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(*) Bugs in Original TS/FS (and how to fix them) |
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Jan 21 2007, 04:27 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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Hi I found some bugs/errors in the art.ini causing some animations not showing up. In the following list you see the changes/additions i've made to make them work. In most cases it was just a wrong zadjust value so the building itself was hiding the animation. art.ini CODE [GAPLUG] ActiveAnimZAdjust=-100 ActiveAnimTwoZAdjust=-125
[GAPLUG_BD] PingPong=no;else it ends after a while
[NAHAND] ActiveAnimTwoZAdjust=-100;antenna flash lights
[GAPILE] ActiveAnimThreeDamaged=CAARAY_CD;invisible anim ActiveAnimThreeZAdjust=-75;tiny flashlight on antenna
[GASILO] ActiveAnimZAdjust=-100
[CAARAY_A] LoopEnd=16 DemandLoad=true
[CAARAY_B] LoopEnd=16 DemandLoad=true
[CAARAY_C] LoopEnd=16 DemandLoad=true
[CAARAY_CD] LoopEnd=32 DemandLoad=true
[CAARAY_D] LoopEnd=12 DemandLoad=true
[CAARAY_DD] LoopEnd=24 DemandLoad=true
[CAHOSP_A] DetailLevel=2
[CAARMR_A] DetailLevel=2 the [CTDAM] made some more problems The animations were originally commented out and i couldn't find a solution. CTDAM_B needs to be made completely new (maybe through color conversion from the original) because the colors and its palette are completely messed up. you can find a fix for them made by DeeZire on ppm. -GAPILE has an anim for the small antenna that was not shown (just a flashing pixel). This anim also plays while damaged and thus a flying pixel occurs. To avoid this i added for damage stage "ActiveAnimThreeDamaged=CAARAY_CD" because this is a clear/invisible anim. GAPILE_B originally has no damage anim. -The CAARAY now shows all animations, for that i added the demandload=true tag to all anims and fixed the loopend tags. -SILO with 1 pixel sized flashlights at the peaks -GAPLUG antenna lights and the small radar dish  I found out that some projectile anims aren't played. The proton actually wobbles while flying and the Discus used by the Disc thrower doesn't even had an entry. Thus it had ingame the wrong palette and no anim. here is what you have to change/add in art.ini CODE [TORPEDO] AnimPalette=yes AnimLow=0 AnimHigh=2 AnimRate=1
[DISCUS] AnimPalette=yes AnimLow=0 AnimHigh=5 AnimRate=1
[CANISTER] AnimLow=0 AnimHigh=13 AnimRate=1
;unused but in the original mixes (maybe planned for the orcabomber) [BOMB] AnimPalette=yes AnimLow=0 AnimHigh=13 AnimRate=1
;unused but in the original mixes [PARABOMB] AnimPalette=yes AnimLow=8 AnimHigh=12 AnimRate=1
;unused but in the original mixes [MISSILE] Trailer=SMOKEY2 Rotates=yes
;unused but in the original mixes [PATRIOT] Trailer=SMOKEY Rotates=yes \EDIT QUOTE (Jabberwoky aka Gangster @ May 16 2008, 04:24 AM)  [CANISTER] doesnt use a Anim.pal ... it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell. projectile code fixed (removed AnimPalette=yes key) and in palette.pal converted shp uploaded.
canister.zip ( 529bytes )
Number of downloads: 4298\EDITEND To get the harvester unloading animation to work, simply clone in art.ini the [NAREFN] entry and rename it to [PROC]. You have to add the following lines to the refinery entries in art.ini: CODE PreProductionAnimX=2 PreProductionAnimY=0 PreProductionAnimZAdjust=-75
ProductionAnimX=2 ProductionAnimY=0 ProductionAnimZAdjust=-75 for a more detailed description you can take a look on Aros post here or visit the tutorial topic at ppm. QUOTE (Chriz @ Jan 21 2007, 09:48 PM)  btw, Nod weapon factory is suposted to have an own animation (i made it an active animation, but i can be used as produktion animation) [NAWEAP] ... ActiveAnim=NAWEAP_A ActiveAnimDamaged=NAWEAP_AD ActiveAnimZAdjust=-119
[NAWEAP_A] Image=NAWEAP_A Normalized=yes NewTheater=yes LoopStart=0 LoopEnd=15 LoopCount=-1 Rate=400 Surface=yes DetailLevel=1
[NAWEAP_AD] Image=NAWEAP_A Normalized=yes NewTheater=yes LoopStart=16 LoopEnd=31 LoopCount=-1 Rate=400 Surface=yes DetailLevel=1 don't forget to add the animations NAWEAP_A and NAWEAP_AD to rules.ini [Animations] list. QUOTE (Machine @ Jan 22 2007, 08:06 PM)  When I started modding I found that when I collected a armor powerup the unit didn't get the thicker selection box, it gets when it collects an attack or speed powerup. ... [Powerups] Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) ... I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.
Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm :biggrin: then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.
Then I returned to rules.ini and set the values to: Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased
Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup. QUOTE (Chriz @ Feb 23 2007, 07:50 PM)  GATECH_AD has "LoopStart=80" instead of "LoopStart=8". normaly, damaged animations would be played indefinitely and loop till the building ist destroyed or repaired. But due to this mistake, the whole GATECH_A.shp will be played once and then stop playing :wacko: theres also a strange thing will NATECH_A, instead of using the first part as ActiveAnimation and the second part as DamagedAnimation, the whole animation will be used as ActiveAnimation (so it has no DamagedAnimation)  here the correct code. CODE [NATECH_A] Image=NATECH_A Normalized=yes LoopStart=0 LoopEnd=9 LoopCount=-1 Rate=350 Surface=yes NewTheater=yes DetailLevel=1
[NATECH_AD] Image=NATECH_A Normalized=yes LoopStart=10 LoopEnd=19 LoopCount=-1 Rate=350 Surface=yes NewTheater=yes DetailLevel=1 and again don't forget to add these two, to the rules.ini [Animations] list Fixing the waterfall anims, which have a messed up first frame. for [WA01X] and the other following waterfall entrys (last is [WD04X]), change Loopstart to 1 CODE [WA01X] Theater=yes Normalized=yes LoopStart=1 LoopEnd=8 LoopCount=-1 Rate=220 Flat=yes DetailLevel=2 DemandLoad=true ShouldUseCellDrawer=true Component tower bugs. QUOTE (Yuri 08 @ May 11 2008, 05:56 AM)  the GACTWR_C.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side. copy gtctwr_c and rename it to gactwr_c or download it hereanother bug is the small flashlight that is shown trough a building which stands right before the CTWR. For that to fix change the ZAdjust value. CODE [GACTWR] ActiveAnimZAdjust=-19 This is also a problem on the Nod powerplants which show their activeanim through a very high building standing in front of them. Though there aren't much buildings high enough for this bug to occur. Anyway here the code CODE [NAPOWR] ActiveAnimZAdjust=-55
[NAAPWR] ActiveAnimZAdjust=-55 QUOTE (GameMaster0000 @ May 11 2008, 04:55 AM)  Obelisk Charging anim is bug too it show all 24 frames of NAOBEL_B before firing instead 12 frames. this is fixed in artfs.ini from firestorm, due to 3 new lines CODE Start=0 LoopStart=0 LoopEnd=12 and that's enough to add to make it work. However i've never saw a problem in TS anyway. GARADR and NASTLH damage anim fixes. They have a problem due to the messed up PingPong= key. The only solution is to remove this key and add the backwards anim to the normal shp and also create separate shps for the damage anims. Download the zip and add the fixed anims to your TS:
radrstlh.zip ( 95.85K )
Number of downloads: 4303Then change the art.ini code of the building anims to the following CODE [GARADR_A] NewTheater=yes Normalized=yes LoopStart=0 LoopEnd=27 LoopCount=-1 Rate=220 Surface=yes PingPong=no
[GARADR_AD] NewTheater=yes Normalized=yes LoopStart=0 LoopEnd=27 LoopCount=-1 Rate=180 Surface=yes PingPong=no
; Active animation for stealth generator [NASTLH_A] Normalized=yes LoopStart=0 LoopEnd=5 LoopCount=-1 Rate=350 Surface=yes PingPong=no NewTheater=yes DetailLevel=1
; Damaged active animation for stealth generator [NASTLH_AD] Normalized=yes LoopStart=0 LoopEnd=5 LoopCount=-1 Rate=220 Surface=yes PingPong=no NewTheater=yes DetailLevel=1 The damage stage for the Silo fill anim isn't played. It uses the normal stage anim for this too. just add to GASILO_AD the key Start=4 CODE ; Tiberium silo fill animation [GASILO_AD] Image=GASILO_A Normalized=yes Start=4 Rate=0 Surface=yes NewTheater=yes The harvester harvesting anim wasn't played in unittem.pal. Thus converted into anim.pal. Download:
harvestr.zip ( 2.4K )
Number of downloads: 4444Add the SHP to your TS and watch the much better looking anim.
This post has been edited by Lin Kuei Ominae: Jun 11 2008, 12:03 PM
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Replies
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Jan 21 2007, 05:06 PM
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Cyborg Commando

Group: Members
Posts: 1,695
Joined: 22-November 06
From: Birmingham, UK
Member No.: 314
Alliance: Nod
Favorite game: Tiberian Sun

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Well done LKO.. Ima attempt to fix these Right away.
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Jan 21 2007, 05:56 PM
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Flame Tank

Group: Global Moderators
Posts: 568
Joined: 21-October 06
From: Look over there! *runs*
Member No.: 40
Alliance: GDI
Favorite game: Tiberian Sun

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Hmm, I had a list of fixes for TS bugs (Not all anim bugs though). If I can dig it up ill send it to you, so you can add it here/play around with them yourself if you want. I also attempred to fix [CTDAM] a bit ago, I will search through my files for that too...
Also, Moved to tutorial area, as it is a tutorial really. Gave it a difficulty of (*) as its only really a copy+paste tut.
EDIT: Okay,wont let me edit your post title. But its in the tutorials section anyway.
This post has been edited by Creagor: Jan 21 2007, 05:57 PM
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 Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110 (Whoever translates that gets nothing, just +1 on thier geek score)
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Jan 21 2007, 09:03 PM
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Rocket Infantry

Group: Members
Posts: 52
Joined: 7-December 06
Member No.: 386
Alliance: Nod
Favorite game: Tiberian Sun

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This is old. IS a lot some are wrong. Look in the ART.ini where are the NAWEAP _a _b _1 _2 and GAWEAP _1 _2. The art.ini are a lot of things some are wrong. Look here what i mean
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Beta tests this mods: Twisted Insurrection Dusk Deathworld Dawn Of The Legions~ Reunited Strike
I have tested this mods:(I was on the team) Mental Omega TS: Factor Zero Blue crystal(?)
+ other mods but the sig be for long for it.
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Jan 21 2007, 09:11 PM
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Flame Tank

Group: Global Moderators
Posts: 568
Joined: 21-October 06
From: Look over there! *runs*
Member No.: 40
Alliance: GDI
Favorite game: Tiberian Sun

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Admittedly, they are old in terms of being discovered, but to a new modder its not old, its useful.
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 Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110 (Whoever translates that gets nothing, just +1 on thier geek score)
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Jan 21 2007, 11:00 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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QUOTE (ORCACommander @ Jan 21 2007, 06:34 PM)  could we see a pic of the fix for the Comp tower? what do you mean with comp tower. GACTWR isnt in the list QUOTE (Anderwin @ Jan 21 2007, 10:03 PM)  Look in the ART.ini where are the NAWEAP _a _b _1 _2 and GAWEAP _1 _2. those are needed for the unit-is-coming-out time. NAWEAP_1: the door and ground-bib, the part that is always under a unit and thus on a lower height than the leaving unit NAWEAP_2: the building roof, the part that hides a unit under it NAWEAP_b: the door opening-animation of the factory these 3 dont need an art.ini entry because they have a very specific style for the frames in their shp file. sth like hardcoded. NAWEAP_1 and _2 have only 2 frames. 1 normal and 1 damage frame. NAWEAP_b is defined in the factory entry with DoorStages= and DamagedDoor= the game knows everything it needs. NAWEAP_a: chriz already said, this was planned as a produktion anim, but this works for conyard only; so make it as an ActiveAnim GAWEAP_1: =NAWEAP_1 but for gdi factory GAWEAP_2: =NAWEAP_2 but for gdi factory
This post has been edited by Lin Kuei Ominae: Jan 22 2007, 12:40 AM
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Jan 22 2007, 12:21 PM
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Karma Police

Group: Global Moderators
Posts: 375
Joined: 2-October 06
From: Algae Colony On Mars (UK)
Member No.: 7
Alliance: Nod
Favorite game: Tiberian Dawn

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That's not a bug, that's a changed feature. The Cyborg Commando was once to have those two weapons but they changed it to a single plasma cannon.
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QUOTE And you run and you run to catch up with the sun but it's sinking, racing around to come up behind you again... - Pink Floyd
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Jan 22 2007, 12:40 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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QUOTE (SMIFFGIG @ Jan 22 2007, 03:28 AM)  The missing unloading and loading anim for the Tiberium Refinary right, i see if i get it work QUOTE (SMIFFGIG @ Jan 22 2007, 03:28 AM)  The missing glowing red cross animation for the Civilian Hospital (im sure there is some sort of missing anim for the Civilian armoury too) both are already in the list CAHOSP and CAARMR they have set Detaillevel=3 so it was never played. now with 2 it works (glowing red cross for HOSP and animated flag for ARMR) QUOTE (Clazzy @ Jan 22 2007, 01:21 PM)  The Cyborg Commando was once to have those two weapons but they changed it to a single plasma cannon. compared to the plasmagun the fireballlauncher is so weak that it weaks the whole unit if it fires. Thats why i think they removed this.
This post has been edited by Lin Kuei Ominae: Jan 22 2007, 12:45 PM
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Jan 22 2007, 08:06 PM
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Attack Buggy

Group: Members
Posts: 228
Joined: 22-January 07
From: Chile
Member No.: 687
Alliance: GDI
Favorite game: Tiberian Sun

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Hi, I'm new to the forums, but I've been visiting it for a while.
When I started modding I found that when I collected a armor powerup the unit didn't get the thicker selection box, it gets when it collects an attack or speed powerup.
I searched trought rules.ini and I found this: [Powerups] Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
And I thought, that this setting would modify the verses values of the weapon, when attacking the unit, but a bigger than 1 multiplier would cause that unit takes more damage form weapons. So I tested this ingame.
I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.
Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm :biggrin: then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.
Then I returned to rules.ini and set the values to: Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased
Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup.
Finally, I apologise by such a large first post, but I must show proof of what I'm saying, so I posted the experimental procedure I followed.
This post has been edited by Machine: Jan 22 2007, 08:07 PM
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Jan 23 2007, 12:21 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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good proof Machine  i wondered too, why this powerup never had the bigger brackets. i add this point to the list of the first post. btw this is a good point for modders if they want crates with negative effects!
This post has been edited by Lin Kuei Ominae: Jan 23 2007, 12:31 PM
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Feb 7 2007, 05:42 PM
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Webmaster

Group: Root Admin
Posts: 740
Joined: 27-May 06
From: The Netherlands
Member No.: 2
Alliance: Nod
Favorite game: Tiberian Sun

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About the unused Nod Warfactory anim, doesn't it have to be listed in the Rules.ini [Animations] list first? I remember it isn't in the list by default.
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Please contact me on msn if you need me for anything, thanks.
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Feb 23 2007, 07:50 PM
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Grenadier

Group: Members
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Member No.: 222
Alliance: GDI
Favorite game: Tiberian Sun

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found another animation bug: GATECH_AD has "LoopStart=80" instead of "LoopStart=8". normaly, damaged animations would be played indefinitely and loop till the building ist destroyed or repaired. But due to this mistake, the whole GATECH_A.shp will be played once and then stop playing :wacko: theres also a strange thing will NATECH_A, instead of using the first part as ActiveAnimation and the second part as DamagedAnimation, the whole animation will be used as ActiveAnimation (so it has no DamagedAnimation)
This post has been edited by Chriz: Feb 23 2007, 08:24 PM
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Jun 16 2007, 08:25 AM
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Flame Tank

Group: Global Moderators
Posts: 568
Joined: 21-October 06
From: Look over there! *runs*
Member No.: 40
Alliance: GDI
Favorite game: Tiberian Sun

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Researrch was done into getting it to work, but alas, it is impossible to re-activate correctly. The same goes for the firestrom defence activaition animaition.
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 Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110 (Whoever translates that gets nothing, just +1 on thier geek score)
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Jun 20 2007, 12:56 PM
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Tick Tank

Group: Members
Posts: 672
Joined: 21-October 06
From: Finland
Member No.: 32
Alliance: Nod
Favorite game: Tiberian Sun

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Few more known bugs:
1. The Drop-pod falling animations point the wrong cardinal point. They point South-West and -East, but the drop-pods crash North-West and -East. Also, the animations when the pods have crashed point the wrong way. I know this one can be fixed only by making new animations, but hey, we should list all bugs here, shouldn't we?
2. I made a topic about this in ppmsite a while ago. The unused DIRTEXPL and DROPEXP animations use an old, abandoned pallette, which makes them grey, even though they were supposed to be a dirt explosion on ground, and a drop pod water explosion. This can also be fixed only by re-coloring the animations. Otherwise they work well ingame. This isn't really a bug, after all, the animations were cut from the game.
3. There is an unused building construction sound in TS. To use the sound correctly, place "FACBLD1" (without quotes, of course) into Construction tag inside rules ini (in audiovisual - section), to make the sound every time building is constructed. It sounds good, and fits the construction yard production anim.
EDIT: Weird...I tested the 3rd bug solution, and I couldn't get it to work. However, it works in Tiberian Sun: Retro (yes, I've been spying).
This post has been edited by WorManiac: Jul 3 2007, 12:21 PM
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Aug 31 2007, 07:20 PM
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Flamethrower Infantry

Group: Members
Posts: 131
Joined: 21-October 06
From: U.S.
Member No.: 57
Alliance: Nod
Favorite game: Tiberium Wars

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Hey any update on the Harvester Dumping animations?  Very good thread sofar.
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RA 1.5's dead. I work on TS 3.0 AGAIN.
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Sep 7 2007, 05:58 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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QUOTE (Carnotaurus @ Aug 31 2007, 07:20 PM)  Hey any update on the Harvester Dumping animations?  Very good thread sofar. I've tried a lot of things but nothing worked. The PreProductionAnim seems to be always drawn under the Main Building (narefn.shp), regardless of which value i set for PreProductionAnimZAdjust. ZAdjust doesn't seem to work for this. Added as a normal ActiveAnim i was able to make the dumping anim visible with ZAdjust=-100. After a while i found out, that the PreProductionAnim is drawn over the bib. So the only way to make it work is modifying the shps. You have to remove the door-area from the narefn.shp and add it to narefnbb. Then it should work. QUOTE (WorManiac @ Sep 1 2007, 06:41 AM)  Any help with the Gclock2 bug I just posted a topic about? I really need to get it work :( If you mean the performance bug, i've noticed this too and have no idea how to fix this. Probably a stupid idea, but what if you make an entry in art.ini? I don't know if the game actually reads this, but maybe you can this way add some performance enhancing tags to this shp.
This post has been edited by Lin Kuei Ominae: Sep 7 2007, 06:07 PM
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Sep 9 2007, 07:49 PM
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Webmaster

Group: Root Admin
Posts: 740
Joined: 27-May 06
From: The Netherlands
Member No.: 2
Alliance: Nod
Favorite game: Tiberian Sun

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QUOTE (Lin Kuei Ominae @ Sep 7 2007, 07:58 PM)  If you mean the performance bug, i've noticed this too and have no idea how to fix this. Probably a stupid idea, but what if you make an entry in art.ini? I don't know if the game actually reads this, but maybe you can this way add some performance enhancing tags to this shp. Do you mean the game slowing down when you build a cheap object? I used to have this problem with my nVidea graphics card. Don't have it on the ATi now.
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Please contact me on msn if you need me for anything, thanks.
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Nov 28 2007, 05:23 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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I found out that some projectile anims aren't played. The proton actually wobbles while flying and the Discus used by the Disc thrower doesn't even had an entry. Thus it had ingame the wrong palette and no anim. here is what you have to change/add in art.ini CODE [TORPEDO] AnimPalette=yes AnimLow=0 AnimHigh=2 AnimRate=1
[DISCUS] AnimPalette=yes AnimLow=0 AnimHigh=5 AnimRate=1
This post has been edited by Lin Kuei Ominae: Nov 28 2007, 05:30 PM
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Feb 9 2008, 08:58 PM
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Flamethrower Infantry

Group: Members
Posts: 106
Joined: 22-November 07
From: Dordrecht, the Netherlands
Member No.: 1,051
Alliance: Nod
Favorite game: Tiberian Sun

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*Bump (and double post)* DeeZire has given the answer on how to fix the Harvester unloading anim. I made a little tutorial from it, which is here, on PPM. Also, has anyone found anything about CANISTER?
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Feb 9 2008, 11:38 PM
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Stealth Tank

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun

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you're right, the CANISTER also needs an entry. here it is. CODE [CANISTER] AnimPalette=yes AnimLow=0 AnimHigh=13 AnimRate=1
;unused but in the original mixes (maybe planned for the orcabomber) [BOMB] AnimPalette=yes AnimLow=0 AnimHigh=13 AnimRate=1 To the harvester dumping anim. It really works if you rename all PROC entries in rules.ini to NAREFN. (thanks Dutchygamer and DeeZire) It seems that the image key looses some of the art.ini information thus the PreProductionAnimZAdjust key isn't working and the anim is playing under the actual building. However just renaming all PROC entries to NAREFN does most probably mess up the original missions. Maybe someone is willing to edit all original missions so they work with NAREFN instead of PROC. (at the same time he/she could make the AI much harder too  ) too bad that i can't edit my first post anymore and update the list. (admins, please remove the editing time limit and restore the old system )
This post has been edited by Lin Kuei Ominae: Feb 9 2008, 11:57 PM
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Feb 12 2008, 02:44 PM
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Stealth Tank

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yep, i've tested it. sorry, i forgot to say that you have to add the following lines to the refinery entries in art.ini. CODE PreProductionAnimX=-2 PreProductionAnimY=2 PreProductionAnimZAdjust=-100
ProductionAnimX=-2 ProductionAnimY=2 ProductionAnimZAdjust=-100
This post has been edited by Lin Kuei Ominae: Feb 12 2008, 06:07 PM
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Feb 13 2008, 12:04 AM
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Cyborg Commando

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Could someone post up pictures on this animation please? I'd check them out myself, but I've got some little issues on my end.
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Feb 13 2008, 11:44 AM
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Stealth Tank

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Pah, voxels are stupid. That animation would rule if they didn't pussy around >_>
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Apr 29 2008, 11:21 PM
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Cyborg Commando

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Quick question about the harvester unloading animation: CODE [NAREFN] Remapable=yes Cameo=REFICON Foundation=4x3 Height=2 ZShapePointMove= 24, -12 Buildup=NAREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=NAREFNBB NewTheater=yes ActiveAnim=NAREFN_C ActiveAnimZAdjust=-100 ActiveAnimTwo=NAREFN_B ActiveAnimTwoZAdjust=-250 ActiveAnimTwoPowered=no PreProductionAnim=NAREFN_A ProductionAnim=NAREFN_AR
PreProductionAnimX=-2 PreProductionAnimY=2 PreProductionAnimZAdjust=-100 ProductionAnimX=-2 ProductionAnimY=2 ProductionAnimZAdjust=-100
[PROC] Remapable=yes Cameo=REFICON Foundation=4x3 Height=2 ZShapePointMove= 24, -12 Buildup=NAREFNMK DemandLoadBuildup=true FreeBuildup=true BibShape=NAREFNBB NewTheater=yes ActiveAnim=NAREFN_C ActiveAnimZAdjust=-100 ActiveAnimTwo=NAREFN_B ActiveAnimTwoZAdjust=-250 ActiveAnimTwoPowered=no PreProductionAnim=NAREFN_A ProductionAnim=NAREFN_AR
PreProductionAnimX=-2 PreProductionAnimY=2 PreProductionAnimZAdjust=-100 ProductionAnimX=-2 ProductionAnimY=2 ProductionAnimZAdjust=-100 By putting this in my art.ini, It'll work? Or have I made an error, I didn't understand LKO's posts completely.
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Apr 30 2008, 08:49 AM
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Cyborg Commando

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Nice one. Thanks. Oh, and keep up the good work.
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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May 2 2008, 09:25 AM
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Flamethrower Infantry

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I've got some new bug (and the fix) to add to this topic: If you look closely at the waterfall anim, you will see it jumps a bit at 1 frame. This is because WW coded the waterfall anim not good; the coding gives the anim 9 frames, while the actual anim is 8 frames, so the last frame is the actual waterfall rock. To fix this, look into your art.ini, and search for the waterfall anims. When you found them, change all LoopEnd=8 to LoopEnd=7. Now the waterfalls will keep animating smoothly  Also, may I re-post this topic on PPM? I will credit the original posters of course
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May 8 2008, 05:34 PM
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Tick Tank

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Hmm....any help with the civilian dam?
I've recently looked more carefully at it, and it seems like the whole structure is missplaced. In the game, it appears it should be placed few pixels to the north, in order for the edge of the waterfall cliff and the left " cliff edge" of the dam would correctly match. This would also cause the waterfall shores and the dam "shore" pieces to match.
On a second note are the animations. There seems to be nothing wrong with the colours, unlike LKO explained in the main post. CTDAM_A uses UNITEM palette, and CTDAM_B uses ISOTEM palette, clearly. However, when I test them ingame (enabled and with proper codings) CTDAM_A doesn't show at all, and CTDAM_B appears as a flashing color rubbish. No matter what I do, the animations seem to f*ck up in the game.
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May 9 2008, 02:43 PM
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Stealth Tank

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sorry if it sounds a bit harsh Dutchygamer, but if you don't have an answer, then stop writing only a personal comment. This topic was supposed to be a collection of useful bugfixes. back on topic On ppm you can find a fix for the DAM anim that was made by DeeZire. Here is the link to the tutorial.
This post has been edited by Lin Kuei Ominae: May 9 2008, 02:44 PM
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May 9 2008, 03:02 PM
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Tick Tank

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QUOTE (Lin Kuei Ominae @ May 9 2008, 04:43 PM)  sorry if it sounds a bit harsh Dutchygamer, but if you don't have an answer, then stop writing only a personal comment. This topic was supposed to be a collection of useful bugfixes. back on topic On ppm you can find a fix for the DAM anim that was made by DeeZire. Here is the link to the tutorial. Thanks LKO. That topic should be highlighted for future users.
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May 9 2008, 05:28 PM
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Webmaster

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I added that tutorial to the tutorials forum, i'm sure nobody will mind.
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Please contact me on msn if you need me for anything, thanks.
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May 11 2008, 05:56 AM
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Tick Tank

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IIRC, there's no such command line as "Start=". Btw, the GACTWR_B.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side. I have uploaded a fixed version. Oh, and is there a way to make such buildings as GACTWR and NAPULS use their firing animations?
This post has been edited by Yuri 08: May 11 2008, 06:19 AM
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May 11 2008, 09:03 AM
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Stealth Tank

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QUOTE (GameMaster0000 @ May 11 2008, 04:55 AM)  Obelisk Charging anim is bug too it show all 24 frames of NAOBEL_B before firing instead 12 frames. this is fixed in artfs.ini from firestorm, due to 3 new lines Start=0 LoopStart=0 LoopEnd=12 and that's enough to add to make it work. However i've never saw a problem in TS anyway. And GameMaster0000 you should remove LoopCount=-1, because this tells the game to infinitely loop an anim. QUOTE (Yuri 08 @ May 11 2008, 05:56 AM)  IIRC, there's no such command line as "Start=". yes, there is one and it works perfectly well. You can use this to start an anim on a certain frame instead of the first one. QUOTE (Yuri 08 @ May 11 2008, 05:56 AM)  Btw, the GACTWR_B.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side. it's GACTWR_C (the rpg turret) that is messed up. GACTWR_B (the mg turret) is ok. Suiseiseki posted this long ago on ppm: gactwr_c.zipBut a much easier way is to take gtctwr_c, make a copy of it and rename it to gactwr_c. then put it back into one of your mix files. QUOTE (Yuri 08 @ May 11 2008, 05:56 AM)  Oh, and is there a way to make such buildings as GACTWR and NAPULS use their firing animations? no, because turrets can't have firing anims.
This post has been edited by Lin Kuei Ominae: May 11 2008, 09:11 AM
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May 12 2008, 04:45 PM
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Tick Tank

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QUOTE yes, there is one and it works perfectly well. You can use this to start an anim on a certain frame instead of the first one. Ah. Well, isn't the same function achieved with "LoopStart="? QUOTE it's GACTWR_C (the rpg turret) that is messed up. GACTWR_B (the mg turret) is ok. Suiseiseki posted this long ago on ppm: gactwr_c.zip
But a much easier way is to take gtctwr_c, make a copy of it and rename it to gactwr_c. then put it back into one of your mix files. I accidently messed up with the names. Sorry for that. Oh, and I've done it with your method too. Not sure why I didn't remember it this time... *facepalm*.
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May 12 2008, 06:49 PM
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Stealth Tank

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QUOTE (Yuri 08 @ May 12 2008, 04:45 PM)  Ah. Well, isn't the same function achieved with "LoopStart="? no, because LoopStart tells the game where the looped anim starts. So you can have an anim that starts on frame 0 with Start=0 and Loops only between frame X and Y with LoopStart=X and LoopEnd=y. The PulsBall does this to become bigger at the start but then loops only between the frames when it is big. Or the ParaBomb is similar too, which first unfolds and then loops only the swaying anim (of course you have to set the art.ini entry so that it works this way, since it's originally not present) e.g. CODE Start=1 LoopStart=5 LoopEnd=9 LoopCount=4 End=22 this would make an anim start on frame 1 (frames start counting on 0, so actually it starts with frame 2), then going on and loop 4 times between frames 5 and 9 and after the 4th loop it would play until the 22 frame and stop the anim. QUOTE (Yuri 08 @ May 12 2008, 04:45 PM)  I accidently messed up with the names. Sorry for that.
Oh, and I've done it with your method too. Not sure why I didn't remember it this time... *facepalm*. no problem, your download had the correct name. I added this to the first post for those who don't know how to extract gtctwr_c. btw, thank you very much to the mod/admin (the DvD?) who gave us back the ability to change the own old posts and made links now visible (though i would prefer green text instead of an underline). @all If there are any mistakes in the summary in the first post, let me know.
This post has been edited by Lin Kuei Ominae: May 12 2008, 07:07 PM
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May 16 2008, 04:24 AM
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Technician

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QUOTE [CANISTER] AnimPalette=yes AnimLow=0 AnimHigh=13 AnimRate=1 [CANISTER] doesnt use a Anim.pal as most projecties do.. not even Palette.pal wich whould be used by default if projectie have no entry in art.ini. I have checked it today - it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell.
This post has been edited by Jabberwoky aka Gangster: May 16 2008, 04:27 AM
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May 16 2008, 10:35 AM
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Stealth Tank

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QUOTE (Jabberwoky aka Gangster @ May 16 2008, 04:24 AM)  [CANISTER] doesnt use a Anim.pal as most projecties do.. not even Palette.pal wich whould be used by default if projectie have no entry in art.ini. I have checked it today - it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell. thanks for the hint. I forgot that i converted it for my mod into anim.pal. But since anim.pal hasn't the necessary colors to make it look axactly like the unittem.pal version, i converted it again into palette.pal. I fixed the code in the first post (removed the AnimPalette=yes key) and uploaded the fixed canister.shp.
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May 16 2008, 07:23 PM
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Webmaster

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I have stickied this topic.
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Please contact me on msn if you need me for anything, thanks.
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Jan 16 2010, 01:21 AM
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Disc Thrower

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There is a little bug you frogot to mention. This note relates to the bug (see below): The fact that the mutant women without a firing anim (see bottom) makes me wonder if it could of been the mutant flamethrower, it lacks a proper machine gun animation even though the other mutant units have them, so maybe it had a flame weapon like the Devils Tongue. It would also explain the blue pixel on the end of the weapon, perhaps it was a little flame like in Renegade to light fuel. The mutant infantry have a firing anim on their weapons without FLHs so all you need to do to fix this is comment out CODE Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW on [Vulcan] so it will look like this: CODE [Vulcan] Damage=20 ROF=60 Range=4 Projectile=Invisible Speed=100 Warhead=SA Report=CHAINGN1 ;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Also, the mutant woman doesn't have any voices, if you copy Umagon's voices it makes up for it, just copy this over the original tag in [MWMN]: CODE VoiceSelect=10-I000,10-I002,10-I004,10-I006 VoiceMove=10-I016,10-I020,10-I022 VoiceAttack=10-I024,10-I026,10-I028,10-I030 VoiceFeedback= VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4 And since it doesn't have firing anims, I added anims to this SHP, just toss the SHP into an Ecache:
This post has been edited by Darkstorm: Jan 16 2010, 01:46 AM
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Jan 29 2010, 03:07 PM
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Hum-vee

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I have found another Bug, the flame on top of the tiberian refinary gets cut off by other buildings ingame (currently im playing the game but i will try to fix it soon and post the code) Edit changing CODE ActiveAnimTwoZAdjust=-250 to ActiveAnimTwoZAdjust=-100 fixed this problem i applied this fix to both [NAREFN] and [PROC] (which was used to get the unload anim) but i dont know i it needs to be added to both) (i used quotes because i couldnt get a code box to work)
This post has been edited by Revolutionary: Jan 29 2010, 04:38 PM
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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Jan 29 2010, 04:32 PM
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Cyborg Commando

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CODE ActiveAnimTwoZAdjust=-250 to ActiveAnimTwoZAdjust=-100
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Aro - Leader of Twisted Insurrection and Evolution.Tiberian Sun: UMPTiberian Sun: Modding ToolsTiberian Sun: Mapping Tools"Aro is OP." - TiberianFuture "Aro for Dictator!" - Droke "Aro for President!" - CL4ymOr3 "You're Aro, you always win." - daTS "He's referred to as The Aro because he really is that f*cking awesome!" - Fenring "Only members of the A.R.O. Society are allowed to use :WAT and related terms (TAW:, :BIGV, etc.)." - Crimsonum "To Aro, founder and leader of TI, the best public relations and mod manager, great friend, modder and mapper." - Lin Kuei Ominae
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Jan 29 2010, 04:38 PM
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Hum-vee

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so replace quote with code , thanks Aro i can see the button to press but it didnt work, should have really tryed [code] (edit fixed)
This post has been edited by Revolutionary: Jan 29 2010, 04:39 PM
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Feb 16 2010, 12:12 PM
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Hum-vee

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i have foun a few more but havent been able to test to see if i have fixed them
[i will post the the code whn im sure ive fixed them]
the laser fence posts animations show threw tall building (i saw this when a laser fence posts animation appeared threw a light tower) There is the exact same problem with one of the kodiac's (TS building not crash) animations GAKODK_A
and i found another differant type of bug but havent been able to confirm it GDI10B.map (destroy the Banshee prototypes), the Mammoth MK2 never arived when i was playing this mission (it was the first time i ever played this mission recently, i always ended up picking the other mission and had to finnish this mission using disk throwers, medics and arial units when there power was down)
@Crimsonum ill have a look in to those and see what i find
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Feb 16 2010, 12:34 PM
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Tick Tank

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QUOTE and i found another differant type of bug but havent been able to confirm it GDI10B.map (destroy the Banshee prototypes), the Mammoth MK2 never arived when i was playing this mission (it was the first time i ever played this mission recently, i always ended up picking the other mission and had to finnish this mission using disk throwers, medics and arial units when there power was down) I've never had such a problem in that mission.
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Feb 16 2010, 08:52 PM
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Hum-vee

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To stop buildings animations overlapping (NAPOST is noticable in some single player maps and NAWAST + NAMNTKs animations are small and may go unnoticed) CODE [NAPOST] ActiveAnimZAdjust=-25;100 CODE [NTPYRA] ActiveAnimZAdjust=-30;127 CODE [GAKODK] ActiveAnimZAdjust=-60;127 CODE [NAMNTK] ActiveAnimZAdjust=-60;127 CODE [NAWAST] ActiveAnimTwoZAdjust=-60;127
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Feb 17 2010, 09:14 PM
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Hum-vee

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New post becasue i didnt think it should be included with the fixes i posted above If you get a one shot multi missile from a crate as a powerup the CHEMISLE (chemical missile) animation is shown rather than the MLTIMISL (multi missile) animation to fix change the entry from CODE [Powerups] ... ICBM=13,CHEMISLE ; nuke missile one time shot to CODE [Powerups] ... ICBM=13,MLTIMISL ; nuke missile one time shot (the chemical missile must have also been an intened powerup, its a shame so many powerups dont work/never made the rules files we see infront of us)
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Feb 18 2010, 05:26 PM
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Hum-vee

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QUOTE (Crimsonum @ Feb 18 2010, 12:11 PM)  The ICBM power-up calls for a weapon section [MultiMissile] (IIRC, or whatever the weapon of the MM is), so by changing that, you can get a different superweapon from the power-up.
EDIT: Just noticed something. GASPOT has Points=50, which is an enormous amount of points, considering something like a Firestorm Generator only gives 30 points. It's propably meant to be 5, but the devs accidently typed an extra zero there. This was the first time ive ever touched the powerups so i honestly dont know much about them i only noticed when i pciked up the crate playing lan, since there is a multi missile crate anim it seamed logical to simply change the powerup animation. on the subject of power ups i was testing a few of them and i noticed droppods (pod) dont work full stop, (my test map had ion storms so i couldnt test that one), invincibility did nothing but ingame you can pick up these crates (it is misleading as they use the same animation as armor), as for squad i will need to test this again (i must have not set the chance of a money crate to zero because i got money from crates as well as nothing) so if i am right this change is also needed from Invulnerability=10 to Invulnerability=0 but i will confirm this asap as for the points system i dont think it was ever set up correctly since a Hover mlrs and a firestorm generator have the same number of points (30)
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Feb 18 2010, 08:51 PM
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Hum-vee

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QUOTE (Lin Kuei Ominae @ Feb 18 2010, 06:07 PM)  The whole highscore ranking list in singleplayer isn't working as your last match result is always inserted on top of the scorelist. So with exception for MP, there is imo no need to bother with the Points key. In MP is only the last survivor important and (afaik) no-one cares about the points.
AFAIK the crates Invulnerability, IonStorm, Squad, Pod don't work. Though you can use the animation to create some animation special effects (e.g. use METLARGE as the anim and a Meteor falls down when you pick up the crate) i know what you mean with it isnt worth it i may concider fixing this and adding it to my patch though as for crate im going to look into them and try to find a use for them like a meteor falling as a badie crate (i have an other idea which may work) Ive got another fix for you guys (and girls) CODE [GAFIRE] ActiveAnimTwoZAdjust=-75;100 stops the firestorm fire-pot animation showing threw tall buildings Im not going to be able to fix them now as i am away on holiday as of tommorow and may not be able to get near a pc but there are also problems with OBL1_A, MWAR_a and CORE_C showing threw buildings.
This post has been edited by Revolutionary: Feb 19 2010, 10:30 AM
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Feb 25 2010, 12:16 AM
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Disc Thrower

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Favorite game: Tiberian Sun

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QUOTE (Crimsonum @ Jan 18 2009, 11:09 AM)  Has anyone remade the Repair Depot anims? The "hatch" containing the repair arm is supposed to open when a vehicle enters the pad, and close when the vehicle leaves. TS Retro did this, maybe SMIFF could upload and share those animations? There are alot of fixes in TSR, sadly and stupidly I didnt document them or comment the rules.ini so I can't tell you what they all are However feel free to take anything from TSR including the fixed Repair bay for the Hyper Patch/TS 2.04 release or even just this thread Not sure if anyones mentioned it but there was a minor problem with Vanilla TS's Medic firing/healing frames... I know its fixed in TSR though I'll try to think of more fixes but dont count on it! Also if anyones got the time to check through the TSR mix files and come across what seem to be duplicates of vanilla TS files, they are probably fixes and might be worth a look (i'm thinking mainly .shp files for this) Edit: I seem to remember the 'fixed' repair bay having 1 single frame that was slightly wrong colours that I never bothered to fix. Just to warn you incase u decide to use it.. its a 2min fix aswell
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Feb 25 2010, 07:57 AM
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Tick Tank

Group: Members
Posts: 672
Joined: 21-October 06
From: Finland
Member No.: 32
Alliance: Nod
Favorite game: Tiberian Sun

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I'll certainly look more into the TSR files. Thanks, Smiff!
Anyway, I've noticed before with the cyborg that, once it looses its legs, it only plays the firing animation twice even if the weapon burst is set to 3. No idea what could cause this either.
Also, I've been trying to fix the CTDAM for a while now, the dam was misplaced in the SHP file and thus it looked like the dam was in awkward position in the waterfall. I've fixed that, and altered the animations too. However, I noticed that the CTDAM_A (the flashing lights on top) often plays only partially. By that I mean, when I move my screen to the dam, they might not show up at all, and once I move the screen away and back to the dam, only a few lights flicker and some don't. What could be the cause of this? The Z-value?
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Jun 16 2010, 02:41 PM
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Stealth Tank

Group: Members
Posts: 1,025
Joined: 31-October 06
Member No.: 208
Alliance: GDI
Favorite game: Tiberian Sun

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LKO -> working on 2.04 already xD
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Jun 16 2010, 03:07 PM
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Hum-vee

Group: Members
Posts: 171
Joined: 15-January 09
From: Scotland, starting a revolution
Member No.: 1,267
Alliance: CABAL
Favorite game: Tiberian Sun

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That reminds me... (and most of my fixes were overlooked :'( )
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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