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Tiberian Sun Client
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Thu Mar 12, 2020 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:

Edit: Github link for changes /tag/2.6.0.4 doesn't exist anymore.

Should be updated to 2.6.0.5.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Mar 13, 2020 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the link in Rampastein's previous post is already updated to 2.6.0.5, but the changelog.txt in TSClient still remains to be changed.

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reallyjustoneq
Civilian


Joined: 20 Mar 2020

PostPosted: Fri Mar 20, 2020 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey I have an issue with the client - none of the hosted CnCnet games will show up! Somehow the chat works, however. I can also see and join games using CnCnet client but I would rather use this one if possible

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 20, 2020 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

answered on the main post:
^Rampastein wrote:

*Note: This is not the only TS MP client. Most games are (currently) hosted with FunkyFr3sh's client, which is incompatible with this client. Games hosted with FunkyFr3sh's client cannot be joined with this client, and vice-versa.

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Archerknight
Civilian


Joined: 16 Mar 2019

PostPosted: Thu Mar 26, 2020 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi all,

I have a problem with my client 5.43.

I play with my on mod - on the same hdd, same path etc. which I used with win 7. Now since i have to use win 10 - I wanted to start this client and I only got error w/o any clue ...

I tryed a new clean client of TS 5.30, 5.43 & 5.46 - without any mods and its still works. When I just replace the theme.ini in the new clean client, the game give me the same error what I said before... So can anybody help me out?

thanks



EXCEPT_26_3_2020_20_18.TXT
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 26, 2020 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

since you already narrowed it down to your new theme.ini, why not narrow it further down by reverting your changes one by one?

Or upload your theme.ini so we could check it.

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Archerknight
Civilian


Joined: 16 Mar 2019

PostPosted: Fri Mar 27, 2020 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 27, 2020 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

a) you can attach files to a post in this forum
b) Do you put your complete TS folder in the rar? I'm not downloading 144 MB just for a single 1kb ini textfile

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Archerknight
Civilian


Joined: 16 Mar 2019

PostPosted: Fri Mar 27, 2020 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

As I said in my post before - the theme.ini was only an example.

The Error log shows me only ???? so I cant figure out, which data isnt correct or maybe my system dont work correct. Thats why I uploaded my moded files for someone who wanna try out the files with his own clean client and can maybe tell me then - if the person got the same problem which I had before.

*EDIT*

I found the problem - one of my mix files was encrypted. That was the problem. But thank for the help anyway

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Sat Jun 06, 2020 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you thinking about making something akin to a replay saver? Making a directory that stores generated files of skirmish and
online games?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Jun 07, 2020 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

If proper replay support for Tiberian Sun is made one day, then probably.

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2mg
Civilian


Joined: 27 Jul 2020

PostPosted: Tue Jul 28, 2020 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a heads-up: you can't make SUN.ini read-only if you want a custom resolution or more importantly, DragDistance IF you want to start a new campaign (crashes because file isn't accessible).

You can however start a campaign, save the game, then edit and lock your SUN.ini file.

As a newbie to these TS clients, and seeing how TSClient doesn't have the option for DragDistance or custom rez, I had to go the long way to figure out why game was crashing.

Would be nice if these 2 were supported in the future without needing to go into SUN.ini.

But excellent "mod" if I may say so, thanks for making TS playable in this era.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Jul 28, 2020 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

You shouldn't make sun.ini as readonly. For custom resolutions, you could edit ddraw.ini file in the game folder when using cnc-ddraw or ts-ddraw renderers available through options. Respective INI files in Resources folder has the comments/meaning for the options used in ddraw.ini file. There is limitation of the game when it comes to in-game menu size and position, otherwise custom resolutions works well in-game.

Instead of hardcoding a fixed value in game.exe, DragDistance variable is used for scaling it depending on the width of current resolution. Other options are also fetched and written back to sun.ini, so try avoiding to make it readonly.

Different renderers (ddraw.dll) takes different inputs for custom resolution and some may not support it. Any implementation for it would need to be specific to the renderers, so that should make it difficult, some of those are still being developed.

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2mg
Civilian


Joined: 27 Jul 2020

PostPosted: Wed Jul 29, 2020 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
You shouldn't make sun.ini as readonly. For custom resolutions, you could edit ddraw.ini file in the game folder when using cnc-ddraw or ts-ddraw renderers available through options. Respective INI files in Resources folder has the comments/meaning for the options used in ddraw.ini file. There is limitation of the game when it comes to in-game menu size and position, otherwise custom resolutions works well in-game.

Instead of hardcoding a fixed value in game.exe, DragDistance variable is used for scaling it depending on the width of current resolution. Other options are also fetched and written back to sun.ini, so try avoiding to make it readonly.

Different renderers (ddraw.dll) takes different inputs for custom resolution and some may not support it. Any implementation for it would need to be specific to the renderers, so that should make it difficult, some of those are still being developed.


I want qHD aka 960x540.

Why? Because units/buildings/map remain the similar size like it is in 800x600/640x480, but you get that 16:9 viewport.
Similar to CnC Remaster - looks old but works like new.
Yes, I've tried the game's own 720p, stuff is too tiny for me.

For that qHD rez, in both cncnet and DTA/TSclient you need to edit SUN.ini, you can NOT input a custom rez from GUI.

However, cncnet doesn't overwrite SUN.ini, TSClient does. Also, TSClient doesn't have a GUI setting for DragDistance like cncnet does.

Regarding changing resolutions in ddraw.ini - that is for scaling the GAME's resolution into a ddraw FRAME.
ts-ddraw doesn't do scaling (yet) - it just makes your display switch to game's resolution if possible.
cnc-ddraw CAN scale to full screen frame, but either without aspect ratio, then everything is squashed, or with aspect ratio, but you have 4:3 cramped viewport (if you're playing in those 4:3 rez that is). It also has issues that I raised on GitHub if you want correct aspect ratio.

qHD fixes that by giving you 4:3-into-16:9 because cnc-ddraw automatically stretches that small 16:9 resolution into a full 1080p frame. And that needs SUN.ini.

I'm using cncnet for comparison, not to bash TSClient - I just finished GDI campaign in TSClient because it offers double tap, hover health and few more QoL stuff that cncnet doesn't for SP  Wink

PS: qHD is actually a very specific resolution anyway because cnc-ddraw has a code for certain resolutions to automatically try to scale them, and in case of quarterHD, it just stretches it to 1080p VERY NICELY. I mean, it would scale ANY rez you give it, but if you feed it a 16:9 from the start, all it has to do is fill 16:9 1080p with it.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Jul 29, 2020 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Agreed. Original game allows custom resolution in sun.ini but TSClient resets it if there is a non-standard resolution. TSClient could be made to allow custom resolutions.

And the cnc-ddraw, ddraw.ini value of fullscreen if set to true should override game resolution (as per the comments), but it doesn't. Probably that should also be looked into.

DragDistance shouldn't be difficult, but can't see much value for it to be on the UI.

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2mg
Civilian


Joined: 27 Jul 2020

PostPosted: Wed Jul 29, 2020 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Agreed. Original game allows custom resolution in sun.ini but TSClient resets it if there is a non-standard resolution. TSClient could be made to allow custom resolutions.


It actually resets a a few options, not just resolution and DragDistance. In fact, it does change DragDistance, but not ScrollDelay for some reason?

E1 Elite wrote:

And the cnc-ddraw, ddraw.ini value of fullscreen if set to true should override game resolution (as per the comments), but it doesn't. Probably that should also be looked into.


I think people thought ddraw.ini's rez setting means "render the game at that rez", but it isn't.

Custom width/height or fullscreen setting in ddraw.ini means that it will take the game's rez, then fill it into one of those two settings you put into ddraw.ini.

Eg 800x600 game > 1280x720 custom ddraw rez - it will then report to your display "I'm running an exe in 720p (which is actually stretched 800x600), switch to that 720p". Which is kinda pointless. Maybe it's legacy, or when fullscreen parameter doesn't work properly for some, I'm not fully sure about this. Or for windowed options, prolly.

Unless I'm wrong, but I just tested that scenario, rendered 800x600 into 720p, my display switched to it. But it's STILL 800x600, just badly stretched since aspect ratio is kinda broken in cnc-draw (see "handlemouse" issue on GitHub).
And 720p while supported on my display, isn't even it's native rez, so again, pointless unless for windowed gameplay?

E1 Elite wrote:

DragDistance shouldn't be difficult, but can't see much value for it to be on the UI.


Dunno, I hate scrolling the screen with right click and my units deselect mid scrolling. I also like to fine tune the scrolling/panning with ScrollDelay, seems to be some kind of fine multiplier to ScrollRate. Weird how TSClient doesn't overwrite that value. And cncnet has that option in it's config.exe.

Cheers.

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2mg
Civilian


Joined: 27 Jul 2020

PostPosted: Sat Aug 01, 2020 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, while qHD resolution is a nice compromise, there is also the alternative:

4:3's height * 16:9's aspect ratio (1.7777) = 854x480, 1066x600, and 1366x768 (wasn't in TibSun though).

None of these are technically true 16:9, but they are 16:9 for the purpose of having 4:3's height and 16:9's width (field of view).

So, another reason why having non-read-only SUN.ini.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Aug 01, 2020 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Both xna-cncnet-client used in TSClient and ts-patches used for game.exe are open source and available. So, anyone can change those features and use it as they want their modded TS to be.

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2mg
Civilian


Joined: 27 Jul 2020

PostPosted: Sun Aug 02, 2020 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Both xna-cncnet-client used in TSClient and ts-patches used for game.exe are open source and available. So, anyone can change those features and use it as they want their modded TS to be.


Well I know how to edit an INI file, changing source code is a bit outside of my skillset  Mad
I mean none of this is a huge issue, but more of a nuisance, I finished TS and FS and had to unlock sun.ini only 4 times, once for starting each campaign.


I do have another question - where are QoL stuff like show health on hover, or jump to team double tap stored? I don't see hover show health in SUN.ini?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Aug 02, 2020 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Hacks are applied to the game.exe, check:
- https://github.com/CnCNet/ts-patches/blob/master/src/center_team.asm
- https://github.com/CnCNet/ts-patches/blob/master/src/hover_show_health.asm
- https://github.com/CnCNet/ts-patches/blob/master/src/sun.ini.c

Hover show health is enabled by default, can be disabled through sun.ini. Sun.ini.c fetches the additional setting variables.

Client fetches those for its own purpose like for options window or for default sun.ini values etc.:
- https://github.com/CnCNet/xna-cncnet-client/blob/master/ClientCore/Settings/UserINISettings.cs

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2mg
Civilian


Joined: 27 Jul 2020

PostPosted: Sun Aug 02, 2020 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Hacks are applied to the game.exe, check:
- https://github.com/CnCNet/ts-patches/blob/master/src/center_team.asm
- https://github.com/CnCNet/ts-patches/blob/master/src/hover_show_health.asm
- https://github.com/CnCNet/ts-patches/blob/master/src/sun.ini.c

Hover show health is enabled by default, can be disabled through sun.ini. Sun.ini.c fetches the additional setting variables.

Client fetches those for its own purpose like for options window or for default sun.ini values etc.:
- https://github.com/CnCNet/xna-cncnet-client/blob/master/ClientCore/Settings/UserINISettings.cs


Oof, I just wanted to copy paste stuff into cncnet's to see if it will stick in Singleplayer, they've limited these to MP only. Their loss I guess, TSclient is awesome for SP.

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Gabryel
Medic


Joined: 02 May 2020

PostPosted: Fri Nov 20, 2020 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just d/l the Client today and run the update.

System is Win7 64bit
I tried it offline. There is no main menu music (other sounds and in-game music works)
Is this normal?

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Nov 20, 2020 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Game menu music can be set in settings.

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Gabryel
Medic


Joined: 02 May 2020

PostPosted: Fri Nov 20, 2020 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attached a screen shot of the Menu settings. I don't see what am I missing.

It does work on 5.30 by the way, it might be something about the update itself.



client_menu_music.jpg
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Client Menu Setup
 Filesize:  92.88 KB
 Viewed:  7208 Time(s)

client_menu_music.jpg



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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Fri Nov 20, 2020 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have "lobbymusic.wav" file in "Resources" game directory?

Also maybe might be worth to check "client.log" in "Client" folder.

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Gabryel
Medic


Joined: 02 May 2020

PostPosted: Sat Nov 21, 2020 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tuc0 wrote:
Do you have "lobbymusic.wav" file in "Resources" game directory?

Also maybe might be worth to check "client.log" in "Client" folder.


I do have lobbymusic.wav, however I only use it for Single player, so that is not relevant for me.

Client.log:
Playing main menu music failed! Song playback failed. Please verify that the song is not DRM protected. DRM protected songs are not supported for creator games.

I guess this is the problem. Same thing happens if I try to replace the MainMenuTheme.wma with a renamed lobbymusic.wav

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Nov 23, 2020 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Check if you can play those file formats like windows media .wma files on your system.

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Gabryel
Medic


Joined: 02 May 2020

PostPosted: Mon Nov 23, 2020 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Check if you can play those file formats like windows media .wma files on your system.


Works perfectly fine with 5.30, just checked it again.
Does not work after I let it run the update.
Yes, of course I can play the wma file in my system.

So, what I figured since:
5.30 runs clientdx by default. It has music. If I run 5.30 with clientxna intentionally, same DRM problem, no music.

Updated version does not run with clientdx, even if I intentionally try to use it. It runs clientxna anyway and DRM issue, no music.

So it's this XNA thing or whatever it does with audio.

Does 5.30 use a DX10 and the update use DX11?
I can't get clientdx to work after the update.
clientogl crashed right away, whatever that is.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Nov 23, 2020 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Update DirectX 11 to partial DirectX 11.1 implementation - Windows6.1-KB2670838-x64.msu for Win7.
Then you will be able to run clientdx.exe.

For me, on Win7 x64, main menu music works in both clientdx and clientxna. Client version is 5.46.

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Gabryel
Medic


Joined: 02 May 2020

PostPosted: Mon Nov 23, 2020 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Update DirectX 11 to partial DirectX 11.1 implementation - Windows6.1-KB2670838-x64.msu for Win7.
Then you will be able to run clientdx.exe.

For me, on Win7 x64, main menu music works in both clientdx and clientxna. Client version is 5.46.


My integrated GPU does not support DX11, that was the reason I was wondering what version is being used by 5.30 clientdx.

How would this DirectX partial update help me?

EDIT: never mind, I installed the suggested update and now the updated client works with clientdx and I have music.
Much appreciated!

ps: clientxna still does not play the menu music, but now I don't care anymore Very Happy

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Maritimus
Cyborg Engineer


Joined: 04 Aug 2008
Location: Germany

PostPosted: Sun Apr 11, 2021 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey guys,

great work on the TS client, it is a dream to use!

One small suggestion:
Perhaps in future updates, you could include Renegangsta's cleaned up Veinhole Veins, as they very much improve the look of Tiberium veins imo?

Anyway, keep up the great work! Really enjoying the client! Cool

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TeleVisor
Medic


Joined: 17 Dec 2020

PostPosted: Thu Apr 29, 2021 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, I'd really want to switch to this, but so far I have performance issues on my laptop (Win7 era, integrated GC).

Problems are either screen-tearing or video stuttering, depending on the renderer. There are also frame drops during explosions.

Thing is, both TI's Client and the CnCnet one run perfectly on my machine. I use either DDrawCompact or Direct3D 9.

Any suggestion please?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Apr 30, 2021 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

First check if you are on 5.46 version (can be updated through the client) and try different renderers.

Otherwise, set ModMode=true in Resources\ClientDefinitions.ini and copy the corresponding DLL files from TI's Resources folder to this client's Resources folder. Any filename changes can be adjusted in Resources\Renderers.ini.

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TeleVisor
Medic


Joined: 17 Dec 2020

PostPosted: Sat May 01, 2021 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you, had no luck so far though Sad

I did a forced update, then used TI's ddrawcompat.dll on the Client (after changing entries on the INIs) but had no different results from Vanilla Client.

To be more precise, what I experience is:

a) explosion anims play slower than expected

b) scrolling the screen shows stuttering

This happens on different renderers (TS/CNC/Compat). I wonder if it has something to do with how the Client handles refresh rates(?) and such, not the renderers themselves. (Really out of my depth here).

Also, setting VSync=yes/true on both ts-ddraw-gdi.ini and ddraw.ini has no effect?

I'm lost.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 02, 2021 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

If it works with TI then it should have worked for TSClient also. After you select the DDraw option from the option window and save and then run the game once, exit the game and compare the ddraw.dll in the game folder. It should match the DLL you use for TI. My guess would be the proper ddraw.dll may not be present. To test it go to options and set the renderer option to default none, so no ddraw dll is used and then copy the one from TI game folder to TSClient's game folder and run it and try.

What you are having is the video backbuffer problem, it is not vsync.

Before the ddraw options were available I used to fix it by patching the game.exe with: http://www.stuffhost.de/files/cnc/CnCPatcher.html
Even though the original bytes have changed you could still try it as a last resort, if ddraw stuff doesn't workout. DDraw methods do the same, so use this for your system only, not for distribution, if it works.

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TeleVisor
Medic


Joined: 17 Dec 2020

PostPosted: Sun May 02, 2021 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nothing seems to work I'm afraid.

This is what I did:

- Fresh new Client install
- copied TI's ddrawcompat.dll into Client's Resources folder
- opened Client, then Options > Ddrawcompat, then saved
- started a Skirmish game, aborted and exited all
- checked the DLL: it's the one from TI because they have different sizes (TI 583 vs Client 586 KB)

I also tried the patcher, but it doesn't recognise the Client EXE?

I had placed the patcher in the Client main folder, also tried to change TiberianSun.exe to SUN.exe, but I don't have options in the Patcher's drop-down menu.  

(And it says: 'No patch applicable, please copy the game file (game.exe or gamemd.exe) into this folder first').

However, on the patcher's web page, instructions say that I need Net Framework 3.5.
Problem is, TS Client needs at least 4.5 to run (as I just found out  Laughing)

So, is there like a magic string of HEX, in TI's EXE, that fixes this backbuffer issue thing? Just for knowledge' sake.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 02, 2021 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

On the options window, there is a backbuffer in video memory checkbox, keep it unchecked. That should be doing the same thing.

You could also compare sun.ini and ti.ini in the game folders, specially the [Video] sections.

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TeleVisor
Medic


Joined: 17 Dec 2020

PostPosted: Sun May 02, 2021 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Argh. No luck on either case.

FWIW, I also compared the EXEs (just the hacks in ModEXE) and other INIs (like TI's ts-ddraw against the Client's ts-ddraw(-gdi)). The TI ones have lines like:

Code:
; Use 2 textures, in rotation, for the Primary Surface, default = yes
PrimarySurface2Tex=Yes

; Use Pixel Buffer Objects, in rotation, for the primary Surface. default = 0
PrimarySurfacePBO=0

; Enable/disable the 16->32bit conversion
ConvertOnGPU=Yes


Which are missing on the Client's files. So I copied them in those, but I didn't notice any difference in game. And I don't know if this code is even relevant (guess not at this point?).

Or, how about this: the Ddrawcompat DLL doesn't have an INI ResConfigFile (in either client). But other DLLs do, and in Renderers.ini those are declared, like for instance:

[CNC-DDRAW]
...
ResConfigFileName=cnc-ddraw.ini

So, what if I gave one to DDrawcompat (with what instructions though)?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue May 04, 2021 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread


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TeleVisor
Medic


Joined: 17 Dec 2020

PostPosted: Tue May 04, 2021 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
If you are using ddrawcompat, then ts-ddraw config INI entries are not relevant. DDrawCompat doesn't come with additional config INI file like ts-ddraw


What I meant was, one could give ddrawcompat an INI, by adding the code:

ResConfigFileName=ddrawcompat.ini

in Renderers.ini

The question is: what code to put into the ddrawcompat.ini, that could fix the backbuffer problem.

Quote:
If the same DLL and settings are used in both TI and TSClient, then those should work the same. Are you testing it correct.


I will try the latest DLLs. If that doesn't work I will compare every relevant INI I can find in the Client/TI, and post discrepancies.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed May 05, 2021 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

There is no config options for DDrawCompat, so adding INI file will do nothing.

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TeleVisor
Medic


Joined: 17 Dec 2020

PostPosted: Wed May 05, 2021 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Problem fixed!

The solution was a mix of new DLLs, enabling VSync, and having MaxFPS/MinFPS match values in the INI. This was on cnc-draw.

Thanks, E1  Smile

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CabalCore
Cyborg Soldier


Joined: 23 Oct 2013

PostPosted: Fri Nov 19, 2021 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I have added maps to the custom map folder in the client but am having an issue. The maps won't show up in game.

It says to put maps in the "Custom Maps" folder and it will show up in the "Custom Maps" game mode but they don't.

Am I missing something? or is there more to it? I have the map in .map.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 05, 2021 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Version 6.00 of the TS Client is out, which updates the GUI and adds many new patches (view the change log here).

- Download (without videos)
- Download (with videos)


If you're migrating a mod from an older TS Client version you can keep your old files from the "INI" and "MIX" folders, but make sure to add these keys to their respective sections in Rules.ini:
Code:
[General]
UnitSelfHealRepairStep=1
BaseUnit=BASEUNIT
HarvesterUnit=HARV,MCV

[VehicleTypes]
0=BASEUNIT

[BASEUNIT]
Image=MCV
Name=Mobile Construction Vehicle
CrateGoodie=yes

[HARV]
UndeploysInto=HORV

[MCV]
CrateGoodie=no
AllowedToStartInMultiplayer=no

Also mind that most of the game options were moved from GameOptions.ini to SkirmishLobby.ini.


Those that want to add new factions to their mod can now easily do so without following a tutorial (just make sure that Sidec##.mix, SideCD##.mix and Speech##.mix exist for the new faction, you added the new faction's Harvesters and MCVs to HarvesterUnit= according to the comments in Rules.ini and you added all of the new faction's respective structures to the [AI] section; including BuildConst=, which accepts multiple entries now).

Useful to know: you can now also create a "Base" sub-folder in the "INI" folder and place your mod's ini files in there. Any ini file in the "Base" folder will be able to use the "BaseSection=" key for any section and this will make that section use all the key of the section you're referring to.
This would for example allow you to shorten the entire [CIV2] section to just this:
Code:
[CIV2]
BaseSection=CIV1
CrushSound=SQUISHY2
VoiceSelect=68-N100,68-N102,68-N104
VoiceMove=68-N106,68-N108,68-N110

Any .ini file in the Base folder will be processed and overwrite the .ini file that's already in the "INI" folder whenever map is loaded and the client intentionally doesn't have .ini files in there out of the box so that modders can store their .ini files in there without worrying about having them removed or replaced whenever they update the client.

You can also still store .mix and .ini files in the main directory and these will take priority over the files in the "MIX" and "INI" folders. So if you want to mod while also being able to update the client when new versions come out, without having it overwrite any of your modded files, place your .mix and .ini files in the main directory (the folder that also contains the Game.exe and TiberianSun.exe files), as well as the "Base" folder (\INI\Base\).
Changes to files in the "Resources" folder (such as changed game options or playable factions) can't be read from elsewhere and will always be overwritten when you update, so it's best to back these files up somewhere so that you can just copy them back to the Resources folder after any update.

If you want to entirely disable updates, you can do this by changing "ModMode=false" to "true" in ClientDefinitions.ini.


More features such as Vinifera and possibly Quick Match will be added in the future and I'll try to fix any bugs that might be reported.

_________________

Last edited by Bittah Commander on Sun Dec 05, 2021 6:11 am; edited 2 times in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 05, 2021 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Congrats on the release.

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Cycorix
Civilian


Joined: 27 Dec 2021

PostPosted: Mon Dec 27, 2021 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi, thanks for the update!

quick question:

how to use the following code from rules.ini:

; IsVehicleTransport = Is this able to carry vehicles as passengers (def=no)?

Tried using this and it doesn't seem to work currently, is there something to it I am missing or is it not functional currently?

TooBigForCarryalls works fine Smile

(edit: I know that vehicles in transports has never been possible in the tib sun engine, I just saw this in the updated rules.ini and thought "no way, is it actually possible now?")

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Dec 28, 2021 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread


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Cycorix
Civilian


Joined: 27 Dec 2021

PostPosted: Wed Dec 29, 2021 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks very much for your quick reply!

Okay, so firstly I need to point out I have no real idea what I'm doing, so sorry if I'm missing something obvious #Tongue


I downloaded the ts-patches masterarchive, and installed the recommended version of winbuilds and also git for windows 2.34.1 (no particular version was recommended so I hope it's the right one)

After some trial and error, I managed to get some of the build***.cmd files to output what looked like the game client .exe to the build folder.

I then added "src/mods/dta/vehicle_transports.o \" to the TSCLIENT OBJS in tsclient.mk

I was then able to output a tsclient.exe of 3916kb, 4 bytes larger than the current game.exe used (3912kb).

However, the Tiberian Sun launcher doesn't seem to be able to run it. I've tried renaming it to game.exe, I've tried setting tsclient.exe in ClientDefinitions.ini, but it throws an error with the game client every time I try and launch something.

I've clearly done something wrong, probably something really obvious to anyone who actually knows what they're doing aha...

Any ideas please? Smile or is there a tutorial somewhere on how to compile game.exe properly?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Dec 29, 2021 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

You have done it correct with compiling the game.exe by including the needed hack in the tsclient.mk file. Git was not needed anyway as you have downloaded latest ts-patches from the master branch.

Just rename the generated tsclient.exe to Game.exe and overwrite the one in TSClient folder after taking backup. Then edit Resources\ClientDefinitions.ini to set ModMode=true. Launch TiberianSun.exe as usual. If TSClient v6.03 was running fine, then the change should also work.

Could check DTA mod for usage reference if needed.

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Cycorix
Civilian


Joined: 27 Dec 2021

PostPosted: Wed Dec 29, 2021 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

What did I say about me doing something incredibly stupid?  Razz

So...... I decided to read the error message more closely. "game.exe not found"

yeah... I'd forgotten about windows hiding file extensions and given it a file called game.exe.exe  Laughing meep

Yeah the modified .exe works Smile

Also thanks, your advice was really useful! I couldn't get it to work at first, so I went and looked at the dta hovercraft. It gave me the idea that the hack only works for type vehicle and not type aircraft (I think now this is true).


So, I take a transport aircraft (generally a clone because reasons), take it out of the aircraft list and into the vehicle list, while keeping the movement zone and locomotors as per aircraft. That makes a functional flying vehicle transport. Smile

However.... being a vehicle, it then gets built at the war factory and not the helipad. and being a flying vehicle, it tries to fly out of the factory, lands on the bib and gets stuck. (you can free it by selling the factory, but that's not ideal).

So, I take my cloned Dropship, make it tech: -1 (unbuildable at war factory). I then add it as a FreeUnit to the ddlndmk animation from TS:Warzone, a neat little animation of a dropship landing on a flare. (Used for the unit drop-in "buildings")

It's a working dropship, but now being a vehicle means that some of the aircraft pitches/shadow aren't quite right.

Perhaps these were the 'issues' you mentioned? Smile

tl;dr:

1. Modify the .exe to include VehicleTransports
2. Move your air transport to Vehicle type list from Aircraft type list
3. Add IsVehicleTransport to your flying vehicle/aircraft hybrid
4. make your flying transport unbuildable at war factory
5. Add the Gaflr/ddlndmk associated anims from Warzone
6. Add your flying transport as FreeUnit to your [Gaflr] building clone

And that's how you get working vehicle dropships in Tibsun, more or less Very Happy

Thanks so much for your advice Elite <3 and thanks to everyone else who worked on this client, it's amazing work. 20 years I've been waiting for controllable dropships and here we are  Laughing Just a couple things left to figure out before they're perfect


Edit: (rushed, lol) lil' video sample to show it off. The tech tree and a few names etc are all over the place because it's a test build #Tongue



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