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 Forum index » Modding Central » Tiberian Sun Editing Forum » HyperPatch
Release - HyperPatch V0.2
Moderators: Global Moderators, HyperPatch Moderators, CCHyper
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Nov 22, 2011 1:46 am    Post subject:   Release - HyperPatch V0.2 Reply with quote

HyperPatch V0.2

First official release of the Hyperpatch project. This version is small, but this version is the starting way-point for many good things to come i hope. This version i am going to unofficially title "CnCNet", as i was asked by some of the players to introduce a "-LAN" argument for a quick way to get into the games, CnCNet itself now supports this feature. This patch also contains a few other little features from my development build what, hope this come in handy.

Both Joshy and Bittah have tested the features of this patch build, so thanks to both of them! But i would appreciate any feedback, and will try to fix any arising problems as soon as possible.

Download link is located at the bottom of this post. Enjoy!

Here is a copy of the README.TXT contained in the archive,


Code:
------------------------------
***** Hyperpatch TS v0.2 *****
------------------------------

Filename:  GAME.EXE
Size:      5.53MB
Patch By:  CCHyper
Web:       http://cchyper.cncnet.org/


; ***** IMPORTANT NOTE *****
You may redistribute this executable with your project or mod. All i ask is
for this README.TXT to be included. Thank you, CCHyper

; ***** NOTE *****
This patch does not contain a NoCD crack. So if your version of TS is either
TFD or FreeTS, please download Nyerguds NoCD Patch for TS executable at:

http://nyerguds.arsaneus-design.com/cncstuff/0_files.html


; ***** PATCH INFORMATION *****

NEW FEATURES:
- "-NOVQ" argument to disable all vqa video playback in the game.
- "-NOAUDIO" argument to disable all sound in the game.
- "-TS" and "-FS" arguments to skip directly to respective main menus, as requested by CNCNet users.
     * There is a known bug with this where the "Back" button on the menus does not take you to the
       TS/FS selection menu. This is considered a minor problem, but is being worked on.

- "-LAN" argument to skip directly to the LAN lobby, as requested by CNCNet users.
- Added INI Key to SUN.INI to set windowed mode. Under "[Video]", add "Video.Windowed=[boolean]".

BUG FIXES:
- Disruptor tank drawing error that resulted in a Internal Error on some computers is fixed, hopefully...
- Cameo drawn over a factory BuildingType when infiltrated in the incorrect palette has now been fixed.

WW CODE OPTIMIZATIONS:
- Pip SHPs now get loaded only once instead of 6 times...
- Foundation won't be read twice any longer...

MISC:
- New high resolution icon added to the executable, created by Wolen.



Download Link
HyperPatch V0.2: Download


-CCHyper

Last edited by CCHyper on Thu Aug 14, 2014 9:29 pm; edited 7 times in total

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Nov 22, 2011 1:52 am    Post subject: Reply with quote

Hawt.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Nov 22, 2011 2:45 am    Post subject: Reply with quote

Awesome.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Nov 22, 2011 3:56 am    Post subject: Reply with quote

Orac wrote:
Awesome.

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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Tue Nov 22, 2011 5:38 am    Post subject: Reply with quote

This is the sex. Now it just needs deliciously epic features and TS will be more goddamn fun to mod.
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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Nov 22, 2011 10:13 am    Post subject: Reply with quote

Congratulations, mate!
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Nov 22, 2011 11:43 am    Post subject: Reply with quote

Even though there are only a few features so far, I like them. I didn't realize TS was so inefficient, it had to load pips and foundations multiple times Neutral

Quote:
Disruptor tank drawing error that resulted in a Internal Error on some computers is fixed, hopefully...


You mean the WaveClass error, or is this some other bug I'm aware about?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 22, 2011 12:08 pm    Post subject: Reply with quote

^^yep, i think he means the WCE. Early non-public builds had this already included and it worked fine when i tested it. Wink

@Hyper: Great to see the first public build. Smile
Can't wait to see the long list of features of the internal builds being included in the public version as well.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Nov 22, 2011 12:25 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
^^yep, i think he means the WCE. Early non-public builds had this already included and it worked fine when i tested it. Wink


Well then, I assume it (hopefully) fixes lasers too.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Nov 22, 2011 12:38 pm    Post subject: Reply with quote

Crimsonum wrote:
Even though there are only a few features so far, I like them. I didn't realize TS was so inefficient, it had to load pips and foundations multiple times Neutral

These where mistakes in the original code, most probably copied for adaptation later on, but never removed. Simple mistakes.

Crimsonum wrote:
You mean the WaveClass error, or is this some other bug I'm aware about?

Yes...

WaveClass is the class in the game that handles the fancy alpha effects. this includes the Laser glow, Sonic Wave Beam and Ion Cannon ripple effects.

Laser code is not yet fixed, that is why I referenced the Sonic Wave Beam.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Nov 22, 2011 12:52 pm    Post subject: Reply with quote

funny, that laser can be fixed by setting the graphics to 1 instead of 2. Whats the difference between these two laser animations anyway? Maybe its too long ago I played TS, but I can't remember any change...

Good to see that you finally got around to release a version of the hyper patch Smile I will follow it closely Very Happy
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Last edited by Ordosherrscher on Tue Nov 22, 2011 2:38 pm; edited 1 time in total

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Nov 22, 2011 2:13 pm    Post subject:   Reply with quote

Congrats on the release Hyper.

Looks like some good work and a sound foundation to any other additions/changes you might make in the future. #Fade in
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Tue Nov 22, 2011 3:44 pm    Post subject: Reply with quote

Ordosherrscher wrote:
Whats the difference between these two laser animations anyway?
On Detail Level 2 all lasers have a thin half-transparent red line surrounding the main laser beam.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Nov 22, 2011 11:39 pm    Post subject: Reply with quote

SMIFFGIG wrote:
Congrats on the release Hyper.

Looks like some good work and a sound foundation to any other additions/changes you might make in the future. #Fade in


Cheers, SMIFF!

On the note of foundations... Wink

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PePsiCola
Stealth Laser Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Nov 23, 2011 12:00 am    Post subject: Reply with quote

Good stuff.

Though I must say, these few features don't really enhance modding too much. The gameplay however is definately enhanced now.
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Allen
Stealth Laser Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Nov 23, 2011 6:31 am    Post subject: Reply with quote

Nice to know work is still going on but nothing to pull me away from RA-1. More enhance modding things would be a nice draw.
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Wed Nov 23, 2011 6:43 am    Post subject: Reply with quote

CCHyper wrote:
- "-TS" and "-FS" arguments to skip directly to respective main menus, as requested by CNCNet users.


This is pretty useful, e.g. in my mod I force the player to choose FS by removing the option to select TS from the menu. With this command in the mod launcher the player wouldn't even have to bother with the selection menu that only has one selection.

Anyway good work on the progress, now let's see choppers with working rotors Razz
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Nov 23, 2011 10:31 am    Post subject: Reply with quote

@SuperJoe: Concerning your mod, I think you're better off adding all FS stuff to TS and then forcing players to select TS instead.
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Master.Foo
Civilian


Joined: 02 Dec 2011
Location: Tibet

PostPosted: Sat Dec 03, 2011 12:41 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
^^yep, i think he means the WCE. Early non-public builds had this already included and it worked fine when i tested it. Wink

@Hyper: Great to see the first public build. Smile
Can't wait to see the long list of features of the internal builds being included in the public version as well.


agree.

congrats Hyper. now those pesky little disruptors wont be able to cheat anymore. Razz
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deepblue22
Medic


Joined: 05 Dec 2011

PostPosted: Tue Dec 06, 2011 3:17 pm    Post subject: Re: Release - HyperPatch V0.2 Reply with quote

CCHyper wrote:
- Disruptor tank drawing error that resulted in a Internal Error on some computers is fixed, hopefully...

I will check that out. Razz

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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Wed Dec 07, 2011 5:52 pm    Post subject: Reply with quote

maybe I missed something
but is this a bugfix for game itself release

or also recompiled to have some switches for modders too
(and if so, where to find the "list") ?

- sorry for my ignorance
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 07, 2011 6:36 pm    Post subject: Reply with quote

There are not yet any enhanced modding features. But based on this release will follow some more which then indeed have more features.
So right now this only includes the bugfixes, enhancements and features described in the first post.
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 07, 2011 7:55 pm    Post subject: Re: Release - HyperPatch V0.2 Reply with quote

CCHyper wrote:

- Foundation won't be read twice any longer...


Is this why buildup animations flicker when placed, or am I on completely the wrong track?
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 10, 2012 4:24 pm    Post subject: Reply with quote

Wrong track Smiff, this are just mostly C'n'P stuff the coders did, perhaps he was using it as a template to load another key, but perhaps forgot.

I have no clue why the build-up animation flickers...

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Hippox77
Civilian


Joined: 28 Jun 2012

PostPosted: Thu Jun 28, 2012 5:01 pm    Post subject: Reply with quote

Hey.

I'm at a lost as to how to actually install this Hyperpatch together with a no-cd solution.

The Hyperpatch itself is an executable and the no-cd being link to is also an executable. How can I merge the two files oppossed to just replace the one with the other?

I'm running Windows 7.

Cheers

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jun 28, 2012 6:29 pm    Post subject: Reply with quote

Drag the HyperPatch executable icon into the No-CD patch icon and it will apply the No-CD patch.

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Hippox77
Civilian


Joined: 28 Jun 2012

PostPosted: Thu Jun 28, 2012 6:44 pm    Post subject: Reply with quote

CCHyper wrote:
Drag the HyperPatch executable icon into the No-CD patch icon and it will apply the No-CD patch.


It doesn't seem to work like that in Windows 7, at least. If I'm doing it right.

When I drag the Hyperpatch icon on top of the no-cd icon, a box appears underneath them saying '+ open with main executable for Tiberium Sun'. Doing so just gives off an errors message. (when one of the files aint in the Sun main directory.)

If the no-cd exe is in in the main Sun directory, and you drag the Hyperpatch on top of it then the game will try to start but will tell you to reinstall the game. Then it closes.

The other way around also doesn't work. It will run the game, but I'll still ask for the cd.

What am I doing wrong?

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Nightmare
Vehicle Driver


Joined: 26 Apr 2010

PostPosted: Thu Dec 20, 2012 4:57 pm    Post subject: Reply with quote

Excuse the bump, but it appears the downloadlink is not working, it's giving 404's.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 21, 2012 4:29 pm    Post subject: Reply with quote

download seems to be working just fine. Retry your download again.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Dec 21, 2012 5:15 pm    Post subject: Reply with quote

As Hyper mentioned in another topic, his FTP client accidentally cleared his files... but seems he reuopploaded it already.
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GeneralDoomsday
Vehicle Driver


Joined: 05 May 2013
Location: Germany

PostPosted: Wed May 15, 2013 4:29 pm    Post subject: Reply with quote

does it work with the german version from the ultimate Collection?

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INDIO
GDI Hacker


Joined: 08 Sep 2010

PostPosted: Thu Dec 19, 2013 4:08 am    Post subject: Reply with quote

hey there, trying to get this patch to work but after drag the game exe file in to the mod fixer i get an error that says failed to initialize. please reinstall, any ideas?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Dec 19, 2013 9:51 am    Post subject: Reply with quote

GeneralDoomsday wrote:
does it work with the german version from the ultimate Collection?


If someone could upload a copy of TUC TS executables (GAME.EXE), It would be a great help.


INDIO wrote:
hey there, trying to get this patch to work but after drag the game exe file in to the mod fixer i get an error that says failed to initialize. please reinstall, any ideas?


What is a/the Mod Fixer?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Dec 19, 2013 11:58 am    Post subject: Reply with quote

CCHyper wrote:
What is a/the Mod Fixer?

Nyerguds' No-CD Crack; "ts203modfix.exe". He made it so that people would be able to play mods that were using their own executable, that were installed over a TFD version of TS.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Dec 19, 2013 12:44 pm    Post subject: Reply with quote

I endorse that for people that need it, but it should not cause any problems.

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INDIO
GDI Hacker


Joined: 08 Sep 2010

PostPosted: Fri Dec 20, 2013 3:55 pm    Post subject: Reply with quote

fix it, downloaded the latest freeware ts vercion from cncnet and it worked fine Smile

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011
Location: Sileby, Leicestershire, UK

PostPosted: Fri Dec 20, 2013 11:34 pm    Post subject: Reply with quote

CCHyper, You probably get asked this often but how close are you to releasing a new version of HyperPatch?

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INDIO
GDI Hacker


Joined: 08 Sep 2010

PostPosted: Tue Dec 24, 2013 5:42 am    Post subject: Reply with quote

i belive i found a bug, it seems that you need to have MOVIES01.MIX and MOVIES02.MIX on your sun directory otterwise executing the game.exe (HyperPatch) will pop up an please reinstall window.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Feb 21, 2014 3:40 pm    Post subject: Reply with quote

Sorry to bump the topic however after installing TS The Ultimate Collection and applying HP the game asks for a cd. Hyper do you still need the exe to make a TUC version? Or would I be better off just grabbing the free version?

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robertoproz1
Medic


Joined: 04 Mar 2014

PostPosted: Sun Mar 23, 2014 6:28 pm    Post subject: Reply with quote

hyper includes a suggestion in the README txt file in the actual hyperpatch folder to go to the NOCD crack for TFD i guess the same applies to "the ultimate collection" or you could get the freeware ts/fs from where ever it is you get it from apply the nocd from the site in the patch and happy days Very Happy! works for me at least - and TFD works well.

It runs smoother - absolutly no internal errors. -


______________

I seriously think you guys should consider knocking heads and entirely revamping and re-doing tib sun ¬¬ would take a while to redo everything but looking through this forums it would be very worth it. or just make your very own rts game - creating your own engine etc.

i wouldnt mind at all to put the time in learning how to create an engine and make one if it meant you guys benefited from it - give me the word and ill study it - With certain knowledge, according to various developers ive spoken to - it is easy enough - depends what kind of "engine" you want to make. - but the "unit/building" interaction can be difficult to master - you know engineer > enemy building/repair own building - can be difficult. on top of the whole fact that engines can be MASSIVE -  different subsystems managing different aspects of the game - even ones as small as making explosions work etc.. - only thing to consider is 2d vs 3d -

only reason i offer is because 1 i like learning 2 always been interested

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Mar 23, 2014 8:56 pm    Post subject: Reply with quote

"Lets make our own engine!"
Comes up every year or so.

Building a game engine is hard.  It's a big complicated piece of software with a bunch of interlocking, interconnected, and sometimes difficult to reconcile pieces.

Just look what we got when a company of paid programmers tried #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 23, 2014 9:31 pm    Post subject: Reply with quote

easier said than done roberto.
Just try to make a plan of the engine components and how they interact and you see how complex this is.
-graphics engine
understand, read and render all different formats (vxl, shp, tem, map, mix, ini ...)
-ai engine
pathfinding algorithm, automatic unit behaviour like move close enough to fire, go out of the way of other units etc. Not to speak of the actual AI being a good competition for human players
-sound engine
play and mix multiple different sounds and music without skipping and losing too many sounds (something the TS engine horribly failed)
-menus

this is just a tiny list of the huge work necessary for a complete new engine. But feel free to at least finish one of the engine parts.
e.g. start small and read and render SHPs, but keep in mind that you want dozens if not hundreds of them rendered at the same time with all of them being animated. And all that needs to be fast, really fast, as there is a lot more to come which will stress the hardware.

When you get 200 to 500 animated SHPs with sizes from 10x10 to 250x250 pixel rendered in 50 frames per second and all visible at the same time, then i think you got a good start for the SHP render engine.
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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Sun Mar 23, 2014 9:39 pm    Post subject: Reply with quote

Also make it all so that it'll work on multiplayer between players from different sides of the planet with very different hardware. That adds a huge amount of work as well.

To properly remake the TS engine you'd need to use all of your free time on it for the next 10 years if not more. And that's with the assumption that you're an experienced modder and a programmer who already knows pretty well how to do everything efficiently.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Mar 23, 2014 11:32 pm    Post subject: Reply with quote

Though when you put it that way, OpenRA does look like a good bet.  The YAML is a bit of a challenge but hey.

Anyway, wrong thread for this.  Hyperpatch is super cool.

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