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(*) Bugs in Original TS/FS (and how to fix them) |
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Jun 20 2007, 12:56 PM
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Tick Tank

Group: Members
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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
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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

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From: Germany
Member No.: 281
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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

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From: Dordrecht, the Netherlands
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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
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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

Group: Members
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From: Germany
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Favorite game: Tiberian Sun

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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

Group: Members
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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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Favorite game: Tiberian Sun

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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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Favorite game: Tiberian Sun

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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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