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Is EA Sick or what?
GDIZOCOM
post 17 Jul 2009, 12:04
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I've been surprised since i knew EA left lots of things behind

Here it is(sorry if its too long)
* in-game, the model and cameo of the Chinese Supply Center don't match. The cameo shows a supply center with one passageway, while the model is a supply center with exits to all four directions. The model used to look like the cameo shows in the beta, but this has been changed and the cameo was never updated.
* In-game, the Tunnel Network cameo shows no gun. The tunnel network used to have no gun, but a gun was added during development and the cameo has never been updated.
* In-game, the small cameo of the USA War Factory shows the old Crusader Tank while the large cameo shows the new one.
* Wall cameos and code is still available in Generals, although it does not work any more because the LINEBUILD KindOf is broken (construction will stay at -1% indefinitely). If this feature worked, you would've been able to build walls similar to classic Command & Conquer.
* The Hover Crusader cameo is still in the files, although the unit itself has been removed in the alpha.
* There are unique Guard ground icons for each faction. In the final there's only one guard ground icon for all factions.
* The conscript cameo is still in the game. The conscript itself was available in the alpha, but eventually turned into the Red Guard.
* There is a large amount of commented out POW logic code and cameos throughout the INIs.
* The Red Guard used to have a bayonet which it could use to stab enemies. The code and cameos are still there and can easily be re-enabled.
* The Civilian cameo files contain cameos for the cave and radio station. Both are not available in the final game, but the cave can be easily re-added.
* The GLA cameo files contain a cameo showing demolitions. This cameo cannot be seen in the final game.
* The textures for the removed SDI Uplink superweapon missile are still there.
* There are unique sounds for the stealth fighter attacking airborne units, even though the Stealth Fighter cannot attack air units in the final game.
* The code contains references to special powers that are not used in the final game. These include the Black Market Nuke, Crate Drop, Defector and Terror Cell.
* The string file contains references to an unused button "Climb Cliff". In the final game, units climb cliffs automatically, so this is not needed.
* One was supposed to be able to download map packs in the main menu. The WND contains the required coding and the registry contains a counter for the map pack version.
* China originally got the Napalm Strike, which consisted of a group of Migs firing Napalm Missiles. In the final game, the napalm strike is only available in the CHI05 mission. It uses a unique ground icon which becomes unused in Zero Hour because of this.

Command & Conquer: Generals - Zero Hour

As ZH is not only in a much more unfinished state but also based on the Generals alpha, it contains much more beta material and has many assets of the Generals alpha. Content exclusive to Zero Hour includes:

* In-game, you can give the Spectre move commands after it stopped firing and it will respond with unique sounds but not actually do anything. The Spectre was probably supposed to be moved like an ordinary unit at first, but then EA decided to add the buggy Spectre logic.
* There are multiple references that there once was China Boss General, USA Boss General and GLA Boss General, which would've been enemies in Generals Challenge. However, GLA and USA Boss Gen were never completed and everything was merged into one Boss General.
* Similarly, General Juhziz and General Fai, who do not show up as enemies in Generals Challenge, were once supposed to be playable and have a complete voice set.
* The string file contains strings which hint that there may have been some kind of introduction explaining the new units. As the strings exist for all three factions, this may have been a playable mission. The introduction contains many references to removed units and abilities, like the Warlock Tank and System Hack.
* The string file contains tips for the tactical analysis that never appear in the final game.
* Bunker Buster was originally supposed to go to the Aurora, until it was changed to the Stealth Fighter later on.
* The System Hack was a special feature of Hackers that allowed them to steal a Generals Power from the enemy. The coding was never added to allow this.
* Elite Guard upgrade added garrisoned RPG troopers to all GLA buildings. This has been removed from the final game, although GLA buildings still look "garrisoned" after buying the Fortified Structure upgrade.
* There's an unused repair pad in the code which works like a War Factory that can't produce any units. It can be placed in WorldBuilder but uses the Supply Drop Zone model.
*
Dr. Thrax Command Center
There are unused models for special Command Centers for certain generals. These include: General Granger, General Alexander, General Fai, General Tao, Dr. Thrax, General Juhziz and Prince Kassad.
* Originally, eight missions per faction were planned, as in Generals, only five were finished.
* The cameo files contain cameos for a Crusader Drop generals power.
* The cameo files contain a second, unused Microwave Tank cameo.
* Also in the cameo files is a vehicle that looks like an Ambulance but with a wrench. It probably used to repair vehicles on the battlefield.
* The cameo files contain an unused cameo, which was probably the "Go Supersonic" button for the Aurora.
* There are models and cameos for a special black Aurora which was meant to go to General Granger.
* General Alexander originally got the ICBM and Tomahawk Storm in addition to the Particle Cannon. The code, cameos and models are all present, but partly broken.
* The cameo files contain an unused Patriot Missile System which does not really fit any of the Generals.
* There are sounds for much more laser units than Laser General actually has, including Laser Ranger, Laser Missile Defender, Laser Burton, Laser Paladin, Laser Humvee and Laser Comanche.
* There are sounds for a "support" stealth fighter, which spread a health aura that healed infantry beneath it.
*
Snow bike ranger
There is a model for a Ranger on a snow bike.
* An unused booby trap cameo can be found in both the China and GLA cameo files.
* There are cameos for a "Neutron Bomb" upgrade, which was an upgrade to the EMP Bomb similar to the MOAB.
* There are sounds, cameos and code for Weapons Grade Uranium Shells and Fusion Reactors upgrades for General Tao, which increased firepower and speed of his tanks even further.
* The string files contain references to unused "training" sciences for various China Generals: Tank Hunter Training, Gattling Tank Training, Overlord Training.
* There are references of a Propaganda Trooper, which healed nearby units like a moving Speaker Tower.
* There are cameos and strings for a "nuke drop" special power, which dropped a tactical nuke by plane.
* The hacker of General Tao was supposed to get a nuke suitcase which he could plant on buildings. The appropriate sounds and strings exist.
* There are cameos for fake buildings that do not exist in the final game: Fake Stinger Site, Fake Tunnel Network, Fake Scud Storm.
* There are some references for a "fire bomb" ability for GLA, which may have belonged to the angry mob.
* There's an unused cameo for Toxin RPG Trooper, and another unused rebel cameo.
* There are two additional factions in code, GC_Chem and GC_Slth. They appear to be older versions of Toxin and Prince Kassad respectively and are used in the campaign (GC_Chem is used in USA05 where you capture the Baikonur missile, and GC_Slth is used in GLA02 where you need to destroy Kassad's army). They contain much unused code and ideas that never made it into the final game.
* Quad Cannon Snipe was originally planned for Prince Kassad and allowed the Quad Cannon to snipe infantry in a similar manner to Pathfinders (but faster). It's still used in GLA02, but the normal Prince Kassad no longer has it.
* GPS Scrambler was originally supposed to be split up in three levels, with a differing radius. In the final game the GPS Scrambler is one-level.
* There are unused subtitles for all the missions, EVA events and the Generals Challenge taunts. In fact, many taunts originally planned for the Generals are not used at all.
* Prince Kassad Battle Bus was meant to cloak like a Bomb Truck.
* Demolitions General was originally able to upgrade his Demo Traps with High Explosive Bombs, which doubled the Demo Trap damage.
* The string files contain references to a "sniper" who's stealthed when not moving or attacking.

This is hard to enable..or some only
Q&A
Q.Progen Already has this
A.I want to re-enable it in my own look so i'm asking some tips.
Tell me something about these....to re-enable it(this is my first mod attempt so don't ask anything else)

EDIT:Give me tips on making these effective through INI files instead.

This post has been edited by Pal: 17 Jul 2009, 12:05


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Stalker
post 17 Jul 2009, 12:38
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@Long list:
That's nothing new.

@Thread Title:
Yeah sure it would have been better if they implemented that into the game, but seriously, enough with the EA-bashing.
Would it be better if they had removed all the unused content? At least there are lots of resources for mods. And If you want all that unused stuff, play Shockwave, cause if you look through that list, most is actually added in SW.
Generals probably was rushed by EA/Westwood/Whatever but cutting content in the process because of unbalances or other reasons are a common thing.

@Questions:

Most of the stuff in this list is just a model or cameo change. POW stuff doesn't work fully. Most things are easy to implement but you would have to do a lots of coding because just a small part of the commented out code is usable.
AND: Some stuff was cut for a reason! The Defector Power would be way too powerful.
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GDIZOCOM
post 17 Jul 2009, 12:45
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What i meant was how to Re-enable these stuff.


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Stalker
post 17 Jul 2009, 13:04
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Yeah, that's what I said:

QUOTE
Most things are easy to implement but you would have to do a lots of coding because just a small part of the commented out code is usable.


That means: Creating lots of new units, Special Powers, Upgrades, ... through coding.
You just wouldn't need to create that much models, cameos or sounds

If you don't know how to do that, there are lots of tutorials around somewhere (Here, Fallout-Studios, Sleipnirstuff)
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GDIZOCOM
post 18 Jul 2009, 15:55
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I know.I see a lot of tutorials around the internet.


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CardBoardBoxProc...
post 18 Jul 2009, 20:37
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they are also some pictures of Devs int he texture files.. a file called test which is a sily face.. all sorts of silly things.
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Jester
post 23 Jul 2009, 23:29
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just to confirm what is a warlock tank?? and where can i find and image??
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ka1000
post 24 Jul 2009, 22:03
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98% of all stuff right there is enabled, fixed or implemented in shockwave wink.gif


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GDIZOCOM
post 25 Jul 2009, 6:06
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i'm surprised how they got the system hack even if it was never coded in Generals.


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Darkfire Angel
post 25 Jul 2009, 11:14
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The Warlocke tank is simply the flavorful name for the Microwave tank. Just like the Banshee tank is the ECM tank.
The System Hack ability works differently to its original concept, but only slightly. It was meant to steal a random offensive power from one of your opponents, now it's simply one of 3 powers and not specific to yous opponent.
But yes EA left a bunch of junk code and such in the final product. From a programming level it's pretty poor but from a moding pov it's pretty useful.


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Stinger
post 25 Jul 2009, 20:55
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QUOTE (ka1000 @ 24 Jul 2009, 19:03) *
98% of all stuff right there is enabled, fixed or implemented in shockwave wink.gif


Some of the stuff was dropped, like the Stealth General's Battlebus being able to use the Disguise As Unit ability. It was exploitable and also had a tendency to cause errors of why so serious kind. serious.gif

Actually, quite a few of the ex Westwood developers worked on Zero Hour so I think it was more their influence that we were left with many of the usable/reusable assets found in the files. No EA RTS since Zero Hour has featured as much unused content that was possible to re-enable through modding.


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Erik
post 25 Jul 2009, 22:18
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QUOTE
Some of the stuff was dropped, like the Stealth General's Battlebus being able to use the Disguise As Unit ability. It was exploitable and also had a tendency to cause errors of why so serious kind.


Mmmm i always wanted to disguise a bus as a bombtruck just for the lulz...


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GDIZOCOM
post 26 Jul 2009, 2:40
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You Know,those things are just Commented out of the code like:
Battlebus Disguise
Bayonet
Black Market Nuke
Crate Drop
Defector
Terror Cell.
Partly Broken Codes:
ICBM Silo
Tomahawk Storm
Crusader Drop
Toxin Rockets Upgrade(For Rocket Buggy).
And Some More.

EA Is just plain boring if SWR Wasn't here 8Ip.png


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GodofDeath
post 26 Jul 2009, 6:51
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To enable the GC_Chem toxin rpg trooper and put it into the playable chemical general, you copy the "Art Parameters" section and replace the regular chem general rpg trooper's Art section with the code from the GC_chem one.
that's how I did it.

Anyone have a good model, code and stuff for the old crusader, the original one has a brown skin that doesn't match with other USA vehicles? (this would Include the hover upgrade).

Rise of the reds has a really nice one.
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