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 Forum index » Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
FinalSun 1.01 Patches
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Fri Aug 30, 2019 9:46 am    Post subject:  FinalSun 1.01 Patches
Subject description: (Standalone)
Reply with quote  Mark this post and the followings unread

FinalSun 1.01 Patches

Changes (2021-07-16):
- Support for FSP DLL (port of FA2sp by Secsome)
- UI changes with Tile Manager button and Clone buttons.
- Dialog resources made compatible to be used as .rc file, which includes
removal of special characters like quotes, making strings larger than 256 chars
into additional labels.
- UI change for tool scripts window and hotkey for its menu item.
- Buttonbar tooltips changed with hotkey info.
- Package now comes with FSLaunch.exe to run FSP DLL with syringe.
- Package includes Aqrit's ddraw wrapper to run on latest Windows 10 update (use
this only if there is problem running FinalSun without it).
- FSData.ini changes to make use of new features provided by FSP DLL
-- ExtConfig section with preset values and commented entries
-- Sides and ForceSides section for left panel grouping
-- Ignore and IgnoreXXX theater based sections to leave out entries in left panel
-- Script details and its parameter section changes
-- Modified trigger parameter section and changes to affected events and actions
-- SoundList, DialogList and Weapons section for dropdown usage for vanilla TS
- Readme files moved to ReadmeDocs folder.
- Removed FSExt DLL

FSP DLL details:
Spoiler (click here to read it):
FSP DLL is a port of FA2sp DLL made for FinalAlert2 by Secsome to FinalSun.
It uses Syringe to inject code into the FinalSun at runtime.

Links:
FSP - https://github.com/E1Elite/FSP
FA2sp - https://github.com/secsome/FA2sp
FSLaunch - https://github.com/E1Elite/FSLaunch
Syringe.exe (Ares 3.0 for YR) - https://launchpad.net/ares/+download

FSP features (2021-07-16):

Extended config [ExtConfigs] in FSData.ini:
- BrowserRedraw=yes to activate left panel object browser changes.
- BrowserRedraw.GuessMode (0/1), currently it uses Owner based sorting only, most of FA2sp for RA2/YR based processing is disabled.
- BrowserRedraw.CleanUp=yes to clear empty groupings.
- SortByTriggerName=yes to sort the triggers dropdown by their name instead of ID.
- CopySelectionBound.Color to change color for drag selection for copying cells.
- CursorSelectionBound.Color to change color for current cell boundary under mouse cursor.
- CursorSelectionBound.HeightIndicatorColor to change color for vertical dashed line when the current cell under mouse cursor is at a height.
- Waypoint.Background=yes to draw a background rectangle for waypoints, defaults to false which is transparent.
- Waypoint.Background.Color to apply a custom waypoint number text background color.
- Waypoint.Color to change the waypoint number text color.
- AdjustDropdownWidth (with .Factor and .Max) to set values for parameter combobox size.

Left panel object browser display is taken over and rewritten, needs setting [ExtConfigs] BrowserRedraw=yes in FSData.ini.
- Ground list names are fetched from FSLanguage.ini based on theater (first 3 chars of [Map] Theater= based names in language file) instead of Ground1/2/3.
- Infantry, units, aircrafts and buildings can be grouped into sub-catogories which is defined in FSData.ini under section [Sides]. Every technotype can be given its grouping index number in [ForceSides] section. Others category is used for value -1 or undefined IDs.
- Technitypes also are appended with its IDs to its name for clarity like Civilian (CIV1).
- IDs on the left panel which are not to be shown can be defined in [Ignore] section and theater based ingnoe sections (first 3 chars of [Map] Theater= is used) of [IgnoreSNO] and [IgnoreTEM]. [IgnoreRA2] section is not used.
- Player location is shown in MP maps only. The name Player can now be translated to other languages as it is now picked up from FSLanguage.ini.
Note: Currently left panel is initialized only on map load/create. It doesn't update on add/delete house or changes done through INI Editing. For those changes to appear, map should be saved and reloaded.

Script actions are now configurable through FSData.ini.
- [ScriptParams] section defines set of parameter dropdown label text and populates the corresponding dropdown content.
- Waypoint is now shown with cell coordinates.
- Jump to script line is populated with script actions present for that script
- GlobalVariables and LocalVariables and parsed from rules and map to populate dropdown
- Scripts and teams list are populated for switch script actions
- Adds [DialogList] section reading for the hardcoded speeches list in TS with transcription.
- Adds [SoundList] section for sounds dropdown in FSData.ini.
- Movies and Themes are fetched from INI files and dropdown populated.
- Facing dropdown is populated with direction info.
- Animations and BuildingTypes list are also fetched from files to populate the dropdowns.
- TalkBubble dropdown shows vanilla game values.
- Attack targettype script value text correction.
- New mission script shows corrected dropdown entries.
- Camera speed dropdown is populated with game values.

Trigger parameters for dropdowns used in action and events
- Theme dropdown implemented
- Sounds enabled through [SoundList] section in FSData.ini
- Speeches enabled through [DialogList] section in FSData.ini
- Weapons list enabled through [Weapons] section in FSData.ini
- Voxel Anim dropdown is populated from rules
- Tags dropdown now fetches IDs from [Tags] section in map
- Spotlight behavior, meteor shower size, camera speed are implemented
- Waypoint as 2nd parameter now shows coordinates too
- Crate types and talk bubble are also imlemented but are not usable.

Tile Manager
- Groups tilesets together based on keywords in SetName of theater INI file for quick access.

Clone buttons
- Clone current entries with name appended with Clone for Scripttype and Teamtype windows.

Other features
- Remap colors are recalculated and are shown for additional houses as well.
- Overlay dropdown shows index followed by name/description (gets sorted by index) and skips overlay index over 254 if given in rules INI preventing crash.
- Any overlay of wall type will autoconnect.
- For most dialogs, the content will only be updated while losing focus.
- Easy encrypted mix files will be correctly read.
- Translation support through FSLanguage.ini (check FAA2spReadme)
- Read from Finalsun.ini instead of registry.
- Easy/beginners mode disabled at first run.
- Undo/Redo extended to 127 steps.

Older changes:
Spoiler (click here to read it):
Changes (2021-02-16):
- Standalone package
- Trigger action and event parameter dropdowns are now wider.
- Script action description box size increased.
- Includes MapResize tool, an alternative to FinalSun's resize feature.
- Includes FSExt.dll with syringe.exe, run with RunFSExt.bat. Features:
-- Script types dropdown and description are updated with latest available information.

Changes (2020-09-05):
- Map event description changes in FSData.ini.

Changes (2020-09-04):
- Ease of use UI changes like dropdown size increase, consecutive window's button location sync.
- Included Ambient calc tool for map action 71 and 72.
- Map action 88 now shows ParticleSystems list in the dropdown instead of Particles.
- FSData.ini changes
-- Parameter type corrections and changes
-- Additional info and corrections for few events
-- Corrections/changes for actions 4, 8, 11, 18, 19, 21, 25-29, 32, 36, 40-43, 48, 52, 56-59,
63-66, 71, 72, 82-84, 88, 89, 94, 96 and 101-105.
-- Patch actions 106 to 110 added

Changes (2020-05-31):
- ActsLike set to 0 for all houses on new SP map creation when using prepare standard houses.

Changes (2020-05-10):
- Dropdown heights increased so as to minimize the use of scrollbars.
- Search waypoints window improved.
- Veteran status text appended with (0-200) for pre-placed units in FSLanguage.ini.
- Tab stop orders changed for most of the windows.

Changes (2020-05-04):
- Sounds on/off option in menu.
- AI Trigger window improved. Unused Base Defense value is unchecked by default when creating new trigger.
- Tab stop orders changed in a few windows.

Changes (2020-04-03):
- Hotkeys for menu items.

Changes (2019-12-26):
- Second row in toolbar is removed and buttons from it merged to first row.
- Default global AI Trigger enable checkbox is set as unchecked in new map creation window.
- Disabled Beginner mode by default on first run.
- Unit window text changed from Follows ID to Follower's ID in FSLanguage.ini.

Changes (2019-08-31):
- New map default size set to 80x80 (was 50x50).
- New TeamType default value for Full and Autocreate checkboxes set to no (was yes).

Changes (2019-08-30 Patch2):
- Added map size limits message for the tool to Map resize UI and script.

Changes (2019-08-30 Patch1):
- Low volume sound.
- New map creation window limit of 200 size for width/height extended with instructions.
- FSLanguage.ini is modified for high bridge frame's usage. Changes are done for English only.
- Status bar coordinates are shown as X / Y - H (was Y / X - H).
- Edit menu items re-ordered and Edit menu popup windows now open centered by default.
- Teams window: Resized and checkbox options are given some space.
- AI Trigger Types window: Side dropdown entry changed from 0 None to 0 All,
renamed Multi-Side to Side, Weight to InitialWeight and Unittype to TechnoType.
- Infantry, Unit and Aircraft windows: Resized and arranged components, changed Recruitable to
AutocreateNo Recruitable and AI Recruitable to AutocreateYes Recruitable in FSLanguage.ini for English.
- On new map creation, default LocalSize (visible area) is now set to 3,5,Width-6,Height-11 (was 2,4,Width-4,Height-6).
This is to compensate for in-game blackening of the top row, bottom rows cuttoff and make it a cell wider.
- New map creation minimum WidthxHeight is now set to 20x20 (was 16x16). Warning message on map creation
are set for less than 20 (was 16) and greater than 511 (was 200). Warning message for Width+Height being greater
than 256 is extended to 512.
- Map resize through Map popup window upper limit raised from 200 to 511.
- Map resize through tool script restriction raised from 200 to 511.
- Resize script added to the Scripts folder.
- Descriptions changed in Tags, ScriptType, TaskForce etc. windows and other UI changes.
- Trigger Editor window: Size of description box for action and event tabs is increased so that the descriptions
can be viewed without scrolling.

Note: Latest TSClient version of FinalSun already has - more undo/redo, ignore registry and Tag/Trigger window
dropdown changes.



FSStandalone_20210716.7z
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Last edited by E1 Elite on Fri Jul 16, 2021 4:22 pm; edited 14 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 30, 2019 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, I've integrated most of these changes with TI's editor.

Any way one could change some of the default values/options, such as new map size (50x50 is way too small) or TeamType checkboxes (all options should be ticked off by default) ?
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TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Aug 31, 2019 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Aug 31, 2019 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Excellent, thanks!
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TS is abysmal to play, unless you're just casually city building in it.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Dec 07, 2019 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excuse the double post. Is there any way to make FinalSun order tilesets by SetName (alphabetically), rather than the TileSet# number, in the Terrain dropdown menu? Similar to how overlay are ordered in the other dropdown menu.
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 08, 2019 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I noticed that you increased the maximum max size to a width and height value that add up to 512, but I did a quick test and resizing a map to 210x210 or creating a new map with that size still crashes FinalSun.

I'd like to use this for DTA as well, but is there a way to remove the entire toolbar with the "Paint cliff front", "Paint cliff back", "AutoLevel ground height using cliffs" and "Automatically create shore" buttons, as well as removing all height-related buttons? For as far as I can tell the "Hide tileset" and "Hide single field" functions are useless when there's no height difference as well (unless there's a purpose I'm not aware of), so those buttons could also be removed.

Did you not like my new "place" sound by the way? I noticed that you replaced it #Tongue
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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sun Dec 08, 2019 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

The questions both of you have asked are above my capability level. There is hardcoding with the dropdowns, not a case of few bytes replacement.

Larger area map that crosses W * H above 43500 or so causing crash is a fundamental problem. 200 was a cosmetic limit that was imposed for both height and width, which is now extended. With that, it now allows map sizes like 352x124, 404x108 etc. from the new map creation window and resize also gets the same kind of extension. The UIs in the patch are modified with the limit instructions of W + H <= 512 and W * H below ~43500, so that the user knows what to expect. I attempted to fix the crash but couldn't.

I wanted to move/modify the toolbar stuff myself, but that is also left to experts.

I knew of the sound change but after modifying all the wav files for FA2, copied those here also.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Dec 08, 2019 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
I'd like to use this for DTA as well, but is there a way to remove the entire toolbar with the "Paint cliff front", "Paint cliff back", "AutoLevel ground height using cliffs" and "Automatically create shore" buttons, as well as removing all height-related buttons? For as far as I can tell the "Hide tileset" and "Hide single field" functions are useless when there's no height difference as well (unless there's a purpose I'm not aware of), so those buttons could also be removed.


You can remove the buttons and technically the toolbars via a resource editor (I used visual studio), but I couldn't find a way to remove the empty toolbar space. Check the latest version of Final TI for example.
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TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun Dec 08, 2019 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the tip, I didn't remember where I had seen the button bar modification.

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Dec 10, 2019 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I managed to figure out how to remove the toolbar by comparing some very old versions of DTA's FinalSun that still had the toolbar with a slightly later version that had it removed.

It's done by replacing 03 with 09 at 0x23AD0 in case anyone is curious.

Edit:
Would it be possible to add a new "Author:" field under "Map name:" in the "Save options" window and have this add an Author= key under [Basic]?
For DTA's version of FinalSun I added an "Author:" field to the "Basic" window by hijacking the "New INI Format:" field, but barely anyone makes use of it since it's not seen when saving a map.
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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Dec 10, 2019 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

On Author, you have done it already what is possible though I couldn't see it in v1.181c. Modifying the UI can be done through resource hacker but processing it further needs additional coding with source code or in assembly.

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Dec 17, 2019 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

What is the actual purpose of the "Resize" script? From what I can tell you can already resize the map in any way you want via the "Map Properties" window, or am I missing something?

Also, the FinalSun of DTA version 1.181c really should already have had the Author field included in the "Basic" window, so I'm not sure why you're not seeing it...


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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Dec 17, 2019 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

The map editor has two different restrictions for resize that were patched. One through the tool script which was found first, created the resize script and was kept as part of the patches. Later the UI resize restriction was found and patched. Both work the same way and the attached Info file has both the patch addresses. Those were done during the sequence of FA2 posts.

I checked with INI Editing's Basic section first without going to Edit menu's Basic window. Probably that confused me. It shows Author when Edit menu's Basic section is selected.

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Dec 18, 2019 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
The map editor has two different restrictions for resize that were patched. One through the tool script which was found first, created the resize script and was kept as part of the patches. Later the UI resize restriction was found and patched. Both work the same way and the attached Info file has both the patch addresses. Those were done during the sequence of FA2 posts.

It sounds like it's safe to leave the script out then (since DTA never included that script in the first place).
E1 Elite wrote:
I checked with INI Editing's Basic section first without going to Edit menu's Basic window. Probably that confused me. It shows Author when Edit menu's Basic section is selected.

I didn't think people modified the Basic from the INI Editing window, but I'll just add it to StdMapTS.ini to get the Author= field to appear there as well then.

By the way, do you happen to know if there's an easy way to disable the "Activate AI Triggers" checkbox you see when you create a new map by default? It only adds redundant code to DTA maps.


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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed Dec 18, 2019 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Resize tool script need not be included, it is redundant. For Activate AI Trigger checkbox default: change at address 0xC75A2 from 01 to 00.

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E1 Elite
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PostPosted: Thu Dec 26, 2019 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated the first post.

TSClient sets the flags in finalsun.ini, so the patch of disabling the beginner's mode at first run is redundant.

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E1 Elite
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PostPosted: Fri Apr 03, 2020 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated first post with hotkeys for menu items. Old download is left as backup if there is any problem with new hotkeys.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 03, 2020 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Which are the new hotkeys?
Are they anywhere documented?
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E1 Elite
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PostPosted: Fri Apr 03, 2020 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Have added the hotkey info to the UI, as those are menu items.

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Holland
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PostPosted: Fri Apr 03, 2020 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats very helpfull bro! thank you so much!


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Lin Kuei Ominae
Seth


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PostPosted: Fri Apr 03, 2020 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Have added the hotkey info to the UI, as those are menu items.

cool
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SHP Artist of Twisted Insurrection:  Nod buildings

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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E1 Elite
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PostPosted: Mon May 04, 2020 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Liked AI Trigger window layout of TI mod for FinalSun, compared to the original, so used that as template to modify it further. Update in first post.

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E1 Elite
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PostPosted: Sun May 10, 2020 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

More user friendly changes, update in first post.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Jun 19, 2020 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Minor update to go with buildconst_harvesterunit_baseunit.asm TS patch and the spawner houses support in TSClient's FinalSun.

TSClient uses virtual spawner houses namely ExtraXX for ease of use of the spawner houses which are supposed to be removed when the map is finished. The above mentioned patch doesn't allow ActsLike number in maps to be more than the number of houses in rules. Already the Stardard houses button in Houses window sets the ActsLike to 0 for all houses, but the new SP map creation prepare standard houses checkbox increments the ActsLike value which results in the spawner houses getting values higher than the number of houses in rules. The latest update prevents that when creating new SP maps by default.

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Crimsonum
Seth


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PostPosted: Sat Jun 20, 2020 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I've been wondering about the same, I was going to write a script to fix that for any extra/dummy houses but maybe having 0 as default for all houses is easier for mappers.

Can you tell me which exe address(es) you changed?
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TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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PostPosted: Sat Jun 20, 2020 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Address is given in point 29. in the included Info.txt.

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Crimsonum
Seth


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PostPosted: Sat Jun 20, 2020 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, I checked the document but missed that part. Thanks.
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TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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PostPosted: Fri Sep 04, 2020 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

New update at the first post, mainly changes on map actions.

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Crimsonum
Seth


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PostPosted: Fri Sep 04, 2020 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good. Might want to update the description of events 35 and 54 though. Event 35 requires any attached tags to be set to value 2 (OR repeating), 54 does not. There could be more between the two, but I didn't find any when I tested them.
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E1 Elite
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PostPosted: Sat Sep 05, 2020 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, updated first post.

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E1 Elite
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PostPosted: Tue Feb 16, 2021 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Update in first post. It is now made as a standalone package, idea from Holland. Have made a basic FSExt.dll which runs with Syringe to change the script actions info on the Scripts window.

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Holland
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PostPosted: Tue Feb 16, 2021 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah man super awesome!

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Holland
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Joined: 31 May 2017

PostPosted: Sat Mar 27, 2021 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey Elite, you think u can make a version that includes SunEdit2k again? Or perhaps just the hex codes to replace, if possible and not too much work Very Happy

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E1 Elite
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PostPosted: Sat Mar 27, 2021 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't recommend SunEdit2k tool.

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Holland
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PostPosted: Wed May 19, 2021 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey elite, so with adding tmp files, i found a little weird error. I repaired a tile, replaced it in the mix file, compacted it, all properly. But when i reopen finalsun, the old file is still there. There must be some kind of memory somewhere of it, do you know what im talking about? any way i can reset it? replacing the finalsun.exe didnt do the job. And i'm 100% sure the old file isnt in there anymore.

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PostPosted: Wed May 19, 2021 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Check finalsun.ini for path where it considers game directory.
2. check if you have a higher number mix file having old TEM file. Or check new files went into correct theater mix if modifying original mix.
3. Always use XCC Mixer and drag and drop all needed files into an empty mix file. Don't ever compact, there is no need.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu May 20, 2021 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Don't ever compact, there is no need.


I've followed the opposite advice, I used to get corrupt mixes every now and then until I started compacting mixes every time I made a change to them (added or deleted files).
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TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu May 20, 2021 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Mix Editor does not handle editing a mix file properly. It corrupts the header. It didn't get any update in may be over a decade. Avoid Mix Editor.

Best is to create empty mix file with XCC Mixer and drag and drop all the files into it in one step with XCC Mixer.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri May 21, 2021 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I never said anything about Mix Editor, but you're right, it's unreliable. I used to have issues with Mixer in the past where it became unable to add anymore files to a custom mix file - IIRC this was resolved by compressing the mix. I've been doing it since and haven't had any problems with mixes.
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OmegaBolt wrote:
TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri May 21, 2021 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you talking about number of files or size of files? Movies01 is about a GB in freeware, Mixer was used to pack it.

Did you try drag and drop all files at once, not like a mix already contains some files and you are adding more?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri May 21, 2021 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you suggesting users should drag & drop all files at once and never change the mix file again, and if they have to change the contents they should create a new one? Sounds highly inconvenient and impractical. I've been using compression after every change to a mix file and I've never had problems with it.
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OmegaBolt wrote:
TS is abysmal to play, unless you're just casually city building in it.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat May 22, 2021 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

That sounds inconvenient, but thats what I have been doing since I migrated from WinXP to Win7. I have a base folder with all empty mix files. Have folders like ecache02 etc. which contains the content. When needed, I copy the empty mix to the game folder and drag and drop the content from its corresponding folder.

I have doubts that the delete and compact etc. have flaws in the code.

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krnyoshi
Cyborg Engineer


Joined: 22 Nov 2003
Location: California

PostPosted: Sun May 30, 2021 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if this is an issue on my end but I noticed that when looking at a veinhole monster, my entire map on screen turns white or just goes completely nuts. When I scroll away or delete the veinhole monster the map turns back to normal.


02.jpg
 Description:
Without veinhole monster
 Filesize:  416.89 KB
 Viewed:  473 Time(s)

02.jpg



01.jpg
 Description:
With veinhole monster
 Filesize:  368.42 KB
 Viewed:  473 Time(s)

01.jpg



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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sun May 30, 2021 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Recently people have reported such problems with latest update of Windows 10. Try the attached ddraw wrapper, copy the DLL and CFG file to the FinalSun folder.


DDrawWindows10.7z
 Description:

Download
 Filename:  DDrawWindows10.7z
 Filesize:  12.33 KB
 Downloaded:  5 Time(s)


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krnyoshi
Cyborg Engineer


Joined: 22 Nov 2003
Location: California

PostPosted: Sun May 30, 2021 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Fixed the issue. Thanks for your swift response and update!
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PostPosted: Fri Jul 16, 2021 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated first post.

Now FinalSun patch contains FSP Dll (port of FA2sp Dll by Secsome) for FinalSun. Use the provided FSLaunch.exe to run FinalSun to enable FSP features.

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