PM   #4 (permalink)
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Quote:
Originally Posted by ziggy78
why leave things there if they are obsolete. ...... I wonder why westwood left the rules.ini in such ruins.
because they were in a hurry and did not want to spend the man-hours to make it less messy.

Quote:
Originally Posted by ziggy78
I dont think it goes by number because you can fix typos by adding new ones to the end of it.
could you re-phrase that?
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Old 08-14-2003, 11:25 PM   #5 (permalink)
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the animations list doesnt seem to go by number because you can add fixes to typos and such to the end of the list.[/quote]
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Old 08-15-2003, 12:16 AM   #6 (permalink)
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someone posted that..he means why the animations are skipping in their respective numbers..it is just numbered that way so it doesn't beat the maximum..and if you do delete the OLD## stuff..it is most likely that you will encounter the nastiest dialog box Westwood has ever created..
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Old 08-15-2003, 03:13 AM   #7 (permalink)
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Some time ago, before I had web access, I tweaked the list, fixed it's numeration, and added TS anims to it (I was moving TS stuff to RA2 then), threw out something (can't remember exactly what ), and had a total number of ~600 animations. No crashes occured I left
1=TWLT100
2=ELECTRO
in the beginning, but I don't think that was necessary. By the way, I found a typo in the orig list Look at this:
841=CAPARS12D
842-GAWETH_ED
843-GAWETH_GD
844=CACHIG04D
See anything unusual? Two entries have - instead of =.
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Old 08-15-2003, 10:32 AM   #8 (permalink)
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Thanks None well thats that im gonna do it ill report back on what happens
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Old 08-15-2003, 01:38 PM   #9 (permalink)
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No, don't fix it. The lists in rules.ini are used to build an internal table when the game is running that many triggers refer to (except the units and infantry that only one trigger refers to respectively). Basically the internal tables are lists of every valid entry in order (thus if entries are missing, lower ones getshifted up to keep the number sequnce unbroken). If you change the relative numbering and order, you will cause the wrong anims to be called by triggers where they are used in missions or on maps. You can replace existing ones that don't have a valid animation associated so long as the numbering remains the same. The same goes for buildings. Vehicles and Infantry both have one trigger that takes the value from the internal table, but I don't think it ever gets used. BTW, if you add houses to the game, that will screw things up too and the missions won't work. Try porting a mission from RA2 to YR where they added a house and see what I mean.
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Old 08-20-2003, 04:20 PM   #10 (permalink)
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Default Re: Animations List Clean up

Quote:
Originally Posted by ziggy78
I want to get rid of some of the obsolete entries in the animations list, i need to know if the ones that say OLD_## i can get rid of?? are there any others that arent obvious that i can also get rid of.
Well, as far as I have seen, you can do that. Unless you intend to make your mod SP compatible, I wouldn't worry. I did it and my mod is fine.
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