How does this work ?
There is a file that says RUNARES.Bat and when I click on it, all it does is start the game and it says that ares is now active.
But its the same game, there is nothing different.
When I run FA there is nothing added and nothing new and there is no interface or editor for this programe..at least nothing shows up on my machine.
I just want to add my own colors to the game and change the amount of infantry spawned when a base building is destroyed...something so simple that I did in Generals and Tiberium Wars.
But the documentation is written for like math professors and scientist [interger and division is math and I have no knowledge of math past simple add and subtraction] rather than in simple terms saying ''to change this, go to this file, find this code and change the number to this or replace this unit with the one you want''. QUICK_EDIT
How does this work ?
There is a file that says RUNARES.Bat and when I click on it, all it does is start the game and it says that ares is now active.
This means that, if you want any Ares features and fixes in-game, they're now functional.
adamstrange wrote:
But its the same game, there is nothing different.
When I run FA there is nothing added and nothing new and there is no interface or editor for this programe..at least nothing shows up on my machine.
You need to do the codes first. Vanilla YR code does the same thing to YR+Ares as it does to vanilla YR.
adamstrange wrote:
I just want to add my own colors to the game
Easy enough. Extract uimd.ini from ra2md.mix > localmd.mix, then write this into it:
change the amount of infantry spawned when a base building is destroyed
This should be simple enough to do even in the base game, though I'm not entirely familiar with how exactly it works in vanilla.
What I do know is that Cost= of the destroyed building and then Cost= of the *Crew= that's set to spawn, SurvivorDevisor and SurvivorRate are the main factors.
There should be info on that on ModEnc: https://modenc.renegadeprojects.com/SurvivorRate
adamstrange wrote:
But the documentation is written for like math professors and scientist [interger and division is math and I have no knowledge of math past simple add and subtraction] rather than go to this file, find this code and change the value to this or replace this unit with the one you want.
The documentation seems written for people who want to see what Ares can do and which flags to use for that and whatever limitations apply, if any.
For everything else there's ModEnc, despite it being incomplete and sometimes outright wrong, but for beginners/simple mods the odds of running into that particular can of worms are slim to none. _________________ 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.
Last edited by TAK02 on Tue Jun 22, 2021 8:48 am; edited 1 time in total QUICK_EDIT
reason I did this was because when I would click on the Next Gen.exe and start the game, you can see that there are now more colors, but they aren't the ones I created so to track down the error I put this also in the rulesmd.ini but ares doesn't allow to read my colors and it also disables mooman's game rules.
The ares document is says
Quote:
Using uimd.ini you can define up to 16 colors to be shown in the dropdown lists. Replace X by the numbers from 1 to Count (without leading zeros)
What is X from 1 to count and what is a leading zero ?
Quote:
[Colors]?Count= (integer)
The number of colors to display. Values from 8 to 16 are valid and Ares enforces these limits. Defaults to 8.
What is count = integer ?
I looked up the word integer and it means prime numbers. I never heard of prime numbers, numbers are numbers.
I have no understanding of whats being said in these documents like this was written for only those who make computer AI.
So now there are new really ugly colors none which are mine and moomans rules are disabled. QUICK_EDIT
Integer here just refers to numbers. It being written inside a bracket is telling you that this flag takes numbers as its values (and not just any numbers - whole numbers, like 1, 2, 3, 5, 77, 42, etc)
To add your own colors, you need to first increase the color count. Open UIMD.INI, and add the [Colors] section. Note that the colors section is new in Ares, and does not exist in the vanilla (unchanged) UIMD.INI. You need to add it yourself.
SlotX.DiplayColor= (R,G,B) tells the game what should be shown in the color selection. This value DOES NOT tell the game what color to use for remap. That's the next one.
SlotX.ColorScheme= (Color Scheme) tells the game what color to use for remap. The color scheme it's refering needs to exist in the [Colors] section of RULESMD.INI.
Also, a leading 0 refers to a 0 before the actual number, as in 01 and 002, which are 1 and 2 when written without the leading zero.
Here's code to _replace_ the existing colours with 12 different colors (11 from around the color spectrum, and a very dark grey (but still light enough that remaps look good)
This code goes in the UIMD.INI file.
Code:
;Colors
[Colors]
Count=12 ; I think 12 is enough to let you choose from the whole spectrum without being confusing
Slot1.DisplayColor=224,13,13 ; this is in RGB format, 224 red, 13 green and blue
Slot1.ColorScheme=xRed
Slot1.Tooltip=NOSTR:Red ;This tells the game to write "Red" in the status bar at the bottom when the mouse is over the color.
Slot2.DisplayColor=224,118,13
Slot2.ColorScheme=xOrange
Slot2.Tooltip=NOSTR:Orange
Slot3.DisplayColor=224,224,13
Slot3.ColorScheme=xYellow
Slot3.Tooltip=NOSTR:Yellow
Slot4.DisplayColor=118,224,13
Slot4.ColorScheme=xLime
Slot4.Tooltip=NOSTR:Lime
Slot5.DisplayColor=13,224,13
Slot5.ColorScheme=xGreen
Slot5.Tooltip=NOSTR:Green
Slot6.DisplayColor=13,224,154
Slot6.ColorScheme=xCyan
Slot6.Tooltip=NOSTR:Teal
Slot7.DisplayColor=13,154,224
Slot7.ColorScheme=xBlue
Slot7.Tooltip=NOSTR:Sky Blue
Slot8.DisplayColor=13,13,224
Slot8.ColorScheme=xIndigo
Slot8.Tooltip=NOSTR:Indigo
Slot9.DisplayColor=118,13,224
Slot9.ColorScheme=xViolet
Slot9.Tooltip=NOSTR:Violet
Slot10.DisplayColor=224,13,224
Slot10.ColorScheme=xMagenta
Slot10.Tooltip=NOSTR:Pink
Slot11.DisplayColor=224,13,118
Slot11.ColorScheme=xPink
Slot11.Tooltip=NOSTR:Rose
Slot12.DisplayColor=51,51,51
Slot12.ColorScheme=xSpace
Slot12.Tooltip=NOSTR:Dark
Observer.DisplayColor=204,204,204
Observer.ColorScheme=xSilver
Observer.Tooltip=NOSTR:Silver
This code goes in the RULESMD.INI file. These are the additional color schemes I'm using. I'm adding new ones because I don't want to change the existing ones. Note that in this section, the values are in the HSV format, NOT RGB. HSV stands for Hue, Saturation, and 'Value'.
Hue stands for what color in a spectrum it is, with 0 meaning red, and it becoming yellow through green through blue, and so on as you increase the number until it circles back to Red at 255. Think of this as a color wheel.
Saturation stands for colorfulness. Lower numbers mean dull, greyscale, while higher numbers mean more colorful. If you want a grey color, set this to 0.
Value stands for how light or dark the color is. 0 is black, 255 is white, regardless of what the other 2 numbers are. For numbers in between, the displayed color depends on the other 2 numbers.
So when you wrote 0,255,0 expecting Green remaps, you were actually telling the game to paint pitch black (due to V being 0).
Code:
[Colors]
;// Silver's Remap Color List
;Color=H16,S16,V16 ;R16,G16,B16 ; for reference, I've included the RGB version of the respective colors, so you know what each stands for.
xRed=0,230,210 ;224,13,13
xOrange=21,230,210 ;224,118,13
xYellow=42,230,210 ;224,224,13
xLime=63,230,210 ;118,224,13
xGreen=84,230,210 ;13,224,13
xCyan=112,230,210 ;13,224,154
xBlue=140,230,210 ;13,154,224
xIndigo=168,230,210 ;13,13,224
xViolet=189,230,210 ;118,13,224
xMagenta=210,230,210 ;224,13,224
xPink=231,230,210 ;224,13,118
xSpace=0,0,50 ;51,51,51
xSilver=0,0,200 ;204,204,204 ;Observer
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