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Messages posted by: PurpleScrin
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Dibelius86 wrote:I'm glad that PinkScrin is back... Zocom7 was such a boring guy!


http://i385.photobucket.com/albums/oo294/dkytehkingdu/FPSmiley.png


I think it's about time you need to show some respect.
Tehkrad wrote:uhm.. not sure if this fits here but I tried bibber's buildmod (his extra files download) and it doesn't use my mod.str file to name my changes of my mod.... and it completely ignores changes for my main menu.

when I use the default sdk buildmod.bat - everything is fine.

o_o"


That mod.str should be put in "your mod name\Additional\data"

It's a new path set by Bibber when he was using that for the RA3 mod sdk.
Update on the first post. The mod has been finalized, and I am back.

I was having trouble logging in as Zocom7 at the time. But since this thread was originally started by the original me, I came back to edit this for a final update. At least I still qualify for the CNC4 beta and manage to log back in without a message.
Bibber wrote:AFAIK there are some license issues and that's why EA can't release any tools for modding music.


That part needs to be issued somehow with Apoc and the dev team.


Bibber wrote:As for the Uprising units: Soviet units are done. Just sorting some files and kicking out unnecessary stuff.


Does that include the Soviet Giant Bear? I found the unit's art assets for that large war bear unit.

What about the Allied Pacifier and the Allied Cyro-Legionnaire? Are you finished with those too? It's better if you release all six remaining Uprising units all at one time but separately.
bluestar wrote:looks like ps's post got hidden.


I think I already know what that is. Read your PM.
Neither JonWil nor Bibber was able to do this because EALA refused to give us the coding software that is responsible for this. Pathmusic is hard coded so we are unable to decode this. Besides the only interesting features we are satisfied for right now are the Uprising Mod SDK, JonWil's Asset Merge executable and Bibber's Asset Extractor tool.

I am practically 75% finished on getting the assets and coding the six remaining Uprising units that have not been released to the public. (unless Bibber is doing them)
jonwil wrote:Are any of those actual single player missions or are they all skirmish maps with special scripting that simulate single player stuff?


Well, without the option of Custom Maps in RA3, we have to load SP maps from the skirmish menu. The second question you are asking for is a yes.
EA_Apoc wrote:
I am pretty certain the trade-off will be worth the extra wait. I will keep you posted.
Thanks for understanding and apologies for my epic fail.


This is the first time Apoc finally realized he's epic fail. He's been epic fail since RA3 was in development and failed to finish a lot of things from there. EALA is full of excuses, compromises and now procrastinations lately that I think very soon EA will shut down EALA studios if the staff don't follow directions in the first point to the next when it comes to business. If people can't do specific tasks in time or coming in late in a job, they are more susceptible to being fired. If errors or technical difficulties happen to be current, just tell us at once.

To respect that, better luck next time, Apoc.
Yes, there are, but a limited amount of them available.

Here is the list of some RA3 Missions (not all missions have a mapper name next to it cause I don't have enough info):
Retarded Defense (by GunRun)
Retarded Ravana (by GunRun)
Fort Knox
Alliance
The Apocalypse (by Vikestart)
The Apocalypse 2 (by Vikestart)
Cloning Experiment
GOW (by Chej184)
Super Engineer Prologue
Operation Lone Guardian (by dky.tehkingd.u)
Technology Theft (by Elven)
Operation Prison Break (by ThaSlayerb)
Bomb Shelter
Wow, this poll thread bypassed the biggest one ever since the "Hottest Woman in RA3" poll: http://forums.commandandconquer.com/jforum/posts/list/301.page

681 votes versus 475!!

It's more likely we're going to have more than 700 votes on this poll soon enough and 606+ users so far says no.

Please don't question me, it's just a perspective.
I would like to see some new mission maps from you. But can you able to make one for us?
Bibber wrote:
What exactly do you want to know? All three programs extract the stuff as asset files that can be used with jonwil's AssetMerge to put them into a mod.


The problem is the name unit asset file(s) you wanted to extract. The art and sound asset files have different names for each unit.

So for example, if I am to extract a Cyro Legionnaire from RA3 and used your Asset Extractor, which manifest file do I use and which files should I extract?

Also, does this mean you can extract new and customized unit art assets and sounds from C&C3/RA3 add-on mods as well?
Thanks to you Bibber, I shall note about this Asset Extractor in the RA3 and C&C3 Mod SDK FAQs soon.

So even this is possible, we have a chance to extract all Kane's Wrath new units (art and audio assets) there, right? If that's a yes, maybe you can tell Lauren and the rest of the KW Mod SDK team about this.
Bibber wrote:This one here runs with different parameters, so you would have to adjust the defaultscript.cs
Also it requires the Mod SDK Worldbuilder installed if the WB stream files of it are not in the Mod SDK\BuiltMods folder.


I think we need an update from your RA3 Mod SDK extra files, Bibber.

We'll appreciate that once more.
R-Wolff wrote:That mod was canceled months ago. You are a little late.


The announcement never made it here until I call it out.

@ Harrr
I actually found out that it's only the mod and media files only to the canceled mod, no source codes. Sorry, my mistake.
 
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