Setting up and playing with the new
units and buildings.
We have released several addons for Dark Reign, mainly for
scenario developers to include in new scenarios. However, they should also be
able to be used by people who just want to have a play with them :)
It is important to note, however, that these units are not considered to
be part of any existing sides in Dark Reign, and exist solely for addon
purposes. With this in mind, we have set up these addons so that they do not
interfere with the main configuration files of the game - basically, they are
scenario specific units. A result of this is that they will not appear in any
other scenario other than the one you download with it - unless you put them
in other scenarios. |
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It is possible to configure these new units so that they are in every scenario - however, that is not advisable for several reasons: - It will change the default text files and thus make it impossible for you to play with anyone else who still has the default text files. - The new units have not been playbalanced with existing units, and thus can seriosly alter the delicate balancing of the game. Therefore, by default, the addons will only install themselves into a
single scenario each(a very simple default scenario).
WinZip.
Installation of Single Units.
The zip file contains a batch file that will setup these add-ons for you.
It will create a specific scenario for each add-on unit or building. You can
play these scenarios by going to SINGLE PLAYER/PLAY CUSTOM MISSION from the
main menu, and then selecting the add-on name as the mission to load.
NOTE: You then need to type the name of the batch file followed by the
directory in which you installed Dark Reign. The batch files have the same
name as the zip file (ie, MISSILE.ZIP contains a MISSILE.BAT file). An
example of this, if you installed the game into the directory C:\DARKREIGN:
missile.bat c:\darkreign
If you installed the game into the directory C:\PROGRAM
FILES\ACTIVISION\DARK REIGN (the default installation directory), it would
be:
missile.bat c:\"program files"\activision\"dark reign"
Note the addition of the quotes around the words "program files" and "dark
reign"! These are very important to include if you installed the game into a
directory which has spaces in its name.
Installation of multiple units.
Before we get started, I will just run through a very brief introduction
on how the configuration files work. For a much more detailed description,
you will need to download the
Tactics Engine Manual.
By default, the configuration files are read of out $GAME\DEFTXT. These
files are used in all the single player missions, and are the default
configuration files for any scenarios that you create. However, if you wish
to use custom configuration files for any particular reason (for example,
playing with all the new units and buildings from our site) you can place
these files in the scenario directory itself, and the game will read them
rather than the ones in $GAME\DEFTXT.
If you open the $GAME\DEFTXT, you will see it contains a set of text
files. These are the configuration files for the game. They are in standard
ASCII text format, so you can use any text editor to customise these.
The text files contain a definition of everything that is in the game -
units, buildings, overlays, animations. UNITS.TXT, for example, houses all
the information about the units. If you have a look at that file in WordPad,
you will see each unit has its own section.
To use a new unit, basically all you need to do is add the required
information into the UNITS.TXT file. When you run the batch file that comes
with the new units, it simply copies a new UNITS.TXT file into the scenario
folder (for example in the case of the new Hover Assault Tank
$GAME\SCENARIO\SINGLE\HOVER). This file differs from the main one in
$GAME\DEFTXT only in that it has a new unit definition right at the bottom.
In fact, each new unit you download only has one new section in
UNITS.TXT. So, say you want to make a new scenario that has all these new
units in them (or modify an existing scenario, or even modify the master
text files). First of all, create the scenario, or locate the one that you
wish to edit. Copy the file UNITS.TXT out of $GAME\DEFTXT into this
directory. Then, open your favourite text editor, and for each of the new
units, browse right down to the end of the UNITS.TXT file that comes with it.
The last unit definition in each one is all you need. Then, copy this
section and paste it into the new UNITS.TXT that you copied into the
scenario directory. So, what you end up with is a new UNITS.TXT, that has the
same amount of new definitions in there as there are new units you want :)
So, basically, all you need to do is grab each of the new sections in
these files and copy them into another UNITS.TXT file, right?
The Packfile Manager file
PACKMAN.CFG works by loading the config file that is in the ADDON
directory, thus enabling access to the sprites in the packfiles. As a
result, for each different unit (and thus different packfile) that you wish
to put in the game, you need to add it into the PACKMAN.CFG file. Additional
packs get added by appending the path on the end of the first string, like
so:
[sprites]
The master PACKMAN.CFG is located in $GAME; you can actually define these
sprites in the [sprites] section in this file if you wish them to be loaded
for ALL scenarios. (Note however, that this will only load the sprites into
memory, it will not make them active in the game - you still need to do all
the text file stuff for that!)
Installation of multiple buildings.
All the changes are, as with the units, right down the bottom of the
text files. So, in the case above, you would need to just grab the last
section out of each of the files, and copy and paste that into a new file of
the same name.
Buildings are a little trickier, as you have to keep track of many
sections in many files. Be careful you grab the right section!
Common files.
Again, for each new thing that you want to appear in your scenario, you
need to create a new MLSTRING.CFG file and copy the changes that have been
made from the MLSTRING.CFG in the new units/buildings directories.
To summarize, there are three main steps you need to do when putting the
new units and buildings into scenarios:
Copying and pasting the relevant sections from any changed
text files into new text files.
- Creating a PACKMAN.CFG in the scenario folder that points to any new
graphics packs you need to load.
- Creating a new MLSTRING.CFG that has the new entries for the new
units/buildings. |
All text and images © Auran 2000 / 2001. All rights reserved. ![]() |