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		<title><![CDATA[Renegade Projects Network Forums - Red Alert 2 & Yuri's Revenge Editing]]></title>
		<link>https://forums.renegadeprojects.com/</link>
		<description><![CDATA[Renegade Projects Network Forums - https://forums.renegadeprojects.com]]></description>
		<pubDate>Wed, 22 Apr 2026 09:10:33 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Contacting Dark Elf]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2165</link>
			<pubDate>Wed, 15 Aug 2012 10:45:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=383">Professor_Tesla</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2165</guid>
			<description><![CDATA[Does anybody know how I can contact Dark Elf? I need to ask him something about using his Tesla Commando .SHP in my mod (specifically, whether it would be okay to make some colour-changed copies of it and use those along with the original).]]></description>
			<content:encoded><![CDATA[Does anybody know how I can contact Dark Elf? I need to ask him something about using his Tesla Commando .SHP in my mod (specifically, whether it would be okay to make some colour-changed copies of it and use those along with the original).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Where are sounds located?]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2143</link>
			<pubDate>Mon, 21 May 2012 16:55:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=950">DarkWiiPlayer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2143</guid>
			<description><![CDATA[Could someone please tell me where the unit's sounds are located in the mix files?]]></description>
			<content:encoded><![CDATA[Could someone please tell me where the unit's sounds are located in the mix files?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Convert 3D -> .vxl?]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2140</link>
			<pubDate>Mon, 23 Apr 2012 16:31:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=950">DarkWiiPlayer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2140</guid>
			<description><![CDATA[I know there are ways to convert 3D models to voxels, but I cannot find any of the programs. Does somebody know where to download a converter?]]></description>
			<content:encoded><![CDATA[I know there are ways to convert 3D models to voxels, but I cannot find any of the programs. Does somebody know where to download a converter?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New unit doesn't work!]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2033</link>
			<pubDate>Wed, 19 Oct 2011 18:14:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=950">DarkWiiPlayer</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2033</guid>
			<description><![CDATA[Hello.<br />
I have spent all the day making a new MIG-29 Fulcrum voxel, and now when i try to add a new unit with that voxel, the game crashes.<br />
It cannot be the voxel itself, because when i delete it it keeps crashing.<br />
When I add Image=BEAG to my unit it works, but it should work without an image, like it did before (as an Invisible unit, but at least not crash).<br />
<img src="http://img855.imageshack.us/img855/484/fulcrum005.gif" loading="lazy"  alt="[Image: fulcrum005.gif]" class="mycode_img" /> <img src="http://img838.imageshack.us/img838/721/fulcrum004.gif" loading="lazy"  alt="[Image: fulcrum004.gif]" class="mycode_img" /><br />
<br />
Unit in RulesMD.ini:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[MIG]<br />
;Image=BEAG<br />
UIName=Mod:MIG<br />
Name=MIG<br />
Prerequisite=RADAR<br />
Primary=Maverick;2<br />
CanPassiveAquire=no ; Won't try to pick up own targets<br />
CanRetaliate=no; Won't fire back when hit<br />
Strength=200<br />
Category=AirPower<br />
Armor=light<br />
TechLevel=3<br />
Sight=8<br />
RadarInvisible=no<br />
Landable=yes<br />
MoveToShroud=yes<br />
Dock=GAAIRC,AMRADR<br />
PipScale=Ammo<br />
Speed=10<br />
PitchSpeed=1.1<br />
PitchAngle=0<br />
OmniFire=yes<br />
Owner=British,French,Germans,Americans,Alliance<br />
Cost=10<br />
Points=20<br />
ROT=3<br />
Ammo=4<br />
Crewed=no<br />
ConsideredAircraft=yes<br />
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them<br />
GuardRange=30<br />
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60<br />
MaxDebris=3<br />
IsSelectableCombatant=yes<br />
VoiceSelect=BlackEagleSelect<br />
VoiceMove=BlackEagleMove<br />
VoiceAttack=BlackEagleAttackCommand<br />
VoiceCrashing=BlackEagleVoiceDie<br />
DieSound=<br />
MoveSound=BlackEagleMoveLoop<br />
CrashingSound=BlackEagleDie<br />
ImpactLandSound=GenAircraftCrash<br />
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}<br />
MovementZone=Fly<br />
ThreatPosed=20&nbsp;&nbsp;&nbsp;&nbsp;; This value MUST be 0 for all building addons<br />
DamageParticleSystems=SparkSys,SmallGreySSys<br />
;AuxSound1=BlackEagleTakeOff&nbsp;&nbsp;&nbsp;&nbsp;;Taking off<br />
;AuxSound2=BlackEagleLanding&nbsp;&nbsp;&nbsp;&nbsp;;Landing<br />
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER<br />
EliteAbilities=STRONGER,FIREPOWER,ROF<br />
Fighter=yes<br />
AllowedToStartInMultiplayer=no<br />
ImmuneToPsionics=yes<br />
ElitePrimary=Maverick2E<br />
PreventAttackMove=yes</code></div></div><br />
in ArtMD.ini:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[MIG] ; MIG-29 Fulcrum Fighter<br />
Voxel=yes<br />
Remapable=yes<br />
Cameo=FULCRUMICON<br />
AltCameo=FULCRUMICON</code></div></div>]]></description>
			<content:encoded><![CDATA[Hello.<br />
I have spent all the day making a new MIG-29 Fulcrum voxel, and now when i try to add a new unit with that voxel, the game crashes.<br />
It cannot be the voxel itself, because when i delete it it keeps crashing.<br />
When I add Image=BEAG to my unit it works, but it should work without an image, like it did before (as an Invisible unit, but at least not crash).<br />
<img src="http://img855.imageshack.us/img855/484/fulcrum005.gif" loading="lazy"  alt="[Image: fulcrum005.gif]" class="mycode_img" /> <img src="http://img838.imageshack.us/img838/721/fulcrum004.gif" loading="lazy"  alt="[Image: fulcrum004.gif]" class="mycode_img" /><br />
<br />
Unit in RulesMD.ini:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[MIG]<br />
;Image=BEAG<br />
UIName=Mod:MIG<br />
Name=MIG<br />
Prerequisite=RADAR<br />
Primary=Maverick;2<br />
CanPassiveAquire=no ; Won't try to pick up own targets<br />
CanRetaliate=no; Won't fire back when hit<br />
Strength=200<br />
Category=AirPower<br />
Armor=light<br />
TechLevel=3<br />
Sight=8<br />
RadarInvisible=no<br />
Landable=yes<br />
MoveToShroud=yes<br />
Dock=GAAIRC,AMRADR<br />
PipScale=Ammo<br />
Speed=10<br />
PitchSpeed=1.1<br />
PitchAngle=0<br />
OmniFire=yes<br />
Owner=British,French,Germans,Americans,Alliance<br />
Cost=10<br />
Points=20<br />
ROT=3<br />
Ammo=4<br />
Crewed=no<br />
ConsideredAircraft=yes<br />
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them<br />
GuardRange=30<br />
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60<br />
MaxDebris=3<br />
IsSelectableCombatant=yes<br />
VoiceSelect=BlackEagleSelect<br />
VoiceMove=BlackEagleMove<br />
VoiceAttack=BlackEagleAttackCommand<br />
VoiceCrashing=BlackEagleVoiceDie<br />
DieSound=<br />
MoveSound=BlackEagleMoveLoop<br />
CrashingSound=BlackEagleDie<br />
ImpactLandSound=GenAircraftCrash<br />
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}<br />
MovementZone=Fly<br />
ThreatPosed=20&nbsp;&nbsp;&nbsp;&nbsp;; This value MUST be 0 for all building addons<br />
DamageParticleSystems=SparkSys,SmallGreySSys<br />
;AuxSound1=BlackEagleTakeOff&nbsp;&nbsp;&nbsp;&nbsp;;Taking off<br />
;AuxSound2=BlackEagleLanding&nbsp;&nbsp;&nbsp;&nbsp;;Landing<br />
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER<br />
EliteAbilities=STRONGER,FIREPOWER,ROF<br />
Fighter=yes<br />
AllowedToStartInMultiplayer=no<br />
ImmuneToPsionics=yes<br />
ElitePrimary=Maverick2E<br />
PreventAttackMove=yes</code></div></div><br />
in ArtMD.ini:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[MIG] ; MIG-29 Fulcrum Fighter<br />
Voxel=yes<br />
Remapable=yes<br />
Cameo=FULCRUMICON<br />
AltCameo=FULCRUMICON</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MMX & avoiding CSF]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2027</link>
			<pubDate>Wed, 12 Oct 2011 20:54:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=609">XTF</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2027</guid>
			<description><![CDATA[IIRC there was a way to avoid CSF when using MMX maps. How was this done and does this also work in RA2 or is it YR only?]]></description>
			<content:encoded><![CDATA[IIRC there was a way to avoid CSF when using MMX maps. How was this done and does this also work in RA2 or is it YR only?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AmbientDamage]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=2008</link>
			<pubDate>Fri, 23 Sep 2011 04:04:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=554">Drogan</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=2008</guid>
			<description><![CDATA[I've been trying to get a weapon to punch through enemies in front of the targeted unit using AmbientDamage. So far, I could only get it work work if I have IsSonic=yes. The entry for it on Modenc sounded like it should work on any kind of weapon though (minus the special ones of course)...<br />
<br />
Is there a way to get AmbientDamage to work without having to use IsSonic=yes?]]></description>
			<content:encoded><![CDATA[I've been trying to get a weapon to punch through enemies in front of the targeted unit using AmbientDamage. So far, I could only get it work work if I have IsSonic=yes. The entry for it on Modenc sounded like it should work on any kind of weapon though (minus the special ones of course)...<br />
<br />
Is there a way to get AmbientDamage to work without having to use IsSonic=yes?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Some Excepts...]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1994</link>
			<pubDate>Sun, 04 Sep 2011 09:56:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=27">Beowulf</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1994</guid>
			<description><![CDATA[All gotten while using Ares, but I don't think Ares is the culprit for any of them, but I'm not entirely sure.<br />
I'm pretty sure I know what went on with 001318, but I want it double checked to be entirely sure. 002053 and 002703 have me baffled entirely.<br />
<br />
[EDIT] I have determined what happened with 002053. I had a weapon missing a projectile.<br />
<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=676" target="_blank" title="">except.20110904-001318.txt</a> (Size: 5.29 KB / Downloads: 605)
<br />
<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=677" target="_blank" title="">except.20110904-002053.txt</a> (Size: 5.29 KB / Downloads: 597)
<br />
<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=678" target="_blank" title="">except.20110904-002703.txt</a> (Size: 5.29 KB / Downloads: 630)
]]></description>
			<content:encoded><![CDATA[All gotten while using Ares, but I don't think Ares is the culprit for any of them, but I'm not entirely sure.<br />
I'm pretty sure I know what went on with 001318, but I want it double checked to be entirely sure. 002053 and 002703 have me baffled entirely.<br />
<br />
[EDIT] I have determined what happened with 002053. I had a weapon missing a projectile.<br />
<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=676" target="_blank" title="">except.20110904-001318.txt</a> (Size: 5.29 KB / Downloads: 605)
<br />
<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=677" target="_blank" title="">except.20110904-002053.txt</a> (Size: 5.29 KB / Downloads: 597)
<br />
<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/txt.gif" title="Text Document" border="0" alt=".txt" />
&nbsp;&nbsp;<a href="attachment.php?aid=678" target="_blank" title="">except.20110904-002703.txt</a> (Size: 5.29 KB / Downloads: 630)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Yuri like slide after slide and ripples with Dell M1530 nvidia 8600m gt]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1896</link>
			<pubDate>Thu, 23 Jun 2011 16:43:21 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=939">alaa2003</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1896</guid>
			<description><![CDATA[hello<br />
<br />
i have laptop with spec :<br />
Dell XPS M1530<br />
core2duo 2.5MHZ  6MB cash<br />
Ram 4 GB<br />
H.D 320<br />
<br />
i run winxp sp3 32bit<br />
<br />
i can play many games very good but with yuri isnot<br />
the normal speed in yuri =5<br />
but when play i can see rippes <br />
when move to right and left you can see map like slide after slide<br />
<br />
the good thing tht when i change game speed to 6  its working perfect<br />
but the moving of the Unints is very qucik . but when move mouse to right and left you there is no ripples , no slide after slide<br />
<br />
i have tested more things<br />
1- Disable Directdraw acceleration : i can see ripples but you can play becase there is no slow in game<br />
<br />
2- modify RA2MD.INI file : under Video tab add line VideoBackBuffer=no<br />
this line result equal with result in first srep<br />
so i can add  this line and didnot disable Directdraw acceleration<br />
<br />
3- reinstall and tested another copies: same problem exist<br />
<br />
4- test with Ares : this patch enabled me to not disable Directdraw acceleration or modify RA2MD.INI  , but the ripples still exist<br />
5- test idea of Dcoder ares.ini file: make ares.ini and add lines (i lost like)<br />
  but this not solve the issue too , thx for Dcoder<br />
<br />
so i need to fix it,<br />
<br />
Alaa<br />
]]></description>
			<content:encoded><![CDATA[hello<br />
<br />
i have laptop with spec :<br />
Dell XPS M1530<br />
core2duo 2.5MHZ  6MB cash<br />
Ram 4 GB<br />
H.D 320<br />
<br />
i run winxp sp3 32bit<br />
<br />
i can play many games very good but with yuri isnot<br />
the normal speed in yuri =5<br />
but when play i can see rippes <br />
when move to right and left you can see map like slide after slide<br />
<br />
the good thing tht when i change game speed to 6  its working perfect<br />
but the moving of the Unints is very qucik . but when move mouse to right and left you there is no ripples , no slide after slide<br />
<br />
i have tested more things<br />
1- Disable Directdraw acceleration : i can see ripples but you can play becase there is no slow in game<br />
<br />
2- modify RA2MD.INI file : under Video tab add line VideoBackBuffer=no<br />
this line result equal with result in first srep<br />
so i can add  this line and didnot disable Directdraw acceleration<br />
<br />
3- reinstall and tested another copies: same problem exist<br />
<br />
4- test with Ares : this patch enabled me to not disable Directdraw acceleration or modify RA2MD.INI  , but the ripples still exist<br />
5- test idea of Dcoder ares.ini file: make ares.ini and add lines (i lost like)<br />
  but this not solve the issue too , thx for Dcoder<br />
<br />
so i need to fix it,<br />
<br />
Alaa<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Styx's Allied Power Plant]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1893</link>
			<pubDate>Thu, 16 Jun 2011 02:15:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=383">Professor_Tesla</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1893</guid>
			<description><![CDATA[Does anybody know where I can find Styx's Allied Power Plant?]]></description>
			<content:encoded><![CDATA[Does anybody know where I can find Styx's Allied Power Plant?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[4th side button]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1881</link>
			<pubDate>Wed, 01 Jun 2011 14:28:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=443">Nikademis Von Hisson</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1881</guid>
			<description><![CDATA[I don't know if it is possible to do without a hack but, is it possible to add a forth button to selection screen? We were able to add the 3rd button to YR so you could play as 1 of 3 sides, so what about 4th side? I am posting this here because I don't know if this is possible or would be needed to be requested as a feature. Please let me know if possible and if I need to post feature. Thanks]]></description>
			<content:encoded><![CDATA[I don't know if it is possible to do without a hack but, is it possible to add a forth button to selection screen? We were able to add the 3rd button to YR so you could play as 1 of 3 sides, so what about 4th side? I am posting this here because I don't know if this is possible or would be needed to be requested as a feature. Please let me know if possible and if I need to post feature. Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mod Documentation/Manual Content & Format]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1879</link>
			<pubDate>Tue, 31 May 2011 12:28:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=291">Striker</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1879</guid>
			<description><![CDATA[Hi!<br />
<br />
As I am done with the planning stage and have 50% done of the coding, I now verifying my plan for a documentation/manual. Originally I had nothing special in mind, my question is now, which kind of documentation I should take and how detailed should it be?<br />
<br />
I have either HTML or PDF in mind. As usual for a manual, I would prefer PDF, as it feels, at least for me, more comfortable to do it in my writer program, but most mods have a documentation on their website. This is more accessible and users don't have to download a PDF. So I am really dissonant regarding this.<br />
<br />
Another question I ask myself is, how much work should I put in this documentation? In which facts are people interested?<br />
For the units section, I use a format which tells the cost, the prerequisites and its armor type. In a short description, I tell of its speed, its range, the armor types it's good against, land/air targeting, the IFV function and if available, whats its use, if the unit is deployable.<br />
After that, I give some examples of possible designated use (use it for eco-bash, against Air, ...).<br />
Then I give examples of countermeasures for every of the three sides.<br />
I'm also planning to include a "Strong/weak against" with some prime examples.<br />
<br />
Is this enough, too much, too less or are there specific details I should think about?<br />
<br />
I hope you can help me with these questions (as a documentation reader or as a writer) with serious advice.<br />
<br />
Thanks in advance]]></description>
			<content:encoded><![CDATA[Hi!<br />
<br />
As I am done with the planning stage and have 50% done of the coding, I now verifying my plan for a documentation/manual. Originally I had nothing special in mind, my question is now, which kind of documentation I should take and how detailed should it be?<br />
<br />
I have either HTML or PDF in mind. As usual for a manual, I would prefer PDF, as it feels, at least for me, more comfortable to do it in my writer program, but most mods have a documentation on their website. This is more accessible and users don't have to download a PDF. So I am really dissonant regarding this.<br />
<br />
Another question I ask myself is, how much work should I put in this documentation? In which facts are people interested?<br />
For the units section, I use a format which tells the cost, the prerequisites and its armor type. In a short description, I tell of its speed, its range, the armor types it's good against, land/air targeting, the IFV function and if available, whats its use, if the unit is deployable.<br />
After that, I give some examples of possible designated use (use it for eco-bash, against Air, ...).<br />
Then I give examples of countermeasures for every of the three sides.<br />
I'm also planning to include a "Strong/weak against" with some prime examples.<br />
<br />
Is this enough, too much, too less or are there specific details I should think about?<br />
<br />
I hope you can help me with these questions (as a documentation reader or as a writer) with serious advice.<br />
<br />
Thanks in advance]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[question pertaining to modenc vs Deezire]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1876</link>
			<pubDate>Sat, 28 May 2011 12:13:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=443">Nikademis Von Hisson</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1876</guid>
			<description><![CDATA[Quote from modenc<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The infamous -G suffix has no meaning whatsoever.</blockquote>
<br />
But in Deezire's AI Tut it says<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>NOTE: the use of '-G' as a suffix to the numbers throughout this file indicates that this is a 'global' value, meaning it will be used throughout the game regardless of any other conditions placed upon its use.</blockquote>
<br />
Does the '-G' have to be used or not?<br />
]]></description>
			<content:encoded><![CDATA[Quote from modenc<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>The infamous -G suffix has no meaning whatsoever.</blockquote>
<br />
But in Deezire's AI Tut it says<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>NOTE: the use of '-G' as a suffix to the numbers throughout this file indicates that this is a 'global' value, meaning it will be used throughout the game regardless of any other conditions placed upon its use.</blockquote>
<br />
Does the '-G' have to be used or not?<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A new Yuri's Revenge INI editor (update 05/27/11)]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1872</link>
			<pubDate>Tue, 24 May 2011 19:29:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=910">linq2js</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1872</guid>
			<description><![CDATA[I develop a modding tool "Yuri's Revenge INI Editor".<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Some program screenshots:</span></span><br />
<br />
<img src="https://lh5.googleusercontent.com/_-GHT-kgNuYI/Tdv-z8Z63pI/AAAAAAAAAM4/qq6hTi_VK7M/1.jpg" loading="lazy"  alt="[Image: 1.jpg]" class="mycode_img" /><br />
List of sections and child sections or section properties, can jump to section with a button on editing grid.<br />
<br />
<img src="https://lh4.googleusercontent.com/_-GHT-kgNuYI/Tdv-zq5yl0I/AAAAAAAAAM0/kp6GQpOWoe4/2.jpg" loading="lazy"  alt="[Image: 2.jpg]" class="mycode_img" /><br />
Advanced find section tool with wildcard supporting (startwith / endwith), default search any section name contains a keyword.<br />
<br />
<img src="https://lh5.googleusercontent.com/_-GHT-kgNuYI/Tdv-zaEQmSI/AAAAAAAAAMw/nY-eA0Z4mgs/s800/4.jpg" loading="lazy"  alt="[Image: 4.jpg]" class="mycode_img" /><br />
Edit property easily with auto complete popup dialog (customizable by config.ini)<br />
<br />
<img src="https://lh3.googleusercontent.com/_-GHT-kgNuYI/Tdv-z3W0IaI/AAAAAAAAAM8/PJRv2i5LyLI/5.jpg" loading="lazy"  alt="[Image: 5.jpg]" class="mycode_img" /><br />
Predifined template supporting for quick creating a new section<br />
<br />
<img src="https://lh5.googleusercontent.com/_-GHT-kgNuYI/Tdv-zxxKpAI/AAAAAAAAANA/br69T1sVsio/3.jpg" loading="lazy"  alt="[Image: 3.jpg]" class="mycode_img" /><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Main program commands:</span></span><br />
Filter -&gt; filter property / section displayed in editing grid<br />
Goto section -&gt; goto current editing section<br />
Auto Complete -&gt; popup available values of selected property<br />
Find Section -&gt; find section with wildcards<br />
Clone Section -&gt; copy all properties of current to new section<br />
Copy Properties -&gt; copy selected properties to other section<br />
Merge Properties -&gt; copy all properties to other section<br />
Copy INI Code -&gt; copy ini code of selected / all properties to clipboard<br />
Show INI source<br />
Insert INI code -&gt; insert ini snippet to current source and reload<br />
Clear Property Value -&gt; clear selected / all propertie values of current section<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">config.ini</span></span><br />
A program customization data, some snippets:<br />
<br />
[rulesmd] -&gt; define a schema for rulesmd.ini<br />
@General=node -&gt; indicate General section show in left panel<br />
@BuildingTypes=list -&gt; indicate BuildingTypes show in left panel and auto reorder child sections, display "jump to section" button in a editing grid<br />
<br />
<br />
(*)/Owner=multiple(@Countries) -&gt; indicate Owner property of any section has popup dialog showing all values in Countries section<br />
(*)/ToProtect=boolean -&gt; indicate a boolean (yes/no)<br />
(*)/FreeUnit=single(@VehicleTypes)<br />
(*)/Primary=single(@All) -&gt; @All token mean "All section names"<br />
(*)/Prerequisite=multiple(@BuildingTypes)<br />
<br />
syntax: multiple(@SectionName1, value1, value2, @SectionName2) =&gt; popup multiple values selecting dialog<br />
<br />
syntax: single(@SectionName1, value1, value2, @SectionName2) =&gt; popup single value selecting dialog<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Section or property matching can be regular expression.</span><br />
Ex: (*)/Weapon\d+=        =&gt; match Weapon1, Weapon2, WeaponX...<br />
<br />
General/AICaptureWounded=number -&gt; AICaptureWounded property of General section is number<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[rulesmd.template]</span> -&gt; define a templates for rulesmd.ini<br />
<span style="font-weight: bold;" class="mycode_b">#Title=Building Type</span> -&gt; Text display in menu<br />
<span style="font-weight: bold;" class="mycode_b">UIName=<br />
Name=<br />
BuildCat=<br />
Prerequisite=<br />
Strength=<br />
Armor=<br />
TechLevel=</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[rulesmd.template] </span>-&gt; define a templates for rulesmd.ini<br />
<span style="font-weight: bold;" class="mycode_b">#Title=InfantryType </span>-&gt; Text display in menu<br />
<span style="font-weight: bold;" class="mycode_b">UIName=<br />
Name=<br />
Image<br />
Prerequisite=<br />
Strength=<br />
Cost=<br />
Armor=<br />
Primary=<br />
Seconday=<br />
TechLevel=</span><br />
<br />
... and more ...<br />
In order, the template menu item has shortcutkeys is Ctrl+1 -&gt; Ctrl+0 and Ctrl+Shift+1 -&gt; Ctrl+Shift+0 (total 20 items), &gt;21th item has no shortcutkeys<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Update 05/25/2011:</span></span><br />
Now, the editor can validate INI code. Validation conditions store in config.ini. Download link changed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[rulesmd.validation]</span> =&gt; define a validation<br />
<span style="font-weight: bold;" class="mycode_b">Warheads/(*)=exist</span> =&gt; all items in Warheads section must be existed<br />
<span style="font-weight: bold;" class="mycode_b">(*)/Primary=exist</span> =&gt; all values of Primary property in any section must be existed<br />
<span style="font-weight: bold;" class="mycode_b">(*)/Seconday=exist<br />
(*)/Projectile=exist<br />
(*)/Prerequisite=exist<br />
(*)/Owner=exist</span><br />
<span style="font-weight: bold;" class="mycode_b">(*)/Warhead=exist(Warheads)</span> =&gt; all values of Wardhead property must be existed in Warheads section<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Screenshots:</span><br />
<img src="https://lh6.googleusercontent.com/_-GHT-kgNuYI/Td0KtmHWeeI/AAAAAAAAANQ/_DuT0ibbJbA/6.jpg" loading="lazy"  alt="[Image: 6.jpg]" class="mycode_img" /><br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Update 05/27/11 (Download link changed):</span></span><br />
+ New menu INI, move some items from Edit menu to the INI.<br />
<br />
+ New command Fill Series<br />
<br />
+ Add color selector dialog<br />
config.ini code: (*)/PropertyName = color<br />
<img src="https://lh4.googleusercontent.com/-eZdPOmEXPoE/Td8tm1r1cNI/AAAAAAAAAOU/LD-8EhT8od8/s720/9.jpg" loading="lazy"  alt="[Image: 9.jpg]" class="mycode_img" /><br />
<br />
+ Section groupping / filtering<br />
<img src="https://lh6.googleusercontent.com/-hASrWep3ZzI/Td5WvZYi4fI/AAAAAAAAANo/Q2XDMmhSEMY/8.jpg" loading="lazy"  alt="[Image: 8.jpg]" class="mycode_img" /><br />
<br />
Some examples:<br />
@(*)=filter(mode=Basic &amp; prerequisite=GACNST &amp; title=Allied Buildings) =&gt; <span style="font-weight: bold;" class="mycode_b">filter with basic mode, section must has prerequisite=GACNST, show title in list of sections</span><br />
<br />
@(*)=filter(mode=Basic &amp; prerequisite=GAPILE &amp; category=Soldier &amp; title=Allied Infantry)<br />
<br />
@(*)=filter(mode=Basic &amp; prerequisite=GAWEAP &amp; category=AFV &amp; title=Allied Units)<br />
<br />
@(*)=filter(mode=Basic &amp; prerequisite=GAYARD &amp; title=Allied Naval)<br />
<br />
@(*)=filter(title=All Weapons &amp; projectile) <span style="font-weight: bold;" class="mycode_b">=&gt; any section has projectile (no property value restriction)</span><br />
<br />
@(*)=filter(title=Used Weapons &amp; mode=Collect &amp; property=Primary &amp; property=Secondary) <span style="font-weight: bold;" class="mycode_b">=&gt; collection all sections in indicated properties</span><br />
<br />
General syntax:<br />
<span style="font-weight: bold;" class="mycode_b">filter(paramName1 = paramValue1 &amp; paramName2 = paramValue2)</span><br />
- Preversed parameter names: title, mode, test, property<br />
- Other parameters are filter conditions, parameter has only name means value is optional.<br />
- Parameter name can duplicate in some case.<br />
<br />
<br />
+ Fix INI validation errors, config.ini code:<br />
[rulesmd.validation]<br />
Warheads/(*)=exist<br />
(*)/Primary=exist(!NONE)<br />
(*)/Seconday=exist(!NONE)<br />
(*)/Projectile=exist =&gt; section of this property must be existed<br />
(*)/Prerequisite=exist(!BARRACKS,!RADAR,!TECH,!PROC,!POWER,!FACTORY,!BASE) <span style="font-weight: bold;" class="mycode_b">=&gt; check existing and ignore some ALIAS</span><br />
(*)/Owner=exist<br />
(*)/Warhead=exist(Warheads) =&gt; must be exist in Warheads section<br />
<br />
+ INI comparision<br />
<img src="https://lh3.googleusercontent.com/-StQc5JwBE_I/Td8tmnFps3I/AAAAAAAAAOQ/S7IorYHzacI/10.jpg" loading="lazy"  alt="[Image: 10.jpg]" class="mycode_img" /><br />
<br />
<img src="https://lh3.googleusercontent.com/-kRY5aWDQlzw/Td8tmnrRmyI/AAAAAAAAAOM/SCoyigyXrh4/11.jpg" loading="lazy"  alt="[Image: 11.jpg]" class="mycode_img" /><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Next features: Replace property value.</span></span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Install / Requirements:</span></span><br />
- No installation required<br />
- Program run on Microsoft .NET Framework 3.5, download <a href="http://www.google.com.vn/url?sa=t&amp;source=web&amp;cd=1&amp;sqi=2&amp;ved=0CB8QFjAA&amp;url=http%3A%2F%2Fwww.microsoft.com%2Fdownloads%2Fdetails.aspx%3Ffamilyid%3D333325fd-ae52-4e35-b531-508d977d32a6&amp;rct=j&amp;q=.net%20framework%203.5&amp;ei=jQPcTZ6DBo_-vQPe1OGjDw&amp;usg=AFQjCNFTQ-VpifTSKbcFI_sCPkEWKnIFaQ&amp;sig2=Wrg-ebCu9MHRvQ1hzuw8Hg&amp;cad=rja" target="_blank" rel="noopener" class="mycode_url">here<br />
</a>- <a href="http://www.mediafire.com/download.php?45gkw9t2voejeoh" target="_blank" rel="noopener" class="mycode_url">Download link</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Notes:</span></span><br />
Program is still developing, please backup your ini file before edit by program.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Please report bugs / questions in this thread.</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Thanks for your reading</span></span>]]></description>
			<content:encoded><![CDATA[I develop a modding tool "Yuri's Revenge INI Editor".<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Some program screenshots:</span></span><br />
<br />
<img src="https://lh5.googleusercontent.com/_-GHT-kgNuYI/Tdv-z8Z63pI/AAAAAAAAAM4/qq6hTi_VK7M/1.jpg" loading="lazy"  alt="[Image: 1.jpg]" class="mycode_img" /><br />
List of sections and child sections or section properties, can jump to section with a button on editing grid.<br />
<br />
<img src="https://lh4.googleusercontent.com/_-GHT-kgNuYI/Tdv-zq5yl0I/AAAAAAAAAM0/kp6GQpOWoe4/2.jpg" loading="lazy"  alt="[Image: 2.jpg]" class="mycode_img" /><br />
Advanced find section tool with wildcard supporting (startwith / endwith), default search any section name contains a keyword.<br />
<br />
<img src="https://lh5.googleusercontent.com/_-GHT-kgNuYI/Tdv-zaEQmSI/AAAAAAAAAMw/nY-eA0Z4mgs/s800/4.jpg" loading="lazy"  alt="[Image: 4.jpg]" class="mycode_img" /><br />
Edit property easily with auto complete popup dialog (customizable by config.ini)<br />
<br />
<img src="https://lh3.googleusercontent.com/_-GHT-kgNuYI/Tdv-z3W0IaI/AAAAAAAAAM8/PJRv2i5LyLI/5.jpg" loading="lazy"  alt="[Image: 5.jpg]" class="mycode_img" /><br />
Predifined template supporting for quick creating a new section<br />
<br />
<img src="https://lh5.googleusercontent.com/_-GHT-kgNuYI/Tdv-zxxKpAI/AAAAAAAAANA/br69T1sVsio/3.jpg" loading="lazy"  alt="[Image: 3.jpg]" class="mycode_img" /><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Main program commands:</span></span><br />
Filter -&gt; filter property / section displayed in editing grid<br />
Goto section -&gt; goto current editing section<br />
Auto Complete -&gt; popup available values of selected property<br />
Find Section -&gt; find section with wildcards<br />
Clone Section -&gt; copy all properties of current to new section<br />
Copy Properties -&gt; copy selected properties to other section<br />
Merge Properties -&gt; copy all properties to other section<br />
Copy INI Code -&gt; copy ini code of selected / all properties to clipboard<br />
Show INI source<br />
Insert INI code -&gt; insert ini snippet to current source and reload<br />
Clear Property Value -&gt; clear selected / all propertie values of current section<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">config.ini</span></span><br />
A program customization data, some snippets:<br />
<br />
[rulesmd] -&gt; define a schema for rulesmd.ini<br />
@General=node -&gt; indicate General section show in left panel<br />
@BuildingTypes=list -&gt; indicate BuildingTypes show in left panel and auto reorder child sections, display "jump to section" button in a editing grid<br />
<br />
<br />
(*)/Owner=multiple(@Countries) -&gt; indicate Owner property of any section has popup dialog showing all values in Countries section<br />
(*)/ToProtect=boolean -&gt; indicate a boolean (yes/no)<br />
(*)/FreeUnit=single(@VehicleTypes)<br />
(*)/Primary=single(@All) -&gt; @All token mean "All section names"<br />
(*)/Prerequisite=multiple(@BuildingTypes)<br />
<br />
syntax: multiple(@SectionName1, value1, value2, @SectionName2) =&gt; popup multiple values selecting dialog<br />
<br />
syntax: single(@SectionName1, value1, value2, @SectionName2) =&gt; popup single value selecting dialog<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Section or property matching can be regular expression.</span><br />
Ex: (*)/Weapon\d+=        =&gt; match Weapon1, Weapon2, WeaponX...<br />
<br />
General/AICaptureWounded=number -&gt; AICaptureWounded property of General section is number<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[rulesmd.template]</span> -&gt; define a templates for rulesmd.ini<br />
<span style="font-weight: bold;" class="mycode_b">#Title=Building Type</span> -&gt; Text display in menu<br />
<span style="font-weight: bold;" class="mycode_b">UIName=<br />
Name=<br />
BuildCat=<br />
Prerequisite=<br />
Strength=<br />
Armor=<br />
TechLevel=</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">[rulesmd.template] </span>-&gt; define a templates for rulesmd.ini<br />
<span style="font-weight: bold;" class="mycode_b">#Title=InfantryType </span>-&gt; Text display in menu<br />
<span style="font-weight: bold;" class="mycode_b">UIName=<br />
Name=<br />
Image<br />
Prerequisite=<br />
Strength=<br />
Cost=<br />
Armor=<br />
Primary=<br />
Seconday=<br />
TechLevel=</span><br />
<br />
... and more ...<br />
In order, the template menu item has shortcutkeys is Ctrl+1 -&gt; Ctrl+0 and Ctrl+Shift+1 -&gt; Ctrl+Shift+0 (total 20 items), &gt;21th item has no shortcutkeys<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Update 05/25/2011:</span></span><br />
Now, the editor can validate INI code. Validation conditions store in config.ini. Download link changed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">[rulesmd.validation]</span> =&gt; define a validation<br />
<span style="font-weight: bold;" class="mycode_b">Warheads/(*)=exist</span> =&gt; all items in Warheads section must be existed<br />
<span style="font-weight: bold;" class="mycode_b">(*)/Primary=exist</span> =&gt; all values of Primary property in any section must be existed<br />
<span style="font-weight: bold;" class="mycode_b">(*)/Seconday=exist<br />
(*)/Projectile=exist<br />
(*)/Prerequisite=exist<br />
(*)/Owner=exist</span><br />
<span style="font-weight: bold;" class="mycode_b">(*)/Warhead=exist(Warheads)</span> =&gt; all values of Wardhead property must be existed in Warheads section<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Screenshots:</span><br />
<img src="https://lh6.googleusercontent.com/_-GHT-kgNuYI/Td0KtmHWeeI/AAAAAAAAANQ/_DuT0ibbJbA/6.jpg" loading="lazy"  alt="[Image: 6.jpg]" class="mycode_img" /><br />
<br />
<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Update 05/27/11 (Download link changed):</span></span><br />
+ New menu INI, move some items from Edit menu to the INI.<br />
<br />
+ New command Fill Series<br />
<br />
+ Add color selector dialog<br />
config.ini code: (*)/PropertyName = color<br />
<img src="https://lh4.googleusercontent.com/-eZdPOmEXPoE/Td8tm1r1cNI/AAAAAAAAAOU/LD-8EhT8od8/s720/9.jpg" loading="lazy"  alt="[Image: 9.jpg]" class="mycode_img" /><br />
<br />
+ Section groupping / filtering<br />
<img src="https://lh6.googleusercontent.com/-hASrWep3ZzI/Td5WvZYi4fI/AAAAAAAAANo/Q2XDMmhSEMY/8.jpg" loading="lazy"  alt="[Image: 8.jpg]" class="mycode_img" /><br />
<br />
Some examples:<br />
@(*)=filter(mode=Basic &amp; prerequisite=GACNST &amp; title=Allied Buildings) =&gt; <span style="font-weight: bold;" class="mycode_b">filter with basic mode, section must has prerequisite=GACNST, show title in list of sections</span><br />
<br />
@(*)=filter(mode=Basic &amp; prerequisite=GAPILE &amp; category=Soldier &amp; title=Allied Infantry)<br />
<br />
@(*)=filter(mode=Basic &amp; prerequisite=GAWEAP &amp; category=AFV &amp; title=Allied Units)<br />
<br />
@(*)=filter(mode=Basic &amp; prerequisite=GAYARD &amp; title=Allied Naval)<br />
<br />
@(*)=filter(title=All Weapons &amp; projectile) <span style="font-weight: bold;" class="mycode_b">=&gt; any section has projectile (no property value restriction)</span><br />
<br />
@(*)=filter(title=Used Weapons &amp; mode=Collect &amp; property=Primary &amp; property=Secondary) <span style="font-weight: bold;" class="mycode_b">=&gt; collection all sections in indicated properties</span><br />
<br />
General syntax:<br />
<span style="font-weight: bold;" class="mycode_b">filter(paramName1 = paramValue1 &amp; paramName2 = paramValue2)</span><br />
- Preversed parameter names: title, mode, test, property<br />
- Other parameters are filter conditions, parameter has only name means value is optional.<br />
- Parameter name can duplicate in some case.<br />
<br />
<br />
+ Fix INI validation errors, config.ini code:<br />
[rulesmd.validation]<br />
Warheads/(*)=exist<br />
(*)/Primary=exist(!NONE)<br />
(*)/Seconday=exist(!NONE)<br />
(*)/Projectile=exist =&gt; section of this property must be existed<br />
(*)/Prerequisite=exist(!BARRACKS,!RADAR,!TECH,!PROC,!POWER,!FACTORY,!BASE) <span style="font-weight: bold;" class="mycode_b">=&gt; check existing and ignore some ALIAS</span><br />
(*)/Owner=exist<br />
(*)/Warhead=exist(Warheads) =&gt; must be exist in Warheads section<br />
<br />
+ INI comparision<br />
<img src="https://lh3.googleusercontent.com/-StQc5JwBE_I/Td8tmnFps3I/AAAAAAAAAOQ/S7IorYHzacI/10.jpg" loading="lazy"  alt="[Image: 10.jpg]" class="mycode_img" /><br />
<br />
<img src="https://lh3.googleusercontent.com/-kRY5aWDQlzw/Td8tmnrRmyI/AAAAAAAAAOM/SCoyigyXrh4/11.jpg" loading="lazy"  alt="[Image: 11.jpg]" class="mycode_img" /><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Next features: Replace property value.</span></span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Install / Requirements:</span></span><br />
- No installation required<br />
- Program run on Microsoft .NET Framework 3.5, download <a href="http://www.google.com.vn/url?sa=t&amp;source=web&amp;cd=1&amp;sqi=2&amp;ved=0CB8QFjAA&amp;url=http%3A%2F%2Fwww.microsoft.com%2Fdownloads%2Fdetails.aspx%3Ffamilyid%3D333325fd-ae52-4e35-b531-508d977d32a6&amp;rct=j&amp;q=.net%20framework%203.5&amp;ei=jQPcTZ6DBo_-vQPe1OGjDw&amp;usg=AFQjCNFTQ-VpifTSKbcFI_sCPkEWKnIFaQ&amp;sig2=Wrg-ebCu9MHRvQ1hzuw8Hg&amp;cad=rja" target="_blank" rel="noopener" class="mycode_url">here<br />
</a>- <a href="http://www.mediafire.com/download.php?45gkw9t2voejeoh" target="_blank" rel="noopener" class="mycode_url">Download link</a><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Notes:</span></span><br />
Program is still developing, please backup your ini file before edit by program.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Please report bugs / questions in this thread.</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Thanks for your reading</span></span>]]></content:encoded>
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			<title><![CDATA[Von Neumann Weapon]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1844</link>
			<pubDate>Mon, 02 May 2011 08:58:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=804">Steel Mirage</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1844</guid>
			<description><![CDATA[Yet another hare-brained idea from a dud modder:<br />
To make a long story short John von Neumann was a theoretician, a genius really, who made many contributions to science.  Significant here is his concept of a "self-replicating machine" AKA Von Neumann Machine.  Now imagine this at a very small scale, along the lines of the latest remake of <span style="font-style: italic;" class="mycode_i">The Day the Earth Stood Still</span>.  Here's the question:<br />
Could a weapon/unit be created that could transform other units into copies of itself, which would thereafter do the same to other units, ad nauseum.  I imagine it happening like the Battle Fortress, but instead of being crushed, the unit is absorbed and transformed into another Von Neumann machine.<br />
Would some variation of the slave miner code work?  I haven't given up on exploring code and writing for myself, but life for me has backed up like a Soviet toilet beneath a fat sweating Texan.  So I'm a throwing this out there, to see what ya'll think.]]></description>
			<content:encoded><![CDATA[Yet another hare-brained idea from a dud modder:<br />
To make a long story short John von Neumann was a theoretician, a genius really, who made many contributions to science.  Significant here is his concept of a "self-replicating machine" AKA Von Neumann Machine.  Now imagine this at a very small scale, along the lines of the latest remake of <span style="font-style: italic;" class="mycode_i">The Day the Earth Stood Still</span>.  Here's the question:<br />
Could a weapon/unit be created that could transform other units into copies of itself, which would thereafter do the same to other units, ad nauseum.  I imagine it happening like the Battle Fortress, but instead of being crushed, the unit is absorbed and transformed into another Von Neumann machine.<br />
Would some variation of the slave miner code work?  I haven't given up on exploring code and writing for myself, but life for me has backed up like a Soviet toilet beneath a fat sweating Texan.  So I'm a throwing this out there, to see what ya'll think.]]></content:encoded>
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			<title><![CDATA[Graphic SHPs mod]]></title>
			<link>https://forums.renegadeprojects.com/showthread.php?tid=1839</link>
			<pubDate>Sun, 24 Apr 2011 11:33:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forums.renegadeprojects.com/member.php?action=profile&uid=837">Nickotte</a>]]></dc:creator>
			<guid isPermaLink="false">https://forums.renegadeprojects.com/showthread.php?tid=1839</guid>
			<description><![CDATA[I can't find any tutorial or guide for this. How can I use modded graphic SHPs?<br />
As graphic SHP I mean all the images that are used ingame like buttons, skins, "sides" toolbar looking, etc.<br />
<br />
For example, I made this:<br />

<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=667" target="_blank" title="">ALLbg1.png</a> (Size: 190.3 KB / Downloads: 794)
<br />
<br />
Is a mod of the pause screen.<br />
How can I substitute the original (allied) with this new one?<br />
<br />
SHP editor cannot use SHP palettes different from the main ones (units/buildings/cameos/anims) and I can't export palettes from any graphic program.. <img src="https://forums.renegadeprojects.com/images/smilies/009.gif" alt="Unhappy (headshaking)" title="Unhappy (headshaking)" class="smilie smilie_16" /><br />
So, how do I have to work?]]></description>
			<content:encoded><![CDATA[I can't find any tutorial or guide for this. How can I use modded graphic SHPs?<br />
As graphic SHP I mean all the images that are used ingame like buttons, skins, "sides" toolbar looking, etc.<br />
<br />
For example, I made this:<br />

<br />
<img src="https://forums.renegadeprojects.com/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
&nbsp;&nbsp;<a href="attachment.php?aid=667" target="_blank" title="">ALLbg1.png</a> (Size: 190.3 KB / Downloads: 794)
<br />
<br />
Is a mod of the pause screen.<br />
How can I substitute the original (allied) with this new one?<br />
<br />
SHP editor cannot use SHP palettes different from the main ones (units/buildings/cameos/anims) and I can't export palettes from any graphic program.. <img src="https://forums.renegadeprojects.com/images/smilies/009.gif" alt="Unhappy (headshaking)" title="Unhappy (headshaking)" class="smilie smilie_16" /><br />
So, how do I have to work?]]></content:encoded>
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