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r34ch
post Nov 9 2007, 01:25 PM
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Hey, Bittah! well first off, what a fantastic mod!!

I only found a few niggles with it, mainly just small annoyances for me personally.


*The SSM launcher, Rocket launcher and arty often go off to trail fleeing enemies, they are two weak however so i find they would be better if they didn't follow enemy units, i.e. just fire from the same spot until clicked other wise. This way when attacking they don't wind up in front of the main attack force.

*The nuke is very weak even though it has a timer, maybe make it a little more effective?

*The sam site rockets are very large, perhaps a little smaller?

*Also are A10s in the mod to drop napalm? I didn't see them, i don't know if they would work with TS' lack of real air plane logic anyway

*Arcing projectiles are very high, such as grenades, is there no way to tone down the height of even hand thrown grenades if not arty's as well?

*Since the maps can be viewed on large monitors now, would you ever consider slightly deviating from TD and increasing the range of artillery units even by one square?

*When a computer team is knocked out you still hear the TS voice overs.

*Will you include more civy houses in future maps?

*Will future maps have more than one choke point into a base? atm the AI bottle necks its self into its own base on some maps

*Will future maps have bridges?

*I take it units only have 8 frames when moving? They don't move as fluently in TD

*Will you ever mod the .exe so you don't need a Tib Sun Disk innocent.gif



Overall im impressed, like seriously impressed. Nice work on the terrain and the units. Everything is scaled and palleted perfectly (except for the chinook but still) I'm still getting over playing as Nod in red in skirmish!

r34ch
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Bittah Commander
post Nov 9 2007, 03:00 PM
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Thanks for your input, r34ch. Suggestions are always welcome smile.gif

QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
The SSM launcher, Rocket launcher and arty often go off to trail fleeing enemies, they are two weak however so i find they would be better if they didn't follow enemy units, i.e. just fire from the same spot until clicked other wise. This way when attacking they don't wind up in front of the main attack force.

I'm not sure whether this problem can be solved... When you play TS normally, especially units that can fire at aircraft have this same issue.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
The nuke is very weak even though it has a timer, maybe make it a little more effective?

Yeah, I agree the method I'm using for the Nuke right now isn't the best... However, every other method I tried would make it destroy any building it'd (no matter what damage value I set for the warhead), which takes the fun away even more. The way it works right now seems to be a bit random; sometimes it can damage multiple things, sometimes it just damages/destroys 1 building and leave anything else around it unharmed...
Right now I don't know of a good way to improve the way the nuke deals damage, so I'll have to stuck with my current method.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
The sam site rockets are very large, perhaps a little smaller?

Yeah, I agree, though I believe they were just as big in TD... I will make them smaller for version 1.0.4 anyway however.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Also are A10s in the mod to drop napalm? I didn't see them, i don't know if they would work with TS' lack of real air plane logic anyway

No, A10s aren't in... TD didn't have air strike for multiplayer anyway, so it's not a loss.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Arcing projectiles are very high, such as grenades, is there no way to tone down the height of even hand thrown grenades if not arty's as well?

For as far as I know there is not.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Since the maps can be viewed on large monitors now, would you ever consider slightly deviating from TD and increasing the range of artillery units even by one square?

Maybe I will re-balance things a little in the future, but I won't for now.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
When a computer team is knocked out you still hear the TS voice overs.

Yeah, I noticed that too. I'm already looking into it.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Will you include more civy houses in future maps?

Right now I'm not focusing on mapping, so that'll be up to anyone who'll offer to make some maps for DTA (though I don't expect many, since I know mapping with DTA's terrain is a pain).
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Will future maps have more than one choke point into a base? atm the AI bottle necks its self into its own base on some maps

Same answer as before. There already are maps with more than 1 choke point however (Sand Trap, Lost Arena and Terraces for instance).
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Will future maps have bridges?

Sand Trap has bridges.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
I take it units only have 8 frames when moving? They don't move as fluently in TD

That's a limitation that comes with the TS engine. Unless anyone would manage to find a hack to allow 32 facings, I'll have to stick to 8 facings.
TSHyper did make a discovery while trying to get it to work last time however... When I tested it appeared that there really were more than 8 facings, but they seemed to be all scrambled. Maybe he'll be able to make it work in the future, but don't get your hopes up.
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
Will you ever mod the .exe so you don't need a Tib Sun Disk innocent.gif

I might...


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Lin Kuei Ominae
post Nov 9 2007, 03:20 PM
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QUOTE (Bittah Commander @ Nov 9 2007, 04:00 PM) *
QUOTE (r34ch @ Nov 9 2007, 02:25 PM) *
*Will you ever mod the .exe so you don't need a Tib Sun Disk innocent.gif

I might...

can you make in the same step, TS using the good old TD disks? Then we don't have to download the music and future mappers are maybe even able to create the campaign with the movies.

This post has been edited by Lin Kuei Ominae: Nov 9 2007, 03:21 PM


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Bittah Commander
post Nov 9 2007, 04:07 PM
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That's an interesting idea, though I personally wouldn't know how to. I think TSHyper might know a way...
However, this probably would cause a few problems. For instance, TD's VMVs have a resolution of 320x200 and I'm not sure whether that would work well with TS.
Aside from that TD's mix file that contains the music is named SCORES.MIX, just like TS'. That would mean that I'd have to rename DTASCO.MIX back to SCORES.MIX in the executable to make the game read the music from the TD discs, in which case TS' SCORES.MIX file would have to be replaced when installing DTA.
The main purpose of giving a mod it's own executable file is so the mod won't affect TS itself, so this would be an issue...


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SeekSomethingNew
post Nov 9 2007, 08:40 PM
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QUOTE (Lin Kuei Ominae)
can you make in the same step, TS using the good old TD disks? Then we don't have to download the music and future mappers are maybe even able to create the campaign with the movies.


Not Possible, the MIX file lib is different than the TS lib, different formats basicly.


QUOTE (Bittah Commander)
That's an interesting idea, though I personally wouldn't know how to. I think TSHyper might know a way...
However, this probably would cause a few problems. For instance, TD's VMVs have a resolution of 320x200 and I'm not sure whether that would work well with TS.
Aside from that TD's mix file that contains the music is named SCORES.MIX, just like TS'. That would mean that I'd have to rename DTASCO.MIX back to SCORES.MIX in the executable to make the game read the music from the TD discs, in which case TS' SCORES.MIX file would have to be replaced when installing DTA.
The main purpose of giving a mod it's own executable file is so the mod won't affect TS itself, so this would be an issue...


Well FMV's would be fine, if you make sure StretchMovies is off, add to the fact they use 256 VQA's, TS can only handle 16bit VQA's. Do you want to re write the VQA routine? tongue.gif

I would be nothing to do with renaming anyway, i might be able to move Scores.mix into the CD routine, but the above problems still arise, where there is no answers to them.


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Bittah Commander
post Nov 9 2007, 08:46 PM
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Scores.mix already is in the CD routine actually. While installing TS you have the option to either install the music to the heard disc or not; if you don't, the music is read from the TS discs (which could slow the game down a bit).


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SeekSomethingNew
post Nov 9 2007, 10:21 PM
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It is in the routine yes, but its also in the standard routine too, the CD is second in priority, so if you was to make the game load the Scores file, you would have to make sure there is not one already in the directory. So you would have to tell people to delete it.


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Lin Kuei Ominae
post Nov 9 2007, 11:00 PM
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or you make a simple batch file in which you rename the existing scores.mix, start the mod and afterwards rename the scores.mix back.


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SeekSomethingNew
post Nov 10 2007, 12:25 AM
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True yea, but still, how are you going to make the game down version its MIX file format?


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I_Am
post Nov 10 2007, 01:00 PM
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Maybe make it so D.T.A. has a different save game file extension. Right now you can load your old ts save games, if there is a campaign then this should be done to prevent loads of mix ups.


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SeekSomethingNew
post Nov 10 2007, 01:12 PM
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Johan...



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Bittah Commander
post Nov 10 2007, 02:55 PM
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Sush, Luke bash.gif


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Nyerguds
post Nov 14 2007, 10:41 PM
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QUOTE (Bittah Commander @ Nov 9 2007, 04:00 PM) *
No, A10s aren't in... TD didn't have air strike for multiplayer anyway, so it's not a loss.

TD has a one-shot airstrike as crate goodie. The ability still needs to charge though.

This post has been edited by Nyerguds: Nov 14 2007, 10:42 PM


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bartpp7
post Nov 20 2007, 03:09 AM
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ok well i ain't going to read all bug thread so bear with me ok first of love the mod its so cool ,um the menues are a little buggy i can't play as nod um and the ai even on 0 inteligence the ai will have there ion cannon with in the first 5 mins though im able to defend my slef unlike in TS though as i think of it is nod even playable? lol.gif

oh i forgot to menion that when i mean the menues are bugy i mean that they either don't work or i have to continuly click on them or click some tiny bit above the menue tab so it can work huh.gif
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Bittah Commander
post Nov 20 2007, 08:50 AM
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I haven't noticed any of the bugs you're describing... For as far as I can tell all menus work fine and Nod is perfectly playable. It seems to me the files are messed up or something. Reinstalling TS might help.


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bartpp7
post Nov 21 2007, 01:52 AM
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will do ,I'll tell ya tomorrow sad.gif
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bartpp7
post Nov 22 2007, 12:31 AM
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ok it still have the same problm and i noticed the nuke doesn't work proply either um and is this all that not has i would of thought he would have more sad.gif but i guess thats what happenes when u band with poor countries lol.gif
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Sven
post Nov 23 2007, 10:27 AM
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I think I've found a bug in the Map 'Lost Arena' that is related to the 'Impassable Terrain' problem you've mentioned in the 'Maps' Thread in the Mapping Section.
I experienced that the center tiberium field may turn into a parking lot for harvesters - getting stuck on the cliffs.
See attached picture for details where this happens.

To reproduce:
My base was in the top middle of the map, I had about 8 harvesters running and after a while I noticed that two of them were already stuck.
So I built some more of them and, guess what, one after the other got stuck there. Finally I had 7 Harvesters that couldn't be moved.

I think I have a screenshot of that - but not on the PC I'm sitting at - I may post that screenie later on.

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Bittah Commander
post Nov 23 2007, 01:41 PM
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Yeah, I already noticed this myself, but you'll have to wait for version 1.06 for the fix...


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post Nov 28 2007, 07:11 PM
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QUOTE ('Bittah Commander')
Yeah, I agree the method I'm using for the Nuke right now isn't the best... However, every other method I tried would make it destroy any building it'd (no matter what damage value I set for the warhead), which takes the fun away even more.

Why don't you change it to that way. IIRC, the nuke in TD did destroy anything it hit, but it had a very large reload time. Then you really need to destroy the Temple ASAP, before your'e base was blown to pieces. And still, most players do have a secondary MCV somewhere as backup (atleast, i think they have).

EDIT: ow, i see you already have changed the nuke. I forgot to read the latest changes page XD

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Bittah Commander
post Nov 29 2007, 08:34 AM
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The nuke still doesn't destroy anything it hits; the damage just spreads better now, which makes it more powerful.
Still, in TD the nuke was a one time use weapon, so after you used the nuke once, you wouldn't be able to use it again.
I can't do this in TS and aside from that a nuke that pwoerful just isn't any fun.


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Shakar
post Dec 8 2007, 06:15 AM
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I've noticed this in the FinalSun editor for DTA that some of the buildings are ether cut off, or don't show up at all in the editor... I've taken a pic of all the buildings that can be seen, but get cut off.



The buildins are the Nod Airfield and the Tib. Refinery. Is this some kind of bug, Bittah? Also, the Nod Gunturret cannot be seen in the editor, yet it appears in the game where you place it. Is there some way this can be fixed?

Edit: Had to fix the pic... Showed an overlap of itself basically xD And my little toolbar thingy which I didn't want shown. xDXD

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Bittah Commander
post Dec 10 2007, 11:15 AM
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This is basically because FinalSun doesn't show bibs... Because of this the service depot and the helipads most likely also won't show up. I'll try to fix this.


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Shakar
post Dec 11 2007, 08:57 PM
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I took a look, and the Repair Depot and Helipad do show up... But the buildings that I mentioned that are ether cut or don't appear, have that problem...


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Bittah Commander
post Dec 11 2007, 09:28 PM
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I already managed to fix this, so you can expect to see this fixed with the next update wink1.gif


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Shakar
post Dec 24 2007, 04:09 AM
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I think you miss spelled a civilian building... I believe it's called the "Archeology?" I looked in the actual TD game, and it's called a refinery instead. Can I ask why you called it this? =)


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Bittah Commander
post Dec 24 2007, 02:43 PM
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It's the name XCC Mixer gave me under Description when I looked in TD's Conquer.mix file.


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Shakar
post Dec 24 2007, 03:02 PM
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Oh, ok. Thought I'd let you know, becaus eon the TD map editor I have, it's called a refinery.


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post Dec 30 2007, 08:55 PM
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Arcology. its internal name is ARCO, but the actual name in the C&C strings file is "Oil Pump"

It's this building:


This post has been edited by Nyerguds: Dec 30 2007, 08:56 PM


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Bittah Commander
post Dec 31 2007, 02:38 AM
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Actually the Oil pump is another building (which is an actual oil pump tongue.gif).


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post Dec 31 2007, 02:24 PM
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That's the civilian refinery. tongue.gif

The oil pump looks like it, but you can tell the difference. tongue.gif

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post Jan 6 2008, 07:30 PM
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Hello! I just started playing this mod last night, and I do enjoy it. =]

However, I have a few ideas/concerns.

The Repair Pad in the buy menu has a Nod insignia on it, even when on the GDI team.

When the Chinook helicopter lands, it drops off a unit, lifts off, lands again, etc... rather than sitting idle and waiting for you to deploy.

In Tiberian Dawn, GDI had two structures to provide RADAR, the Comm. and Adv. Comm. Center. Nod only had one, the Comm. Center. I think that the Temple of Nod, Nod's equivelent to the Adv. Comm Center, and "The central hub of all Nod Communications" according to the manual, should provide RADAR as well. I know this wasn't in Tiberian Dawn, but I think it makes sense.

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Bittah Commander
post Jan 6 2008, 10:08 PM
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QUOTE (candc209 @ Jan 6 2008, 08:30 PM) *
The Repair Pad in the buy menu has a Nod insignia on it, even when on the GDI team.

I know about that and I've already fixed this for 1.07.
QUOTE (candc209 @ Jan 6 2008, 08:30 PM) *
When the Chinook helicopter lands, it drops off a unit, lifts off, lands again, etc... rather than sitting idle and waiting for you to deploy.

This is because of the carryall logic and it's the best way to get the Chinook to transport infantry, so I won't be able to fix this.
QUOTE (candc209 @ Jan 6 2008, 08:30 PM) *
In Tiberian Dawn, GDI had two structures to provide RADAR, the Comm. and Adv. Comm. Center. Nod only had one, the Comm. Center. I think that the Temple of Nod, Nod's equivelent to the Adv. Comm Center, and "The central hub of all Nod Communications" according to the manual, should provide RADAR as well. I know this wasn't in Tiberian Dawn, but I think it makes sense.

It might make sense, but it still seems a little odd because it doesn't have a radar dish...


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Rampastring
post Feb 14 2008, 07:56 PM
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I found out an another bug; you can build walls really far away. And when you do, the area where you can build walls also increases =P

It's an effective way to "close" the AI players' factories.

Here's a screenshot of what I mean:

Attached File  dtawall.JPG ( 105.64K ) Number of downloads: 3


Also, I have something to comment on Anderwin's report: I get the invisible Tiberium trees also sometimes. Usually when I don't have an unit near them but they still aren't shrouded. Also, explosions just don't show up for me if I don't have an unit near the explosion, so this could explain the invisible nuke explosion.

Though these happen in normal TS aswell.


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Bittah Commander
post Feb 14 2008, 08:21 PM
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I'm not sure about the explosions and tiberium trees, but I know the walls are buildable like this in regular TS as well (and in TD you could even build normal structures near a wall that doesn't have any normal base structures near it).


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Shakar
post Mar 15 2008, 12:53 PM
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Bittah, thanks for helping me get DTA running on my comp again =3 But I have noticed there's a few things missing form the 1.06 file (Well, one thing really) and probably some coding errors in the rules.ini file for DTA. Dr. Mobious and Nikumba (Both are coded in) don't appear. I think, from what I've seen, you mistyped Mobious as "moe"bious.shp and there is no Nikomba. Also, the HVA for the chinook is missing, I fixed the missing hva file for me by making another expand##.mix for DTA by adding the HVA file, but I don't see the Nikomba shp anywhere in the 1.06 files. Just thought I'd tell ya. Also, the desert terrain rivers are a bit messed up in game, but don't appear messed up on the editor. ;(

Also for that wall thing, my theory is that the wall has the tag IsBase=True I think...

This post has been edited by Shakar: Mar 15 2008, 01:06 PM


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Bittah Commander
post Mar 15 2008, 03:22 PM
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The Chinook doesn't have a HVA because it simply uses the tran.hva file in tibsun.mix, so the "missing" HVA can't be causing any problems ingame.
You're right about Mobius and and Nikoomba however, thanks for pointing that out smile.gif

I also already know about the messing up desert rivers and this issue has already been fixed for 1.07 wink1.gif


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Shakar
post Mar 15 2008, 04:13 PM
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Hmm... Well, it the chinook wasn't appearing in the editor for me when I used it until I put in the HVA of the reaped one from the mod in another DTA Expand##.mix... When I tried to fix Mobious' data so he would appear in the edior, it made my editor crash every time so I just deleted both the rules and art ini files for the mod, leaving the already inputed ones. Atleast I pointed out a missing object and a coding error ^_^


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Nyerguds
post Mar 19 2008, 05:47 PM
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It's "Moebius" ermm.gif


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Bittah Commander
post Mar 20 2008, 01:11 AM
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Baah, now I changed the SHPs filename to mobius instead of vice versa XD


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Shakar
post Apr 6 2008, 07:12 PM
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Ya, it is Moebius in the MIX files for TD, I admit, I was wrong about that... But in the game, he's still called Mobeus. Even in Renegade he's called Mobeus. I admit that fault of mine, and I didn't see a Nikoomba in the TD mix files ether D= So sorry if that caused you any trouble, seeing how Nikoomba is C10 in the files =(

EDIT: Also I swear I'm seeing a smoke animation that isn't TD... I think the vehicle smoke animation is still the TS one, since I think I seen it in TS as well.

This post has been edited by Shakar: Apr 6 2008, 07:13 PM


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Bittah Commander
post Apr 7 2008, 01:52 PM
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The smoke animation is actually a smaller version of the TS one. TS seems to only accept particle systems as smoke and because of this I can't use the TD smoke animation.


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Shakar
post Apr 7 2008, 02:53 PM
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Oh that sucks... The thought hit me as soon as I decided to do some skirmishes on TS while testing some units I'm trying to make.


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Rampastring
post Apr 19 2008, 12:12 PM
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I really like this new version, the new multiplayer maps, the TD colors and the original graphics. Also, sorry for the false bug report there, I never tried building walls like that in normal TS -.-'

Anyway, I've found a few small bugs. They're nothing critical, just minor ones.

- The main menu music still isn't the TD one.

- The scroll northwest cursor is missing a border:

Attached File  DTANWCursor.JPG ( 28.49K ) Number of downloads: 0


- The Obelisk's laser comes from the air:

Attached File  DTAObelisk.JPG ( 68.31K ) Number of downloads: 0


Additionally, the Obelisk's laser fires a bit after the charging anim has stopped.

- The color names in the Multiplayer setup screen are wrong. Pink should be renamed gray and blue should be renamed.. well, I'm not sure what that color is called, but I think it should be called Dark Green.

Again, awesome work with 1.07 smile.gif


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Bittah Commander
post Apr 19 2008, 05:45 PM
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I overlooked those problems along with a few others (FinalSun wouldn't load certain maps for one), so I decided to fix those problems and re-upload the mod. This means that if you downloaded the mod before 6:30 PM today, you'll have to re-download it.

The colors were named wrong because the old version of Lang_DTA.dll was included with the mod instead of the new one. Also the mouse cursor has been fixed.

I believe the obelisk has the same problem in TS and I'm not sure whether this can be fixed.


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Nyerguds
post Apr 20 2008, 02:47 PM
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QUOTE (Shakar @ Apr 6 2008, 09:12 PM) *
Ya, it is Moebius in the MIX files for TD, I admit, I was wrong about that... But in the game, he's still called Mobeus. Even in Renegade he's called Mobeus.

roll.gif


He's NEVER EVER called "Mobeus" in ANY game. In Renegade they messed up his name and made it "Mobius" but not "Mobeus".


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