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(*) Bugs in Original TS/FS (and how to fix them) |
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May 8 2008, 05:34 PM
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Tick Tank

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From: Finland
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Favorite game: Tiberian Sun

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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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Favorite game: Tiberian Sun

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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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Favorite game: Tiberian Sun

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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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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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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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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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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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