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> Packaging a mod, Editing Game.exe
Altzan
post Dec 21 2007, 02:53 AM
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Ok, I have a mod and I want to package it. ScrinHack and I use it to play LAN games for fun, not as a contest (we like to mess around with pimped-out units tongue.gif ) so it's not really a mod per se... but we are annoyed with having to switch the ini's around between my mod and Origional rules.
So, I read the tutorial on editing Game.exe, followed it and...fail. It runs, yes, but plays origional rules.

So here's my failing procedure.
I have the typical INI files that are in a mod:
CODE
AI.ini
Art.ini
BattleFS.ini
Firestrm.ini
Rules.ini
Sound01.ini
Theme.ini
ArtFS.ini

I put these within a MIX entitled LANMOD02.mix using MIX editor. I copied Game.exe, renamed it to LANMOD.exe, used HDD Hex Editor to change [ EXPAND ] to [ LANMOD ]. Saved it, then ran it.

So, can anyone see flaws in my procedure?

PS How many instances of [ EXPAND ] must be changed in the .exe? Must I change ECACHE even if there are none?

This post has been edited by Altzan: Dec 21 2007, 02:54 AM


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Altzan
post Dec 22 2007, 10:56 PM
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Favorite game: Tiberian Dawn



QUOTE (TSHyper @ Dec 22 2007, 05:33 PM) *
Arf, why cant people make more sense 0_o

Look, if you rename Expand%02d.mix to OMGLuL%02d.mix, the game will read OMGLuL%02d.mix instead of Expand%02d.mix. Now, the same goes for INI's. If you want to put your custom INI's in OMGLuL%02d.mix, then the game will read them fine, taking assure that you dont have copy's in the current directory.


That is exactly what I did, and it runs TS with origional rules. Even with no ini's in TS directory.


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