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> (*) Bugs in Original TS/FS (and how to fix them)
Lin Kuei Ominae
post Jan 21 2007, 04:27 PM
Post #1


Stealth Tank
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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
Attached Image

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.
Attached File  canister.zip ( 529bytes ) Number of downloads: 2700
\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) unsure.gif

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 here

another 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:Attached File  radrstlh.zip ( 95.85K ) Number of downloads: 2550
Then 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:Attached File  harvestr.zip ( 2.4K ) Number of downloads: 2784
Add 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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Chriz
post Feb 23 2007, 07:50 PM
Post #2


Grenadier
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Group: Members
Posts: 26
Joined: 2-November 06
Member No.: 222
Alliance: GDI
Favorite game: Tiberian Sun



found another animation bug: innocent.gif

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) unsure.gif

This post has been edited by Chriz: Feb 23 2007, 08:24 PM
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Posts in this topic
- Lin Kuei Ominae   (*) Bugs in Original TS/FS (and how to fix them)   Jan 21 2007, 04:27 PM
- - Nods Viper   Well done LKO.. Ima attempt to fix these Right awa...   Jan 21 2007, 05:06 PM
- - ORCACommander   could we see a pic of the fix for the Comp tower?   Jan 21 2007, 05:34 PM
- - Creagor   Hmm, I had a list of fixes for TS bugs (Not all an...   Jan 21 2007, 05:56 PM
- - Anderwin   This is old. IS a lot some are wrong. Look in the ...   Jan 21 2007, 09:03 PM
|- - Lin Kuei Ominae   QUOTE (ORCACommander @ Jan 21 2007, 06:34...   Jan 21 2007, 11:00 PM
- - Creagor   Admittedly, they are old in terms of being discove...   Jan 21 2007, 09:11 PM
- - Chriz   @ Anderwin not every animation needs to be define...   Jan 21 2007, 09:48 PM
- - SMIFFGIG   great post Lin Kuei Ominae I will add to this li...   Jan 22 2007, 02:28 AM
|- - Lin Kuei Ominae   QUOTE (SMIFFGIG @ Jan 22 2007, 03:28 AM) ...   Jan 22 2007, 12:40 PM
- - ORCACommander   civ armory is supposed to have a blowing flag. And...   Jan 22 2007, 02:42 AM
- - Clazzy   That's not a bug, that's a changed feature...   Jan 22 2007, 12:21 PM
- - ORCACommander   I think they removed it for ballance even though t...   Jan 22 2007, 07:48 PM
- - Machine   Hi, I'm new to the forums, but I've been v...   Jan 22 2007, 08:06 PM
|- - Lin Kuei Ominae   good proof Machine i wondered too, why this power...   Jan 23 2007, 12:21 PM
- - Bittah Commander   Very interesting find, Machine. So you're sayi...   Jan 23 2007, 12:39 PM
- - Machine   In fact the armor powerup does make the units weak...   Jan 23 2007, 01:23 PM
- - Morpher   This is a very interesting find, good work, you fi...   Feb 3 2007, 03:46 AM
- - Tratos   Negative numbers would probably cause a crash beca...   Feb 3 2007, 10:24 PM
- - WorManiac   I doubt we need to try it, if it works with value ...   Feb 4 2007, 02:38 PM
|- - Machine   @Morpher $ Tratos: Haven't tried negative...   Feb 4 2007, 07:13 PM
- - The DvD   About the unused Nod Warfactory anim, doesn't ...   Feb 7 2007, 05:42 PM
|- - Lin Kuei Ominae   right, added to the first post. thanks DVD.   Feb 7 2007, 06:28 PM
|- - Lin Kuei Ominae   cool, thanks chriz i've added this to the firs...   Feb 23 2007, 10:00 PM
- - WorManiac   Oh, there's a problem I just remembered seeing...   Feb 24 2007, 07:20 AM
- - Tartan Bunny   you can just download the 2.03 TS patch and all th...   Apr 2 2007, 05:02 AM
- - BloodReign   nonononono these are bugs with it still patched   Apr 2 2007, 10:24 AM
- - jadems   Sorry for the bump, that's not that big >....   Jun 16 2007, 06:02 AM
- - Creagor   Researrch was done into getting it to work, but al...   Jun 16 2007, 08:25 AM
- - Arsenal 121   Trying to figure out why the Hummvee doesn't a...   Jun 20 2007, 02:37 AM
- - Bittah Commander   The reason it doesn't appear is because it...   Jun 20 2007, 09:23 AM
- - WorManiac   Few more known bugs: 1. The Drop-pod falling anim...   Jun 20 2007, 12:56 PM
- - Carnotaurus   Hey any update on the Harvester Dumping animations...   Aug 31 2007, 07:20 PM
|- - Lin Kuei Ominae   QUOTE (Carnotaurus @ Aug 31 2007, 07:20 P...   Sep 7 2007, 05:58 PM
|- - The DvD   QUOTE (Lin Kuei Ominae @ Sep 7 2007, 07:5...   Sep 9 2007, 07:49 PM
- - WorManiac   Any help with the Gclock2 bug I just posted a topi...   Sep 1 2007, 06:41 AM
- - WorManiac   Bumbing, yes. Talking crap, no. @DVD: No, not th...   Sep 16 2007, 12:11 PM
|- - Lin Kuei Ominae   I found out that some projectile anims aren't ...   Nov 28 2007, 05:23 PM
- - Yuri o07   Damn. I didn't know the projectile animations ...   Nov 29 2007, 04:09 PM
- - Dutchygamer   Now you are saying this about the discus, shouldn...   Jan 3 2008, 03:09 PM
- - Dutchygamer   *Bump (and double post)* DeeZire has given the ans...   Feb 9 2008, 08:58 PM
|- - Lin Kuei Ominae   you're right, the CANISTER also needs an entry...   Feb 9 2008, 11:38 PM
|- - Lin Kuei Ominae   after some discussion in the thread that Dutchygam...   Feb 12 2008, 06:31 AM
- - Dutchygamer   Are you really sure? If so, I will change the tuto...   Feb 12 2008, 01:12 PM
|- - Lin Kuei Ominae   yep, i've tested it. sorry, i forgot to say t...   Feb 12 2008, 02:44 PM
- - Aro   Could someone post up pictures on this animation p...   Feb 13 2008, 12:04 AM
|- - Lin Kuei Ominae   RE: (*) Bugs in Original TS/FS (and how to fix them)   Feb 13 2008, 11:09 AM
- - TSHyper   Pah, voxels are stupid. That animation would rule ...   Feb 13 2008, 11:44 AM
- - azri_apoc   yes, thats it i also saw SMIFFGIG did this in TSR.   Feb 13 2008, 11:47 AM
- - Team Black   Updated the first post - I didn't miss anythin...   Feb 13 2008, 02:24 PM
|- - Lin Kuei Ominae   yes, all quotes are gone! (e.g. machines crate...   Feb 13 2008, 02:35 PM
- - Yuri 08   QUOTE (Lin Kuei Ominae @ Feb 13 2008, 01...   Feb 13 2008, 06:43 PM
- - Bittah Commander   What I did in DTA was make the HORV (harvester wit...   Feb 14 2008, 08:55 PM
- - Dutchygamer   Just a small note for all who visit my tutorial: d...   Feb 15 2008, 01:45 PM
- - NodTrooper   Nice find guys, you should make your own patch to ...   Apr 20 2008, 04:56 PM
- - Aro   Quick question about the harvester unloading anima...   Apr 29 2008, 11:21 PM
|- - Lin Kuei Ominae   yep, you've got it. just one small thing, add ...   Apr 30 2008, 07:59 AM
- - Aro   Nice one. Thanks. Oh, and keep up the good work.   Apr 30 2008, 08:49 AM
- - Dutchygamer   I've got some new bug (and the fix) to add to ...   May 2 2008, 09:25 AM
|- - Lin Kuei Ominae   do you tested this already? i don't think that...   May 2 2008, 06:59 PM
- - Yuri 08   The problem with the Waterfall animations is that ...   May 3 2008, 05:00 AM
- - Dutchygamer   Ow yes... I had fixed it before, but I forgot how ...   May 3 2008, 10:14 AM
- - Yuri 08   Hmm....any help with the civilian dam? I've r...   May 8 2008, 05:34 PM
- - Dutchygamer   IIRC, I had fixed it one time, but I've forgot...   May 9 2008, 12:29 PM
|- - Lin Kuei Ominae   sorry if it sounds a bit harsh Dutchygamer, but if...   May 9 2008, 02:43 PM
- - Yuri 08   QUOTE (Lin Kuei Ominae @ May 9 2008, 04:4...   May 9 2008, 03:02 PM
- - The DvD   I added that tutorial to the tutorials forum, i...   May 9 2008, 05:28 PM
- - GameMaster0000   Obelisk Charging anim is bug too it show all 24 fr...   May 11 2008, 04:55 AM
|- - Lin Kuei Ominae   QUOTE (GameMaster0000 @ May 11 2008, 04:5...   May 11 2008, 09:03 AM
- - Yuri 08   IIRC, there's no such command line as "St...   May 11 2008, 05:56 AM
- - Yuri 08   QUOTE yes, there is one and it works perfectly wel...   May 12 2008, 04:45 PM
|- - Lin Kuei Ominae   QUOTE (Yuri 08 @ May 12 2008, 04:45 PM) A...   May 12 2008, 06:49 PM
- - Jabberwoky aka Gangster   QUOTE [CANISTER] AnimPalette=yes AnimLow=0 AnimHig...   May 16 2008, 04:24 AM
|- - GameMaster0000   QUOTE (Jabberwoky aka Gangster @ May 16 2008,...   May 16 2008, 08:32 AM
|- - Lin Kuei Ominae   QUOTE (Jabberwoky aka Gangster @ May 16 2008,...   May 16 2008, 10:35 AM
- - The DvD   I have stickied this topic.   May 16 2008, 07:23 PM
- - GameMaster0000   Anyone have solution with GARADR_A and GARADR_AD g...   May 23 2008, 02:34 PM
|- - Lin Kuei Ominae   The PingPong= key is messed up and doesn't con...   May 23 2008, 07:14 PM
- - TSHyper   Oh, ill look into that my side aswell.   May 25 2008, 01:21 PM
|- - Lin Kuei Ominae   don't worry about that. This isn't one of ...   May 26 2008, 08:41 AM
- - Crimsonum   Has anyone remade the Repair Depot anims? The ...   Jan 18 2009, 11:09 AM
- - Darkstorm   There is a little bug you frogot to mention. Thi...   Jan 16 2010, 01:21 AM
- - Revolutionary   I have found another Bug, the flame on top of the ...   Jan 29 2010, 03:07 PM
- - Aro   CODEActiveAnimTwoZAdjust=-250 to ActiveAnimTwoZAdj...   Jan 29 2010, 04:32 PM
|- - Revolutionary   so replace quote with code , thanks Aro i can see ...   Jan 29 2010, 04:38 PM
- - Crimsonum   Good that people keep contributing to this thread....   Feb 16 2010, 07:55 AM
- - Revolutionary   i have foun a few more but havent been able to tes...   Feb 16 2010, 12:12 PM
- - Crimsonum   QUOTE and i found another differant type of bug bu...   Feb 16 2010, 12:34 PM
- - Revolutionary   To stop buildings animations overlapping (NAPOST i...   Feb 16 2010, 08:52 PM
- - Revolutionary   New post becasue i didnt think it should be includ...   Feb 17 2010, 09:14 PM
- - Crimsonum   The ICBM power-up calls for a weapon section [Mult...   Feb 18 2010, 12:11 PM
|- - Revolutionary   QUOTE (Crimsonum @ Feb 18 2010, 12:11 PM)...   Feb 18 2010, 05:26 PM
|- - Lin Kuei Ominae   The whole highscore ranking list in singleplayer i...   Feb 18 2010, 06:07 PM
|- - Revolutionary   QUOTE (Lin Kuei Ominae @ Feb 18 2010, 06...   Feb 18 2010, 08:51 PM
- - SMIFFGIG   QUOTE (Crimsonum @ Jan 18 2009, 11:09 AM)...   Feb 25 2010, 12:16 AM
- - Crimsonum   I'll certainly look more into the TSR files. T...   Feb 25 2010, 07:57 AM
- - CCHyper   LKO -> working on 2.04 already xD   Jun 16 2010, 02:41 PM
- - Revolutionary   That reminds me... (and most of my fixes were over...   Jun 16 2010, 03:07 PM


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