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Modding Setup
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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Dec 19, 2014 7:29 am    Post subject:  Modding Setup Reply with quote  Mark this post and the followings unread

Greetings PPM,

While I recall the olden days of modding RA1 uphill in the snow.

I am looking for a bit of a modding refresher #Tongue

Especially now with all these newly confangled patches and hex edits.  What is in vogue now a days that newer mods are keen to have?

I have been keeping an eye on Ares at the moment, and of course OpenRA but that's for another day.

Basically where does one get started before going into the heavy stuff. Like proper mod setup? Granted I got ole XCC and Rules.ini at the ready, which in theory is all one needs.

Also regarding Ares. There is confusion with Launch Base since its recommended but ran into a thread that suggested its no longer supported?

Anyways thankies

XOXO~

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Dec 19, 2014 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back Ickus (I guess #Tongue)!

Launchbase is no longer being worked on and hasn't for awhile as far as I know, so Ares isn't set up for it anymore.

As far as what's new:

CNCNet (http://cncnet.org/)

C&C Map Renderer (https://github.com/zzattack/ccmaps-net)

Most of the Open Source stuff has been getting improvements, and of course Ares, where most of what you need is in the manual or Custom Foundation page which is buggy in Chrome.

Other than that, not much else to know except checking out the research sections maybe.

As far as a mod setup, most everything can be strewn everywhere with Ares, or packed in whatever, divided into a hundred INI's. Personally I'd keep my most opened INI's out in the open and everything else packed away in their own elocal.mix. Oh and Notepad++ for easy swapping between INI's.

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