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Tiberian Sun Retro v1.2 has been RELEASED!!!
Moderators: SMIFFGIG
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 08, 2004 5:01 pm    Post subject:  Tiberian Sun Retro v1.2 has been RELEASED!!! Reply with quote  Mark this post and the followings unread

Tiberian Sun Retro v1.2 has been RELEASED!!!
Yes I have (finally) released the long awaited TSR v1.2 (final editon, NOT the leaked Beta version that was on PC Gamer UK xmas edition). Work began in August 2003 and finished in January 2004, In short, this is how Tiberian Sun should have been. Almost every single aspect of TS has been improved, from the high-res detailed sidebar icons, the brand new units, the brand new improved unit designs (of already exsisting units) to the over 350 new sound effects, brand new superweapons, MUCH improved AI and the new TSR maps.

Download Tiberian Sun Retro v1.2 here:
Tiberian Sun Retro v1.2


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Last edited by SMIFFGIG on Wed Jan 14, 2004 2:51 am; edited 1 time in total

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Thu Jan 08, 2004 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

i just tested and would have to say it is great

9 and 3/4 out of 10

good points first

- meteor is not too powerful and doesnt wipe out ur base very much
- new disruptor looks much better
- orcas look wicked
- cameos r wicked, apart from a tiny amount mentioned below
- AI r very challenging
- voxels look good
- gameplays great and adds more tactics, i like using a mammoth combo attack
- special Fx look better
- sound Fx work really well

there is too much to say so i cant point out every individual thing

bad points - bugs mostly, some r my opinion

- i got an internal error on the first map which is first instead of GC
- sum cameos like the mutant hijacker + chemspray dont look too good
- i think engineers should be buildable from barracks
- i got a random internal error sum random game
- rocket infantry cant fire at ground units
- mkII and mammoth tanks dont fire at air units, they chase the target but nuthin comes out of the rocket launchers
- mkII is harmless on infantry
- orca transport is not much different to a orca carryall, only it can have a few men, like a carryall with apc on bottom
- where r the mobile war factories?

for next release

- color gdi repair bay to gdi scheme
- fix bugs
- add more units
- enhance bad cameos
- add spy sat, it would make gdi slightly more equal to nod considering they have all those SW, it would be good for gdi

good mod and it makes ts better. the quicker the HS is fixed the better

great job, hard work put into this mod
Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy

u can see how happy i am

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 08, 2004 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

the firestrm.ini is seamans version which is causing problems
the new uploaded one is much smaller and has a fixed firestrm.ini

those internal errors are worrying, ive tested alot and havent recieved one since i fixed the warheads in the rules.ini



firestrm.ini
 Description:
New version

Download
 Filename:  firestrm.ini
 Filesize:  28.47 KB
 Downloaded:  249 Time(s)


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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jan 08, 2004 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
the firestrm.ini is seamans version which is causing problems
the new uploaded one is much smaller and has a fixed firestrm.ini

those internal errors are worrying, ive tested alot and havent recieved one since i fixed the warheads in the rules.ini


Very old version left over from testing... it was not supposed to be loose with the installer. It should have not existed at all.

The internal errors seem to relate to either to explosions or debris animations. I would advise taking off the huge explosion, as it seems to glog up memory.

Oh BTW, remove INFDIE from aircraft explosions list. It's looks kinda odd when a burst of blood appears when you destroy an orca...
However if wanted to have to have falling pilots when you destroy aicraft, make a voxel of the light infantry and use it as voxel debris anim.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 08, 2004 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont get it, i cant get an Internal Error in my version
I just played a 50min game vs 8 comp and no internal error


and seaman how do u come to those conclusions ?

Ive re-uploaded TSR so its smaller and contains the fix

Quote:
- i got an internal error on the first map which is first instead of GC
- sum cameos like the mutant hijacker + chemspray dont look too good
- i think engineers should be buildable from barracks
- i got a random internal error sum random game
- rocket infantry cant fire at ground units
- mkII and mammoth tanks dont fire at air units, they chase the target but nuthin comes out of the rocket launchers
- mkII is harmless on infantry
- orca transport is not much different to a orca carryall, only it can have a few men, like a carryall with apc on bottom
- where r the mobile war factories?

-I dont understand why, i dont ?
-they are
-as i said i dont understand and i dont
-they can
-weird the .ini coding is correct (havent tested this)
-also weird
-I agree
-they are there with the patch i posted

Well thanks for the feedback even though its quite confusing stuff

-SMIFFGIG

P.S. Glad you like it anyway ZDFlamer

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Thu Jan 08, 2004 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anouncer: Congrats TSR Team! You've just released a long awaited TS mod, what do you plan to do next? Very Happy

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Supersonic
Grenadier


Joined: 08 Jul 2003
Location: Australia

PostPosted: Fri Jan 09, 2004 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

yeeha! 'tripped over in happiness' Very Happy

finaly SMIFFGIG

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cheetboss
Civilian


Joined: 11 Dec 2003

PostPosted: Fri Jan 09, 2004 2:40 am    Post subject: its me Reply with quote  Mark this post and the followings unread

yay when do u need anymore testers for the next 1?

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Supersonic
Grenadier


Joined: 08 Jul 2003
Location: Australia

PostPosted: Fri Jan 09, 2004 7:38 am    Post subject: Reply with quote  Mark this post and the followings unread

1 prob its a bit buggy Sad

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Jan 09, 2004 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

the bugs can be fixed in minuets (now im aware of them)

However this Internal Error issue is not going away and if i cannot find what is causing it, i will be forced to discontinue work on TSR Sad

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jan 09, 2004 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

So after all you DIDN'T find the error??

I'd say look into debris (not only voxel debris!), Tiberium (although i thoroughly checked it) and run the original AI.ini..

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri Jan 09, 2004 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
i dont get it, i cant get an Internal Error in my version
I just played a 50min game vs 8 comp and no internal error
and seaman how do u come to those conclusions ?


When I got the IE, there was a exploding light tank on the screen. But I'm not exactly sure what it was as there were so many things happening at the same time.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jan 09, 2004 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i got it at varous situation, like placing down a GADROP (activating some AI triggers? nope -checked)

I'm also suspecting debris now since i checked the tiberium code and stuff and replaced it with old values.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Jan 09, 2004 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

GADROP isnt even buildable ?

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri Jan 09, 2004 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

GADROP (and GADROP2) triggers AI teams, because I assumed it was going to be buildable.
In the "leaked" version of TSR Dropship Bay acted as helipad and advanced tech center.

Also, OccupyGun should be used by a unit in rules.ini because otherwise it can cause the game to crash. If the weapon is called only from map file, it is considered unexistant.

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Last edited by SeaMan on Fri Jan 09, 2004 4:19 pm; edited 2 times in total

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Jan 09, 2004 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

occupy gun is unused by any unit map are simply anything
its leftover from early beta's
Ill disable it anyway though

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jan 09, 2004 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

i could've meant GADROP2, whatever... i just meant i build the Dropship bay and then i got the error.

Seaman are u sure some of the outrageous trigger values in AI.ini won't cause problems? (some are like 700.0000000 instead of normal 50.0000000)

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jan 09, 2004 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

In RA2, Kirov uses 500.0000000

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Jan 10, 2004 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

ans some triggers 5000.0000000 in ra2

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat Jan 10, 2004 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
Seaman are u sure some of the outrageous trigger values in AI.ini won't cause problems? (some are like 700.0000000 instead of normal 50.0000000)


700.0000000 doesn't exist in ai.ini.
5000.000000 is the highest value which is used by a pool guard team.

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