D.Durand wrote:
By example, none of the sections explain what is the "RES_W_RK_MRL1" in
R-Wpn-Rocket02-MRL,Level One-Two,0,0,IMAGE_RES_WEAPONTECH,0,0,RES_W_RK_MRL1,0,Rocket-MRL,WEAPON,2400,1,1,0,0,0,0,0,1
Actually, i can't ADD a weapon (blood ray gun, fairy missiles, etc), or a body (a third red body), or even a structure (put a heavy laser or a double-barrelled cannon on a bunker, for example), juste REPLACE an object (a body, in the document) by another.
And i don't find how add a tech :-\
you can thank the original psx compatibility for that -- because of the memory limitations of the play station, research trees were extremely limited, as were the total number of components, structures (and anything else you'd want to mod) that could be in the game -- in nearly all cases, adding 5-12 of any one thing will cause the game to crash on mission load. i don't know if these restrictions have been relaxed since it has gone open source, but in any case, most of the tutorials you read will suggest that "if you want to add something, you have to remove something else." in most cases, it was simply easier to use the same component id, and just change the name and all the stats, so "jimmys_megabomb" might keep that same id, but would would be changed to show "triple machinegun" in game. easiest way to check these things is just add about 20 mockup weapons, and if the game crashes on mission load, then the limitations haven't been relaxed.
also, traditionally wzck was used for this sort of editing. it is a rather good program, but is windows only, and like windows, has some tendency to crash, so you might save your work frequently (people like me, who aren't using windows may be able to use wine to run it. the dependencies are simple enough that wine for osx might be able to run it as well, and wine is generally available for all platforms on which warzone is supported) -- the one thing about it, though, is you won't want to use the "compile wdg" option, since wdg's are now deprecated -- you should be able to just zip compress whatever it outputs as a .wz file.
indeed, most operating systems can view chm files when you install the appropriate software. unless it's requested that i don't, i figured i might as well take 3 minutes and package together an offline version packaged in the standard archive formats (note that this won't have the search capabilities that the chm download would, but if you're using a unix, you should probably already know how to grep). also, these might help as alternatives to the rar format on unix machines since the foss unrar utility only can decompress rar's created with the foss rar util, and the proprietary linux unrar utility is, well, buggy.
now available in:
if you're going to download one of the tar.* files, you might as well go with the gzip compressed one, since it's only a few hundred kilobytes difference from the bzip2 one, and will decompress faster, though, in the time you spent reading this statement, bzip2 could've been done decompressing it anyways.
also, the above is not a compilation of the full documents project, as i gather -- it's simply a complete offline mirror of coyote's online doc project site. if it is so wished, i can easily package full versions if the current ones are missing anything.