Command & Conquer Generals - Packaging Mods & Debugging

4 years ago
36

This video covers the creation of big files to distribute mods and debugging. I prefer loose file mods but they're a bit fiddly for regular players. Debugging is also essential when modding. The game generates error log files which aren't very useful. World Builder, weirdly, is what we use for debugging.

As always, most of this should work for Generals as well as Zero Hour. Use Zero Hour when you can, it adds a lot of fun and more assets to play with.

Downloads:
# Example files (in working states, shouldn't cause errors)
-- https://drive.google.com/open?id=1npHwiL8n4Qx19duzl1Xz3Pb0CUBVoR6W

# FinalBig
-- https://drive.google.com/open?id=1orSPOosKtI3w68mXV2noraaUeSKFzNUB

# World Builder
-- Bundled with Generals / Zero Hour
-- n/a

Timestamps:
00:00 - 02:16
-- General information and skippable stuff.

02:16 - 05:31
-- Creating a simple

05:31 - 11:04
-- Big archive creation and launching

11:04 - 11:04
-- Finding game error logs

11:04 - end
-- Debugging with World Builder

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