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Bug or not?
Moderators: Dawn of the Tiberium Age Staff
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devil42
Vehicle Driver


Joined: 27 Apr 2014

PostPosted: Sun Apr 27, 2014 2:13 pm    Post subject:  Bug or not?
Subject description: DTA 1.1260
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Hello everybody, I play in new version of DTA ( 1.1260)
I have a problem

1- the refinery icon not appear when I choose Allies and soviet 's side

2- When I try to use finalsun DTA in map editor , it's write "Tiberian Sun is not correctly installed, tibsunmix could not be loaded"

do you explain me please

Congratulations for the update
Sébastien

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Apr 27, 2014 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello and welcome to our forums.

Quote:
1- the refinery icon not appear when I choose Allies and soviet 's side

Thank your for reporting this bug, we'll release a hotfix (1.1261) later today to fix it.
Quote:
2- When I try to use finalsun DTA in map editor , it's write "Tiberian Sun is not correctly installed, tibsunmix could not be loaded"

Perform these steps:

1) Exit DTA if it's running.
2) Delete the FinalSun.ini file in the Map editor folder.
3) Launch DTA and wait until it loads to the main menu. Then exit the game again.
4) Open FinalSun_DTA. It should work properly now.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Apr 27, 2014 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

The hotfix has been uploaded, so the refinery icons should now be properly displayed now once you've updated to version 1.1261.

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Leonis
Vehicle Driver


Joined: 23 Feb 2014

PostPosted: Sun Apr 27, 2014 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Was just playing as Allies and I noticed a deployed Cruiser could serve as part of your "base" when it comes to deploying mines.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Apr 27, 2014 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the heads up. It'll be fixed shortly from now.

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devil42
Vehicle Driver


Joined: 27 Apr 2014

PostPosted: Mon Apr 28, 2014 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for your answers

Rampastein, it's the same problem
The message is the same

sorry for my english

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Apr 28, 2014 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try opening FinalSun.ini in the Map Editor folder and under [TS], make sure that the path entered after Exe= correctly points to the location of DTA.exe.

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devil42
Vehicle Driver


Joined: 27 Apr 2014

PostPosted: Thu May 01, 2014 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

hello everybody

I install DTA 1.1268 with DTA installer
when the upload was finished , I try to play with a map and it appear a message "Failed to initialize, please reinstall"

What is the problem?
thanks

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu May 01, 2014 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems that something went wrong at Mod DB's download servers and it replaced the installer with a very old version when I attempted to replace it with a newer version. I have now re-uploaded the installer, but it's still awaiting authorization, so for now you'll have to download the full zip package instead.

Thanks for reporting this issue.

Edit: The new installer is authorized now.

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devil42
Vehicle Driver


Joined: 27 Apr 2014

PostPosted: Fri May 09, 2014 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello everybody I don't know if is a bug or not
about gdi and soviet's MAD Tank , the countdown is ok but the buildings are not affected
Is it a bug or the TS engine does not support this effect?
thanks you

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 09, 2014 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

It should affect buildings.
Are you sure you have the MAD tank close enough?
This is not like RA where a single MAD can cover the entire map.
The effect radius is 15 cells around the MAD tank.

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devil42
Vehicle Driver


Joined: 27 Apr 2014

PostPosted: Sat May 10, 2014 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for your answer

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devil42
Vehicle Driver


Joined: 27 Apr 2014

PostPosted: Sun Jul 06, 2014 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello everybody

1- I think, we have a problem with Soviet's MAD Tank : when I click on the tank nothing was happened, it's impossible to destroy buildings, there is no alarm, however the electric bar increase when I click it.
It's impossible to move the tank, there is no choice in order to make room : destroy it
It's a bug?

2-The chinook transport have not the same graphic on C andC 95, for example , on C and C 95, we see the propellers on the chinook
Do you plan in the future update if it's possible an improved version of the chinook?
thanks

Good job for the shock trooper ^^

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jul 06, 2014 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Aircraft can't look the same as in TD; with the TS engine aircraft are forced to be 3D voxels, while in TD they were 2D images (SHPs) like the rest of the units. The TS engine also doesn't support rotors on air units. In other words, it's impossible to make the Chinook look like the TD one.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Jul 06, 2014 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Because of the way the M.A.D. Tank's charge logic works, it's necessary to have sufficient power for its weapon to work. So your power was probably low at the time you were trying to use it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jul 06, 2014 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Because of the way the M.A.D. Tank's charge logic works, it's necessary to have sufficient power for its weapon to work. So your power was probably low at the time you were trying to use it.

If there are only buildings and no enemy units left on the map, the M.A.D. can't autotarget a unit and thus start the explosion. In this case the M.A.D. stands still without doing anything until an enemy unit appears somewhere on the map.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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Captain_Cyrus
Guest




PostPosted: Tue Aug 12, 2014 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure this is a bug, But i do not seem to be able to send engineers into buildings? they repair my buildings but do not have the ability to capture?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 12, 2014 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Which buildings exactly?
There are only a few AI buildings that can't be captured, because they would cause bugs when used by the human player.

And of course are civil buildings like a church, defenses like guard towers and as usual are the super weapon buildings not capturable.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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