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Tiberian Sun Client
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Nov 21, 2025 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Hope you did find the changelog.txt in the game folder of TSClient, that should also contain any minor update info that is yet not available at moddb.

Github repository is used for contribution. Those updates gets applied to the update server with version file getting updated file hashes. So just update from within the client to get the latest official TSClient.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Nov 27, 2025 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

another bit curious questions, from changelog:
Quote:
Fixed: The Artillery now does more damage and has a slower rate of fire in singleplayer missions than in skirmish


does this mean, single player settings are hardcoded by you guys
or you just update the defualt rules.ini with thiese "changes" ?

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how did we end up here ?

this place is horrible ...

smells like balls ...


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Nov 27, 2025 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Game had hardcoded values earlier which were unhardcoded. Values in rules.ini and MPlayer.ini were adjusted to keep the vanilla behavior for SP and MP maps.

These can be adjusted in the INI files now if you are a modder and want to.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Nov 28, 2025 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

are original TS/FS hardcoded things
like Mammoth mk2 and droppod weapon still hardcoded
or you unblocked it and can be now manipulated via rules.ini ?

_________________
Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Fri Nov 28, 2025 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, original game has some hardcodings.

TSClient changelog:
- Hardcoding removed for NAWALL, GAWALL, GAFSDF, HMEC, 155mm and ARTYHE

Droppod hasn't changed. Though some use warhead HE as default.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Dec 03, 2025 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm
what about moving "classic" mod files to this thing... ?
i see there is no more Expand01 so moving my Expand02 won't work right ?

so what do it do then ? #Tongue
i reinsert new voxels and shps to ... ?

_________________
Quote:

how did we end up here ?

this place is horrible ...

smells like balls ...


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Dec 03, 2025 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Content-wise, expand(00-99).mix, ecache(00-99) works as in original except that those are now placed in a MIX subfolder. It is preferable not to put ecache inside expand for 3rd party tools benefit. You can have voxels/shp in mix files and copy your mod files into TSClient MIX folder. For INI files (which are now in INI subfolder), it is recomended to compare and merge mod changes as there are lot of fixes.

Individual maps are now placed in MAPS subfolder and relative path is used in battle.ini or MPMaps.ini.

For modding, you can refer to any recent mods.

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