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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 07-11-2005, 07:28 PM   #1 (permalink)
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Default Mix files problem (game ignores ecache)

(Refers to RA2 v1.006, not YR)

I'm having problems with some shp files (mainly messing about with skinning the UI). Hugely over-complicated description follows:
1) Most shp files won't work in an ecache*.mix file, whether that file is in an expand##.mix or just in the game directory. They'll work just fine if just put into an expand##.mix on their own though. Fair enough, but I thought ecaches were meant to be used for shps...
2) A few of the shps will work in an ecache mix file, but only if it's in the game directory, they won't work in expand##.mix on their own or if the ecache*.mix is put inside the expand##.mix!

What I want is for all my shps and other various files to be in one single file (expand##.mix) but clearly extra mix files nested inside that one is fine (the end-user won't see them).

But because of the 2 problems above I can't do this! Can anyone explain why the game won't read most shps unless they're in expand##.mix, and why it won't read others unless they're in ecache*.mix, and even then not if the ecache is put inside another mix file? And can anyone give me a solution if possible ?
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Old 07-11-2005, 08:06 PM   #2 (permalink)
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it really doesnt matter if u put the shp's in ecache or expand its mainly just for organization. If your using yr try ecachemd**.mix that might do the trick.

I dont know why it wont read some but will read others.
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Old 07-11-2005, 09:57 PM   #3 (permalink)
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Quote:
Originally Posted by ziggy78";p=&quot View Post
it really doesnt matter if u put the shp's in ecache or expand its mainly just for organization.
I know it doesn't matter, but I've explained the intent is to make the mod have a single mix file (with other mix files nestling inside it if it's necessary). Some shps need expand##, some need ecache* (but can't be but inside expand##) so I'm seeking a solution.

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If your using yr try ecachemd**.mix that might do the trick.
I stated at the start of my post I wasn't using YR, and I fail to see why that would make a difference anyway.

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I dont know why it wont read some but will read others.
Can someone else confirm this as a known problem?
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Old 07-12-2005, 01:00 AM   #4 (permalink)
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I would suggest using the XCC Mod Creator/Launcher, which will automatically organize your files for you.
If that is not an option for some reason, as I remember, UI SHPs need to be in a different mix - side##[md].mix - to work.
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Old 07-12-2005, 04:49 AM   #5 (permalink)
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I've never gotten a mix-in-a-mix to work, myself.
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Old 07-12-2005, 06:35 AM   #6 (permalink)
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well in ag revenge 2005, i put side03.mix in the mix section of XCC Mod creator and worked fine.

Also do you put your mix files in the ra2 directory and if you have YR do you have 1.01 patch?
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Old 07-12-2005, 01:38 PM   #7 (permalink)
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Quote:
Originally Posted by CannisRabidus";p=&quot View Post
I've never gotten a mix-in-a-mix to work, myself.
Same... I wonder why so many seem to think it's a sure thing that it will work.

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well in ag revenge 2005, i put side03.mix in the mix section of XCC Mod creator and worked fine.
Weird. Anyone know which ones will/won't work and if there's a way to get them to always work?

Quote:
Also do you put your mix files in the ra2 directory
Er of course. From first post:
"...or just in the game directory..."
"...but only if it's in the game directory..."

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and if you have YR do you have 1.01 patch?
I do, but as I stated in the first post this question is regarding RA2 1.006.

Anyway thanks for the replies everyone, doesn't look like what I want is possible
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Old 07-12-2005, 02:48 PM   #8 (permalink)
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Still you should try XCC M/L as DCoder said. I know you want everything in one mix, but that really isn't possible, so you're probably going to have a few files instead. Also since nothing in language.mix can be overridden except by a loose file. You need a string file - that's loose, maybe you want loading screen images - also loose, and so on.

With the mod launcher, yeah several files get written, but the user doesn't get pissed off because he has to go fish them out manually to disable your mod. The launcher does it for him automatically when he quits the game.
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Old 07-12-2005, 03:20 PM   #9 (permalink)
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Mix files in a mix works fine with me too. I've got sidexxmix files all jammed in one big mix. I never find trouble with it myself though.
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Old 07-13-2005, 07:51 AM   #10 (permalink)
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sidec## files work fine in expand mix files, although i don't think other mix files work when placed inside a mix.
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