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Red Alert 2 | Yuri's Revenge Modding Any modding related discussions towards Red Alert 2 and Yuri's Revenge belong here!

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Old 10-21-2009, 03:17 AM   #1
Imperious
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Question Related to INI File Editing

1) My goal is, specifically, to create a modification for RA2:YR. What I am attempting to do is edit and enhance existing game variables
(e.g. - speed and damage values) so that they provide a new and interesting feel, and secondly to create some new content to balance the changes that I have made.

2) So far, I have focused on editing rulesmd.ini (after extracting it with XCC Mixer) and placing it in the RA2 folder. I have edited damage and range variables, inserted existing characteristics elsewhere, and generally experimented so that I can better understand the coding (this is the first time that I have worked on a mod for RA2). Also, I have bug-tested the changes that I make. So what is my problem, exactly?

What I want to know, is if I will be able to include this modified .ini file in my mod later on. I plan on using XCC Mod Maker to create a launcher and fileset, but I would like to find out if I will be able to add this .ini to the Mod Maker and therefore into my completed mod. Right now, the Mod Maker is total greek to me, but I plan on learning the operating skills for that later. All I need is someone to let me know whether or not .ini editing will be incompatible with the Maker, and thus a waste of time.

4) I have used the XCC Utilities Pack, an RA2 Editing Guide from Revora Forums (Deezire Editing Guide http://forums.revora.net/index.php?showtopic=55822). So far, I have only focused on using XCC Mixer and Notepad (for .ini editing).

5) I am using rulesmd.ini that is being placed in the RA2 folder, not sure if I need to modify rules.ini as well.

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Old 10-21-2009, 09:32 AM   #2
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for 5) the rulesmd.ini file pertains to Yuri while rules.ini is for RA2

4) check out modenc...its better sourced and more updated then Deezire's guide, although the guide itself is pretty informative

1&2) I haven't used mod maker, but from my experience within the community it shouldnt be no problem. Ferring would be the one to ask with that question..

In my opinion however mod maker is for public releases, unless you want to play vanilla yuri online without the hassle of removing assets from your RA2 folder, since certain added .shp images in your RA2 folder (such as explosions or buildings) with a few extra frames as oppose to your opponents/allies with their default .shp images can cause sync glitches even if you excluded it (revert back to default frame numbers in art.ini) when trying to play online
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Old 10-22-2009, 12:00 AM   #3
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If you use the XCC Mod Creator, you only have to re-compile the EXE when you make an update to your files since it loads a fully qualified file location. Though, it doesn't hurt once and a while to remove the files out of your xmcf file and lay them back down again.

Warning - unpleasant spolier below.

"Now, now. Perfectly symmetrical violence never solved anything."
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Old 11-03-2009, 09:05 PM   #4
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Quote:
What I want to know, is if I will be able to include this modified .ini file in my mod later on. I plan on using XCC Mod Maker to create a launcher and fileset, but I would like to find out if I will be able to add this .ini to the Mod Maker and therefore into my completed mod. Right now, the Mod Maker is total greek to me, but I plan on learning the operating skills for that later. All I need is someone to let me know whether or not .ini editing will be incompatible with the Maker, and thus a waste of time.
Why wouldn't you be able to use rulesmd.ini in a XCCMC file? Without rulesmd in there it's not a mod, it's just a spare set of unused files.

Just stick rulesmd.ini in the INI section; and don't worry about rules.ini, that's for RA2 only.

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Old 11-17-2009, 04:33 PM   #5
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Thanks for the advice, Dracaveli. I'm looking up ModEnc right now. It looks pretty extensive, and probably can answer most of my questions. However, if anyone has modding experience in the areas that I am having trouble with, their help would be much appreciated.

Since my last post, I've run into a couple of issues while I have been modding. Mostly these 'issues' involve doing something that I have no idea how to do. I've recently been studying the guide that comes with NPatch.

1) First off, I'm trying to add the DeathExplosion option to other buildings besides the Nuclear Reactor/Silo. I found the code that instructs the game to cause the same reaction, and I've inserted it properly in the desired buildings. My issue is that I want to modify the strength of the Nuclear Warhead [NukePayload]* without making the building death any worse than the original NukePayload. How do I create a [NukePayload2]? I know the values that I want, I just don't know how to add a special action without creating a whole superweapon to go with it. (NPatch's guide only offers instructions on how to duplicate an entire superweapon)
The [NukePayload] section is found in rulesmd.ini

2) My second question is, what are other relevant INI files besides Rulesmd? Which INI deal with units and their attributes?

3) Lastly, how could I extract or view files that are inside a completed XCC Mod? I've found a few on the internet, and I want to search through them to get some clues on how they added what they did, and how that kind of modding is done. I also want to be able to test some of their content in the mod that I am developing.

I am aware of the permission rules, and I will contact the mod's creators before (if at all) I publish any of their content in a mod of my own.

*The 'weapon' that the building uses when it dies, also the warhead that the nuke uses after it hits. It contains damage information, Radiation released, and the explosion anims)

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Old 11-17-2009, 09:11 PM   #6
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Quote:
1) First off, I'm trying to add the DeathExplosion option to other buildings besides the Nuclear Reactor/Silo. I found the code that instructs the game to cause the same reaction, and I've inserted it properly in the desired buildings. My issue is that I want to modify the strength of the Nuclear Warhead [NukePayload]* without making the building death any worse than the original NukePayload. How do I create a [NukePayload2]? I know the values that I want, I just don't know how to add a special action without creating a whole superweapon to go with it. (NPatch's guide only offers instructions on how to duplicate an entire superweapon)
The early part is pretty simple actually. Just use DeathWeaponDamageModifier=float.

Quote:
2) My second question is, what are other relevant INI files besides Rulesmd? Which INI deal with units and their attributes?
Rules(md) is the core, since that defines all of the units, weapons, warheads, projectiles, movement zones, terrain objects, Tiberium types and their attributes along with tons of lists for definining animations to play, warheads to invoke at certain times, frequency of crates, crate goodie effects... Suffice to say, it contains just about everything the game processes engine wise.

Art(md) is all of the art paramemters and attributes. Everything in rules has an equivalent entry in the art file and if not, you're using Image or making a SUPAH INVISIBLE UNIT. Infantry sequences are also defined here, and those define how infantry animate and how the game determines what frames to use for, say, firing. Every animation from the [Animations] list will also be referenced here or you will get Internal Errors.

Sound(md) handles all sound effects for the game. Weapon sounds, ambient, unit voices, et al. If you have an entry in [SoundsList], have a full entry detailed later on.

Eva(md) controls the Eva announcements during the game.

AI(md) controls the AI and its unit creations. Subsequently, it is also the most underused file in RA2 modding, but it's quite the undertaking so save it for later. In any case, the AI file holds EVERYTHING the AI does, right down to the conditions that make it fire a trigger.

UI(md) controls the bottom bar. It's quite limited in moddability, but you can enable a few unused buttons in here. Kinda nice to add the Team III button.

mpmodes(md) defines all available game modes. Creating new ones is fairly simple and game mode INIs are basically mod maps without terrain information. Even still, modes are quite powerful since quite a lot can be done.

RA2(md).csf is the strings file. YOU HAVE TO EDIT THIS or you will see "MISSING NAME:SOMETHING". Save yourself some time and get RA2StrEdit.

I'm probably leaving something off but rules, art and sound will be the most heavily edited in any decent mod, unless you're me... then it's AI.

Quote:
3) Lastly, how could I extract or view files that are inside a completed XCC Mod? I've found a few on the internet, and I want to search through them to get some clues on how they added what they did, and how that kind of modding is done. I also want to be able to test some of their content in the mod that I am developing.
You can't peek into an EXE really or extract anything with it. Consider how you enable a mod... then go from there.

Warning - unpleasant spolier below.

"Now, now. Perfectly symmetrical violence never solved anything."
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if (!this) return false;
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Old 11-18-2009, 10:12 PM   #7
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actually, yes you can open a mod EXE, but it can be dodgy because some modders use SHP/VXL compression which invalidates SHP and VXL files, but the rules files are usually still intact. Just use the open function on XCC mod maker on a XCC exe (doesnt work on other EXEs) and it will create a folder with all the mid files in it at the location the EXE was in.

If you need a certain graphics file, you can do fenring's method, or you can contact the mod's author and get the file from him if he is still active in he community. If it's public assets then you will probably find them at YR_Argentina or MADHQ's Website.

Also, as another supplement, UIMD.ini works for online play as well (and doesnt invalidate your version; so you can play regular yuri's with this file). I put the stop button there, team 3, etc. and it really helps in online play.

Also, if you're modding with the official rulesmd.ini extracted from the game, you should find tons of tips and pointers inside the file itself. there is a huge section called "Unit Statistics" where it details every common flag used to edit basic ingame units and structures.

And about the nukepayload thing, if you want to make a separate weapon (you're free to use what Fenring said), simply copy nukepayload and paste a new entry and name it nukepayload2. then just edit the damage. the payload itself is not the superweapon, so no superweapon coding is required to make it work.

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Originally Posted by Statalyzer
"I want to be a father because you can have the crappiest day imaginable, feel totally worthless, and then you come home to someone who thinks you can lift 5,000 pounds, beat up a hundred men at once, sprint all the way around the world in mere seconds, and shoot lightening bolts out your arse."

Last edited by apple23; 11-18-2009 at 10:22 PM..
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Old Yesterday, 11:40 AM   #8
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Well technically, [NukePayload] is the Nuclear Missile's weapon that is invoked later on so it is the superweapon. But using it as a death weapon requires nothing special.

Warning - unpleasant spolier below.

"Now, now. Perfectly symmetrical violence never solved anything."
CodeSOD:
Code:
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