Well done. Not many modders jump into compiling ts-patches to realize a functionality.
Could check on Vinifera if you are not aware of it. It is an upcoming TS engine extension.
Thanks!
Sorry it took me a while to reply, been busy with a few things. I've seen one or two things about Vinifera, but I will have a closer look when I get the chance
Edit: so, with the trick I used for the dropship (declaring it as type vehicle) I managed to get an animated rotor on the nod harpy
Like with the dropship, it's not perfect yet, but maybe someone at vinifera might know how to get the voxel frames to work with type aircraft, which might fix it properly QUICK_EDIT
few questions, how do i change/translate ingame mission briefing? put my language mission.ini on the ini folder but no result so far, also how do i enable the intro.vqa for nod mission? i enabled the gdi one by fixing it´s name but cant get nod one to work is it named diferent than intro.vqa? QUICK_EDIT
One question. Can you separate Light Infantry (E1) into two faction specific types. For Nod and for GDI (E1 for GDI and NE1 for Nod. As example). And make this separation for all singleplayer maps. This will help modders a much!
And it will be good to do the same with harvesters and refineries.
No need to make them look different visually, just separate them on Nod and GDI infantry and refinery/harvester. But it will be a great help for many modders who want to make different visuals for Nod and GDI units, who shared between both factions.
Thanks! QUICK_EDIT
Hi guys. I'm playing NOD campaign, mission "Destroy the research facility". I'm at the beginning, clearing both sides of the tunnel, but when the Titan on the other side is about to die, the game crashes. Tried countless times, but to no avail. I even tried updating the client from v. 6.03 to 6.05, same thing keeps happening. Somebody help! QUICK_EDIT
Hi guys. I'm playing NOD campaign, mission "Destroy the research facility". I'm at the beginning, clearing both sides of the tunnel, but when the Titan on the other side is about to die, the game crashes. Tried countless times, but to no avail. I even tried updating the client from v. 6.03 to 6.05, same thing keeps happening. Somebody help!
I found a bug with TS-DDRAW (OGL). If game is loaded, then pressing V crashes the game. Crash log attached.
Also, if CnC-DDRAW is used and game is loaded, then V displays information, but fails to add background and remove previous texts.
Images
Spoiler (click here to read it):
Another issue involves hotkey "Select One Unit Less". I set it to M, but in the game it has no effect, in-game hotkeys show nothing assigned. Currently I assign this hotkey in game to overcome this issue.
I was experimenting with screen resolutions for the game and after all of them windowed borderless mode became no longer centered. I did not find any solution in borderless mode, Win+Up did not work. I tried starting in windowed mode, pressing Win+Up, exiting the game, enabling borderless and starting game again, but then the very top of the window is cut and the bottom part is behind the system tray.
Currently I am starting in simple windowed and then use Borderless Gaming to remove borders and center the game on screen.
UPD: it somehow fixed itself.
My screen resolution is 1920x1080. When using game resolutions below (1280x720), launching the game in windowed, pressing Win+Up (maximizes the window to fill all the screen) and then opening the game menu, the game becomes again 1280x720. Images below.
Spoiler (click here to read it):
Last edited by PT153 on Tue Nov 15, 2022 9:15 am; edited 1 time in total QUICK_EDIT
I am sure you load the mission from "cursed" save file. You may notice this by looking at the design of dock panel: it is NOD, but this is GDI mission. I got the same problem after I updated TS client to 6.05, all previous save files were cursed. QUICK_EDIT
I just noticed that all GDI base defenses continue to work if there is low power. At the same time NOD base defenses stop working (SAMs and Obelisks). Is it intended? QUICK_EDIT
Thanks for all your work!
It has made playing Tiberian Sun a lot easier on modern systems.
I seem to have found a situation where the game always crashes though. On the final mission of the original Tiberian Sun campaign, NOD, "A New Beginning" placing the radar structure causes the game to crash.
I include a save game at this point (with radar ready to place) and a copy of the exception dump.
Running version 6.05j without any other changes or modifications. Originally downloaded from ModDB and then updated through the game client update check.
Can't say about the exception, but the save game didn't crash for me. Tried several time by placing the built radar.
Edit:
It does crash with the game.exe that comes with v6.05j. After testing with updated game.exe, I had forgotten to remove it from my local installation. This should get fixed automatically in any next update.
Yes, I can confirm that the updated 6.05k works and has fixed the problem.
Many thanks!
I also noticed that sometimes the levels now Autosave. This is an interesting addition, though it seems random when this occurs. I don't remember seeing this listed in the changelog. QUICK_EDIT
Running into a bug with Twisted Insurrection where any unit built by the AI is cloned for each relevant production structure.
I've been told this is actually a bug with Tiberian Sun in general, not a bug with Twisted Insurrection?
From searching a bit I found some information saying that the AI in TS starts with more cash than the human, but nothing about a unit production multiplier / duplicator / cloning.
Is there any way to fix this? Twisted Insurrection is probably one of the coolest mods I have ever seen, but this is a really frustrating, demoralizing, and immersion breaking bug. (hero units getting cloned really breaks immersion, among other problems)
It seems like 90% of people love how the AI cheats, but I would really just like to try playing without that. Perhaps some ini config option? QUICK_EDIT
Factory cloning exists in TS, can be seen in helipads. But original TS/TSClient doesn't have it for barracks or war factory. It can be considered as a bug or a feature. Ares for YR gives an option for modders to disable factory cloning, but TS doesn't have such option.
Modders need not have to make multiple barracks or war factories for the AI and thus can avoid factory cloning. As I remember, older version of TI mod had it but I thought those were removed in the latest version.
If multiple barracks or war factories is used in a mod, it can be removed by editing its rules.ini. Also the amount of starting cash for the AI can be adjusted in MultiplayerAICM for MP and the AI house's credits in SP maps. QUICK_EDIT
Running into a bug with Twisted Insurrection where any unit built by the AI is cloned for each relevant production structure.
It's not really a "bug", the Twisted Insurrection developer(s) were aware of the bug and intentionally used it to make the AI harder.
undergoesreprieve wrote:
Is there any way to fix this? Twisted Insurrection is probably one of the coolest mods I have ever seen, but this is a really frustrating, demoralizing, and immersion breaking bug. (hero units getting cloned really breaks immersion, among other problems)
The only way is learning some modding basics, finding the AI's war factory clone from the INI\Rules.ini file (the AI has a cloned war factory that it builds in addition to the regular one), and changing the value of its AIBuildThis= key to no. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
I do realize it seems like most people consider it a "feature".
I like the idea of being able to defeat one AI on hard, and if I want more of a challenge, just adding more AI together on a team against me. Just the way I want to play the game.
I certainly don't mind getting my hands dirty with ini files.
Is it possible to remove this "clone factory" but at the same time allow AI to build multiple factories to get the production speed bonus? (ie same bonus human players get) QUICK_EDIT
I think I found the clone structures in Rules.ini, the clone structures have the parameter BuildLimit=0 (ie doesn't show up for humans).
Changed each of these to AIBuildThis=no and problem is mostly solved!
Two small things though, still wondering if its possible for AI to build additional production structures and simply get the same production speed increase benefit that humans get. And also is it possible to do the "remove clone" fix for aircraft? GloboTech has too many Apollo Bombers for example.
I just noticed that all GDI base defenses continue to work if there is low power. At the same time NOD base defenses stop working (SAMs and Obelisks). Is it intended?
This is the normal. The original game and original booklet instructions explain that the GDI base defenses have its own autonomous energy storage so the GDI base defenses work despite the base has not energy. Nod base defenses have not this ability. QUICK_EDIT
Posted: Sun Aug 13, 2023 6:09 pm Post subject:
Unable to initiate map selection!
Hello.
I started a run back in 2017 and came back to it recently. The client seemed to update to the latest version OK, but this is just an assumption.
Anyway, this is the problem I have. I also noticed that I have the GDI female voiceover for this NOD campaign and the loading background graphic is missing. These are present if I start a brand new campaign though.
EDIT: So apparently subject descriptions don't show on posts? If you can't see it either then I said "This is the error message I get when I beat a mission and try to start the next on an old run."
Is there any way around this at all that anyone can think of? I've found this is no level skip cheat for this game! And trainers are no good either. Do I need to start a new game using another modern PC approach that shows a mission list in the menus somewhere where I can make a new save at the beginning of the new mission to load? I can't find any such thing for TS Client but I was able to track down a 100% save file for unlocking all the missions on my hunt for trainers.
Thanks for any help anyone can suggest.
Oh, and I really should say that this forum sends passwords by plain text by email on registering! That's a big no no!! QUICK_EDIT
Posted: Sun Aug 25, 2024 5:36 pm Post subject:
Change Language
Hey guys!
I appreciate the great work you keep doing with the TS client.
I just felt a bit nostalgic and wanted to play TS in the german localization, as this was how I first experienced Tiberian Sun back in the day.
I noticed that simply changing the language.dll an the appropriate .mix-files changes the movies, but the rest of the game pretty much stays in english.
I assume that the changes made in the client are too extensive to simply swap some files and have it affect the language.
So I wanted to ask:
Any chance that you could include language options in the TS client? QUICK_EDIT
A heads up that updating from within the client from v6.05h to 6.05k consistently fails to download for me. The error message claims the issue is with "Map Renderer/README.html". I have tried adding a firewall exception for clientdx.exe.
For nod5a UFO if other actions are triggered when captured, movie should trigger too. If not, check movies list in art.ini under [Movies]. Ingame movies should have 53=NOD01_SB and 54=NOD02_SB numbers in list. Also check mix files if some of those movies are missing.
Art.ini has NOD01_SB listed as 52 and NOD02_SB listed as 53.
Also, sidebar videos are flickering a bit. QUICK_EDIT
How did you guys get those two missing Nod sidebar videos to play? I'm trying to do it for the other Tiberian Sun installer. I copied the two videos into game directory. Do I have to edit Art.ini? QUICK_EDIT
to get those nod sidebar videos working, just place them in the game directory and edit the Art.ini file to match the video numbers to your list. so if they are 53 and 54 in your setup, list them like that under [Movies] _________________ Please, read the signature rules of the forum.
Warning: Promotion of services that sells game accounts will make you banned here. QUICK_EDIT
This is the normal. The original game and original booklet instructions explain that the GDI base defenses have its own autonomous energy storage so the GDI base defenses work despite the base has not energy. Nod base defenses have not this ability.
Wow, didn't know that. Thanks for the explanation! QUICK_EDIT
Is it normal that all my attempts to destroy NOD cluster missiles via Firestorm failed on map Town of Karasjok?
Here is a couple examples, all my tries failed (I was sitting there to test this for 3 hours). Hunter seeker is also immune (could be indented, not sure).
UPD: after checking rules.ini I see that hunter seeker and missile projectiles (both cluster and chemical) are immune to Firestorm. No changes found in campaign maps too.. I always thought Firestorm works against Nod missiles.
At interesting note: projectile of Cyborg Reaper "DualCluster" is also immune to Firestorm. Didn't know that! Projectiles of Banshee and Cyborg Commando immune too, makes sense to me. Are there other immune projectile/units?
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