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Misc TS editing q's
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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sat Apr 16, 2022 6:29 pm    Post subject:  Misc TS editing q's
Subject description: orig: Does [Colors] showing through shroud bug happen in SP?
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I've heard about certain colors not being okay to use for players since they have this bug where objects with it are visible through the shroud. Do I need to worry about certain player colors showing through the shroud in campaign or is that a multiplayer-only issue?

Last edited by gameaddict11707 on Sun Apr 17, 2022 6:54 pm; edited 1 time in total

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Apr 17, 2022 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't assign the internal visible-through-shroud colors to singleplayer houses, so it's a multiplayer-only issue.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Apr 17, 2022 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do you mean that? I'm only familiar with the colors by name.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Apr 17, 2022 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Assuming you use the Tiberian Sun Client, for multiplayer the colors are defined not by name (only), but by internal color index. You can only use the "wrong" colors by assigning specific internal color indexes to players.

Since in singleplayer you only use the colors by name and not by internal index, you can't pick the wrong colors in singleplayer.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Apr 17, 2022 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah. Thanks for clarifying that. Smile

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Apr 17, 2022 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

New question - if I were to add a playable subfaction, for example CABAL as an offshoot of the basic Nod side with certain exclusive units/structures, and giving Crewed=no to clones of the shared vehicles and structures, could I make the campaign flow between missions played as Nod and missions as CABAL but all during a single Nod campaign (e.g. in nod1a.map [Basic]?Player=Nod and once it's finished the game moves onto nod2a.map, where [Basic]?Player=CABAL) Or is that just impossible because of engine limits since each would technically be their own Side so I could give them things like a different BuildConst entry, etc.

I'm using the TS Client 6.05d.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 18, 2022 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i'm pretty sure it works. Even the original campaign had missions where you played Nod in one, and GDI in the next mission.

What you play as Player=, is independant from NextScenario=.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Apr 18, 2022 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
i'm pretty sure it works. Even the original campaign had missions where you played Nod in one, and GDI in the next mission.

Hmm? I can't remember ones. Only in the Firestorm campaign Nod started using EVA instead of CABAL, that was achieved through SpeechSide=.

Lin Kuei Ominae wrote:
What you play as Player=, is independant from NextScenario=.

NextScenario= is actually somewhat obsolete. For example, IIRC most vanilla TS mission maps just define NextScenario= as gdi02, yet you obviously don't jump to GDI mission 2 from, say Nod mission 3.

Instead, the campaign progression is defined by mapsel.ini. There, unfortunately, the game uses the house's name to figure out how the campaign progression should go, which means you can't change the player house during a campaign if you want to have working campaign progression.

However, we have a solution to this in DTA: client-based campaign progression https://www.moddb.com/mods/the-dawn-of-the-tiberium-age/images/individually-playable-missions-campaign-progression-tracking#imagebox

It's not yet available in the TS client though, but I'm planning on adding it in the future.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Mon Apr 18, 2022 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
...the campaign progression is defined by mapsel.ini. There, unfortunately, the game uses the house's name to figure out how the campaign progression should go, which means you can't change the player house during a campaign if you want to have working campaign progression.


Thank you again for the help.

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Taiyoumaru
Civilian


Joined: 01 May 2022

PostPosted: Sun May 01, 2022 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Good day, I am totally new to this client and modding TS, learned everything I did now in just a few hours. I have been trying to create a Nod unit that uses the Chemical Spray Infantry sprites but it is always invisible in-game.

No matter what I do, I can't seem to make it use this sprite, even tho it's in the game files so there's no need to create separate mix file, as I understand it:
https://tcrf.net/File:C%26C-TS-WeedGuy.gif

Here is my rules.ini for it

[BLACKHAND]
Name=Black Hand
Category=Soldier
Primary=FireballLauncher2
Prerequisite=NAHAND
CrushSound=SQUISH6
Strength=125
Fearless=yes
Armor=light
Pip=green
TechLevel=1
Sight=10
Speed=5
Owner=Nod
Cost=400
AllowedToStartInMultiplayer=no
Points=5
VoiceSelect=15-I032,15-I048
VoiceMove=15-I008,15-I014,15-I026
VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes

and here is the art.ini

[BLACKHAND]
Cameo=WEATICON
Sequence=WeedSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,0,100

[WeedSequence]
Ready=0,1,1
Guard=56,1,1
Prone=64,1,6
Walk=8,6,6
FireUp=56,1,1
Down=125,2,0
Crawl=64,6,6
Up=114,2,0
FireProne=116,1,1
Idle1=128,8,0,E
Idle2=136,15,0,W
Die1=152,8,0
Die2=197,5,0
Die3=160,6,0
Die4=166,11,0
Die5=177,20,0

Thank you for the awesome client! Also would be nice if someone had any Oxanna/Slavik cameos Very Happy

EDIT: It seems the art entry for this sprite is "WEED" in game files, so I managed to add it using that in-game, but it also seems like the same entry is used for the Weed Eater vehicle, so they conflict? How can I separate these two?

Also, I tried adding TypeImmune=yes to the unit but it is still being damaged by same type units? Is this because the FireballLauncher weapon is AOE?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun May 01, 2022 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
even tho it's in the game files so there's no need to create separate mix file

Unlike VXL, you can't simply place the file in the folder.
TS reads SHPs from ecache##.mix files (## being a number from 02 to 99, 01 is used by firestorm iirc)


Quote:
would be nice if someone had any Oxanna/Slavik cameos

Make a screenshot from an ingame movie (use XCC Mixer to view them) and put it on an empty TS cameo: https://ppmforums.com/topic-19581/empty-ts-cameos/#237210

Quote:
I tried adding TypeImmune=yes to the unit but it is still being damaged by same type units? Is this because the FireballLauncher weapon is AOE?

If your FireballLauncher2 is also using a FireStream particlesystem, then it's most likely because of this. Since the particlesystem is independant from the unit and acts like any random damaging object.
Only ordinary projectile based weapons still "remember" which object fired them and in turn make TypeImmune work on their warheads.

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Taiyoumaru
Civilian


Joined: 01 May 2022

PostPosted: Sun May 01, 2022 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Unlike VXL, you can't simply place the file in the folder. TS reads SHPs from ecache##.mix files (## being a number from 02 to 99, 01 is used by firestorm iirc)


Good to know for when I try to add custom SHPs, thank you!

However the problem is the weed guy sprite is already inside mix files since he is cut content, I can call it in-game now and I didn't need to add or place any extra files in folders. All I did was edit rules.ini and art.ini.

But it also seems like the entry that calls the sprite in art.ini is used for the Weed Eater vehicle, it is very strange and it looks like they conflict. Both units can be called with " [WEED] " entry.

I don't even understand how unmodded TS manages to be consistent when it only loads the vehicle since I once produced a Weed Eater vehicle unit with the Weedguy sprite out of a war factory in my testing.

What specifically do I need to edit to split these two units?

Also, I tried opening conquer.mix with XCC Mixer 1.47 but it won't show previews of assets, just black squares, any utility that does this?

EDIT: Breakthrough time plus some noob realisations after some exploring:

I now understand that Tiberian Sun uses sprites for infantry and voxels for vehicles! I initially thought that a unit needed both a SHP and VXL file hehe but this makes much more sense. This is what I deserve for never taking the time to understand voxels all this years of gaming, shame on me!

I have found that the conflict is being produced because infantry unit WEED.SHP conflicts with vehicle unit WEED.VXL.

As for XCC utils, I went ahead and downloaded the PPM variant and I also got OS SHP Builder which helped me reach the realization. It also looks like while PPM XCC also doesn't preview SHP files, it's only for SOME SHP files, at least the ones in conquer.mix.

So one new question I have is, my wording was "entry" when I initially talked about the conflicting SHP and VXL, but is it true in fact that rules.ini and art.ini simply directly call graphical assets instead of calling a different entry in a different file that worked directly with graphical assets?
As in rules.ini/art.ini <-> asset instead of rules.ini/art.ini <-> other .ini/other file type <-> assets?

Time for more exploring!

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Taiyoumaru
Civilian


Joined: 01 May 2022

PostPosted: Wed May 04, 2022 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I now have a new problem. I wanted to make the power turbine upgrade for GDI upgrade the power plant twice instead of once since I wanted to do less clicking.

So I changed "PowersUpToLevel=-1" to PowersUpToLevel=2" from [GAPOWRUP] and it works, it upgrades the Power Plant from 1 turbine to 3.

However, when I try to sell the upgraded power plant, the game crashes. Tested with fresh rules.ini with only this change applied. Any ideas?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 04, 2022 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

positive PowersUpToLevel has the special logic for the component tower applied, which is a hardcoded feature. So this is most likely the cause of the crash.

As an alternative, give the powerplant Upgrades=1 and simply create a new SHP with 2 turbines in it, which you use as the upgrade. Then let the upgrade give twice the amount of power.

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Taiyoumaru
Civilian


Joined: 01 May 2022

PostPosted: Fri May 06, 2022 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

What controls the order of options in the build panel? I'd like to order things like regular buildings first and defensive structures second for instance.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 06, 2022 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

the [BuildingTypes] list.

Though by reordering this list, you also have to adjust scripts in ai.ini that point to one building.
ai.ini adds to the [BuildingTypes] index a multiple of 65536 with different effects. Not sure how exactly that works.
I think 65536 for scan for nearest enemy,
131072 scan for farthest enemy
196608 scan for nearest friendly
262144 scan for farthest friendly
something like that. Usually only the 131072 (2*65536) value is used anyway.

script example from TS ai.ini, which has pointers to 2=PROC and 3=GASILO in the buildingtypes list
Code:
[085F3980-G]
Name=APC/eng. steal money
0=14,0
1=43,0
2=47,131073
3=49,0
4=8,2
5=46,131073
6=46,131074
7=11,14




I would suggest checking out DTAs rules.ini, as Bittah used the common ai.ini numbers directly as index for rules.ini [BuildingTypes], so it's easier to match them.
e.g
Code:
[BuildingTypes]
......131072=GFACT
......131073=NFACT
......131074=AFACT
......131075=SFACT
AI....131076=PYLE_AI
AI....131077=HAND_AI

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Taiyoumaru
Civilian


Joined: 01 May 2022

PostPosted: Fri May 06, 2022 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh God. I re-ordered the vehicle and infantry list too, please don't tell me I have to do the AI thing for those as well, oh my god noooo xD

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Fri May 06, 2022 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. [BuildingTypes] is the only one you need to worry about with regards to how the AI interacts. Otherwise, like for example [VehicleTypes], list order doesn't matter. I don't even think it affects what order buildable units appear in the sidebar.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 07, 2022 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

All lists set the order ingame for the respective type. Though often the order is changed by the way you tech up ingame.
But if you have all tech buildings, then sell the last factory and build one again, all the units provided are in the order of the list.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Fri May 20, 2022 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

How does the radar color for tiberium work? I changed the blue tiberium [Vinifera] to be purple in-game, and used Nyerguds' radar color editor to edit the shps so they'd be purple on radar too, and inserted the edited files into a new ecache mix.

Upon testing, I see that the new tiberium, while purple on the main battlefield, is a yellowish-green on the minimap. What gives?

NOTE: Edited Tiberium files named "VNF"



SCRN0002.png
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 Viewed:  2633 Time(s)

SCRN0002.png



purplent.zip
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Download
 Filename:  purplent.zip
 Filesize:  185.86 KB
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