
Vancer2
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Everything posted by Vancer2
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Hello, I installed CNC95 and every time i start it no matter what compatibility options i select I get an ingame window that says "ERROR - Out of Memory How do I fix this?
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hifi is "zombiezing", i belive he even implemented the Video-Streich mode to this ddraw version, i recommend you to use THIS It wont let me download it. The file isnt available
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I have another version of RA I keep separate from my other games its in (C:\Games\Redalert\ this is heavily moddified No matter what i have done i.e. setting desktop resolution, 16 bit color, run in admin all that stuff. the menu still stays all colorly. I read the sticky but that didnt help either. :[
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Everytime I start up RA+ it goes into the game window and a message with OK and another button that is blanked out but i assume it says cancel appears I can do nothing but end the task. This only started after installing 3.03 patch :ranting:
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I have played and modded Red Alert 95 heavily. I used a program called Ra-Mixer. But the most annoying thing that prevents me from even using it is that, Vista and Windows 7 require a 32-bit or 64-bit version. Thats not possible as the editor was made in the late 90's I could use Dos Box but I cant use the unit viewer or sound player. I don't know how to get it to work. I have tried compatibility mode, running as Admin. I just wish There was a way to bypass that stupid requirement for 32,64 bit versions of old applications. >.> anyone got any ideas?
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Good Lord SGT. This is alot of features. If you need any help Im more than willing to as I have tons of free time.
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Wow its been forever since i posted on here. I got a new computer with 2 5770's and the lot. So Now > let the modding begin. (not now I have to work in the morning) but dont worry ill be back.
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I'm proficient with ini file editing. If you need help with that and all associated with that area.
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Feedback about Models, Animations & Model Skins in TDR v1.3
Vancer2 replied to sgtmyers88's topic in Ideas and Suggestions
I tried changing the bone laser to the one used by the regular flame tank. Maybe you could try duplicating just the weapon and copying the bone over the flame spout. That would be my suggestion. Im always messing with the files. Trial and Error is the best choice of action in what Im doing. But I still dont understand what will break the game if I change the value. -
Ha My Tiberian Sun came with RA2 and YR and Renegade and Firestorm. My firestorm CD broke along time ago. Still It is good to play an old classic game from the good old days
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Ok I know its been a while since my last post but I had some help from Sgt Myers, But because its 1:21 am I will just tell you what i plan to do. I Will show you how to get a grenadier to be playable on nod and the black hand and flame troopers and chem troopers on gdi and talon. Then after that you can mix units to ur hearts content. After this I will try and help those with less advanced computers on how to increase gameplay fps by decreasing the amount of explosion particles ;D
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Feedback about Models, Animations & Model Skins in TDR v1.3
Vancer2 replied to sgtmyers88's topic in Ideas and Suggestions
Ok I'm trying to get the Black Hand's Flame turret's right weapon to not sweep left and right unlike the other that shoots just a straight stream. The Flame Tank's for both sides shoot straight I'm stumped on this one as I can't find any difference in the values that I can compare too. Any solutions? -
Ok I know I said I was going to do the Commando But Today Im going to show you how to mod a Weapons Stats ^.^ I will be using the A10's Vulcan Gun as an example. As you know the A10's Gattling gun is not accurate like it is in the game. I will show you how to make it more realistic while keeping it equally balanced Start up Your Final Big Editor. Open up the 00_CCTDRXINI file and scroll down until you see weapon.ini click on that text should appear on the right part of the editor, right click on this window and scroll until you find A10WarthogVulcanCannon. The text you first see is not this weapon you have to scroll down a tiny bit because the A10's weapon name is on the bottom that appears after clicking the name. You should see some words and numbers. The .ini explains what some of the values mean and what they do. They are pretty self explanatory. As you can see this is the default values for this weapon: Weapon A10WarthogVulcanCannon PrimaryDamage = 25.0 PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 MinimumAttackRange = 50.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 3000.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericMachineGunProjectile ProjectileDetonationFX = WeaponFX_NewGenericMachineGunImpacts2 FireFX = WeaponFX_Comanche20mmCannonFire FireSound = ComancheGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 30 ;500 ; time between shots, msec ClipSize = 80 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 18000 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End If you dont know a real a10 is equipped with a GAU-8 Avenger which fires at about 4,200 rpm (rounds per minute) divided by 60 you get 70 rounds a second. Now for the accuracy the GAU-8 is rated at 80% accurate when fired at 4000 feet, this means that 80% of rounds fired will hit within a 20 foot radius. With these facts in hand I will show you how to emulate this deadly weapon. Now I will show the above stats with what i have changed I have added the following line : ScatterRadius=10 Weapon A10WarthogVulcanCannon PrimaryDamage = 45.0 Changed to 45 as the weapon will not hit as much so we have to compensate for the lowered ac. PrimaryDamageRadius = 4.0 ; 0 primary radius means "hits only intended victim" ScatterRadius=10 <------- added because the weapon in very inaccurate ScaterRadiusVsInfantry =15 <-- Added this line and 15 as it is harder to hit a smaller target AttackRange = 700.0 <-- changed to 700 as this weapon has very long range. MinimumAttackRange = 50.0 DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 3000.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericMachineGunProjectile ProjectileDetonationFX = WeaponFX_NewGenericMachineGunImpacts2 FireFX = WeaponFX_Comanche20mmCannonFire FireSound = ComancheGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 <--changed to 30 as this weapon has an ungodly rate of fire ; time between shots, msec ClipSize = 500 Changed the ammount of amm to 500 as this weapon carries 1,179 rounds ; how many shots in a Clip (0 == infinite) ClipReloadTime = 18000 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End There you have it. A weapon made powerful while still balanced :] enjoy Until Next Time this is Vancer2 signing off Over and Out!!
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Not So favorite :[ The Wolverine It looks and walks like a wind up robot. I don't mean to criticize I understand you guys went through a lot of hard work to make these units. But I have to say it looks downright silly. But it has a gattling gun and obby ^.^ I feel bad now talking about the wolverine
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Thank you Sgtmyers. Today I will show you how to change the Adv. Mammoth Tank to the GDI Mammoth Tank. This will follow the same steps that I used to show you how to change the Raptor into the A10 Got you Control C and V fingers ready ^.^ good cus here we go. NOTE:Always backup your files. Im not responsible for anything you choose not to do. Backup is highly recommended. I know because I have had to reinstall to get a fresh .ini file :] (I have 30 different CCTDRXINI.ini files ^.^) Now that you backed up your files (I'm serious go back them up If you haven't Final Big Editor DOES NOT have an undo command. First go to the GDIVehicle.INI section in the .ini file 00_CCTDRXINI.big Right click inside the window with all the text and click on the GDIMammothTank. Scroll until you see these lines: Draw = W3DTankDraw ModuleTag_01 ConditionState = NONE Model = RENMAMMOTHTANK Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = ENEMYNEAR Model = RENMAMMOTHTANK Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX HideSubObject = Headlight01 Headlight02 End ConditionState = REALLYDAMAGED Model = RENMAMOTHTNK_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = RUBBLE Model = RENMAMOTHTNK_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ;------TANK WHEELS!---------------------------- Draw = W3DTruckDraw ModuleTag_WheelsDraw01 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W1 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W1D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE01 LeftFrontTireBone = TIRE02 MidRightFrontTireBone = TIRE03 MidLeftFrontTireBone = TIRE04 ;------------------------------ MidRightMidTireBone = TIRE05 MidLeftMidTireBone = TIRE06 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End Draw = W3DTruckDraw ModuleTag_WheelsDraw02 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W2 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W2D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE07 LeftFrontTireBone = TIRE08 MidRightFrontTireBone = TIRE09 MidLeftFrontTireBone = TIRE10 ;------------------------------ MidRightMidTireBone = TIRE11 MidLeftMidTireBone = TIRE12 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End ;------BUG FIX FOR THE SNOW DUST EFFECT---------------------------- Draw = W3DModelDraw ModuleTag_SnowDustFX DefaultConditionState Model = NULL End ConditionState = MOVING Model = NULL End ConditionState = SNOW Model = NULL End ConditionState = SNOW MOVING Model = NULL ParticleSysBone = TREADFX01 GenericSnowDust ParticleSysBone = TREADFX02 GenericSnowDust End End Ready Highlight that section and press Control C exciting isn't it. Now go to the TalonVehicle.ini section. Right click and go to the AdvMammothTank Scroll until you find these lines: Draw = W3DTankDraw ModuleTag_01 ConditionState = NONE Model = RENADVMMTH Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = ENEMYNEAR Model = RENADVMMTH Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX HideSubObject = Headlight01 Headlight02 End ConditionState = REALLYDAMAGED Model = RENADVMMTH_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End ConditionState = RUBBLE Model = RENADVMMTH_D Turret = TURRET WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY BARREL WeaponMuzzleFlash = PRIMARY TURRETFX WeaponLaunchBone = PRIMARY Muzzle WeaponFireFXBone = SECONDARY MISSILEFX ;WeaponMuzzleFlash = SECONDARY MISSILEFX ;WeaponRecoilBone = SECONDARY MISSILEFX WeaponLaunchBone = SECONDARY MISSILEFX ;HideSubObject = TURRETFX01 TURRETFX02 End TrackMarks = EXTnkTrack.tga TreadDebrisLeft = SentryDroneTrackDebrisDirtLeft TreadDebrisRight = SentryDroneTrackDebrisDirtRight OkToChangeModelColor = Yes TreadAnimationRate = 2.0; amount of tread texture to move per second TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving. TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting. End ;------TANK WHEELS!---------------------------- Draw = W3DTruckDraw ModuleTag_WheelsDraw01 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W1 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W1D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE01 LeftFrontTireBone = TIRE02 MidRightFrontTireBone = TIRE03 MidLeftFrontTireBone = TIRE04 ;------------------------------ MidRightMidTireBone = TIRE05 MidLeftMidTireBone = TIRE06 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End Draw = W3DTruckDraw ModuleTag_WheelsDraw02 AttachToBoneInAnotherModule = CHASSIS OkToChangeModelColor = Yes ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = RENMAMOTHTNK_W2 End ConditionState = REALLYDAMAGED Model = RENMMOTHTNK_W2D End ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. RightFrontTireBone = TIRE07 LeftFrontTireBone = TIRE08 MidRightFrontTireBone = TIRE09 MidLeftFrontTireBone = TIRE10 ;------------------------------ MidRightMidTireBone = TIRE11 MidLeftMidTireBone = TIRE12 ;------------------------------ ;MidLeftRearTireBone = NULL ;MidRightRearTireBone = NULL ;RightRearTireBone = NULL ;LeftRearTireBone = NULL TireRotationMultiplier = 0.5 ; this * speed = rotation. End ;------BUG FIX FOR THE SNOW DUST EFFECT---------------------------- Draw = W3DModelDraw ModuleTag_SnowDustFX DefaultConditionState Model = NULL End ConditionState = MOVING Model = NULL End ConditionState = SNOW Model = NULL End ConditionState = SNOW MOVING Model = NULL ParticleSysBone = TREADFX01 GenericSnowDust ParticleSysBone = TREADFX02 GenericSnowDust End End Now Highlight that section and press Control + V You should have copied the GDI Mammoth parts over the ones you highlighted. If you messed up or pressed the wrong key Close out and open your .ini file again. DO NOT SAVE and start back from the top. Now lets replace that Cameo Icon shall we? cus no one wants wrong information in the middle of a battle :] Got it? Good, now go to the section called DATA\INI\MappedImages\HandCreated\HandCreatedMappedImages.ini (god do I hate typing that one.) Right Click and go the TDAdvMammothTank It will be in the 3rd line of the right click menu at the bottom of the window that appears after highlighting it or you can do a search. Now you should see something that looks like this: MappedImage TDAdvMammothTank Texture = AdvancedMammothCameo.tga TextureWidth = 200 TextureHeight = 161 Coords = Left:1 Top:1 Right:199 Bottom:160 Status = NONE End Replace the line Texture=AdvancedMammothCameo.tga with MammothTankCameo.tga Save and start TDR and Enjoy :] Your new Mammoth Tank :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: :mammoth: Next will be the Commando. Until next time this is Vancer2 signing off Over and Out!
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Ok to Change the Icon you have to go into the 00_CCTDRDXINI.big using Final Big editor Ok go to the file name Data\Ini\MappedImages\HandCreated\HandCreatedMappedImages.INI Right click and find the TDNRaptor You should see this text MappedImage TDNRaptor Texture = NRaptor.tga TextureWidth = 200 TextureHeight = 161 Coords = Left:1 Top:1 Right:199 Bottom:160 Status = NONE End Now Replace the line Texture = NRaptor.tga with WarthogCameo.tga Save it. (be Sure to backup your files :]) Now when you play as the Black Hand you should have the Raptor's Cameo as the the A10 Warthogs Cameo Note: The Description will still be that of the Nod Raptor's As I have yet to get this done. :] Good Luck and happy Tank destroying. Untill Next Time this is Vancer2 signing off Over and Out!
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I modded my game using copy and paste commands :] For example The BlkHand Raptor is now the A10 All I did was open the Ini file with Final big and highlighed these lines Note:Backup your files so if you mess up you can copy and paste your original .ini file with the one that has the error as the editor has no undo button. Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = Muzzle01 ExtraPublicBone = WeaponA01 ExtraPublicBone = WeaponA02 ExtraPublicBone = WeaponA03 ExtraPublicBone = WeaponA04 ExtraPublicBone = WeaponA05 ExtraPublicBone = WeaponA06 DefaultConditionState Model = TVWARTHOG WeaponFireFXBone = PRIMARY Muzzle WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY TURRETFX WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ; afterburner ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat ShowSubObject = BURNERFX01 BURNERFX02 End ConditionState = REALLYDAMAGED Model = TVWARTHOG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = REALLYDAMAGED JETEXHAUST Model = TVWARTHOG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = TVWARTHOG_D ; damage ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Engine02 JetEngineDamagedSmoke ; afterburner ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat ShowSubObject = BURNERFX01 BURNERFX02 End ConditionState = RUBBLE Model = TVWARTHOG_D HideSubObject = BURNERFX01 BURNERFX02 End ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER Model = TVWARTHOG_D ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = BURNERFX01 BURNERFX02 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ; exhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Engine01 AfterburnerHeat ParticleSysBone = Engine02 AfterburnerHeat End OkToChangeModelColor = Yes End Highligh starting from draw all the way down and stop at the *******DESIGN PARAMETERS********* click ctrl C and you cant left click and click copy. Now we go to The Black Hand Raptor Section of BlkHndAir.ini and we highlight starting with Draw in the section underneath the Upgrade Cameos and highlight down to the line "OKtoChangeModelColor=Yes and highlight the word end under the line I OkToChangeModelColor. Now while this text is highlight hold control and press V this will paste the lines from the A10 Warthog I discussed earlier. Now go back to the A10 Warthog in TalonAir.ini and go to the weapon section in ******DESIGNPARAMETERS****** Highlight the following text WeaponSet Conditions = None ; ----- Weapon = PRIMARY A10WarthogVulcanCannon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY A10JetMissileWeapon PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End Then go to the Weapon Section of the Raptor in the BlkHndAir.ini and highlight this text WeaponSet Conditions = None ; ----- Weapon = PRIMARY GenericJetMissileWeapon PreferredAgainst = PRIMARY VEHICLE STRUCTURE AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY GenericJetMachineGun PreferredAgainst = SECONDARY INFANTRY AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = TERTIARY NONE End Now hold Control and press V to replace this text with the weapon text we copied from the A10 Section of TalonAir. Save the .ini and play the game. Note the icon you click on to build the unit will still have the raptor Icon. But Instead of a Raptor you have a cool A10
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Well about the Registery That registry path your looking at I had to add manually. When I went to my registry before that it wasnt in there. neither was Generals too. I had to add it myself. When I went to the .ini file myself the DISGUISED Line. is for when the bomb truck disguises as an Avenger. :\ I deleted My C:\Tiberium Dawn Redux, The C:\Program Files(x86)\Command and Conquer Generals Zero Hour. Now All thats left is My C:\Program Files (x86)\EA Games\Command and Conquer Generals Zer Hour. I deleted all the .ini files. I hope this will work I uninstalled TDR. And repairing it right now. I will install and see what happens
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Heres the debug files just in case I hope you can help find a solution *** Initing Memory Manager prior to main! starting Worldbuilder. _INTERNAL defined. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXAI.big Win32BIGFileSystem::openArchiveFile - size of archive file is 6852649 bytes Win32BIGFileSystem::openArchiveFile - 54 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXAI.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXAI.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXART.big Win32BIGFileSystem::openArchiveFile - size of archive file is 174072929 bytes Win32BIGFileSystem::openArchiveFile - 1960 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXART.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXART.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXAUDIO.big Win32BIGFileSystem::openArchiveFile - size of archive file is 288325116 bytes Win32BIGFileSystem::openArchiveFile - 572 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXAUDIO.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXAUDIO.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXINI.big Win32BIGFileSystem::openArchiveFile - size of archive file is 26190033 bytes Win32BIGFileSystem::openArchiveFile - 142 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXINI.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXINI.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXLANGUAGE.big Win32BIGFileSystem::openArchiveFile - size of archive file is 188387637 bytes Win32BIGFileSystem::openArchiveFile - 405 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXLANGUAGE.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXLANGUAGE.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXMAPS.big Win32BIGFileSystem::openArchiveFile - size of archive file is 41951226 bytes Win32BIGFileSystem::openArchiveFile - 466 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXMAPS.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXMAPS.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXSHADERS.big Win32BIGFileSystem::openArchiveFile - size of archive file is 194413 bytes Win32BIGFileSystem::openArchiveFile - 55 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXSHADERS.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXSHADERS.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXTERRAIN.big Win32BIGFileSystem::openArchiveFile - size of archive file is 57938542 bytes Win32BIGFileSystem::openArchiveFile - 289 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXTERRAIN.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXTERRAIN.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_CCTDRDXWINDOW.big Win32BIGFileSystem::openArchiveFile - size of archive file is 8531401 bytes Win32BIGFileSystem::openArchiveFile - 80 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_CCTDRDXWINDOW.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_CCTDRDXWINDOW.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXART.big Win32BIGFileSystem::openArchiveFile - size of archive file is 132513201 bytes Win32BIGFileSystem::openArchiveFile - 1120 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXART.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXART.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXAUDIO.big Win32BIGFileSystem::openArchiveFile - size of archive file is 156827742 bytes Win32BIGFileSystem::openArchiveFile - 550 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXAUDIO.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXAUDIO.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXINI.big Win32BIGFileSystem::openArchiveFile - size of archive file is 25551684 bytes Win32BIGFileSystem::openArchiveFile - 142 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXINI.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXINI.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXLANGUAGE.big Win32BIGFileSystem::openArchiveFile - size of archive file is 369859848 bytes Win32BIGFileSystem::openArchiveFile - 405 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXLANGUAGE.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXLANGUAGE.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXMAPS.big Win32BIGFileSystem::openArchiveFile - size of archive file is 29768364 bytes Win32BIGFileSystem::openArchiveFile - 328 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXMAPS.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXMAPS.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXPATCH_P00.big Win32BIGFileSystem::openArchiveFile - size of archive file is 43 bytes Win32BIGFileSystem::openArchiveFile - 1 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXPATCH_P00.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXPATCH_P00.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXPATCH_P01.big Win32BIGFileSystem::openArchiveFile - size of archive file is 8355590 bytes Win32BIGFileSystem::openArchiveFile - 61 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXPATCH_P01.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXPATCH_P01.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file 00_TDRDXWINDOW.big Win32BIGFileSystem::openArchiveFile - size of archive file is 8524920 bytes Win32BIGFileSystem::openArchiveFile - 80 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading 00_TDRDXWINDOW.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - 00_TDRDXWINDOW.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file AIZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 2351895 bytes Win32BIGFileSystem::openArchiveFile - 3 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading AIZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - AIZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file AudioEnglishZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 58326522 bytes Win32BIGFileSystem::openArchiveFile - 794 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading AudioEnglishZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - AudioEnglishZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file AudioZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 23965542 bytes Win32BIGFileSystem::openArchiveFile - 287 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading AudioZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - AudioZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file EnglishZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 80469212 bytes Win32BIGFileSystem::openArchiveFile - 75 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading EnglishZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - EnglishZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file gensecZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 787464 bytes Win32BIGFileSystem::openArchiveFile - 1 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading gensecZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - gensecZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file INIZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 18681795 bytes Win32BIGFileSystem::openArchiveFile - 99 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading INIZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - INIZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file MapsZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 35056776 bytes Win32BIGFileSystem::openArchiveFile - 263 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading MapsZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - MapsZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file Music.big Win32BIGFileSystem::openArchiveFile - size of archive file is 786724 bytes Win32BIGFileSystem::openArchiveFile - 1 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading Music.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - Music.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file MusicZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 34741916 bytes Win32BIGFileSystem::openArchiveFile - 8 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading MusicZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - MusicZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file New Folder\00_CCTDRDXINI.big Win32BIGFileSystem::openArchiveFile - size of archive file is 26184080 bytes Win32BIGFileSystem::openArchiveFile - 142 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading New Folder\00_CCTDRDXINI.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - New Folder\00_CCTDRDXINI.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file Shaders2ZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 526872 bytes Win32BIGFileSystem::openArchiveFile - 32 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading Shaders2ZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - Shaders2ZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file ShadersZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 996 bytes Win32BIGFileSystem::openArchiveFile - 8 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading ShadersZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - ShadersZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file SpeechEnglishZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 254275694 bytes Win32BIGFileSystem::openArchiveFile - 2430 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading SpeechEnglishZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - SpeechEnglishZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file SpeechZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 6174552 bytes Win32BIGFileSystem::openArchiveFile - 12 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading SpeechZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - SpeechZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file TerrainZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 8660432 bytes Win32BIGFileSystem::openArchiveFile - 149 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading TerrainZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - TerrainZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file TexturesZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 222753036 bytes Win32BIGFileSystem::openArchiveFile - 3546 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading TexturesZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - TexturesZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file W3DEnglishZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 2696872 bytes Win32BIGFileSystem::openArchiveFile - 16 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading W3DEnglishZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - W3DEnglishZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file W3DZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 189741064 bytes Win32BIGFileSystem::openArchiveFile - 4432 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading W3DZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - W3DZH.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file WindowZH.big Win32BIGFileSystem::openArchiveFile - size of archive file is 8474313 bytes Win32BIGFileSystem::openArchiveFile - 77 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading WindowZH.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - WindowZH.big inserted into the archive file map. GetStringFromRegistry - looking in SOFTWARE\Electronic Arts\EA Games\Generals for key InstallPath Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Audio.big Win32BIGFileSystem::openArchiveFile - size of archive file is 127940044 bytes Win32BIGFileSystem::openArchiveFile - 1720 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Audio.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Audio.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\AudioEnglish.big Win32BIGFileSystem::openArchiveFile - size of archive file is 104744592 bytes Win32BIGFileSystem::openArchiveFile - 1772 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\AudioEnglish.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\AudioEnglish.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\English.big Win32BIGFileSystem::openArchiveFile - size of archive file is 2771924 bytes Win32BIGFileSystem::openArchiveFile - 10 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\English.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\English.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\gensec.big Win32BIGFileSystem::openArchiveFile - size of archive file is 787464 bytes Win32BIGFileSystem::openArchiveFile - 1 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\gensec.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\gensec.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\INI.big Win32BIGFileSystem::openArchiveFile - size of archive file is 7655905 bytes Win32BIGFileSystem::openArchiveFile - 92 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\INI.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\INI.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Maps.big Win32BIGFileSystem::openArchiveFile - size of archive file is 23306524 bytes Win32BIGFileSystem::openArchiveFile - 133 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Maps.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Maps.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Music.big Win32BIGFileSystem::openArchiveFile - size of archive file is 158818808 bytes Win32BIGFileSystem::openArchiveFile - 50 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Music.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Music.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\shaders.big Win32BIGFileSystem::openArchiveFile - size of archive file is 1200 bytes Win32BIGFileSystem::openArchiveFile - 10 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\shaders.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\shaders.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Speech.big Win32BIGFileSystem::openArchiveFile - size of archive file is 13479230 bytes Win32BIGFileSystem::openArchiveFile - 18 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Speech.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Speech.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\SpeechEnglish.big Win32BIGFileSystem::openArchiveFile - size of archive file is 269104188 bytes Win32BIGFileSystem::openArchiveFile - 1552 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\SpeechEnglish.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\SpeechEnglish.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Terrain.big Win32BIGFileSystem::openArchiveFile - size of archive file is 48342856 bytes Win32BIGFileSystem::openArchiveFile - 233 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Terrain.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Terrain.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Textures.big Win32BIGFileSystem::openArchiveFile - size of archive file is 333031108 bytes Win32BIGFileSystem::openArchiveFile - 3748 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Textures.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Textures.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\W3D.big Win32BIGFileSystem::openArchiveFile - size of archive file is 184549391 bytes Win32BIGFileSystem::openArchiveFile - 4556 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\W3D.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\W3D.big inserted into the archive file map. Win32BIGFileSystem::openArchiveFile - opening BIG file C:\Program Files (x86)\EA Games\Command and Conquer Generals\Window.big Win32BIGFileSystem::openArchiveFile - size of archive file is 7944716 bytes Win32BIGFileSystem::openArchiveFile - 78 are contained in archive Win32BIGFileSystem::loadBigFilesFromDirectory - loading C:\Program Files (x86)\EA Games\Command and Conquer Generals\Window.big into the directory tree. Win32BIGFileSystem::loadBigFilesFromDirectory - C:\Program Files (x86)\EA Games\Command and Conquer Generals\Window.big inserted into the archive file map. EXE CRC: 0x4060BBF6 GetStringFromRegistry - looking in SOFTWARE\Electronic Arts\EA Games\Command and Conquer Generals Zero Hour for key UserDataLeafName Hostname is 'Vance-PC' IP: 0x4601A8C0 / 0xC0A80146 (xxx.xxx.x.xx) Hostname is 'Vance-PC' IP: 0x4601A8C0 / 0xC0A80146 (xxx.xxx.x.xx) Hostname is 'Vance-PC' IP: 0x4601A8C0 / 0xC0A80146 (xxx.xxx.x.xx) TheWritableGlobalData 4dbac54 GetStringFromRegistry - looking in SOFTWARE\Electronic Arts\EA Games\Command and Conquer Generals Zero Hour for key Language Looking in data\Generals.str for string file Looking in data\english\Generals.csf for compiled string file ScriptEngine::setGlobalDifficulty(1) THRUST locos may not have zero m_minSpeed; healing... ASSERTION FAILURE: token DISGUISED is not a valid member of the index list Stack Dump: <Unknown>(-1) : <Unknown> 0x0067F2AF <Unknown>(-1) : <Unknown> 0x0074CEA6 <Unknown>(-1) : <Unknown> 0x45534955 [Retry]
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This is not my default game directory my default in in C:\Program files (x86)\\EA Games\Command and Conquer Generals Zero Hour. I also have a Generals Zero Hour in my outside of EA Games in the Program Files itself. I have reinstalled numerous times b4 I also have the files from the last TDR version in the same folder that I'm using now as mentioned in the first post. Thats the folder that I play from. Is this TDR version trying to read from my EA Games Folder or my Tiberium Dawn Redux folder in my C:\? Thx for helping
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When I try to activate TDR World Builder I get an Assertion Failure:Token DISGUISED is not a valid member of the index list When i click ignore another assertion failure showing [line: 7046 -File DATA\INI\object\airforcegeneral.ini] "error reading 'ConditionState' of block 'Object'. When I click ignore again I get another Assertion failure saying 'Error Parsing block ' ConditionState' in INI file 'Data\INI\Object\airforcegeneral.ini After Clicking ignore again I get a Runtime error saying C:\Command & Conquer Tiberium Redux\WorldBuilder.exe abnormal program termination. I did try and go into the INI files to see what was wrong but no luck. Any Ideas?