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Rising from the grave
Moderators: SuperJoe
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Thu Mar 31, 2016 7:24 pm    Post subject:  Rising from the grave Reply with quote  Mark this post and the followings unread

Welp, it has been a while since I worked on this mod. Got a pm from Death Cultist asking about the status of the mod, which made me give it a try again (literally hadn't touched it in the past 2 years or so). I'm going to give it another try to get the mod finished up, since it's lacking only a few things, mainly AI related.

The goal is to get the mod finished, so I won't be adding any more new stuff, just finishing up the bare essential things that I planned to have in it. I did read good things about the Tiberian Sun Client and how it can be used to handle the extra sides, allowing more skirmish options, etc. But at this point I'm not sure I want to go through making changes to the mod to work with it. There is a lot of hacky workaround stuff in the mod regarding the 3rd side and making it work properly (I don't even remember all of it since it's been a long time since I looked at rules.ini), and if that would need to be removed / edited I'm not really sure I want to go through all that. The mod works well enough for skirmish purposes, I never really tried the multiplayer side of things so not sure how well it works for that.

Anyway I already did some progress on the last remaining art asset, the Forgotten molotov guy. Below are the missing throwing animations for him. I'll post more updates here once some worthwhile progress has been made.



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Mar 31, 2016 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! I love this mod and honestly if you could get it to work with rhe latest client stuff, it would be COMPLETE. You could leave it alone forever after that and I wouldn't mind. I'm sure there are people around here that would be willing to help you out with it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 31, 2016 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Joe, you're back, Super Smile
If your mod works with your version, then it will by 99% also work with the client, without a lot of changes. Just adjust some paths and it should work.

Note: Testing with the client is a lot faster than with vanilla TS. You can keep the client open, the map and instantly jump into a testmap to test things.
Thus sorting out a few issues from the transfer to the client should be solved in no time.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 31, 2016 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back, you're a good asset to this community so it was sad to see you disappear.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Mar 31, 2016 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back SuperJoe.

I hope you have a fun experience with the client and various bug fixes from AlexB too.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Apr 01, 2016 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back.

For TS Client, it doesn't need any change in rules.ini to port if you don't want to.
Ask away if you need any help on porting.

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Fri Apr 01, 2016 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

If the Tiberian Sun Client thing doesn't need too much adjustments to rules.ini or anything, I can try and see if it could be included to the mod. I'm just afraid there might be some conflicts with the various things like AI only factions, some EXE hacks made for the 3rd faction logic etc. For example assuming that the AI only faction can be removed from the factions list, that breaks every single Reform specific map since the map triggers point to Neutral and Special factions which reside in a specific location in the list (5 & 6).

Anyway I think a good way to go about it would be to first get the missing stuff finished and release the mod v1.0, and then try to include the Tiberian Sun Client for the next version. This way if something goes wrong or breaks, there will at least be the version before any major changes.

Btw how does the Tiberian Sun Client affect multiplayer matches? Is it compatible with CNCNet? I assume CNCNet is the way TS mods are being played online nowdays? Never really tried any multiplayer in TS so kind of clueless about it.

Also might as well post these quick edits made for the new Nod superweapons, which will be a lot more powerful than originally (somewhere along RA2 levels, maybe slightly weaker). GDI Ion Cannon has been buffed already before, being able to take out a warfactory or a refinery with a single blast. It also reloads a lot faster than the Nod cluster missile.



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Apr 01, 2016 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

You could have both vanilla based mod and TS Client based mod side by side in 2 different folders.
But it is up to you.

Whatever EXE hacks that was applied to vanilla game.exe, I was able to apply those to the game.exe
in TS Client as well until recently. With 4.08 version I couldn't apply all of them and was having IE for
the 15 minutes I spend for updates, so I am using 3.85 exe with latest fixes. One time effort to port my
private mod which has an additional AI playable side took about half an hour. Skirmish maps need
CnC Map renderer images and INI entries, which took 3+ hours.

TS Client states that it supports CnCNet. My knowhow about multiplayer is almost zero, but by looking
at DTA/TI mods, one can see what can be achieved.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Apr 01, 2016 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The client supports multiplayer on both CnCNet and LAN. When it comes to CnCNet, you can just hit CnCNet in the main menu, type your name and go play. No need to mess with ports, routers or other stuff like that thanks to CnCNet's tunneling service.

The client has full support for various CnCNet features, like private messages and automatic map sharing. The official CnCNet Yuri's Revenge client has been built from the TS client's source code, so the client is "officially supported" by CnCNet too.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Apr 02, 2016 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you'll start enjoying it really quickly once you're used to it, as LKO said you can just open the Tiberian Sun Client's skirmish menu and set up a game with a map you're working on and then just save the map in the map editor and press the 'play' button in the Client, so you can instantly jump into a game while working on a map or porting/testing your mod rules.ini code. It really saves a lot of time with development. It works with singleplayer/multiplayer and savegames (singleplayer, skirmish and multiplayer savegames over LAN & CnCNet). To do the same thing you can also launch the patched TS exe with -SPAWN as argument and with spawn.ini correctly set up (that's what the Tiberian Sun client does).

There's a feature I added a while ago to the game EXE which allows you to add starting units to a multiplayer map by starting position (like Yuri's Revenge has but using a different system). You add units/buildings/infantry to the map for the fake houses Spawn1-8 and if player a player spawns at that spawn position it will get the stuff for that house, if no player spawns no units will be created.

Reinforcements also work now if the house for which the reinforcements are set for isn't actually loaded by the game for map (if the house doesn't exist on the map). And you can now also create reinforcements and also use the Change House trigger action for the fake Spawn1-8 houses. Means you can create spawn specific reinforcements (ought to work with multiplayer, haven't checked). I can you can use it do some cool things..

To be honest extending triggers and trigger actions is really easy as it doesn't require any new code for savegame support. I did a lot of extensions for the ra303p patch for RA95.

Oh and there's that 'show briefing screen' on map start thing I did. And I changed the game logic so the game reads the briefing text from map file first before trying mission.ini.

There's some other stuff like support for anti-cheat (at least my code, dunn of its in EXE), CCHyper's fix for air transports, code to display messages typed by yourself in multiplayer games, selectable spawns/allies/sides/specator/difficulity for players & AI in TS client. The client also has better netcode for CnCNet&LAN than the original game has in LAN & WOL.

does having more than 2 extra sides work btw?

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Apr 06, 2016 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great to see ya back around Smile and great job! as always.

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SaintCurious
Civilian


Joined: 24 Feb 2014

PostPosted: Sat Apr 09, 2016 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Dead and back Commander, dead and back Wink

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Mon Jun 25, 2018 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, will this ever be released even if in unfinished form?

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Lord Firestorm
Soldier


Joined: 20 Jun 2010

PostPosted: Mon Apr 29, 2019 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Superjoe hasn't posted here since he posted about finishing this, I wouldn't wait up for this one.

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