Posted: Fri Dec 12, 2014 12:00 pm Post subject:
Whiteboy bug?
Does Tiberian Sun suffer from the Whiteboy bug (like in YR)? Does this limit any mods like DotA or TI? I could write a fix for it when I'm done adding YR support for CnCnet 5. I saw the code for Ares' fix and I know that my anti-sidebar hack anti-cheat already partially affects the same kind of code that Ares fixes in YR..so I probably could be able to fix it in a few days. BUT the main issue is savegame support because it requires extra memory for the sidebar (the anti-sidebar hack uses the original sidebar memory to save and load from).
The Whiteboy bug is when having more than 75 cameos in a strip in the sidebar, the game will crash because it's hard-coded to only support 75. QUICK_EDIT
yes it does.
Though since TS and most mods have only 2 sides, you don't reach that limit as fast as in RA2.
I remember i only reached it once in my personal mod, when i made all my Mechs available at the same time + the vanilla TS units.
attached is a DTA test map which gives every building of all 4 sides to the player on start loc 1.
All these together give exactly 75 units and superweapons. (funny how it matches exactly)
When you play as GDI and deploy the MCV, the map should give you a Technician as the 76 unit. (CTECH has Techlevel=1 and Prerequisite=GFACT on this map)
But due to the bug, it crashes here.
testmap.zip
Description:
Place it in the MAPS\Custom folder, run the client, choose GDI as side and start loc 1
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