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files needed for exe?
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JarJarRey
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Joined: 28 Dec 2019

PostPosted: Sat Dec 28, 2019 12:56 am    Post subject:  files needed for exe? Reply with quote  Mark this post and the followings unread

What RA2 files would i need to add to a mod exe. created with a programming tool like Python?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 28, 2019 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

What EXE created with what Python?

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 28, 2019 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

JarJarRey wrote:
What RA2 files would i need to add to a mod exe. created with a programming tool like Python?

On that sentence there's just about everything wrong. It makes no sense at all.

@TAK: Python is a programming language, but this has nothing to do with RA2. (Ares is C++ and there are no tools or "modified exes" created with Python)

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 28, 2019 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Python is a programming language, but this has nothing to do with RA2. (Ares is C++ and there are no tools or "modified exes" created with Python)

I know it's a programming language, but I meant "what code?".
Should have made it clearer.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 28, 2019 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure he's asking about which files he needs to bundle if he writes a mod installer with Python... but that'd condone piracy.

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JarJarRey
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Joined: 28 Dec 2019

PostPosted: Tue Dec 31, 2019 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
I'm pretty sure he's asking about which files he needs to bundle if he writes a mod installer with Python... but that'd condone piracy.
why would it be piracy?

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JarJarRey
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Joined: 28 Dec 2019

PostPosted: Tue Dec 31, 2019 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
JarJarRey wrote:
What RA2 files would i need to add to a mod exe. created with a programming tool like Python?

On that sentence there's just about everything wrong. It makes no sense at all.

@TAK: Python is a programming language, but this has nothing to do with RA2. (Ares is C++ and there are no tools or "modified exes" created with Python)


I see it's C++ that I need, so which files from my mod would I need to make an .exe?

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Dec 31, 2019 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's piracy if you include the files in a modded exe from RA2 because it's not freeware. It's not piracy if you have the mod installer require the files read from an end-user's directory and injected to the exe from there.

See the files Mental Omega requires from you to install it, should be what you require.

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MadHQ
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PostPosted: Tue Dec 31, 2019 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Wed Jan 01, 2020 12:57 pm    Post subject: Re: files needed for exe? Reply with quote  Mark this post and the followings unread

JarJarRey wrote:
What RA2 files would i need to add to a mod exe. created with a programming tool like Python?

I believe you mean you want your own mod to have another 'game.exe', It's possible since literally many larger mods were using a 3rd 'game.exe' like Mental Omega and Red-Resurrection both before the DTA client was released.

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JarJarRey
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Joined: 28 Dec 2019

PostPosted: Thu Jan 02, 2020 10:01 pm    Post subject: Re: files needed for exe? Reply with quote  Mark this post and the followings unread

PussyPus wrote:
JarJarRey wrote:
What RA2 files would i need to add to a mod exe. created with a programming tool like Python?

I believe you mean you want your own mod to have another 'game.exe', It's possible since literally many larger mods were using a 3rd 'game.exe' like Mental Omega and Red-Resurrection both before the DTA client was released.

Ya I don't necessarily want to add RA2 stuff in the exe, but just the .exe have my own created files and require RA2 game installed for it to be usable.

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JarJarRey
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Joined: 28 Dec 2019

PostPosted: Thu Jan 02, 2020 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:


Laughing  Laughing  Laughing  Laughing  Laughing

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jan 02, 2020 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ is a monster...

Then again, Jar Jar Binks is my favorite character: there's a chance of him off putting people so they go read the Dune series instead #Tongue

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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