Posted: Sun Dec 25, 2005 2:08 pm Post subject:
Minor Errors Thread
Post any Minor Errors that you find in NCM here.
Triforce _________________ The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!! Last edited by Triforce on Tue Jul 24, 2007 12:13 am; edited 1 time in total QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Dec 25, 2005 9:11 pm Post subject:
I'm playing it now, I'll be editing this post as I get these evil bugs.
1) None of the new buildings have proper build up animations. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! Last edited by Banshee on Sun Dec 25, 2005 11:55 pm; edited 1 time in total QUICK_EDIT
Youve used that darned Leechkiller software, fiendish stuff, modding a game, then in turn making your mod, unmoddable.
I only noticed as the skirmish map list appears all out of order on mine, as I have my own custom mission.pkt files as it is I usually edit the pkt files that come with mods to rearrange the map list, this has been made impossible due to your leechkilling ways.
Also at th moment.. my game keeps hanging on the loading screen when the green text appears, cant remember which line of text it hangs on though...
Would be appreciate dif you could pm me either an unlocked mix file, or at least the missions/multi pkt file so I can fix the map issue.
Edit - Its the 'Gathering Intel on Involved factions' line that the game hangs, and ideas?
Appreciated.
Smilen.
Edit 2 - Ok, fixed the hanging issue now, most likely due to other modded files in my Ts directory, go figure. But I have got a couple of other issues to bring up/
1- ~Ive always thought that a unified cameo scheme (Eg, use the same background for each cameo type) hugely improves the general professionalism of a mod.
2 ~ Dr Evil?? Wtf?
3 ~ The multiple MCV things really blows man.
4 ~ A guide to all of the units and whatnot, descriptions and hints as to how best to use them, would just make the mod seem more complete, more professional, although it is something that most mods seem to lack. _________________ I am uber. I am teh 3|_17e|\|355
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Jan 04, 2006 11:45 am Post subject:
Since I'm a C&C1 fan, I was intrigued at the TD sides in the mod... so I tried TD GDI. I noticed tons of problems though...
First of all, the Renegade buildings are pretty nice, but please size them correctly. Both power plants reached too far out of their 2x2 area, and so did the helipad. I'll excuse the lack of buildups for now though, I know they weren't in Renegade.
The units are generally very nice aswell, but they lack enough visible remap, turrets are generally not centered correctly, and the harvester seems to be drawn too low compared to the selection box and the (unmodified) unloading TS version in the refinery
Some other remarks:
- The Weapons factory didn't open correctly
- The adv. comm. center didn't have radar ability, and I lost construction options when selling my normal radar after building the Adv one (Dunno if this can be fixed though)
- There's a second, 'ghost' service depot in the sidebar which can't be built.
- I can't repair helicopters on my service depot
- No remap on the GDI service depot
- My Adv. Guard Tower's weapon seemed to deform the terrain...
- Every time I build a building CABAL (for GDI?) says I have new construction options, while nothing's added at all. This even happens when I build concrete pavement or fire my ion cannon.
- The Guard tower has no graphics
- The MLRS shouldn't have recoil when firing
- No sound for MLRS weapon
- You seem to have problems spelling the words "guard" and "grenadier"
- All icons seem to be converted wit the wrong palette. I'm guessing you took them from deseicnh.mix and converted them with the Temperate palette. Keep in mind TD has THREE color palettes for its icons, namely those of the 3 terrain types.
(though the Temperate and Winter palettes are the same, Desert ISN'T.)
And one additional note: If I were you I'd implement savegame separation by changing the extension of NCM savegames (just another minor exe change - replace .SAV by .NCM or something like that)
On to TD Nod...
- Radar should only have Refinery as prerequisite
- Exit point of the HON is all wrong
- Flamer has the chem warrior icon
- Airstrip & HON gfx are (again) too big for their building size
- Airstrip animations seem kinda... erm, odd.
This should be in serious errors, but whatever... TDNod's Cluster missile doensn't launch. _________________ QUICK_EDIT
Yes, TD GDI and TD Nod are largely undone. Unfortunately, they will probably stay as is for now until I fix & finish NCM and TS GDI/Nod. I will fix the repeating CABAL voice and Nod Nuke ASAP, as these are annoying/major problems.
Triforce _________________ The Cake is a Lie!!!
The Cake is a Lie!!!
The Cake is a Lie!!! QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Wed Jan 04, 2006 10:04 pm Post subject:
Um.. there is weird burrowing unit which can deploy...
And when in deployed state you tell it to move-it'll diseaper! _________________ DUNK! QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Jan 04, 2006 10:24 pm Post subject:
Triforce wrote:
Yes, TD GDI and TD Nod are largely undone. Unfortunately, they will probably stay as is for now until I fix & finish NCM and TS GDI/Nod. I will fix the repeating CABAL voice and Nod Nuke ASAP, as these are annoying/major problems.
Triforce
So is the not being able to repair helicopters, imo... _________________ QUICK_EDIT
i have also found that both the flamer and the chem warrior cost the same but the flamer is really not very good, where as the chem warrior rocks. Personally i think you should make the flamer's weapon look and work like the chem warrior's.
Joined: 23 Feb 2006 Location: Bodegraven, The Netherlands
Posted: Sat Apr 29, 2006 8:19 pm Post subject:
The spotlight animation isn't correct. I'll post a pic ASAP to show it.
Anyway, some other errors:
- The subterrain demo drone can't deploy, although there is the icon where it says, possible to deploy
- I like the concept for the Red scorpion for NOD and the railgun tank for GDI, but it's not the style for TS... (personal opinion)
- What's the use of the Hunter seeker droid of GDI??? If you release it, I suppose it randomly attacks something. But instead it's released next to the building, is controlable and it has no weapons.
But the mod is good. It was the second mod I've played _________________
i found some minor errors in the game whilst palying on TDGDI, the problems were the advanced powrplant could overlap bother buildings aswell s alot mroe such as the helipads, there are 2 service depots and oen fo them cant be built it just says buildign but nothign happens and the game still starts with a normal mcv and 2 other mcvs also the normal guart turret thing dosnt have an actual shp or structure The commando dose not autoretaliate even when attacked. _________________ If you don't eat, you don't poo, if you don't poo, you die. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum