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The hidden Large (Cruentus) Tiberium,and how to edit it.
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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Nov 05, 2004 10:32 pm    Post subject:  The hidden Large (Cruentus) Tiberium,and how to edit it. Reply with quote  Mark this post and the followings unread

Everybody(who mods) knows tiberian sun was supposed to be far more advanced with tiberium evolution...Weed monsters,blue tiberium,Fona.(it WAS planned for TS,ask smiffgig,(if you dont belive me)who probally knows everything about TS. well,the tiberium was supposed to be far more varied in evolution,4 Types planned in total. Riparius,Cruentus,Aboreus,Vinfera only 3 are acculy enabled in the game. 2,since Aboreus is pretty much the same as the blue(Why westwood did this,i dont know...) this tutorial will explain how to add Cruentus('large' tiberium) and Aboreus tiberium. i BELIVE this renders the Random-Map Generator obsolete(e.g:Internal Errors on Mutated theater) do this AT YOUR OWN RISK!!!

Part I:Enabling/Fixing the Aboreus Tiberium.

Firstly,fire up Rules.ini,and scroll down.(down,and down..) till you find these lines...

; ******* Tiberium Varieties *******
; There are various kinds of tiberium. This lists their number and
; particulars.

[Tiberiums]
0=Riparius
1=Cruentus
2=Vinifera
3=Aboreus

here is a list of all the tiberiums in TS,
1=Riparius ;Green tiberium. your basic,un-exciting tib..
2=Cruentus;Large Tiberium. ignore for now
3=Vinifera;Blue tiberium
4=Aboreus;The tib we are working on now.
(*Rember! THIS LIST IS HARD CODED! YOU CANNOT ADD ANOTHER TIB TYPE!!)
scroll down to Aboreus..

; This is blue tiberium. It grows and spreads slowly and is explosive. This entry should be
; the same as [vinifera] except for Name and Image
[Aboreus]
Name=Tiberium Aboreus
Image=4 ;What type of Tib the game uses.(hard coded..)
Value=30 ;How much money you gain from a full bale of this type of tib
Growth=10000 ;Growth rate,i assume this is in Leptons..
GrowthPercentage=.05 ;ignore
Spread=10000 ;ignore
SpreadPercentage=.05 ;ignore
Power=10 ;Power per bale of tiberium(When a harvester blows up,increase this if you want nasty explosions.)
Color=NeonBlue ;what makes the tiberium its color.
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ;dosent work,ignore.

For changes,here,it is up to you..keep the name the same. image,dont touch. here is how i would set it to work.. ;Change it to how you want it,this is jsut a basis for your modification.

[Aboreus]
Name=Tiberium Aboreus
Image=4 ;dont screw with this..
Value=50 ;worth more then the Vinifera tib.
Growth=10000
GrowthPercentage=.05
Spread=10000
SpreadPercentage=.05
Power=30 ;Be careful with the tib now!
Color=Burgandy
Alright. what color?! gah! this is variable...i reccomend burgandy,now its a dark,blood red.

There we go! Aboreus Tiberium is working! now,if you have FireStorm...open FireStrm.ini,and scroll to Overlay/Types,you'll see BIGBLUE3 at the bottom,and add
10=ABOREUSTREE
Now,here comes the code,scroll to the bottom of the ini and add this section..
[ABOREUSTREE]
Name=Tiberium Tree ;Name..whee
SpawnsTiberium=yes ;We're not making christmas trees,here...keep it yes
TiberiumToSpawn=3 ;Now it spawns the Aboreus tib. =P
Image=BIGBLUE ;Uses the image of the Big-Blue tree.
RadarColor=192,192,0 ;dont bother with this
IsAnimated=yes ;makes it play an animation when spawning tiberium
LightVisibility=4000;ignore
LightIntensity=0.01;ignore
LightRedTint=0.01;ignore
LightGreenTint=1.5;ignore
LightBlueTint=0.01;ignore
AnimationRate=3 ;How often the animation plays
AnimationProbability=.003 ;odds that it will play..
Immune=yes;Cannot destroy it...kinda..dumb AFAIK

Part II,coming soon... Wink

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Paradox
Soldier


Joined: 23 Nov 2004

PostPosted: Fri Nov 26, 2004 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

does this fully enable it or just partially, and that's what part II is for?

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Nov 26, 2004 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Part 1 fully enables Aboreus,cruentus/Part2 i havent gotten around to. cause..well,i just havent

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ComradeSpike
Vehicle Driver


Joined: 15 Jun 2003

PostPosted: Sat Nov 27, 2004 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

FYI:
Code:
TiberiumToSpawn=3

Only works on an updated TS with FS...

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Nov 27, 2004 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

FYI: If it works with FS, Itworks with ts 2.03

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Nov 27, 2004 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. it works in RoTD and TSTW for 2.03 Players,who dont wish to evolve(or just are too damn lazy to install/Buy FS)

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Nosferatu
Civilian


Joined: 10 Dec 2004

PostPosted: Sun Jan 02, 2005 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey, sorry for bumping such an old topic but i was wondering if there is any way to have the color of the tiberium show up differently on the radar, cuz right now it's just blue. I've started work on a new mod and i really want to add this into it. (The mod is still secret Wink but i can assure you it's good. I will do a "press release" soon)

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Mon Jan 03, 2005 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Radar colors are weird, it doesnt seem to work. I heard mention of hex editing? Bansh did you ever get more info on that?

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Mon Jan 03, 2005 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

To a note to everyone, FS simply uses code left over from ts 2.03 (or so i hear...) so anything that is enabled in fs should work in ts 2.03. Wink

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jan 03, 2005 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

j4m3sb0nd wrote:
To a note to everyone, FS simply uses code left over from ts 2.03 (or so i hear...) so anything that is enabled in fs should work in ts 2.03. Wink


No. Actually all the FS install does it patch your game to 2.0 and insert the expand01.mix and an updated multi.mix and maps03.mix. So, somebody with standard TS 2.03 would effectively play FS after he downloaded those MIX files.

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Mon Jan 03, 2005 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

That summarises what i meant in different wording. #Tongue

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon Jan 03, 2005 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where's the part 2? Confused

Well I've tried making Cruentus a small tiberium type, it doesnt really work, its growth and spread logic seems to be disabled. Although its harvestable, it's pretty much nearly invisible and worthless, and infantry cant walk on it...

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Nosferatu
Civilian


Joined: 10 Dec 2004

PostPosted: Wed Jan 05, 2005 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

soooo. can anyone tell me something more about the radar? cuz i know **** about hex editing.

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Nosferatu
Civilian


Joined: 10 Dec 2004

PostPosted: Wed Feb 23, 2005 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

anyone? I would really like to add this to my mod working as perfectly as it can  Cool

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Thu Feb 24, 2005 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

erm but aboreus and centrus are used on some maps just change the colors and youl see

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Feb 24, 2005 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Didnt Olaf have a radar color utility?  

Yea, I have the same deal, veins appear black on radar, so it looks like your moving through thick shroud.

Yea Aboreus and Cruentus work, but they arent used to up to their potential.

I read in the FS manual, that Vinifera Tiberium would create piles of crystals, causing a unstable formation of tiberium, and not just a heap of tiberium. It was suppose to be massive enough that would decimate entire units. Heance the Tiberian Monolith! Well, like all those things we wanted, it didnt happen, per say....all we really got was a cheesy recolor of bad animation, as the ;comments say for BIGBLUE.

but hey as a modder not much to complain for,...it could of been hardcoded.  Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jun 18, 2005 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

how can you but aboreus and the aboreustree in the game, because i can't find them both in the game, and i cant also put them in my own levels with finalsun

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 19, 2005 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

how in f*cking hell can you put aboreus in the levels?!  #Mad  until now i have only found aboreus in seismic, but thats it than! i want to put it in levels maid with finulsun. how can i do that?



aboreus @ seismic.TIF
 Description:
the only aboreus tiberium i've found
 Filesize:  618.29 KB
 Viewed:  27740 Time(s)

aboreus @ seismic.TIF



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Assassin X
Vehicle Driver


Joined: 02 Aug 2005

PostPosted: Wed Aug 03, 2005 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

So like.... should i add this or not?

It sounds like people dont even see it maps anyways unles they can use the Map Generator....and you cant use that because it crashes.

Im confused!

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Aug 04, 2005 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Aboreus does appear in more than just one skirmish map, some of the Non-FS maps have a small clusters of Aboreus tiberium in them mainly near blue fields..change the color to see what I mean.

They also can be placed on maps using FS. Just check the Overlay list during manual placement for TIB3_01-20, and place the correct type [ie: sloped,or flat] where ever you like.  There is no such thing as a Aboreus tree, you will have to create one.

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Assassin X
Vehicle Driver


Joined: 02 Aug 2005

PostPosted: Thu Aug 04, 2005 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Still not sure though. If it may cause crashes im not sure i want a buggy game.  Embarassed

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Sorrow
Flamethrower


Joined: 17 Nov 2004
Location: The Most Holy Metal Reich

PostPosted: Thu Aug 04, 2005 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just enable it and test it without doing any changes to rules.
You will know if it cuases crashes or not.
If it will cause crashes you can disable it and tell us that it causes crashes Smile .

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