It was recently found by Crimsonum of the TI staff that enabling Alt-to-undeploy makes it impossible to undeploy units that don't have a weapon that targets land units. Maybe dkeeton will fix it in the future. But thanks for reminding me of it anyway
Didn't know it also affects units based on weapon. For Limpet Mine removing IsLimpetMine=true key only partially makes difference, without it, shows option to move/undeploy, but goes invissible after undeploy anim is finished
^Rampastein wrote:
It hasn't been rare to get comments from people who have played TS and related mods for 15+ years that they haven't been aware of factory rally points because of the necessary for holding Alt. Removing the need for holding Alt makes TS match modern RTS standards and makes factory rally points available for everyone.
Same for me here took me 15-16 years to know that I can set rally points, queue move commands, move unit while firing, sell units at service depot, group of units makes queue when sent to repair depot, loop waipoints, guard specific unit/place, etc
Lin Kuei Ominae wrote:
TS is no RA2 and in this case porting RA2 user input to TS is a bad move, considering RA2 has almost no deployers (unit2building) whereas TS is full of them (Mobile warfactory, Limpetmine, Mobile Sensor array, tick tank, juggernaut, mcv, coredefender etc)
Agreed for this one, but some patches turned out to be very useful for unit management, for example hover_show_health. It is a lot easier now to select large group of damaged units to send them to Service depot (wish depots had rally points too ). QUICK_EDIT
I think the question is for The Pit (2-4) snow map. According to DeeZire's
readme from Tiberium DeeZire 3.1 which has the unmodified version of
the map, says, it was only available as a demo for Firestorm. So I suppose
there would have been a Firestorm Demo with that map.
The tracks are already in the client, but because of a bug in the engine they're only available in the Nod campaign. I'll likely make them available in multiplayer and the GDI campaign too in the future.
That depends on your system as well. Try them out and see how the game runs with each. The reason why we have so many different renderers in the first place is that what works for one system might not work for another one. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Seems that TS-DDRAW is the best for me but I've encountered a problem. When I pause the game the screen will flicker and when I go through the different options of the menu is flickers again and again. Sometimes when I pause the game, the client will close and say that it has stopped working.
The ingame options menu uses GDI (Graphics Device Interface) for its dialogs and your system doesn't seem to like that in combination with the TS-DDRAW renderer.
Does the DxWnd renderer work for you? Mind that it works best with the DTA/TI/TS Compatibility Fix disabled (this is the only renderer which this is the case) and that you might have to run the game in Windowed Mode to make it work, but it gives me smoothest performance and it looks exactly like fullscreen if you enable Borderless Windowed Mode and make the In-game resolution the same as your desktop resolution.
If you're on Windows 7 you could also use the Default renderer in windowed mode, but it seems to give a completely invisible in-game options menu on most systems using later Windows versions. _________________ QUICK_EDIT
As long as you consistently reach 60 FPS when playing on the "Faster" gamespeed in Skirmish, it really doesn't make a difference. _________________ QUICK_EDIT
I have some question regarding TS client's multiplayer saved games.
I have played MP with 2 people over LAN and got some issues with saved games. During play after 5 - 7 saves (2-3 hours of playing) the guest clients started to randomly skip saving games. Also after some point of time (not sure if because of saving skips) saved games become somehow corrupted and throw IE when trying to load. The IE is also same when I attempt to load as SP game. Every saved game loads perfectly up to first corrupted save.
Has anyone else encountered similar issue? Or can someone suggest something to fix it? I would be happy to assist running tests of anything suggested.
Also after some point of time (not sure if because of saving skips) saved games become somehow corrupted and throw IE when trying to load. The IE is also same when I attempt to load as SP game. Every saved game loads perfectly up to first corrupted save.
I've encountered corrupted saves fairly often with the same symptoms. Often the saves are corrupted for only 1 player, but other players can load their saves (the saves are different for each player) normally. No idea if anything could be done to fix it. Sometimes you can load a save earlier than the corrupted one, and new saves created from that point onwards are loadable again. But it's a pain when it happens.
Quote:
I have played MP with 2 people over LAN and got some issues with saved games. During play after 5 - 7 saves (2-3 hours of playing) the guest clients started to randomly skip saving games.
I've encountered corrupted saves fairly often with the same symptoms. Often the saves are corrupted for only 1 player, but other players can load their saves (the saves are different for each player) normally. No idea if anything could be done to fix it. Sometimes you can load a save earlier than the corrupted one, and new saves created from that point onwards are loadable again. But it's a pain when it happens.
I can't currently see why that'd happen, although I have to say that I have barely tested saved games in LAN mode at all. Aside from LAN parties a couple of times in a year, I only play on CnCNet.
Thanks for responding. Does CnCNet behave any different compared to Lan when it comes to saving games or way it handles connection? QUICK_EDIT
Thank You! Now I can add more maps and custom colors.
EDIT: I've managed to properly add a new custom color. I see the last value stands for Color ID, from what I understand shows the color ingame. I tried searching but to no avail. Is there a list of the Color IDs? QUICK_EDIT
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Even-numbered colors after 7 are not listed, because while they work, they show up through shroud and ignore the map's lighting.
How'd you manage that? Is that another TS-bug? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Yes, this bug has always been present; even before the client or spawner were a thing. It's just that there didn't use to be any way to use those colors aside from memory hacks and trainers. _________________ QUICK_EDIT
I noticed something odd. During the first GDI mission of standard TS (not Firestorm) the small video that plays on the radar screen in the upper right hand corner flickers with a black screen. What could cause this?
And also, thx for y'all's help regarding player colors. QUICK_EDIT
Here's a list from DTA. Some things (particularly the first 8 colors) are different, but most of the list should apply
Seems like that list follows what's listed under [Colors] in rules.ini, apart from gold and its variants missing from the top. Well the colours are not exactly the same from what I can tell, but the order is:
Code:
Grey
Red
Orange
Magenta
Purple
Blue
Sky
Cyan
Teal
Green
Yellow
Peach
Lime
@Rampastring:
How much is your client able to interfere with the running game?
Is it possible that the client performs some simple commands like taking a screenshot every few frames?
To be precise, i would like a special start option that does the following
-start the game with a certain map, certain game speed (already doable) and preferably also the smallest resolution (640x480)
-take x-number of screenshots every y frames (iirc there is a hidden/disabled recording feature in the TS engine which does that)
-close the game without showing the score screen (could be also a task kill if necessary)
It would be great for creating gif animated previews.
Creating a map which has the cam focused on a certain spot where the new building is placed or a unit rotates 360° is easy. Only the auto-screenshot and game closing would need to be done in some way. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The client isn't really able to interfere with the running game at all. Maybe it'd be able to use WriteProcessMemory and such, but it'd be far from an easy way.
Dkeeton recently added an option to skip the score screen, so the only thing your request would actually need from the spawner is automatic taking of screenshots.
I don't think there should be an option for that in the client though, since it wouldn't be an useful option for most people. But if there was a hack that automatically took screenshots, you could easily write your own spawn.ini etc. files that you could use for generating the screenshots.
I think i would prefer the oldschool way.
In addition would such a feature allow some kind of batch process, where another tool creates automatically a gif from the screenshots.
It would be a small, simple and very fast way to get this done.
A recording software would need manual input to set start and end of recording and i'm not sure if any supports direct gif conversion (most are video recorder).
Plus they need to be installed (i prefer portable apps) and often aren't even free.
So you can't deliver this with a mod. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Do you have Win10?
Then try the 'game bar'. It works for non-CnCNet RA2, at least.
If not, there's always Fraps, oCam, OBS, etc. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Red Alert 1 has besides the Demo Recording/Playback also a motion capture feature that takes screenshots, I bet TS got that too.
Could patch the game to enable it. It's probably pretty slow though, so maybe adding a hotkey that will take X screenshots might be better than having it permanently enabled
Btw, you can make animated gifs with virtualdub (It's free/portable and can record videos too) QUICK_EDIT
free/portable!? sounds good for me
I'll give it a try.
FunkyFr3sh wrote:
Could patch the game to enable it. It's probably pretty slow though, so maybe adding a hotkey that will take X screenshots might be better than having it permanently enabled
if it can be enabled via a game.exe parameter at the start and not a hotkey, this would be perfect (*)
Then it's really just starting the game with a special spawner setting followed by a tool that auto-converts the created images into a gif.
The one button solution!
(*) if it's only a few bytes to change, i could write a little tool that does the job just for this one start and after that reverts the changes. _________________ SHP Artist of Twisted Insurrection: Nod buildings
free/portable!? sounds good for me
I'll give it a try.
FunkyFr3sh wrote:
Could patch the game to enable it. It's probably pretty slow though, so maybe adding a hotkey that will take X screenshots might be better than having it permanently enabled
if it can be enabled via a game.exe parameter at the start and not a hotkey, this would be perfect (*)
Then it's really just starting the game with a special spawner setting followed by a tool that auto-converts the created images into a gif.
The one button solution!
(*) if it's only a few bytes to change, i could write a little tool that does the job just for this one start and after that reverts the changes.
When triggered it takes a specific set of screenshots with sequence calculated with Rules entry MovieTime * 900.0 (can't really explain how that works), problem is it doesn't cache the screenshots it writes them as it takes them making it slow, fun trivia is this was rewritten in Lands of Lore Guardians of Destiny to do exactly that.
In RA it's a inlined function in Main_Loop, in TS its standalone and isn't called, maybe plugging it back in Main_Loop could work but i get the feeling something might be missing. _________________ 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 Last edited by tomsons26lv on Fri Dec 29, 2017 2:58 pm; edited 1 time in total QUICK_EDIT
MovieTime * 900.0 (can't really explain how that works)
900 frames = 1 minute. It's the same as Rate in art.ini
With a value of 1, you would record 1 minute in the ingame time measurement. (after years still no clue how that translates to real time with the game speed setting in mind)
Though if it takes a screenshot every frame, this would be ok.
A tool to convert the gif afterwards could make sure to delete duplicate images, where nothing has changed between 2 frames. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I believe the game lags for about a second every time you take a screenshot though, which becomes very noticeable when you take multiple screenshots in a row. So taking a screenshot every frame for 900 frames would take around 15 minutes already...
It'd be much faster to just use some screen recording software for this instead.
I haven't tried this myself, but apparently Bandicam has an extension that allows you to directly record videos as .gif, so you could try that: https://www.bandicam.com/honeycam
Edit:
Apparently Honeycam is actually a separate application from the same company as Bandicam, rather than an extension for it. If you don't register the program (for $26) it'll add a watermark at the top and recordings are limited to 10 seconds, but I doubt you'd want a gif animation to be any longer anyhow considering how huge the filesize would become. The watermark can also easily be cropped out afterward, which probably doesn't take any extra effort considering that you always crop your gif animations to begin. _________________ QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Wed Jan 24, 2018 9:26 pm Post subject:
The first Nod mission for TS (Not Firestorm) is supposed to have two ingame cutscenes. The video files were always within movies2.mix or whatever its called, its just Westwood forgot to enable them or something. TS Client enabled them to show while you play the mission. However, I've only ever seen one of them. Once battle control is established, as your laser turrets are getting attacked, there's an incoming transmission, and sure enough, your sidebar shows you a video of a Nod soldier telling you to train more infantry at the Hand of Nod.
My question is where the hell is the second one? If it is included then what exactly triggers it? I've viewed the video itself (no sound) thru XCC mixer, I know the file exists. But I've beaten the mission many times, explored the map, and even let an Attack Buggy destroy one of my Power Plants. But this second video has yet to show itself.
Also, was it mentioned that there was an in game sidebar cutscene for Nod mission 5 as well? _________________ Destroy to create. All for the hunt to dominate!
Thanks a lot for update, but I am getting Kabooom error, when trying to launch client exe after update. "[Renderers] not found from renderers.ini". Is it possible to download that ini from somewhere or whole 5.42 version? QUICK_EDIT
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