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 Forum index » Modding Central » Tiberian Sun Editing Forum » HyperPatch
Release - HyperPatch V0.3
Moderators: Global Moderators, HyperPatch Moderators, CCHyper
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Mar 19, 2014 6:11 pm    Post subject:   Release - HyperPatch V0.3 Reply with quote

HyperPatch V0.3

Second official release of the Hyperpatch project. This version contains a fix (hopefully) for the bug that has plagued many modders for years and years, the "Orca Transport" bug.

Bittah has tested this feature of the new patch, so many thanks to him! 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:
; ***** PATCH INFORMATION 0.3 *****

BUG FIXES/EXPERIMENTAL:
- A human controlled AircraftType that is able to carry passengers would get its target cell
  corrupted, resulting in the Aircraft never landing. This is now fixed.


Download Link
HyperPatch V0.3: Download (Mirror at PPM)


-CCHyper

Last edited by CCHyper on Fri Jul 01, 2016 5:25 pm; edited 4 times in total

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Wed Mar 19, 2014 11:28 pm    Post subject: Reply with quote

Wow. How did you guys managed to do that?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Mar 19, 2014 11:30 pm    Post subject: Reply with quote

Lots of looking through the ASM, apparently.

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E1 Elite
Laser Commando


Joined: 28 May 2013

PostPosted: Thu Mar 20, 2014 9:52 am    Post subject: Reply with quote

Thanks for the fix in 0.3 version. Now the aircraft with passengers, lands and unloads passengers
without the erratic dance in the mid air. Paradrop with weapon technique also works well for human
player without worrying about that bug.

If pads are occupied, AI plane without Dock tag would come to the base, land near the pads and
then go off the map (in both HyperPatch 0.2, 0.3) . In vanilla exe such planes won't go off the map.
They remain on ground facilitating loading of troops.

Edit:
Going off the map in HyperPatch includes plane landing on water and landing on cliff top edge.
Those were already discussed in Suggestions and Bugs thread under HyperPatch.

Last edited by E1 Elite on Fri Mar 21, 2014 8:43 am; edited 2 times in total

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Chordeiles
Medic


Joined: 05 Aug 2009

PostPosted: Thu Mar 20, 2014 4:33 pm    Post subject: Reply with quote

Awesome! Just tested out and it looks great. Thank you very much, CCHyper!

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Navy SEAL
Laser Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Thu Mar 20, 2014 5:30 pm    Post subject: Reply with quote

Youre my Hero, Thanks man!
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Hassan_2030
Tiberian Fiend


Joined: 26 Feb 2010
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PostPosted: Thu Mar 20, 2014 5:51 pm    Post subject: Reply with quote

This made my day Very Happy  Exclamation
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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
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PostPosted: Thu Mar 20, 2014 7:09 pm    Post subject: Reply with quote

A really must have patch for the modders.Awesome work!!!
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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Sun Mar 23, 2014 8:09 pm    Post subject: Reply with quote

You spelled 'its' incorrectly in the release notes.

Interesting how you didn't need to add any new jumps, it was just a simple memory corruption or a bogus check?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Mar 24, 2014 2:57 am    Post subject: Reply with quote

Yeah, I already made him aware of the typo Razz

And where have you been hiding? I haven't been able to get in touch in over a month Sad
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Mar 25, 2014 1:13 pm    Post subject: Reply with quote

I have tested this thoroughly for any possible side effects for a while now and I am pleased to say that none what-so-ever have been found. Smile All in all, great work.
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Tue Mar 25, 2014 1:56 pm    Post subject: Reply with quote

I have to be annoying and boring

will Laserdraw for high graphic level ever be fixed
and is there a chance to fix tiberium spawn timer bug ?
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though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Mar 25, 2014 2:06 pm    Post subject: Reply with quote

Exley wrote:
Is there a chance to fix tiberium spawn timer bug ?


And what is this exactly, could you explain more?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 25, 2014 2:09 pm    Post subject: Reply with quote

he means the bug that tiberium stops growing and spreading after a while ingame.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Mar 25, 2014 2:10 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
he means the bug that tiberium stops growing and spreading after a while ingame.


Is there a specific time this happens? Or does something cause this?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Mar 25, 2014 2:54 pm    Post subject: Reply with quote

I don't think it affects Tiberium globally, from my experience Tiberium continues to grow after hours of gameplay. Rather, it might be similar to the behaviour where a Veinhole stops spreading once it has been confounded by walls or other obstacles, and will only resume spreading once those obstacles AND any part of the veins are removed (by harvesting).
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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Tue Mar 25, 2014 5:12 pm    Post subject: Reply with quote

I have seen the tiberium stop spreading over time, but there was alot of tiberium on the map and the game was some hours long(skirmish game).
Also I saw that if I save and load the same game, it spread a bit more, then stop again.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 25, 2014 6:42 pm    Post subject: Reply with quote

my assumption is, that there is some kind of range exceedance which leads to a stopping spread/growth, until some kind of event sets it back to 0.

e.g.
there is a counter which counts up and when it reaches the spread-time-limit (set by the key Spread=), then the tiberium is going into a spread cycle (a duplicate doing this for the growth cylce). At this point the counter is set back to 0 so it can count up for the next cycle.

However, in certain situations (e.g. all tiberium is enclosed and unable to spread) the counter is never set back to 0, thus tiberium stops spreading/growing.
When you reload a savegame, the tiberium growth/spread check is once done and since the counter is still on this super high value, you see an instant one time only spread/growth of nearly all tiberium patches on the map. But since this time the counter isn't set back to 0 as well, it still doesn't keep on growing/spreading.
You can save the game and load it again for another instant growth/spread of all tiberium. (a bug which i used a lot in the past on the campaign missions to get in a short time huge blue tiberium fields even when blue tiberium is set to grow/spread extremely slow, just by saving and loading constantly)

CCHyper wrote:
Lin Kuei Ominae wrote:
he means the bug that tiberium stops growing and spreading after a while ingame.


Is there a specific time this happens? Or does something cause this?

I did a lot of tests in the past but never found the culprit.
Things that can stop tiberium growth/spread on the entire map
-destroying a tiberium patch by weapon force
-spawning a new patch by debris or exploding harvs
-blocking a patch from further expansion


Also worth noting
-tiberium is bugged in a way, that new patches created by the natural spread logic always start on stage 6 (e.g. those around tibtrees), while spawned patches by debris start on stage 1
This makes me assume that WW knew of the growth/spread issue and just fixed it rather stupidly, so that tibtrees wouldn't only create worthless stage 1 patches of tiberium.
In tiberian dawn tiberium trees and patches used the exact same logic for growth/spread and created always only stage 1 patches. But the TD tiberium logic was much more reliable. It even worked after hours ingame.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Mar 26, 2014 1:09 am    Post subject: Reply with quote

Here is a quick video showcasing HyperPatch 0.3's Air Transport fix.




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Last edited by Aro on Wed Mar 26, 2014 1:54 am; edited 1 time in total

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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Wed Mar 26, 2014 1:36 am    Post subject: Reply with quote

Nice video,my friend.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Mar 26, 2014 1:52 am    Post subject: Reply with quote

It's version 0.3 though and not 3.0 Razz
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Mar 26, 2014 1:53 am    Post subject: Reply with quote

Oh, I am an eejit.

Edit: I mean, what? I see no typo.
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Navy SEAL
Laser Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Wed Mar 26, 2014 1:18 pm    Post subject: Reply with quote

hey dudes, Its not a bug I think but why cant Dropships land on high bridges. Oh and btw in the TS menu it says hyperpatch 0.2 not 0.3, just saying.

Edit: how or where can I use "-NOVQ" argument to disable all vqa video playback in the game.
"-NOAUDIO" argument to disable all sound in the game.
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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Fri Mar 28, 2014 7:41 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
he means the bug that tiberium stops growing and spreading after a while ingame.

I thought that was a mechanic in the game... ever since C&C1, there seems to be a mechanic that makes sure there's some kind of maximum to tiberium spread. Let it grow long enough and the tiberium spread rate will slow to a crawl and eventually stop. As far as I know though, in C&C1 at least, when you start harvesting again and remove some of it it'll once again start spreading, too, until that maximum is once again reached.

No idea how it defines that maximum though.

Navy SEAL wrote:
Edit: how or where can I use "-NOVQ" argument to disable all vqa video playback in the game.
"-NOAUDIO" argument to disable all sound in the game.

-Open a browser window
-go to Wikipedia
-Find the article "command line parameter"

Windows shortcuts support such command line parameters.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 28, 2014 9:38 am    Post subject: Reply with quote

In C&C1 there was indeed a limit, as a 65x65 map couldn't completely grow over with tiberium. So the tiberium stops spreading new patches at a certain number of patches in TD. But once harvested away, the tiberium again starts spreading.
It's like a max Tiberium Overlay limit. (I think it was around 1024 patches)

In TS, tiberium can stop growing and spreading, even when there is only a tiny amount of patches on the map. But if you leave the tiberium completely untouched (no harvesting, empty map for free expansion), then there is the rare chance that tiberium can even cover a 200x200 map in TS. So there seems to be no max Overlay limit here.
The problem is that the slightest interruption in the growth/spread, can stop the entire tiberium expansion. And then it doesn't start again.
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Fri Mar 28, 2014 11:26 am    Post subject: Reply with quote

Exley wrote:
I have to be annoying and boring

will Laserdraw for high graphic level ever be fixed
and is there a chance to fix tiberium spawn timer bug ?


forgot 1 more thing
you know when you pick reveal whole map crate ?

it removes the shroud but not the actual fog, as map shows no animations
nor explosions or fire..., they appear only when player actually explores
the map with vehicles/aircraft/inf
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Sun Mar 30, 2014 8:33 pm    Post subject: Reply with quote

So any idea what the special logic you patched out in two places is supposed to do? I

assume you're patching out a check for an aircraft having one or more passengers, which has some associated special code involving a cell coordinate or something like that judging from the 'and 0xFF' and 'cdq'.

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Navy SEAL
Laser Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sun Apr 20, 2014 7:58 am    Post subject: Reply with quote

Hey guys, I just noticed that this version disables both Nod and GDI intro movies, how can I enable them?
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Apr 22, 2014 10:30 am    Post subject: Reply with quote

Navy SEAL wrote:
Hey guys, I just noticed that this version disables both Nod and GDI intro movies, how can I enable them?


Would I be correct in assuming that you are using TFD or FreeTS version? If so, I am working on a adaptable fix so the patch works for all TS versions.

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Astor
Cyborg Soldier


Joined: 01 Jan 2010
Location: Austria

PostPosted: Mon Apr 28, 2014 8:23 pm    Post subject: Reply with quote

At first I thought the bug is still there with the HP applied, but then I noticed that my custom Orca Transport has also the tag Carryall=yes included.

I removed it and then it worked!

So now I have to choose what to do with the dropship...eather a heavy carryall or a heavy infantry transporter...but I still appreciate your great work CCHyper!
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epicelite
Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Sun May 18, 2014 9:29 pm    Post subject: Reply with quote

This is grate, except the in-game menus have a big white box over them but I think its the launcher and not your patch.

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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Mon May 19, 2014 1:11 am    Post subject: Reply with quote

can someone apply AlexB graphic hex patch over this and make separate link ?
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri Jun 06, 2014 7:21 am    Post subject: Reply with quote

After I replaced my Game.exe with the one's associated with this version of Hyperpatch, it keeps on asking me now to insert a CD. Course, this TS I downloaded is from CnC-Comm Center. Odd.....

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epicelite
Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Fri Jun 06, 2014 11:40 am    Post subject: Reply with quote

DarkVen9109 wrote:
After I replaced my Game.exe with the one's associated with this version of Hyperpatch, it keeps on asking me now to insert a CD. Course, this TS I downloaded is from CnC-Comm Center. Odd.....


Yeah I had the same problem, thankfully I actually have CD's to insert so not sure what to tell you.

Also if I use this version and try to play in windowed mode the menus will just be white boxes.

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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Fri Jun 06, 2014 9:02 pm    Post subject: Reply with quote

HyperPatch doesn't come with no-cd.

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deathreaperz
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Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Sat Jun 07, 2014 6:59 am    Post subject: Reply with quote

LIKEY!!!!

PS: First post in PPM TSF
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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Sat Jun 07, 2014 1:26 pm    Post subject: Reply with quote

Iran wrote:
HyperPatch doesn't come with no-cd.

I know but it sounds soo weird for me  Sad

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 11, 2014 12:31 pm    Post subject: Reply with quote

I did not want to post this, but if people would open the README.TXT file in the archive, you will notice a section at the top of the file...

Code:
; ***** 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

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epicelite
Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Thu Jun 12, 2014 4:37 pm    Post subject: Reply with quote

CCHyper wrote:
I did not want to post this, but if people would open the README.TXT file in the archive, you will notice a section at the top of the file...

Code:
; ***** 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


I tried that but it disables your fixes because its just a whole .exe replacement.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 12, 2014 5:21 pm    Post subject: Reply with quote

Errr... actually Nyerguds solution only changes a couple of bytes from the executable file. It doesn't replace it.

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Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Thu Jun 12, 2014 9:59 pm    Post subject: Reply with quote

Huh... Well guess I'll have to try again then.

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Navy SEAL
Laser Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Fri Jun 13, 2014 7:38 am    Post subject: Reply with quote

I remember that I had to drag the game.exe on the tfd_ts203modfix.exe program to crack it.
http://nyerguds.arsaneus-design.com/cncstuff/0_files.html#fix_oth
TFD Tiberian Sun mod-exe fix
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Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Tue Jun 17, 2014 4:30 pm    Post subject: Reply with quote

Yea the problem was I downloaded the whole .exe replacement when lower on the page there is a patcher.

Now the only problem is I can't use windowed mode because black boxes appear over the in-game menus.

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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Thu Jul 17, 2014 1:20 am    Post subject: Reply with quote

Sorry if I'm bumping this topic,but I'm also facing problems with cutscenes too(both TS and Firestorm).Not only intro cutscenes are disabled(in both TS and Firestorm),but all the cutscenes are disabled(even FS_TITLE is disabled).Do I have to wait for a fix that it will enable them again?

BTW,I'm not using the TFD version of TS.Just the freeware version of it.

Sorry again for the bumping.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 17, 2014 6:46 am    Post subject: Reply with quote

The freeware version is a TFD version afaik. WW simply copied the whole folder structure from a TFD install and added the files from the CD afterwards.

Are you sure you have all the necessary mix files? Do you have the ~1.2GB of the several movies.mix files?
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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
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PostPosted: Thu Jul 17, 2014 9:18 am    Post subject: Reply with quote

Of course I have them.I just have the version which it came with an installer,and I downloaded it from moddb.So,yeah,I have the movies.mix files.

This one:http://www.moddb.com/groups/c-c-paradise/downloads/tiberian-sun-with-firestorm-full-game
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 17, 2014 9:43 am    Post subject: Reply with quote

Obviously not the complete one

Filename: TSinstaller12.exe
Size: 144.80mb (151,838,355 bytes)

That's nothing, the complete version is over 1.5 GigaByte

also read the comments

Ahrimansiah Feb 2 2014, 9:49am says:
yeah... its not even size of videos...
+2 votes


Jeffman12 Feb 9 2014, 9:18am replied:
Think it's worth reporting?
+2 votes

Tyrranus Feb 12 2014, 5:55am replied:
when in doubt nail the report button
+2 votes

Jeffman12 Feb 12 2014, 6:08pm replied:
I mean, I dunno, I've got a total legit link in this sketchy as hell file.




So you should download it from a trusted site and not some private cobbled together dubius file.

Also, if your movies.mix file is showing 0 Bytes as its size in your Explorer, then you can expect that there is nothing in it.
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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
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PostPosted: Thu Jul 17, 2014 10:35 am    Post subject: Reply with quote

Wow,I don't know what to say.I also have the freeware version of TS,stored in my USB flash drive(1,65 GB).So,I applied the HP in that version too,but the problem(with disabled cutscenes)still occurs(even with movies.mix included).I guess that's a problem with the patch.And the movies.mix files(1 and 2) are not empty at all.I think that the patch disabled the cutscenes.
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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Thu Jul 17, 2014 4:08 pm    Post subject: Reply with quote

That file is seemingly my TS installer. Though I wouldn't recommend download it from anywhere other than: http://cnc-comm.com/community/index.php?action=downloads;sa=view;down=41

It is the TFD folder EA released packed up in a userfriendly format.  The videos are optional and can be downloaded through the installer.

I'm making a new one which has HyperPatch, Graphics Patch, ts-ddraw, CnCNet 5 and the like while based on original TS/FS CD's.
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Steve_1993
Rocket Infantry


Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Fri Aug 15, 2014 12:19 am    Post subject: Reply with quote

Tore wrote:
That file is seemingly my TS installer. Though I wouldn't recommend download it from anywhere other than: http://cnc-comm.com/community/index.php?action=downloads;sa=view;down=41

It is the TFD folder EA released packed up in a userfriendly format.  The videos are optional and can be downloaded through the installer.

I'm making a new one which has HyperPatch, Graphics Patch, ts-ddraw, CnCNet 5 and the like while based on original TS/FS CD's.


Sorry(again) for the bump,but I have to say that I downloaded your TS installer from the link you provided.Unfortunately,I couldn't install the movies.mix files with the installer(due to an error),so I installed the game without them,and I copy-pasted both movies.mix (01 & 02)from the TS copy I'm keeping on my USB flash drive,to the TS copy I installed on PC.I applied the Hyper Patch,and the results are the same(no movies).It seems I have to wait,either for a fix,either for the new version of your TS installer.
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