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Article View: alt.games.command.and.conquer
Article #27011

Re: Using Mods

#27011
From: HeXetic
Date: Mon, 12 Jan 2004 16:40
36 lines
2520 bytes
There's no need to be so drastic. If you can isolate each mod into a single BIG
file (use a utility like FinalBig to do this), then you can take advantage of a
feature introduced in v1.4. From the patch readme for 1.4:

--
- Added a new command line for mod developers that lets Generals run
user-created content. Simply add the "-mod" command line after the generals.exe
target path, followed by the name of any user-created .big file or user-created
directory. The correct path would like this: "C:\Program Files\EA Games\Command
and Conquer Generals\generals.exe" -mod MyGeneralsMod.big. All user-created
content must be placed in the "Command and Conquer Generals Data" folder within
your "c:\Documents and Settings" directory.
--

Basically what this means is, if you package a mod into a BIG file and dump it
in your \My Documents\Command and Conquer Generals Data\ folder, you can set up
Generals with a command-line parameter to play that mod. This way you keep your
core Generals installation folder 100% clean.


-- 
- Tim G.

"Ned O'Tennis" <digitalice@prodigy.net> wrote in message
news:lbxMb.24121$Ee1.21239@newssvr33.news.prodigy.com
> Hi All,
>
> I really like using mods, but eventually after 'addiing' and removing
> several times zero hour gets corrupted.  Can you load mulitple copies of
> Zero Hour on your hard drive?  Is that the best way for dealing with
> multiple mods?
>
>
> Thanks,
>
> Rob
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From: "HeXetic" <hottic@hexemail.com>
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Subject: Re: Using Mods
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