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Unit destruction causing IE TS
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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 11:37 am    Post subject:  Unit destruction causing IE TS Reply with quote  Mark this post and the followings unread

This unit causes an IE when destroyed and the reason why leaves me clueless. I have several other units with the same explosion anim that do not cause an IE when destroyed so I assume it can't be the anim. Tiberian Sun comes up with an IE in the second where it should blow up. The prerequisite is wrong on purpose to deny it from being built.


[6TNK]
Name=Megiddo Tank
Category=AFV
TargetLaser=no
Primary=120mmx3b
Secondary=MammothTusk2
Strength=950
CrateGoodie=no
Owner=GDI
Armor=heavy
Turret=yes
Sight=5
Speed=6
Cost=1200
Points=15
ROT=4
Crusher=yes
SelfHealing=yes
Crewed=yes
TechLevel=1
Explosion=EXPLMAS
VoiceSelect=70-N004
VoiceMove=70-N008,67-N108
VoiceAttack=70-N016,23-I022
VoiceFeedback=70-N002,70-N018
MaxDebris=9
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=30  ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
TiltsWhenCrushes=true
Weight=3.5
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=12
ToProtect=yes
Image=6TNK
EliteAbilities=FASTER,STRONGER,FIREPOWER,ROF,SIGHT,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,RADAR_INVISIBLE,SENSORS,FEARLESS,TIBERIUM_HEAL
VeteranAbilities=SELF_HEAL
AllowedToStartInMultiplayer=no
Explodes=yes
Nominal=yes
ToProtect=yes
BuildLimit=1
Prerequisite=CTDAM
DebrisTypes=PIECE


[6TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192




Any clue?

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Tested with Explodes=no. Didn't solve it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Tue Apr 02, 2013 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

You shouldn't write the code that sloppy.
ToProtect is twice
TiltsWhenCrushes is by default true, so not necessary to add
Image=6TNK is not necessary as the ID is the same
EliteAbilities= is exaggerated and maybe even too long for the game to read them all
TIBERIUM_PROOF is useless, vehicles are that by default
EXPLODES is useless as you have already the Explodes=yes key
FEARLESS is useless, this is a vehicle and not an infantry
SELF_HEAL is useless, you have already the SelfHealing=yes key. Having it on the VeteranAbility for the third time is useless too

show the code for EXPLMAS

Do you changed/removed the PIECE voxeldebris?

Are the warheads of the weapons correctly listed in the [Warheads] list? The warhead is used when a unit explodes with Explodes=yes and if there is something wrong with it -> IE.

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OrangeNero
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PostPosted: Tue Apr 02, 2013 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

[EXPLMAS]
Normalized=yes
Translucent=yes
UseNormalLight=yes
Rate=450

The anim is quite big. Heres a pic showing it http://www.moddb.com/mods/orange-touch-up/images/more-screenshots-explosions-fighting-etc7#imagebox the fire dome.

This is the updated unit code tested and still IE:

[6TNK]
Name=Megiddo Tank
Category=AFV
TargetLaser=no
Primary=120mmx3b
Secondary=MammothTusk2
Strength=950
CrateGoodie=no
Owner=GDI
Armor=heavy
Turret=yes
Sight=5
Speed=6
Cost=1200
Points=15
ROT=4
Crusher=yes
SelfHealing=yes
Crewed=yes
TechLevel=1
Explosion=EXPLMAS
VoiceSelect=70-N004
VoiceMove=70-N008,67-N108
VoiceAttack=70-N016,23-I022
VoiceFeedback=70-N002,70-N018
MaxDebris=9
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=30
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=12
ToProtect=yes
EliteAbilities=FASTER,STRONGER,FIREPOWER,ROF,SIGHT,VEIN_PROOF,RADAR_INVISIBLE,SENSORS
AllowedToStartInMultiplayer=no
Explodes=yes
Nominal=yes
BuildLimit=1
Prerequisite=CTDAM
DebrisTypes=PIECE


now taking a look at the warheads. Did not change anything with the voxeldebris. Neither the voxels nor the code of it so its untouched TS code.

Weapon warhead is AP which is listed.

[AP]
Spread=3
Wall=yes
Wood=yes
Verses=35%,25%,100%,85%,60%
Conventional=yes
InfDeath=3
AnimList=apocexp
ProneDamage=50%

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Tue Apr 02, 2013 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

EXPLMAS is correctly listed in the Animations list?

I think best is if you upload your inis, so we can a have look at them.

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Bittah Commander
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PostPosted: Tue Apr 02, 2013 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't tell what's causing it when looking at the current code, so the only thing I can think of is what LKO already mentioned; did you remove the PIECE voxel debris or modify it in any way?

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Made a test with removing of Explosion=EXPLMAS and still IE. Uploading the inis.

@Bitta like I said: Did not change anything with the voxeldebris. Neither the voxels nor the code of it so its untouched TS code

About the inis. You will notice sloppiness within it, partly due to me partly due to tibed.

thx for the help so far Smile

Last edited by OrangeNero on Tue Apr 02, 2013 1:14 pm; edited 1 time in total

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Bittah Commander
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PostPosted: Tue Apr 02, 2013 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since you mentioned that you're already using Explosion=EXPLMAS on another unit without any problems, try completely replacing 6TNK's with the code of that unit and see if the crash still happens (it most likely won't). If it doesn't, start replacing the 6TNK's code with its original code and only replace a few keys at a time while testing it ingame every time until the IE happens again; this way you should be able to pinpoint exactly what's causing the IE.

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will do

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Last edited by OrangeNero on Thu Apr 04, 2013 5:40 pm; edited 1 time in total

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CCHyper
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PostPosted: Tue Apr 02, 2013 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

EXCEPT.TXT file?

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

except.txt

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Last edited by OrangeNero on Thu Apr 04, 2013 5:41 pm; edited 1 time in total

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OrangeNero
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PostPosted: Tue Apr 02, 2013 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it helps this unit did not cause an IE. I exchanged the code with another unit. Kept the image and added Turret=yes. Explosion=EXPLMAS

[6TNK]
Name=Bison
Strength=2050
Category=AFV
Armor=heavy
TechLevel=1
Sight=5
Speed=4
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=1000
Trainable=no
SelfHealing=yes
Points=25
ROT=4
Crusher=yes
Explosion=EXPLMAS
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=10
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Destroyer
ThreatPosed=80 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=300, 300, 425
TiltsWhenCrushes=false
Weight=3.5
Accelerates=false
ZFudgeColumn=12
ZFudgeTunnel=15
ZFudgeBridge=25
ToProtect=yes
EliteAbilities=FASTER
Passengers=5
PipScale=Passengers
VeteranAbilities=FASTER,STRONGER,FIREPOWER,ROF,SIGHT,TIBERIUM_PROOF,VEIN_PROOF,EXPLODES,RADAR_INVISIBLE,SENSORS,TIBERIUM_HEAL
Explodes=yes
RadarInvisible=yes
DeployTime=.022
Prerequisite=CTDAM
Primary=Heal
ToProtect=yes
Crewed=yes
RadarVisible=no
Sensors=yes
DebrisTypes=PIECE
DebrisMaximums=10
Turret=yes

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 02, 2013 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

found the problem
Quote:
; FIRESTRM.INI - Created by TibEd


solution: start from scratch without using that crap editor.

\EDIT
i quickly looked over rules.ini and it has so many bugs, bad ordered code, separated keys all caused by that TibEd, that it's really a waste of time to find and fix them all.

e.g.
Code:
[REPAIR]
Category=Support
Prerequisite=NODFACTORY,2 upgrade post N
Primary=RepairBullet

look how totally messed up that Prerequisite key is.

And there are tons of these stupid things, which all together make it impossible to predict their impacts of the game stability.

Code:
[RPGTower]
Report=doom rocket noexpl


Code:
[BikeMissile]
Warhead=AP screamer


space character in IDs? simply and totally wrong


and this ladies and gentlemen is why you should never use TibEd
directly copied from rules.ini
Code:


[MLRS]

 











; Clone of Invisible
[MLRS]
 











; Clone of Invisible
AllowedToStartInMultiplayer=no
Name=NOO
[MLRS]
 











; Clone of Invisible
AllowedToStartInMultiplayer=no
[MLRS]
 











; Clone of Invisible
[Invisible4shtgn]
Inviso=yes
Image=none

; Harpy Claw tracking projectile
Arm=2







all this false cluttered up mess is in rules.ini

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Last edited by Lin Kuei Ominae on Tue Apr 02, 2013 2:05 pm; edited 1 time in total

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AlexB
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PostPosted: Tue Apr 02, 2013 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like the debris type doesn't exist. The game tries to generate debris, but there aren't any.
Either add a valid debris type or set MaxDebris=0.

Correction: It's not debris types, but DebrisMaximums.

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Looks like the debris type doesn't exist. The game tries to generate debris, but there aren't any.
Either add a valid debris type or set MaxDebris=0.


Wow thx. Hah that did it. I removed the debris entries in the code and the IE is gone.

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Lin Kuei Ominae
Seth


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PostPosted: Tue Apr 02, 2013 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's only a temporary fix. PIECE is there, but due to the many other bugs in the ini, it isn't used correct.
It's just a matter of time until you get your next IE.

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhm yea I invite you all to have a fun time looking at the inis if you want to. I doubt I could stop LKO from it even if I wanted to xD.

just note this. I warned you beforehand xD and the mod is  stable as far as I am concerned.


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OrangeNero
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PostPosted: Tue Apr 02, 2013 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
It's only a temporary fix. PIECE is there, but due to the many other bugs in the ini, it isn't used correct.
It's just a matter of time until you get your next IE.


Yes which is why I limit any new additions as much as possible. The mod is nearly finished tough. At least the amount of content is. Just need to balance it out and do the AI and a couple of small things really.

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tomsons26lv
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PostPosted: Tue Apr 02, 2013 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

and this ladies and gentlemen is why you should never use TibEd


Actually that only happens if you mess with TibEd setings, everything is fine and only the edited thing's get changed if you don't touch at lest one option in the settings.  Laughing

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OrangeNero
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PostPosted: Tue Apr 02, 2013 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now interesting would be what exactly about debris messed up.
I'll look later today into if it was

-missing of DebrisMaximums=x
-PIECE which it can't be since other units have Piece as well.
-The high number of 9 which others unit also have without problems.

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tomsons26lv
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PostPosted: Tue Apr 02, 2013 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
Now interesting would be what exactly about debris messed up.
I'll look later today into if it was

-missing of DebrisMaximums=x
-PIECE which it can't be since other units have Piece as well.
-The high number of 9 which others unit also have without problems.


Start from scratch, even art.ini looks like it's messed up.

When launching TibEd click preferences make sure everything under File format is unchecked, those are the options that mess up the ini's
Also never minimize TibEd that can screw up the ini's as well

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Bittah Commander
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PostPosted: Tue Apr 02, 2013 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

A much better solution is to just not use TibEd to begin with.

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

No starting from scratch and no abandoning tibed. I have to be aware of both my mod and myself. These are not an option. Its either proceed as long as it works or the end.

That File Format stuff is unchecked by default and still is. Thx for the tip.

Do not judge Tibed from my inis. Most of the errors are caused by me. From being tired, sloppy, inexperienced I made a whole bunch of mistakes. From time saving I didn't redo stuff like the space characters or deleting the MLRS because so far stuff is working out.

The mod has to be stable on release day. Now that this IE is fixed it pretty much is. Not much to do from now on. Balance, AI, INI clean up, few anim and sound additions. Thats all.

I'll keep to it, Tibed has made this mod possible and furthermore makes it possible for noobs who pick the mod up from moddb to mod it to their desire. Simple mods yes but mods. With the modular design of the mix files they can alter the terrain and fog and unit look. With the tib file they can change basic values like strength and cost and the more experienced they are the more they change.

I'd welcome it if editors wouldn't be doomed to death by the community and instead worked on.  Tibed as of now is of great comfort. A polished tibed would be even more. That said I'd doubt that experienced senior modders will and would find a use in it.

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AlexB
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PostPosted: Tue Apr 02, 2013 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem was the missing DebrisMaximums value. It has to have the same number of items as the DebrisTypes value.

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Lin Kuei Ominae
Seth


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PostPosted: Tue Apr 02, 2013 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
The mod has to be stable on release day. Now that this IE is fixed it pretty much is. Not much to do from now on. Balance, AI, INI clean up, few anim and sound additions. Thats all.

A house with a shiny flawless facade is still not stable if the core is rotten. Wink

And how do you want to clean up the ini, if the tool that you use is causing the mess?

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OrangeNero
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PostPosted: Tue Apr 02, 2013 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
A house with a shiny flawless facade is still not stable if the core is rotten. Wink

And how do you want to clean up the ini, if the tool that you use is causing the mess?


Couldn't say many AAA titles including BF3 which refused to work stable for months live up to our expectation. You're a fair, but harsh judge. I considered advertising my mod as AAA worthy after some newly bought games crashed upon me once too often.

With a ztyping notepad ofc. Or a polished Tibed if that comes out in time. Twisted Evil

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tomsons26lv
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PostPosted: Tue Apr 02, 2013 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeCoder's Ini checker output
Code:
Prerequisite not found: InfantryTypes.E2.post
Prerequisite not found: InfantryTypes.MEDIC.post
Prerequisite not found: InfantryTypes.JUMPJET.post
Prerequisite not found: InfantryTypes.UMAGON.post
Prerequisite not found: InfantryTypes.GHOST.post
Prerequisite not found: InfantryTypes.CHAMSPY.
Prerequisite not found: InfantryTypes.CYBORG.N
Prerequisite not found: InfantryTypes.ELCAD.N
Prerequisite not found: InfantryTypes.MutantSergeantGDI.post
Prerequisite not found: InfantryTypes.MutantMilitia.post
Prerequisite not found: InfantryTypes.APsniper2.post
Prerequisite not found: InfantryTypes.Ghost Sniper.N
Prerequisite not found: InfantryTypes.CyborgLazer.N
Prerequisite not found: InfantryTypes.GSPECIAL.post
Prerequisite not found: InfantryTypes.NODSHOT.N
Prerequisite not found: VehicleTypes.APC.GDIFACTORY
Prerequisite not found: VehicleTypes.4TNK.post
Prerequisite not found: VehicleTypes.MMCH.post
Prerequisite not found: VehicleTypes.BIKE.NODFACTORY
Prerequisite not found: VehicleTypes.SAPC.N
Prerequisite not found: VehicleTypes.SONIC.post
Prerequisite not found: VehicleTypes.STNK.NODFACTORY
Prerequisite not found: VehicleTypes.ART2.N
Prerequisite not found: VehicleTypes.TTNK.N
Prerequisite not found: VehicleTypes.HMEC.post
Prerequisite not found: VehicleTypes.SMECH.GDIFACTORY
Prerequisite not found: VehicleTypes.HVR.post
Prerequisite not found: VehicleTypes.SUBTANK.N
Prerequisite not found: VehicleTypes.BGGY.NODFACTORY
Prerequisite not found: VehicleTypes.WEED.NODFACTORY
Prerequisite not found: VehicleTypes.JUGG.post
Prerequisite not found: VehicleTypes.SGEN.N
Prerequisite not found: VehicleTypes.MOBWARG.post
Prerequisite not found: VehicleTypes.MOBWARN.N
Prerequisite not found: VehicleTypes.FLMTNK.NODFACTORY
Prerequisite not found: VehicleTypes.DEFENDER.post
Prerequisite not found: VehicleTypes.M113.post
Prerequisite not found: VehicleTypes.TUNG.GDIFACTORY
Prerequisite not found: VehicleTypes.HEVYTNK1.Pyramid2
Prerequisite not found: VehicleTypes.REDE.Core2nod
Prerequisite not found: VehicleTypes.BHAWKG.GDIFACTORY
Prerequisite not found: VehicleTypes.CYBOTNK.Core2nod
Prerequisite not found: VehicleTypes.AMLN.NODFACTORY
Prerequisite not found: VehicleTypes.ONTOS.NODFACTORY
Section not found: VehicleTypes.REAPER
Prerequisite not found: AircraftTypes.DPOD.afld
Prerequisite not found: AircraftTypes.TRNSPORT.post
Prerequisite not found: AircraftTypes.MONODUMMYY2.N
Prerequisite not found: AircraftTypes.SHROUDBOMBER.post
Prerequisite not found: AircraftTypes.nodhbcarryall.N
Prerequisite not found: BuildingTypes.GAPLUG.post
Prerequisite not found: BuildingTypes.GAFIRE.post
Prerequisite not found: BuildingTypes.GATECH.post
Prerequisite not found: BuildingTypes.NATECH.N
Prerequisite not found: BuildingTypes.NAAPWR.N
Prerequisite not found: BuildingTypes.GAWALL.post
Prerequisite not found: BuildingTypes.NASTLH.N
Prerequisite not found: BuildingTypes.NAWALL.N
Prerequisite not found: BuildingTypes.NATMPL.N
Prerequisite not found: BuildingTypes.NAWAST.N
Prerequisite not found: BuildingTypes.NAOBEL.N
Prerequisite not found: BuildingTypes.NAMISL.N
Prerequisite not found: BuildingTypes.GAPOWRUP.post
Prerequisite not found: BuildingTypes.NAPOST.N
Prerequisite not found: BuildingTypes.NASAM.N
Prerequisite not found: BuildingTypes.GAPLUG1.post
Prerequisite not found: BuildingTypes.GAPLUG2.post
Prerequisite not found: BuildingTypes.GAPLUG3.post
Prerequisite not found: BuildingTypes.GACSAM.post
Prerequisite not found: BuildingTypes.GAPLUG4.post
Prerequisite not found: BuildingTypes.GDIAdvguard.post
Prerequisite not found: BuildingTypes.GDIAdvguard.post
Section not found: BuildingTypes.Vega2Pyramid
Section not found: BuildingTypes.MutantHQ
Prerequisite not found: BuildingTypes.NOD Pyramid2.N
Prerequisite not found: BuildingTypes.MutantHQ2.post
Prerequisite not found: BuildingTypes.GDI Armory.post
Prerequisite not found: BuildingTypes.Cabal Core2nod.N
Prerequisite not found: BuildingTypes.CABAL Obelisk2.N
Prerequisite not found: BuildingTypes.Obelisk of Darkness2.N
Prerequisite not found: BuildingTypes.GDIAdvguard2.post
Prerequisite not found: BuildingTypes.GDIAdvguard3.post
Prerequisite not found: BuildingTypes.GDIAdvguard4.post
Prerequisite not found: BuildingTypes.GDIAdvguard5.post
Prerequisite not found: BuildingTypes.2 upgrade post.post
Prerequisite not found: BuildingTypes.2 upgrade post N.N
Prerequisite not found: BuildingTypes.3 upgrade post.post
Prerequisite not found: BuildingTypes.3 upgrade post N.N
Prerequisite not found: BuildingTypes.4 upgrade post.post
Prerequisite not found: BuildingTypes.4 upgrade post N.N
Prerequisite not found: BuildingTypes.Laser Fence webtur.N
Section not found: BuildingTypes.MABNKR
Prerequisite not found: BuildingTypes.RPG.post
Section not found: Warheads.CoreDefPlasmaWH
Section not found: Warheads.WeakGass
Section not found: Warheads.WAR001
Section not found: Warheads.EMPshard
Section not found: Warheads.shardEMP
Section not found: Warheads.Shard2EMP2
Section not found: Warheads.SAadvguard
Section not found: Warheads.AntiMaterialW
Section not found: Particles.WeakGasCloudM2
Animation not found: Animations.GAWEAP_1
Animation not found: Animations.GAWEAP_2
Animation not found: Animations.GAWEAP_D
Animation not found: Animations.GAWEAP_1
Animation not found: Animations.GAWEAP_2
Animation not found: Animations.GACNSTMK
Animation not found: Animations.NATMPLMK
Animation not found: Animations.GAFIRE_A
Animation not found: Animations.GADPSAMK
Animation not found: Animations.GATICK_A
Animation not found: Animations.GATICKMK
Animation not found: Animations.GAICBMMK
Animation not found: Animations.PULSE
Animation not found: Animations.MWAR_1
Animation not found: Animations.MWAR_2
Animation not found: Animations.MWAR_D
Animation not found: Animations.MWARMK
Animation not found: Animations.DJUGG_A
Animation not found: Animations.DJUGGMK
Animation not found: Animations.MSTLMK
Animation not found: Animations.DEFDMK
Sound definition not found: SoundList.SHOT4SOUND
Sound definition not found: SoundList.BOOP

Shocked

Here is alternative to TibEd
http://www.ppmsite.com/forum/viewtopic.php?p=423313#423313

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Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1

Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting
What sort of output is this?

It seems to look far worse than it actually is since stuff like:

Prerequisite not found: InfantryTypes.ELCAD.N

isn't a problem in the game. Prerequisite for ELCAD work out perfectly fine.

All the stuff that isn't a false prerequisite error are scrapped assets, SHOT4SOUND is nothing.

ok ok I see where this is going. I'll upload a intrernal version of my mod to moddb. If someone is curious whether stuff is working or not you can then take a look into the game.

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Free Tibed!
EA for worst company of the decade!

Last edited by OrangeNero on Tue Apr 02, 2013 3:58 pm; edited 1 time in total

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Tue Apr 02, 2013 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
Interesting
What sort of output is this?

It seems to look far worse than it actually is since stuff like:

Prerequisite not found: InfantryTypes.ELCAD.N

isn't a problem in the game. Prerequisite for ELCAD work out perfectly fine.


http://dc.strategy-x.com/checker
The tool is from 2004 so i don't know if it checks everything properly

I used this http://www.nirsoft.net/utils/sysexp.html to dump the list from the application

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Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1

Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Apr 02, 2013 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Notepad is the real master behind C&C editing, TibEd puts so many training wheels and restrictions on...

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Tue Apr 02, 2013 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The first time, i used Tibed, i had more Problems as Counts of Buildings in the Game from TI =(

I had attempted to Clone units, for  a new site =/ but the problem worse at the end bigger than my Rules... INI-File <.<

i can remember that duplicated Entries in an Rules.ini can Throw IE at loading-Time =/

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Apr 02, 2013 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

PPM should really outline condition for helping with code, if TibEd is used then hell no :/

Use TibEd and suffer with untold problems, more of miracle game tolerates all those mistakes.

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Tue Apr 02, 2013 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
PPM should really outline condition for helping with code, if TibEd is used then hell no :/

Use TibEd and suffer with untold problems, more of miracle game tolerates all those mistakes.


hahahaha PPM listening to conditions. Good joke mate.

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Free Tibed!
EA for worst company of the decade!

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Apr 02, 2013 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Apr 02, 2013 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

tibed or se2k = bust

if someone on PPM didn't persuade me to ditch se2k I'd be still crying today
why nothing works #Tongue

you should too
adaption takes less than 7 days

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Apr 02, 2013 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't TibEd just a Copy/Paste function which breaks inis?

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