Hey I have an issue with the client - none of the hosted CnCnet games will show up! Somehow the chat works, however. I can also see and join games using CnCnet client but I would rather use this one if possible QUICK_EDIT
*Note: This is not the only TS MP client. Most games are (currently) hosted with FunkyFr3sh's client, which is incompatible with this client. Games hosted with FunkyFr3sh's client cannot be joined with this client, and vice-versa.
I play with my on mod - on the same hdd, same path etc. which I used with win 7. Now since i have to use win 10 - I wanted to start this client and I only got error w/o any clue ...
I tryed a new clean client of TS 5.30, 5.43 & 5.46 - without any mods and its still works. When I just replace the theme.ini in the new clean client, the game give me the same error what I said before... So can anybody help me out?
a) you can attach files to a post in this forum
b) Do you put your complete TS folder in the rar? I'm not downloading 144 MB just for a single 1kb ini textfile _________________ SHP Artist of Twisted Insurrection: Nod buildings
As I said in my post before - the theme.ini was only an example.
The Error log shows me only ???? so I cant figure out, which data isnt correct or maybe my system dont work correct. Thats why I uploaded my moded files for someone who wanna try out the files with his own clean client and can maybe tell me then - if the person got the same problem which I had before.
*EDIT*
I found the problem - one of my mix files was encrypted. That was the problem. But thank for the help anyway QUICK_EDIT
Are you thinking about making something akin to a replay saver? Making a directory that stores generated files of skirmish and
online games? QUICK_EDIT
Just a heads-up: you can't make SUN.ini read-only if you want a custom resolution or more importantly, DragDistance IF you want to start a new campaign (crashes because file isn't accessible).
You can however start a campaign, save the game, then edit and lock your SUN.ini file.
As a newbie to these TS clients, and seeing how TSClient doesn't have the option for DragDistance or custom rez, I had to go the long way to figure out why game was crashing.
Would be nice if these 2 were supported in the future without needing to go into SUN.ini.
But excellent "mod" if I may say so, thanks for making TS playable in this era. QUICK_EDIT
You shouldn't make sun.ini as readonly. For custom resolutions, you could edit ddraw.ini file in the game folder when using cnc-ddraw or ts-ddraw renderers available through options. Respective INI files in Resources folder has the comments/meaning for the options used in ddraw.ini file. There is limitation of the game when it comes to in-game menu size and position, otherwise custom resolutions works well in-game.
Instead of hardcoding a fixed value in game.exe, DragDistance variable is used for scaling it depending on the width of current resolution. Other options are also fetched and written back to sun.ini, so try avoiding to make it readonly.
Different renderers (ddraw.dll) takes different inputs for custom resolution and some may not support it. Any implementation for it would need to be specific to the renderers, so that should make it difficult, some of those are still being developed. QUICK_EDIT
You shouldn't make sun.ini as readonly. For custom resolutions, you could edit ddraw.ini file in the game folder when using cnc-ddraw or ts-ddraw renderers available through options. Respective INI files in Resources folder has the comments/meaning for the options used in ddraw.ini file. There is limitation of the game when it comes to in-game menu size and position, otherwise custom resolutions works well in-game.
Instead of hardcoding a fixed value in game.exe, DragDistance variable is used for scaling it depending on the width of current resolution. Other options are also fetched and written back to sun.ini, so try avoiding to make it readonly.
Different renderers (ddraw.dll) takes different inputs for custom resolution and some may not support it. Any implementation for it would need to be specific to the renderers, so that should make it difficult, some of those are still being developed.
I want qHD aka 960x540.
Why? Because units/buildings/map remain the similar size like it is in 800x600/640x480, but you get that 16:9 viewport.
Similar to CnC Remaster - looks old but works like new.
Yes, I've tried the game's own 720p, stuff is too tiny for me.
For that qHD rez, in both cncnet and DTA/TSclient you need to edit SUN.ini, you can NOT input a custom rez from GUI.
However, cncnet doesn't overwrite SUN.ini, TSClient does. Also, TSClient doesn't have a GUI setting for DragDistance like cncnet does.
Regarding changing resolutions in ddraw.ini - that is for scaling the GAME's resolution into a ddraw FRAME.
ts-ddraw doesn't do scaling (yet) - it just makes your display switch to game's resolution if possible.
cnc-ddraw CAN scale to full screen frame, but either without aspect ratio, then everything is squashed, or with aspect ratio, but you have 4:3 cramped viewport (if you're playing in those 4:3 rez that is). It also has issues that I raised on GitHub if you want correct aspect ratio.
qHD fixes that by giving you 4:3-into-16:9 because cnc-ddraw automatically stretches that small 16:9 resolution into a full 1080p frame. And that needs SUN.ini.
I'm using cncnet for comparison, not to bash TSClient - I just finished GDI campaign in TSClient because it offers double tap, hover health and few more QoL stuff that cncnet doesn't for SP
PS: qHD is actually a very specific resolution anyway because cnc-ddraw has a code for certain resolutions to automatically try to scale them, and in case of quarterHD, it just stretches it to 1080p VERY NICELY. I mean, it would scale ANY rez you give it, but if you feed it a 16:9 from the start, all it has to do is fill 16:9 1080p with it. QUICK_EDIT
Agreed. Original game allows custom resolution in sun.ini but TSClient resets it if there is a non-standard resolution. TSClient could be made to allow custom resolutions.
And the cnc-ddraw, ddraw.ini value of fullscreen if set to true should override game resolution (as per the comments), but it doesn't. Probably that should also be looked into.
DragDistance shouldn't be difficult, but can't see much value for it to be on the UI. QUICK_EDIT
Agreed. Original game allows custom resolution in sun.ini but TSClient resets it if there is a non-standard resolution. TSClient could be made to allow custom resolutions.
It actually resets a a few options, not just resolution and DragDistance. In fact, it does change DragDistance, but not ScrollDelay for some reason?
E1 Elite wrote:
And the cnc-ddraw, ddraw.ini value of fullscreen if set to true should override game resolution (as per the comments), but it doesn't. Probably that should also be looked into.
I think people thought ddraw.ini's rez setting means "render the game at that rez", but it isn't.
Custom width/height or fullscreen setting in ddraw.ini means that it will take the game's rez, then fill it into one of those two settings you put into ddraw.ini.
Eg 800x600 game > 1280x720 custom ddraw rez - it will then report to your display "I'm running an exe in 720p (which is actually stretched 800x600), switch to that 720p". Which is kinda pointless. Maybe it's legacy, or when fullscreen parameter doesn't work properly for some, I'm not fully sure about this. Or for windowed options, prolly.
Unless I'm wrong, but I just tested that scenario, rendered 800x600 into 720p, my display switched to it. But it's STILL 800x600, just badly stretched since aspect ratio is kinda broken in cnc-draw (see "handlemouse" issue on GitHub).
And 720p while supported on my display, isn't even it's native rez, so again, pointless unless for windowed gameplay?
E1 Elite wrote:
DragDistance shouldn't be difficult, but can't see much value for it to be on the UI.
Dunno, I hate scrolling the screen with right click and my units deselect mid scrolling. I also like to fine tune the scrolling/panning with ScrollDelay, seems to be some kind of fine multiplier to ScrollRate. Weird how TSClient doesn't overwrite that value. And cncnet has that option in it's config.exe.
Both xna-cncnet-client used in TSClient and ts-patches used for game.exe are open source and available. So, anyone can change those features and use it as they want their modded TS to be. QUICK_EDIT
Both xna-cncnet-client used in TSClient and ts-patches used for game.exe are open source and available. So, anyone can change those features and use it as they want their modded TS to be.
Well I know how to edit an INI file, changing source code is a bit outside of my skillset
I mean none of this is a huge issue, but more of a nuisance, I finished TS and FS and had to unlock sun.ini only 4 times, once for starting each campaign.
I do have another question - where are QoL stuff like show health on hover, or jump to team double tap stored? I don't see hover show health in SUN.ini? QUICK_EDIT
Oof, I just wanted to copy paste stuff into cncnet's to see if it will stick in Singleplayer, they've limited these to MP only. Their loss I guess, TSclient is awesome for SP. QUICK_EDIT
Do you have "lobbymusic.wav" file in "Resources" game directory?
Also maybe might be worth to check "client.log" in "Client" folder.
I do have lobbymusic.wav, however I only use it for Single player, so that is not relevant for me.
Client.log:
Playing main menu music failed! Song playback failed. Please verify that the song is not DRM protected. DRM protected songs are not supported for creator games.
I guess this is the problem. Same thing happens if I try to replace the MainMenuTheme.wma with a renamed lobbymusic.wav QUICK_EDIT
Check if you can play those file formats like windows media .wma files on your system.
Works perfectly fine with 5.30, just checked it again.
Does not work after I let it run the update.
Yes, of course I can play the wma file in my system.
So, what I figured since:
5.30 runs clientdx by default. It has music. If I run 5.30 with clientxna intentionally, same DRM problem, no music.
Updated version does not run with clientdx, even if I intentionally try to use it. It runs clientxna anyway and DRM issue, no music.
So it's this XNA thing or whatever it does with audio.
Does 5.30 use a DX10 and the update use DX11?
I can't get clientdx to work after the update.
clientogl crashed right away, whatever that is. QUICK_EDIT
great work on the TS client, it is a dream to use!
One small suggestion:
Perhaps in future updates, you could include Renegangsta's cleaned up Veinhole Veins, as they very much improve the look of Tiberium veins imo?
Anyway, keep up the great work! Really enjoying the client! QUICK_EDIT
First check if you are on 5.46 version (can be updated through the client) and try different renderers.
Otherwise, set ModMode=true in Resources\ClientDefinitions.ini and copy the corresponding DLL files from TI's Resources folder to this client's Resources folder. Any filename changes can be adjusted in Resources\Renderers.ini. QUICK_EDIT
I did a forced update, then used TI's ddrawcompat.dll on the Client (after changing entries on the INIs) but had no different results from Vanilla Client.
To be more precise, what I experience is:
a) explosion anims play slower than expected
b) scrolling the screen shows stuttering
This happens on different renderers (TS/CNC/Compat). I wonder if it has something to do with how the Client handles refresh rates(?) and such, not the renderers themselves. (Really out of my depth here).
Also, setting VSync=yes/true on both ts-ddraw-gdi.ini and ddraw.ini has no effect?
If it works with TI then it should have worked for TSClient also. After you select the DDraw option from the option window and save and then run the game once, exit the game and compare the ddraw.dll in the game folder. It should match the DLL you use for TI. My guess would be the proper ddraw.dll may not be present. To test it go to options and set the renderer option to default none, so no ddraw dll is used and then copy the one from TI game folder to TSClient's game folder and run it and try.
What you are having is the video backbuffer problem, it is not vsync.
Before the ddraw options were available I used to fix it by patching the game.exe with: http://www.stuffhost.de/files/cnc/CnCPatcher.html
Even though the original bytes have changed you could still try it as a last resort, if ddraw stuff doesn't workout. DDraw methods do the same, so use this for your system only, not for distribution, if it works. QUICK_EDIT
- Fresh new Client install
- copied TI's ddrawcompat.dll into Client's Resources folder
- opened Client, then Options > Ddrawcompat, then saved
- started a Skirmish game, aborted and exited all
- checked the DLL: it's the one from TI because they have different sizes (TI 583 vs Client 586 KB)
I also tried the patcher, but it doesn't recognise the Client EXE?
I had placed the patcher in the Client main folder, also tried to change TiberianSun.exe to SUN.exe, but I don't have options in the Patcher's drop-down menu.
(And it says: 'No patch applicable, please copy the game file (game.exe or gamemd.exe) into this folder first').
However, on the patcher's web page, instructions say that I need Net Framework 3.5.
Problem is, TS Client needs at least 4.5 to run (as I just found out )
So, is there like a magic string of HEX, in TI's EXE, that fixes this backbuffer issue thing? Just for knowledge' sake. QUICK_EDIT
FWIW, I also compared the EXEs (just the hacks in ModEXE) and other INIs (like TI's ts-ddraw against the Client's ts-ddraw(-gdi)). The TI ones have lines like:
Code:
; Use 2 textures, in rotation, for the Primary Surface, default = yes
PrimarySurface2Tex=Yes
; Use Pixel Buffer Objects, in rotation, for the primary Surface. default = 0
PrimarySurfacePBO=0
; Enable/disable the 16->32bit conversion
ConvertOnGPU=Yes
Which are missing on the Client's files. So I copied them in those, but I didn't notice any difference in game. And I don't know if this code is even relevant (guess not at this point?).
Or, how about this: the Ddrawcompat DLL doesn't have an INI ResConfigFile (in either client). But other DLLs do, and in Renderers.ini those are declared, like for instance:
[CNC-DDRAW]
...
ResConfigFileName=cnc-ddraw.ini
So, what if I gave one to DDrawcompat (with what instructions though)? QUICK_EDIT
If you are using ddrawcompat, then ts-ddraw config INI entries are not relevant. DDrawCompat doesn't come with additional config INI file like ts-ddraw.
If the same DLL and settings are used in both TI and TSClient, then those should work the same. Are you testing it correct.
If you are using ddrawcompat, then ts-ddraw config INI entries are not relevant. DDrawCompat doesn't come with additional config INI file like ts-ddraw
What I meant was, one could give ddrawcompat an INI, by adding the code:
ResConfigFileName=ddrawcompat.ini
in Renderers.ini
The question is: what code to put into the ddrawcompat.ini, that could fix the backbuffer problem.
Quote:
If the same DLL and settings are used in both TI and TSClient, then those should work the same. Are you testing it correct.
I will try the latest DLLs. If that doesn't work I will compare every relevant INI I can find in the Client/TI, and post discrepancies. QUICK_EDIT
If you're migrating a mod from an older TS Client version you can keep your old files from the "INI" and "MIX" folders, but make sure to add these keys to their respective sections in Rules.ini:
Also mind that most of the game options were moved from GameOptions.ini to SkirmishLobby.ini.
Those that want to add new factions to their mod can now easily do so without following a tutorial (just make sure that Sidec##.mix, SideCD##.mix and Speech##.mix exist for the new faction, you added the new faction's Harvesters and MCVs to HarvesterUnit= according to the comments in Rules.ini and you added all of the new faction's respective structures to the [AI] section; including BuildConst=, which accepts multiple entries now).
Useful to know: you can now also create a "Base" sub-folder in the "INI" folder and place your mod's ini files in there. Any ini file in the "Base" folder will be able to use the "BaseSection=" key for any section and this will make that section use all the key of the section you're referring to.
This would for example allow you to shorten the entire [CIV2] section to just this:
Any .ini file in the Base folder will be processed and overwrite the .ini file that's already in the "INI" folder whenever map is loaded and the client intentionally doesn't have .ini files in there out of the box so that modders can store their .ini files in there without worrying about having them removed or replaced whenever they update the client.
You can also still store .mix and .ini files in the main directory and these will take priority over the files in the "MIX" and "INI" folders. So if you want to mod while also being able to update the client when new versions come out, without having it overwrite any of your modded files, place your .mix and .ini files in the main directory (the folder that also contains the Game.exe and TiberianSun.exe files), as well as the "Base" folder (\INI\Base\).
Changes to files in the "Resources" folder (such as changed game options or playable factions) can't be read from elsewhere and will always be overwritten when you update, so it's best to back these files up somewhere so that you can just copy them back to the Resources folder after any update.
If you want to entirely disable updates, you can do this by changing "ModMode=false" to "true" in ClientDefinitions.ini.
More features such as Vinifera and possibly Quick Match will be added in the future and I'll try to fix any bugs that might be reported. _________________ Last edited by Bittah Commander on Sun Dec 05, 2021 6:11 am; edited 2 times in total QUICK_EDIT
; IsVehicleTransport = Is this able to carry vehicles as passengers (def=no)?
Tried using this and it doesn't seem to work currently, is there something to it I am missing or is it not functional currently?
TooBigForCarryalls works fine
(edit: I know that vehicles in transports has never been possible in the tib sun engine, I just saw this in the updated rules.ini and thought "no way, is it actually possible now?") QUICK_EDIT
Okay, so firstly I need to point out I have no real idea what I'm doing, so sorry if I'm missing something obvious
I downloaded the ts-patches masterarchive, and installed the recommended version of winbuilds and also git for windows 2.34.1 (no particular version was recommended so I hope it's the right one)
After some trial and error, I managed to get some of the build***.cmd files to output what looked like the game client .exe to the build folder.
I then added "src/mods/dta/vehicle_transports.o \" to the TSCLIENT OBJS in tsclient.mk
I was then able to output a tsclient.exe of 3916kb, 4 bytes larger than the current game.exe used (3912kb).
However, the Tiberian Sun launcher doesn't seem to be able to run it. I've tried renaming it to game.exe, I've tried setting tsclient.exe in ClientDefinitions.ini, but it throws an error with the game client every time I try and launch something.
I've clearly done something wrong, probably something really obvious to anyone who actually knows what they're doing aha...
Any ideas please? or is there a tutorial somewhere on how to compile game.exe properly? QUICK_EDIT
You have done it correct with compiling the game.exe by including the needed hack in the tsclient.mk file. Git was not needed anyway as you have downloaded latest ts-patches from the master branch.
Just rename the generated tsclient.exe to Game.exe and overwrite the one in TSClient folder after taking backup. Then edit Resources\ClientDefinitions.ini to set ModMode=true. Launch TiberianSun.exe as usual. If TSClient v6.03 was running fine, then the change should also work.
Could check DTA mod for usage reference if needed. QUICK_EDIT
What did I say about me doing something incredibly stupid?
So...... I decided to read the error message more closely. "game.exe not found"
yeah... I'd forgotten about windows hiding file extensions and given it a file called game.exe.exe meep
Yeah the modified .exe works
Also thanks, your advice was really useful! I couldn't get it to work at first, so I went and looked at the dta hovercraft. It gave me the idea that the hack only works for type vehicle and not type aircraft (I think now this is true).
So, I take a transport aircraft (generally a clone because reasons), take it out of the aircraft list and into the vehicle list, while keeping the movement zone and locomotors as per aircraft. That makes a functional flying vehicle transport.
However.... being a vehicle, it then gets built at the war factory and not the helipad. and being a flying vehicle, it tries to fly out of the factory, lands on the bib and gets stuck. (you can free it by selling the factory, but that's not ideal).
So, I take my cloned Dropship, make it tech: -1 (unbuildable at war factory). I then add it as a FreeUnit to the ddlndmk animation from TS:Warzone, a neat little animation of a dropship landing on a flare. (Used for the unit drop-in "buildings")
It's a working dropship, but now being a vehicle means that some of the aircraft pitches/shadow aren't quite right.
Perhaps these were the 'issues' you mentioned?
tl;dr:
1. Modify the .exe to include VehicleTransports
2. Move your air transport to Vehicle type list from Aircraft type list
3. Add IsVehicleTransport to your flying vehicle/aircraft hybrid
4. make your flying transport unbuildable at war factory
5. Add the Gaflr/ddlndmk associated anims from Warzone
6. Add your flying transport as FreeUnit to your [Gaflr] building clone
And that's how you get working vehicle dropships in Tibsun, more or less
Thanks so much for your advice Elite <3 and thanks to everyone else who worked on this client, it's amazing work. 20 years I've been waiting for controllable dropships and here we are Just a couple things left to figure out before they're perfect
Edit: (rushed, lol) lil' video sample to show it off. The tech tree and a few names etc are all over the place because it's a test build
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