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New to modding community, couple questions
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MrShutCo
Civilian


Joined: 04 Jun 2020

PostPosted: Thu Jun 04, 2020 6:41 pm    Post subject:  New to modding community, couple questions Reply with quote  Mark this post and the followings unread

Hey everyone,

After seeing the source code being posted, I became really interested in trying to make mods for the game. There are a few questions I have about how to go about creating something more than just an extra unit. The first issue I see is that with everything being in one big DLL file is how more than one mod can be enabled at once? Let's say I wanted to create a new functionality to a building (lets say garrisoning), would that require me to modify BuildingClass for extra fields, as well as another constructor; or would it be best to create another class in a new file that inherits from BuildingClass (I can see this working for new buildings, but unsure about modifying old ones). Would the first step to be someone creating modding tools to help with this, or is there going to be more modding support upon release?

I guess I'm just asking if anyone can point me in the right direction about where to start with modding for someone who has reasonable programming experience, just new to modding.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 04, 2020 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome to PPM community, MrShutCo.

Quote:
The first issue I see is that with everything being in one big DLL file is how more than one mod can be enabled at once?


I think that the game will allow you to activate and deactvate mods. It is not clear how it will be done yet.

Quote:
Let's say I wanted to create a new functionality to a building (lets say garrisoning), would that require me to modify BuildingClass for extra fields, as well as another constructor; or would it be best to create another class in a new file that inherits from BuildingClass (I can see this working for new buildings, but unsure about modifying old ones).


It depends on the buildings that would be garrisonable. I still recommend a new class for it that inherits from BuildingClass and eventually make the class of some of the existing buildings to this new class to inherit it, if you desire.

Quote:
Would the first step to be someone creating modding tools to help with this, or is there going to be more modding support upon release?


The tool for it is really Visual Studio, as far as I understand.

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Dude89
Guest




PostPosted: Sun Jun 07, 2020 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well this forum is pretty empty. Sad.

People say that the game also accepts rules.ini files in the main folder but it seems wonky.

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WadeSullivan
Vehicle Drone


Joined: 24 Aug 2017

PostPosted: Sun Jun 07, 2020 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried to use the rules.ini from the classic game, but nothing happens.
I guess we will need to wait some tool to extract the rules to mod.
The only thing i could was edit some maps in the old map editor and used them into the remastered ( i mod all the missions in the campaing mod, makind harder to beat, to have more time and fun playing)

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jun 08, 2020 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

The remastered classic game does not seem to support rules.ini in its source code. However, I think Remastered Red Alert does.

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jonwil
Rocket Infantry


Joined: 24 Jul 2005

PostPosted: Mon Jun 08, 2020 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Tiberian Dawn never supported rules.ini so the remaster does not.
Red Alert supported rules.ini and the remaster supports it as well.

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WadeSullivan
Vehicle Drone


Joined: 24 Aug 2017

PostPosted: Mon Jun 08, 2020 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Sadly true the Red Alert works fine with the Rules. Another test that i made is change the "carry money" and the "build level"
The Money you can put max:100, higher will crash the map editor
The Build Level i couldnt make it work for now, still testing (started in level 15 to down and not working even putting level 9)
Maybe some day a TbEdit like tool can be made to MOD the Remastered

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