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DeeZire, Redemption
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| Tiberium Wars Editing Discuss any modding related issues to do with Tiberium Wars here. |
03-05-2007, 06:34 PM
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#11 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Some of the INI data is still used, but only for global settings such as game options etc.
As Jon said, the main bulk of the XML based data (including all object definitions) is contained in the .cdata binaries. Without the XML schemas from EA we cannot hope to do much with them yet, even if we get inside the .cdata binaries.
Think of the new XML scheme as a logical progression from Generals and BFME coding - all information relating to art and coding characteristics of an object was self contained into one entry in the relevant object INI file - this was a logical progression from having seperate art and rules files - it's the same kind of progression here with the bonuses that it speeds up loading times, takes less memory and processor cycles to deal with, improves speed and capability of debugging and allows you to make changes on the fly in one central place without having to recompile code or rebuild a model. In short, its potentially a modders dream.
Saying all that, I can't help but think that the demo has been put together like this intentionally to prevent prying/copying/decompiling/reverse engineering before release, which would explain a fair amount of leftovers from BFME. Either EA have put the final together much simpler for us or they are going to have to release a significant suite of modding tools in the form of an SDK - if, of course, they hold true to their promises of continued modding support.
Oh and BTW yes I've been keeping an eye on C&C3 for quite a while!
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03-05-2007, 06:54 PM
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#12 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 67
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Quote:
Originally Posted by DeeZire";p="
I can't help but think that the demo has been put together like this intentionally to prevent prying/copying/decompiling/reverse engineering before release, which would explain a fair amount of leftovers from BFME.
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I had that impression too and I can't say I'd blame them for doing so.
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03-05-2007, 07:47 PM
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#13 (permalink)
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Member
Join Date: Mar 2003
Location: Australia
Posts: 77
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Actually, wrong.
Basicly, these changes have been done for 2 reasons:
1.To make it smaller (i.e. the refpack compression etc)
and more importantly 2.To make it load much faster
All this stuff WILL be in the final full version (probably including the BFME leftovers 
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03-06-2007, 02:54 PM
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#14 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Thats an inteersting observation! Although I dont understand the need to make something smaller when it contains so much leftover stuff - simpler to remove the leftovers.
In that case, I seriously applaud the work you guys are doing in getting your heads round it all. As always, its the people who crack the game file formats and archives that recieve the least credit when the modders do their stuff - you guys are the enablers for everything else - kudos for that, and for someone whose been active in this way with the C&C community for a good number of years, you are as welcome as ever 
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03-08-2007, 02:34 AM
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#15 (permalink)
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Member
Join Date: Feb 2004
Posts: 47
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It's a shame the demo can't be tooled with, as I must admit it's rather depressing not to be able to play as Nod on the 1p skirmish... especially since it's clear Nod is 90% there, as you can steal their stuff in the demo mission and use it all - it's just by the time ou do, you don't get to see how it performs in actual combat, since you've controlled the map.
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03-08-2007, 03:10 AM
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#16 (permalink)
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Super Moderator
Join Date: Dec 2002
Location: Purging your soul in the blue fires of hell.
Posts: 1,650
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Actually if you open the drop down menu and press the shortcut key (N for nod) and click on nod at the same time you can select them. You can also do the same for the A.I. and GDI, it doesn't work for the scrin though as none of their units or buildings are included in the mod you just lose once the game has started.
This method also works on the A.I. tactics roll out, I'm not actually 100% sure if the A.I. tatctics change though.
Oh and also note that the NOD EVA sounds weren't included in the demo files so you hear nothing. Actually that gives me an idea, if it's possible I might try and shove the TS Kabal sounds into the C&C3 demo to see if the sounds can be used.
__________________
Oh god how did this get here? I am not good with computer.
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03-12-2007, 09:51 PM
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#17 (permalink)
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Super Moderator
Join Date: Sep 2001
Posts: 2,062
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I don't see much point in dicking around with the demo, Since it is likely that alot of stuff between it and release will have changed.
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03-13-2007, 05:06 AM
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#18 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 67
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Yeh, the most one can do is play with both MCVs and build all available technology. I'm bored of it already so I've gone back to messing around with Zero Hour.
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03-14-2007, 02:52 PM
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#19 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 335
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Quote:
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Originally Posted by LordAxion
It's a shame the demo can't be tooled with, as I must admit it's rather depressing not to be able to play as Nod on the 1p skirmish... especially since it's clear Nod is 90% there, as you can steal their stuff in the demo mission and use it all - it's just by the time ou do, you don't get to see how it performs in actual combat, since you've controlled the map.
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Actually, you can play Nod in skirmish. Press N while selecting them.
The same holds true for GDI for the opponant, press G
Ai can be set also.
Kudos to the guys who figured it out, I read over at DS, they got it from somewhere else.
Been waiting for this a long time...
--- beat me to it. Grin
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03-14-2007, 05:12 PM
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#20 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Erm, he wasnt talking about that, he meant the most you can do MODDING WISE is have both MCV's.
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