Thanks, works good now.
I am not sure if AltToRally=false set by default is intended, but it would be useful adding checkbox to Options, if someone wants to remove Limpet mine side-effect. But Alt to undeploy also seems to fix this issue. QUICK_EDIT
Wobbling units are not fixed, and I don't know how I'd do it anyway.
Load the SHP in Image Shaper, then have the checkbox "Prevent TS wobble bug" checked and press Start to save the SHP again.
However, the only turreted unit with the wobble bug is the Titan and i don't know if the fix works in this case due to the additional voxel barrel used by this unit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Looks like "AltToRally= " setting in sun.ini doesn't make limpet bug if set true/false, but building exe with that patch causes it. However can be fixed by Alt to undeploy in options or MoveToUndeploy=false in sun.ini for previous versions. So in the end, to have working limpet mine, you only decide for what action you want to use ALT (alt to rally or alt to undeploy). To use ALT for factories, you have to build exe without factory_rallypoints patch.
E1 Elite wrote:
Are the wobbling turreted units got fixed, now that its possible with LKO's Image Shaper?
It has option to fix wobble bug for new turret units, but I am not sure if it can be applied to already existing SHP's.
For voxel units it can be fixed by adding another empty voxel section to body and making dimensions large enough to cover turret. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sat Feb 10, 2018 5:06 am Post subject:
Oi, what about the missing cut-scenes in nod mission 1 and 5? yes, you got one of the cut-scenes in the first nod mission to work but aren't there supposed to be two? You also said there was a cut-scene for mission 5? _________________ Destroy to create. All for the hunt to dominate!
Oi, what about the missing cut-scenes in nod mission 1 and 5? yes, you got one of the cut-scenes in the first nod mission to work but aren't there supposed to be two? You also said there was a cut-scene for mission 5?
There are 3 ingame movies for Nod:
First one during nod1a mission (there is only 1 trigger action for movie).
Second one in nod5a mission (should be triggered when UFO is captured).
Last one in final mission when all ICBM are deployed. QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sat Feb 10, 2018 10:48 pm Post subject:
ah ok I see. I must have read the change log wrong back in the day.
BTW I almost have Tiberian Sun Retro out-fitted for the client. I've been playing the campaign and its a blast. Unfortunately it looks like TSR changed the alien ship. When I capture it, the cutscene does not play. _________________ Destroy to create. All for the hunt to dominate!
BTW I almost have Tiberian Sun Retro out-fitted for the client. I've been playing the campaign and its a blast. Unfortunately it looks like TSR changed the alien ship. When I capture it, the cutscene does not play.
Yes, the TSR has some minor issues with campaigns, plus it is quite outdated if you want it to work in TS Client, changed INI and MIX directories also some game logic in TSR might be broken now, since lot of hardcoded bugs are patched now.
For nod5a UFO if other actions are triggered when captured, movie should trigger too. If not, check movies list in art.ini under [Movies]. Ingame movies should have 53=NOD01_SB and 54=NOD02_SB numbers in list. Also check mix files if some of those movies are missing. QUICK_EDIT
I recently found out that TS vehicle health bar frame is out of place, it should be 1 pixel to the right. It can be changed in select.shp. Hope it will be fixed next time. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
I'd be curious as to whether that's even a client issue. To my knowledge, the client spawns an instance of the game with certain map parameters in which it injects added rule sets.
I know well that bugs can come from completely random places but I'm not quite sure where along the line it would screw up the alignment of the selection box. QUICK_EDIT
I would call fixing it, not screwing it up. I would say its a cosmetic bug, It doesnt change gameplay not one bit. I changed it myself and I have to say it really looks good. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
I'd be curious as to whether that's even a client issue. To my knowledge, the client spawns an instance of the game with certain map parameters in which it injects added rule sets.
It's not a client issue in that it'd be related to the client software itself, but it sounds like it might be an issue in the original game, in which case it'd also be an issue in "Tiberian Sun Client" (which is the name of this whole enhanced TS package). We've fixed dozens of other bugs in the game in this package, so fixing this one would also make sense, assuming it's actually a bug and not a personal preference thing.
By shifting the unit selection box by 1 pixel looks better, though the
pips looked like drawn over the selection now. So widened by 1 pixel
also now. Attachments updated.
Edit:
I saw update on Random map generator in github TS Hacks, probably
the only feature left out of vanilla TS, any plans on that?
Edit2: Fixed the yellow frames in the second half of the SHP. Also
included an orange variant instead of yellow.
I stumbled onto a weird IE while using an alnost blank map i made for testing. I don't know if this is old and common, or specific to the client auto- harvest updated. If i build a refinery or waste facility and there is an absence/out of range ammount of tib or weeds the game will crash. I did notice within the rules there is a scan radius tag...I guess I can increase that value if need be, but because this is a very small and avoidable IE I'm not hunting for a fix ...maybe just some insight into the logic and how the Ai decides to build the waste facility only on maps with vines?
I stumbled onto a weird IE while using an alnost blank map i made for testing. I don't know if this is old and common, or specific to the client auto- harvest updated. If i build a refinery or waste facility and there is an absence/out of range ammount of tib or weeds the game will crash. I did notice within the rules there is a scan radius tag...I guess I can increase that value if need be, but because this is a very small and avoidable IE I'm not hunting for a fix ...maybe just some insight into the logic and how the Ai decides to build the waste facility only on maps with vines?
Thanks!
It shouldn't do IE, vein eaters stays where they were build/spawned if veins are out of range. Maybe more info or sharing the map could be more helpful. Did you make any changes to ini files or game.exe? QUICK_EDIT
best would be, if you could upload the testmap so others (mainly those who can edit the exe) can try to reproduce the IE _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well... I tried to replicate the IE on the current map, with the same settings and no IE??? I was all over my rules file trying to find a solution so i might of corrected the error. I will attach the map and IE in the hopes to help others but if you can look at them and advise me on what i messed up on, I would really appreciate it!
* The IE hit the moment the Freeunit spawned after placing buildings (Waste & Refinerys).
Checked it multiple times with both AI vs AI, AI vs Me and Solo game.. Exact same IE five times like clockwork.
I did edit the map a few times moving vine-holes & tibtrees around and it didn't crash if the overlay was close enough..weird
Check weapon usage without declaring somewhere in rules.ini as Primary/Secondary etc.
No problem with the map. Crash has nothing to do with harvesters. Harv just work fine with or without the auto-harvest hack. If tiberium is in scan range they harvest otherwise they don't. QUICK_EDIT
I'm wondering if there'd be someone interested in taking up development of this TS package.
It was an interesting side-project, a gift to the community and a nice show-case of the client's capabilities, but for a long time I've felt that upkeeping it is a bit of a personal burden and it's not really getting the attention it deserves. I've developed the client for projects like DTA where others handle the distribution, configuration and such, so I've been able to focus on what I actually enjoy doing: programming. With the TS client I've also been responsible for the distribution and regular modding work (adding maps, game options and such) which I haven't found exciting, and so I've only updated the package rarely. This lack of interest has probably also been visible from the outside, where I've said that I'd like to include some map in the package but then it has taken me half a year to actually add the map if I haven't just forgotten about the whole thing.
I've always preferred spending my limited modding time in actually creating my own content and programming, instead of only improving what Westwood originally made. In my case that means working on DTA, improving the client code and hacking the game executable.
So, I wonder if there'd be someone willing to actually actively upkeep the TS package. I could then focus on doing what I enjoy, while the package could also be kept more up-to-date. What you'd need to actually do if you're interested is basically updating the client files every now and then and possibly adding additional content, like maps created by the community members here.
Now, I can't just give control of the package to any random person. What you should have for the job:
A web server (for distribution of updates; we could potentially get space from CnCNet if you don't have your own server)
Willingness to learn how the client's updater works so you can distribute updates (I can help with this)
Experience with client-based modding
Some kind of a reputation in the community (either here on PPM or on ModDB), so I can trust you not to distribute malware to the playerbase or stuff like that. In the past some random people have told me that they'd be interested in upkeeping the client, but despite wanting to let go of the client, I can't give control of the playerbase to a complete stranger.
It'd also be a big plus if you at least sometimes use Discord or another such software where we could communicate and I could inform you of critical updates to the client software. They aren't common, but I do make breaking changes to existing features occasionally (a few times each year, I'd guess).
With this the client become your TS client instead of "Rampastring's TS client", and you'd have full control over what to do with it, what content to add, what kind of game options to implement, and how the UI is set up for example. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Last edited by ^Rampastein on Sun May 20, 2018 5:33 pm; edited 1 time in total QUICK_EDIT
I can't get into maintaining but could help here and there. What I understand is that you are not abandoning it completely, just looking for if someone could give more frequent updates. QUICK_EDIT
While I updated my local copy of TSClient, found these problems:
- XNACnCNetClient as of 2018-06-09, it affects the main menu buttons and layout of the lobbies as the current TSClient doesn't use ExtraControls.
- Dropship loadout screen was still missing the mouse cursor with the compilable hacks as of 2018-08-10 commit.
These may or may not be needed features, so attaching the code changes that fixes these.
Hey guys big C&C fan long time fan just downloaded TS client and it's awsome love the restoration of the ability to select where you start and set teams just like RA2YR has and TI has it's unbelievable what the fan base has been able to do.
i'm justn curious but did they remove the random map generator from this? QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sun Jan 13, 2019 7:25 pm Post subject:
^Rampastein wrote:
I'm wondering if there'd be someone interested in taking up development of this TS package.
DUUUUDE. Whoever takes up development, should ask SMIFFGIG if he can intertwine his mod with the new client, so the campaign is fully functional. _________________ Destroy to create. All for the hunt to dominate!
i installed this client the other day because is supports DxWnd but it couldnt see other players on cncnet so i assume the versions are incompatible. which makes it kind of pointless for multiplayer... QUICK_EDIT
In skirmish it seems you can't change the game speed in the TS Client.
I can move the slider, but as soon as i leave the menu, it is reset and the game speed doesn't change.
The speed slider and game speed change works fine in TSClient v5.43 (February 3, 2018). Check if you are on the same version.
In the selection box SHP attached few posts above, I had put white color on the second half of the frames instead of yellow. Now it is corrected and updated. Thanks to LKO's post in another thread which led me to fix it. As yellow is barely distinguishable from white, have included an orange variant also, check here. QUICK_EDIT
yes, latest version works.
I downloaded the ModDB one and tested it without doing an update afterwards, as I thought it would be the newest. This however is version 4.30 _________________ SHP Artist of Twisted Insurrection: Nod buildings
Another thing about Game speed: Settings in for MP and SP skirmish are different. It might be confusing for someone to pick right speed. Also I remember that after loading MP game, it is not possible to change game speed anymore.
Another thing about Game speed: Settings in for MP and SP skirmish are different. It might be confusing for someone to pick right speed. Also I remember that after loading MP game, it is not possible to change game speed anymore.
That's intentional and also the way vanilla TS worked. Except there you couldn't read that Fastest for SP and Fastest for MP had different FPS.
SP is simply not limited to any network synchronisation, so it can reach in theory any speed, with your hardware being the only limit. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Attaching modified alt_to_undeploy.asm, it fixes the movement cursor not shown for limpet mine when move to undeploy is used. I don't know what other problems this hack had earlier, so need testing.
I updated my local copy of TSClient few months ago for offline modding, I could update it further and share it if it helps.
Posted: Sat Mar 02, 2019 9:39 pm Post subject:
client wont play after file extraction
Hi there. new to the site.
i recently downloaded this ts client from the moddb site onto my old windows vista laptop. when I try to play it though its gives me a dll error and it wont play.
Surely all bugs regarding this will have been fixed now from a programming perspective?
can anyone point me in the direction of a reason? i have tried running in compatibility mode etc, no joy.
I take it all this is available to download from Microsoft website?
Try running the game as admin a couple of times. You do not need this client to play Tiberian Sun. There are many versions out there depending on where you look. Just browse around and find one that works for your vista setup. cncnet website has a few versions released by them and official ones by EA. There is a common dll error with Tiberian Sun if you don't run it as administrator the first time you play it. Again, there is no reason to use this specific client. You already found out first hand that this client has incompatibility issues.
It was this version specifically I was interested in as it has the graphical fixes for things like the nod war factory and civilian array. I have the version from cncnet that works fine but that version doesn't have the building animation fixes, just all the necessary running fixes. I've asked on the site why it doesn't have the animation fixes but there's never a reply. Only had replies on here.
Every source for this version I find goes back to the moddb site and nowhere else so I dont think other sources of this client will be any different.
Oh and i've tried admin running several times as well as on restricted mode for windows 98 etc, still same error. QUICK_EDIT
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