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adding a new side to RA2
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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 2:05 pm    Post subject:  adding a new side to RA2 Reply with quote  Mark this post and the followings unread

For all you modders who wants to add a new side to RA2 witout YR read furthur down Very Happy




I am currently adding a side to RA2 now for my mod. I looked at
how they did it for YR and just copied that. first go to the House(Players)list.
add a next number (13=) and the name. go down to the house stats where
you see GDI, NOD, ECT. ADD THIRDSIDE to the list and the name of the side.


for all those people who need help understanding what i wrote here is an example:


; *** House (players) List ***
; Each side has some basic controls on how they behave (when
; controlled by the computer. Here is the list of available
; house types.
;
; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish
; or LAN game maps. These need to go into the house types array first and without
; interruption by other types of houses, or we will get evil crashes.
[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=GDI
10=Nod
11=Neutral
12=Special

13=Sirus

; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
;GDI=GDI
;Nod=Nod

GDI=British,French,Germans,Americans,Alliance ;keep this order as GDI first and Nod second
Nod=Russians,Africans,Confederation,Arabs ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.)
ThirdSide=Sirus

Civilian=Neutral
Mutant=Special

hope you understand now. GOOD MODDING!!!!!

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri Sep 26, 2003 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

you cant ad new sides to yr

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Banshee
Supreme Banshee


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

PostPosted: Fri Sep 26, 2003 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

errr.... before adding that as tutorial... have you ever tested that? I mean, did it really worked?

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am not talking about yr i am talking about ra2.
yes this has worked i just dont have any buildings for him.

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

forgot one thing: you got to go to the country stats part

; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned
; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".

; Airspeed = multiplier to speed for all air units (larger means faster) (def=1.0)
; Armor = multiplier to armor strength for all units and buildings (larger means stronger) (def=1.0)
; Cost = multiplier to cost for all units and buildings (larger means costlier) (def=1.0)
; Firepower = multiplier to firepower for all weapons (larger means more damage) (def=1.0)
; Groundspeed = multiplier to speed for all ground units (larger means faster) (def=1.0)
; ROF = multiplier to Rate Of Fire for all weapons (larger means slower ROF) (def=1.0)
; BuildTime = multiplier to general object build time (larger means longer to build) (def=1.0)
; Color = color to use when displaying objects owned by this country (see color schemes)
; Multiplay = This house used as placeholder for multiplay house (def=no)?
; WallOwner = Will this house own walls that are placed near its buildings (def=yes)?
; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)?

;Enough of theirs. Here's the real stuff. VeteranXXX can be used to make all units
;of that type start as veterans. Please stay clear on the meaning of Infantry, Unit, and Aircraft.
;For % bonuses, the unit ones are made up up two words: the category and the type it applies to.
;Column A: Armor, Cost, Speed(units), BuildTime
;Column B: Aircraft, Units, Infantry, Buildings, Defenses
;Column C: Mult (to remind you that this is a straight multiplier instead of the formulas they used.)
;Exception is IncomeMult, which is applied when gaining money from refining ore only, but, well, it doesn't actually work. Umm...sorry. 3/22 Maybe it does now...lemme check...yeah! it works now!

;For armor, think of max strength being multiplied by the number (in reality, damage is divided by this since you can't change the max in Type)

[GDI]
UIName=Name:GDI
Name=GDI
Suffix=Allied
Prefix=G
Color=Gold
MultiplayPassive=true
Side=GDI
SmartAI=yes

[Nod]
UIName=Name:Nod
Name=Nod
Suffix=Allied
Prefix=G
Color=Gold
MultiplayPassive=true
Side=GDI
SmartAI=yes

[British]
UIName=Name:British
Name=Great Britain
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranAircraft=SHAD
;VeteranInfantry=GHOST,SNIPE

[French]
UIName=Name:French
Name=France
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;BuildTimeDefensesMult=.75

[Germans]
UIName=Name:Germans
Name=Germany
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranUnits=MTNK

[Americans]
UIName=Name:Americans
Name=America
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranInfantry=E1
;CostUnitsMult=.85

[Alliance]
UIName=Name:Alliance
Name=Asian Alliance
Suffix=Allied
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
SmartAI=yes
;VeteranInfantry=E1
;CostInfantryMult=.8

[Russians]
UIName=Name:Russians
Name=Russia
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=YURI
;CostUnitsMult=.85

[Confederation]
UIName=Name:Confederation
Name=Latin Confederation
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=IVAN
;SpeedUnitsMult=1.15

[Africans]
UIName=Name:Africans
Name=African Empire
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranInfantry=SHK
;BuildTimeInfantryMult=.75

[Arabs]
UIName=Name:Arabs
Name=Arab Union
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Side=Nod
SmartAI=yes
;VeteranUnits=HTNK
;IncomeMult=1.2

[Special]
UIName=Name:Special
Name=JP
Suffix=JP
Prefix=J
Color=Grey
Side=Mutant
SmartAI=yes
MultiplayPassive=true

[Neutral]
UIName=Name:Neutral
Name=Civilian
Suffix=CIV
Prefix=C
Color=Grey
MultiplayPassive=true
SmartAI=yes
Side=Civilian

[Sirus]
UIName=Name:Sirus
Name=Sirus
Suffix=Sirus
Prefix=S
Color=Green
Multiplay=yes
Side=Sirus
SmartAI=yes
;VeteranUnits=HTNK
;IncomeMult=1.2

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Sep 26, 2003 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh... anybody (even I) can copy stuff from YR to RA2... But that doesn't effect anything. These questions make more sense: what MCV does it use? Can AI also use it without bugs? Does it get recognized in the country-selection list?
If you get stuck on solving these problems, don't worry... Everybody did.

I believe this will help you:

DeeZire's INI Guide wrote:
It is not possible to 'truly' add new countries by extending this list as it forms an internal array - the numbering system is very strict as numbers 13 and upwards are used by the game code to refer to houses in multiplayer games (one of which may include an 'observer' if that has been allowed in the game at the expense of another human or AI player) and form the basis of events, actions and triggers. The game is also hard-coded to recognize the above countries and their corresponding numbers only.

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

It gets reconized in the country list
dont know about ai but im working on it
i dont have the mcv but im working on it

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri Sep 26, 2003 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

well this actually makes sense that ea planned already a new side in their expansion otherwise it would be called YuriSide or something like that

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Sep 26, 2003 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't have the MCV? How can you do that? AFAIK, player can't start without one of the THREE FIRST BaseUnit= entries, depending on their side.

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont have the new mcv i used the soviet one

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im making the new one so i dont have to use the soviets one

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SeaMan
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Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri Sep 26, 2003 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it is not going to work. You can have only 3 different MCVs.

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know i have 2:allies and soviet IM MAKING 1 NEW MCV
1+2=3

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Banshee
Supreme Banshee


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

PostPosted: Fri Sep 26, 2003 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

this tutorial will cause more doubts than solutions, so I decided to move it again to the editing forum... Make sure you really have a working solution, specially if you have a screenshot of skimirsh screen with it and a screenshot of the MCV and starting units from it before making of it a tutorial...

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the_kid
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Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Sat Sep 27, 2003 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, I'm all messed up. Banshee is right, this thread seems to have created more confusion and arguments than erm... a tutorial should.

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Sep 27, 2003 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

i think it can work it is simple in ra2 thet just already have the 3rd side in a hardcoded manner otherwise it would be called yuri side lets just wait if that new mcv will work

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DeeZeL
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Joined: 10 Jun 2003
Location: Egypt

PostPosted: Sat Sep 27, 2003 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

again:

Blade wrote:
You CANNOT add anymore sides. You could concievably add new countries by hacking the exe and altering the array data that the houses use, but the side stuff (AI mainly such as base planning side as well as different battle labs and such things) cannot be increased beyond 3 feasibly without the source code to the game.

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Sep 27, 2003 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

it says beyond 3 deezel ra2 2 has 2

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Sat Sep 27, 2003 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am having a problem: the loading screen for the skirmishes is not working can one of you find the code
that handles that> THANXS

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat Sep 27, 2003 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeeZeL wrote:
again:

Blade wrote:
You CANNOT add anymore sides. You could concievably add new countries by hacking the exe and altering the array data that the houses use, but the side stuff (AI mainly such as base planning side as well as different battle labs and such things) cannot be increased beyond 3 feasibly without the source code to the game.


Also if this for RA2 not YR, then you can have only 2 sides.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Sep 27, 2003 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not working... how? With that many details, a lot of us will have difficulty answering it...

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DeeZeL
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Joined: 10 Jun 2003
Location: Egypt

PostPosted: Sat Sep 27, 2003 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

scoobmiester wrote:
I am having a problem: the loading screen for the skirmishes is not working can one of you find the code
that handles that> THANXS



you cant..i forgot to mention that the sides' graphics are hardcoded...meaning that the sides will only use the specified graphics in the original mixes...and theres nothing you can do about it.

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ComradeSpike
Vehicle Driver


Joined: 15 Jun 2003

PostPosted: Sun Sep 28, 2003 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has to do with your prefixs and suffixs, they decide which 'SIdec01.mix'
or 'sidec02.mix' is used..... maybe, just maybe you can get your country screens working if u copy the prefix and suffix of another country..... hmmm..... probly won't work though

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Sun Sep 28, 2003 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

all the skirmish screens are in the load.mix

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Sun Sep 28, 2003 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think i found the hardcoded stuff.

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DeeZeL
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Joined: 10 Jun 2003
Location: Egypt

PostPosted: Sun Sep 28, 2003 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

WHAT???

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Mon Sep 29, 2003 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

game.exe near the bottom with a text editor, ra2.tlb

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Mon Sep 29, 2003 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

ra2.tlb has locomoters and unit types in it. game exe has alot of other stuff

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DeeZeL
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Joined: 10 Jun 2003
Location: Egypt

PostPosted: Mon Sep 29, 2003 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

but you cant edit them...coz its a whole new kinda work and NO ONE ever succeeded in doing so.

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Mon Sep 29, 2003 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i got this program to edit the game.exe

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DeeZeL
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PostPosted: Mon Sep 29, 2003 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

ill leave the talking to Banshee here.

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Tue Sep 30, 2003 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

WELL MY COUNTRY SCREEN WORKS-



proof.jpg
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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Tue Sep 30, 2003 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

im still working on the ingame stuff

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Banshee
Supreme Banshee


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

PostPosted: Tue Sep 30, 2003 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

does a flag for it appears?

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Tue Sep 30, 2003 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

no....i have to make that shp

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John Galt
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PostPosted: Tue Sep 30, 2003 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see the Short Game is off... can it be due to your MCV instantly dying?

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Tue Sep 30, 2003 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

no.. i always do that to make the game longer

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Mike
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PostPosted: Wed Oct 01, 2003 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

test the game with short game on if it works it confirms my theory that the 3rd side stuff is already coded in ra2

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iceman559
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Joined: 26 Jul 2003
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PostPosted: Wed Oct 01, 2003 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

if it was the MCV dieing, it would be when short game is on

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Wed Oct 01, 2003 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

im making all the buildings using a cut n paste logic...
so it doesnt take all that long.
i have to make every building so that when i test it i have enough time to build a spysat and take a screenshot



mabye i should give him my tesla veteran Very Happy

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scoobmiester
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Joined: 26 Sep 2003

PostPosted: Wed Oct 01, 2003 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have to let the ai be him only cause his loading screen
is pretty.... awww ill just have to fix that

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bullethead
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PostPosted: Sun Oct 19, 2003 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

yah....ummm..Ive already tried your method out along time ago...and yes I can get my name to appear on that screen as well for the new country...but it still wont work cause the new tags in YR arnt in RA2..so theres no way yurside will work..so I would give this up while you still can cause it wont work...also I too have a program that can open the exe...and I can see everything I need to edit...but you wont be able to unless you understand assembly...and also it takes alot more then 1 program to edit the exe..plus you need to know what you are editing.

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scoobmiester
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PostPosted: Sun Oct 26, 2003 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea i get ya. im scraping this project for now cause im doing something for ps2 ok

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the_kid
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Joined: 14 Sep 2002
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PostPosted: Mon Oct 27, 2003 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

... all that for nothing... you really should finish this project or people are going to be a little tiny bit angry...

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