Scripts with gcf files

Discussion in 'Testing Discussion' started by blizzerd, Nov 30, 2014.

  1. blizzerd

    blizzerd Member

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    How can i change the scripts in gcf files to be active in my empiresversion? i can extract them but after changes i dont know what to do with them since gcf are static files and putting them in the appdata folder in correct positon where they used to be doesnt work either.

    it used to be so easier before steam bullshit. :/
     
  2. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    Empires hasn't used GCF's since last March. You just edit the script files directly now, in Steam\steamapps\common\Empires\empires\scripts.
     
  3. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    expect to see them overwritten constantly for each "update" unless your adding new items.
     
  4. ImSpartacus

    ImSpartacus nerf spec plz

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    I'd advise keeping an SVN-based installation so you can have more power over not getting yo shit overwritten.

    And it's purdy kewl to be able to quickly look at past versions of everything. Like seriously, Jephir & the gang deserve massive kudos for configuring that.
     
  5. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    You know it would be damn spiffy if we could just have a new directory called mods or some such that we could put things in and empires would load them up and override stock items with them.
     
  6. ImSpartacus

    ImSpartacus nerf spec plz

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    That WOULD be pretty kickass, but as it turns out, the empires directory already is that directory in at least a couple cases. You can tweak certain things in source 2013 by adding files in the empires directory. I haven't tested it extensively, but I be surprised if it worked broadly.
     
  7. blizzerd

    blizzerd Member

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    This was why it was not working for me, i fucked up something stupid.
     
  8. Kylegar

    Kylegar Specstax Rule

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    wow that would be a fantastic idea. I wonder who got 70% of the way into implementing that system :P
     
  9. Trickster

    Trickster Retired Developer

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    SVN was being used back when 2.2 was being developed, maybe even before that idk, so that's at least Kylegar, maybe even Krenzo.

    Also yeah, script_manifest would have been nice.
     
  10. Z100000M

    Z100000M Vithered Weteran

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    I believe svn dates before 2.2 development as well.

    That got me thinking, has anyone ever asked Krenzo where did he get his nickname? Id imagine Kylegar is some sort of wordplay on name, but , an incredibly dated joke aside, "Krenzo "really does sound like a "experience enchancing" drug.
     
  11. ImSpartacus

    ImSpartacus nerf spec plz

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    That's basically his last name, right? That was enough for me.
     
  12. Z100000M

    Z100000M Vithered Weteran

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    Last edited: Dec 1, 2014
  13. ImSpartacus

    ImSpartacus nerf spec plz

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    I thought his last name was Krenz, so "Krenzo" seems like a decent nickname.
     
  14. Z100000M

    Z100000M Vithered Weteran

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    Actually, on topic of changing scripts and whatnot, does anyone still has Weedy's AUempires data?
     
  15. ImSpartacus

    ImSpartacus nerf spec plz

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    Trickster has it somewhere.
     
  16. 101010

    101010 Member

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    ........Pretty sure thats what an addons folder is for.
    That's why source games use an addons folder.

    You place things in the addons folder and use a addoninfo.txt to use custom things.

    http://youtu.be/aB1QU72p4rI
     
    Last edited: Dec 1, 2014
  17. Trickster

    Trickster Retired Developer

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    Yeah I've got it. Throw me a PM if you want it or whatever and I'll upload it.
     
  18. Z100000M

    Z100000M Vithered Weteran

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    I was more thinking of burying it somewhere deep before spartacus steals the code for vehicle mods
     
  19. ImSpartacus

    ImSpartacus nerf spec plz

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    Haha, I've already seen it. It inspired quite a bit of Spartacuspires.
     
  20. Z100000M

    Z100000M Vithered Weteran

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    hence the past tense used
     

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