| |
Bugs and ideas |
|
|
|
|
Nov 9 2007, 01:25 PM
|
Technician

Group: Members
Posts: 1
Joined: 9-November 07
Member No.: 1,040
Favorite game: Tiberian Dawn

|
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 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
|
|
|
: |

|
|
|
2 Pages
1 2 >
|
 |
Replies
(1 - 45)
|
|
Nov 9 2007, 03:00 PM
|

Forum Administrator

Group: Administrators
Posts: 1,340
Joined: 1-October 06
From: The Netherlands
Member No.: 5
Alliance: GDI
Favorite game: Tiberian Sun

|
Thanks for your input, r34ch. Suggestions are always welcome  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  I might...
--------------------

|
|
|
: |

|
|
|
|
|
Nov 9 2007, 03:20 PM
|

Stealth Tank

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

|
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  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
--------------------
|
|
|
: |

|
|
|
|
|
Nov 9 2007, 08:40 PM
|
Stealth Tank

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

|
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?  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.
--------------------
|
|
|
: |

|
|
|
|
|
Nov 9 2007, 10:21 PM
|
Stealth Tank

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

|
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.
--------------------
|
|
|
: |

|
|
|
|
|
Nov 10 2007, 12:25 AM
|
Stealth Tank

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

|
True yea, but still, how are you going to make the game down version its MIX file format?
--------------------
|
|
|
: |

|
|
|
|
|
Nov 14 2007, 10:41 PM
|

Cyborg

Group: Members
Posts: 370
Joined: 22-October 06
From: Flanders (Belgium)
Member No.: 97
Alliance: Nod
Favorite game: Tiberian Dawn

|
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
--------------------
|
|
|
: |

|
|
|
|
|
Nov 23 2007, 10:27 AM
|
Technician

Group: Members
Posts: 1
Joined: 23-November 07
Member No.: 1,053

|
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.
This post has been edited by Sven: Nov 23 2007, 10:28 AM
|
|
|
: |

|
|
|
|
|
Nov 28 2007, 07:11 PM
|

Flamethrower Infantry

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

|
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
This post has been edited by Dutchygamer: Nov 28 2007, 07:14 PM
--------------------
|
|
|
: |

|
|
|
|
|
Dec 31 2007, 02:24 PM
|

Artillery

Group: Members
Posts: 988
Joined: 21-October 06
From: Barnsley, UK
Member No.: 61
Alliance: GDI
Favorite game: Tiberian Sun

|
That's the civilian refinery.  The oil pump looks like it, but you can tell the difference.
This post has been edited by Warlord: Dec 31 2007, 02:25 PM
--------------------
 Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
|
|
|
: |

|
|
|
|
|
Jan 6 2008, 07:30 PM
|
Technician

Group: Members
Posts: 1
Joined: 6-January 08
Member No.: 1,094
Favorite game: Tiberian Dawn

|
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.
This post has been edited by candc209: Jan 6 2008, 07:30 PM
|
|
|
: |

|
|
|
|
|
Jan 6 2008, 10:08 PM
|

Forum Administrator

Group: Administrators
Posts: 1,340
Joined: 1-October 06
From: The Netherlands
Member No.: 5
Alliance: GDI
Favorite game: Tiberian Sun

|
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...
--------------------
|
|
|
: |

|
|
|
|
|
Feb 14 2008, 07:56 PM
|

Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

|
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:
dtawall.JPG ( 105.64K )
Number of downloads: 3Also, 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.
--------------------
|
|
|
: |

|
|
|
|
|
Mar 15 2008, 12:53 PM
|

Hum-vee

Group: Members
Posts: 182
Joined: 4-December 07
From: Underground...
Member No.: 1,068
Alliance: Forgotten
Favorite game: Tiberian Sun

|
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
--------------------
Current Projects:Train PackMarble Madness ExpansionFinished Projects:Urban Rush Remake
|
|
|
: |

|
|
|
|
|
Apr 6 2008, 07:12 PM
|

Hum-vee

Group: Members
Posts: 182
Joined: 4-December 07
From: Underground...
Member No.: 1,068
Alliance: Forgotten
Favorite game: Tiberian Sun

|
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
--------------------
Current Projects:Train PackMarble Madness ExpansionFinished Projects:Urban Rush Remake
|
|
|
: |

|
|
|
|
|
Apr 19 2008, 12:12 PM
|

Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

|
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:
DTANWCursor.JPG ( 28.49K )
Number of downloads: 0- The Obelisk's laser comes from the air:
DTAObelisk.JPG ( 68.31K )
Number of downloads: 0Additionally, 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
--------------------
|
|
|
: |

|
|
|
3 User(s) are reading this topic (3 Guests and 0 Anonymous Users)
0 Members:
|
|