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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: (Currently for TSClient only)
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FinalSun 1.01 Patches
(Currently for TSClient only)

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

Older changes:
Spoiler (click here to read it):
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.

Attachment contains modified files to be copied into the TSClient\Map Editor\ folder.


FS_TSClient_20200905.7z
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 Filename:  FS_TSClient_20200905.7z
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Last edited by E1 Elite on Sat Sep 05, 2020 2:20 am; edited 9 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

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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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Aug 31, 2019 4:42 am    Post subject: Reply with quote

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

Excellent, thanks!
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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

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
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 08, 2019 12:06 am    Post subject: Reply with quote

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
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Joined: 28 May 2013

PostPosted: Sun Dec 08, 2019 8:17 am    Post subject: Reply with quote

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

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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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun Dec 08, 2019 12:00 pm    Post subject: Reply with quote

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

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Dec 10, 2019 1:14 am    Post subject: Reply with quote

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

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
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PostPosted: Tue Dec 17, 2019 11:27 am    Post subject: Reply with quote

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

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
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Dec 18, 2019 1:24 pm    Post subject: Reply with quote

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

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

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

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

Which are the new hotkeys?
Are they anywhere documented?
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PostPosted: Fri Apr 03, 2020 8:43 am    Post subject: Reply with quote

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

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

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

cool
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E1 Elite
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PostPosted: Mon May 04, 2020 9:15 am    Post subject: Reply with quote

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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PostPosted: Sun May 10, 2020 1:24 am    Post subject: Reply with quote

More user friendly changes, update in first post.

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E1 Elite
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PostPosted: Fri Jun 19, 2020 1:28 am    Post subject: Reply with quote

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


Joined: 14 Jul 2005
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PostPosted: Sat Jun 20, 2020 8:21 am    Post subject: Reply with quote

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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E1 Elite
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PostPosted: Sat Jun 20, 2020 8:51 am    Post subject: Reply with quote

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

Ah, I checked the document but missed that part. Thanks.
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PostPosted: Fri Sep 04, 2020 1:35 pm    Post subject: Reply with quote

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

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Fri Sep 04, 2020 5:59 pm    Post subject: Reply with quote

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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PostPosted: Sat Sep 05, 2020 2:22 am    Post subject: Reply with quote

OK, updated first post.

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