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> (*) Bugs in Original TS/FS (and how to fix them)
Revolutionary
post Feb 16 2010, 08:52 PM
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To stop buildings animations overlapping (NAPOST is noticable in some single player maps and NAWAST + NAMNTKs animations are small and may go unnoticed)

CODE
[NAPOST]
ActiveAnimZAdjust=-25;100


CODE
[NTPYRA]
ActiveAnimZAdjust=-30;127


CODE
[GAKODK]
ActiveAnimZAdjust=-60;127


CODE
[NAMNTK]
ActiveAnimZAdjust=-60;127


CODE
[NAWAST]
ActiveAnimTwoZAdjust=-60;127


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Revolutionary
post Feb 17 2010, 09:14 PM
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New post becasue i didnt think it should be included with the fixes i posted above


If you get a one shot multi missile from a crate as a powerup the CHEMISLE (chemical missile) animation is shown rather than the MLTIMISL (multi missile) animation

to fix change the entry from

CODE
[Powerups]
...
ICBM=13,CHEMISLE                ; nuke missile one time shot

to
CODE
[Powerups]
...
ICBM=13,MLTIMISL              ; nuke missile one time shot


(the chemical missile must have also been an intened powerup, its a shame so many powerups dont work/never made the rules files we see infront of us)


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Crimsonum
post Feb 18 2010, 12:11 PM
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The ICBM power-up calls for a weapon section [MultiMissile] (IIRC, or whatever the weapon of the MM is), so by changing that, you can get a different superweapon from the power-up.

EDIT: Just noticed something. GASPOT has Points=50, which is an enormous amount of points, considering something like a Firestorm Generator only gives 30 points. It's propably meant to be 5, but the devs accidently typed an extra zero there.

This post has been edited by Crimsonum: Feb 18 2010, 02:41 PM
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Revolutionary
post Feb 18 2010, 05:26 PM
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QUOTE (Crimsonum @ Feb 18 2010, 12:11 PM) *
The ICBM power-up calls for a weapon section [MultiMissile] (IIRC, or whatever the weapon of the MM is), so by changing that, you can get a different superweapon from the power-up.

EDIT: Just noticed something. GASPOT has Points=50, which is an enormous amount of points, considering something like a Firestorm Generator only gives 30 points. It's propably meant to be 5, but the devs accidently typed an extra zero there.

This was the first time ive ever touched the powerups so i honestly dont know much about them i only noticed when i pciked up the crate playing lan, since there is a multi missile crate anim it seamed logical to simply change the powerup animation.

on the subject of power ups i was testing a few of them and i noticed droppods (pod) dont work full stop, (my test map had ion storms so i couldnt test that one), invincibility did nothing but ingame you can pick up these crates (it is misleading as they use the same animation as armor), as for squad i will need to test this again (i must have not set the chance of a money crate to zero because i got money from crates as well as nothing)
so if i am right this change is also needed from Invulnerability=10 to Invulnerability=0 but i will confirm this asap

as for the points system i dont think it was ever set up correctly since a Hover mlrs and a firestorm generator have the same number of points (30)


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Lin Kuei Ominae
post Feb 18 2010, 06:07 PM
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The whole highscore ranking list in singleplayer isn't working as your last match result is always inserted on top of the scorelist. So with exception for MP, there is imo no need to bother with the Points key. In MP is only the last survivor important and (afaik) no-one cares about the points.

AFAIK the crates Invulnerability, IonStorm, Squad, Pod don't work. Though you can use the animation to create some animation special effects (e.g. use METLARGE as the anim and a Meteor falls down when you pick up the crate)

This post has been edited by Lin Kuei Ominae: Feb 18 2010, 06:10 PM


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Revolutionary
post Feb 18 2010, 08:51 PM
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QUOTE (Lin Kuei Ominae @ Feb 18 2010, 06:07 PM) *
The whole highscore ranking list in singleplayer isn't working as your last match result is always inserted on top of the scorelist. So with exception for MP, there is imo no need to bother with the Points key. In MP is only the last survivor important and (afaik) no-one cares about the points.

AFAIK the crates Invulnerability, IonStorm, Squad, Pod don't work. Though you can use the animation to create some animation special effects (e.g. use METLARGE as the anim and a Meteor falls down when you pick up the crate)


i know what you mean with it isnt worth it i may concider fixing this and adding it to my patch though

as for crate im going to look into them and try to find a use for them like a meteor falling as a badie crate (i have an other idea which may work)


Ive got another fix for you guys (and girls)

CODE
[GAFIRE]
ActiveAnimTwoZAdjust=-75;100


stops the firestorm fire-pot animation showing threw tall buildings

Im not going to be able to fix them now as i am away on holiday as of tommorow and may not be able to get near a pc but there are also problems with OBL1_A, MWAR_a and CORE_C showing threw buildings.

This post has been edited by Revolutionary: Feb 19 2010, 10:30 AM


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SMIFFGIG
post Feb 25 2010, 12:16 AM
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QUOTE (Crimsonum @ Jan 18 2009, 11:09 AM) *
Has anyone remade the Repair Depot anims? The "hatch" containing the repair arm is supposed to open when a vehicle enters the pad, and close when the vehicle leaves. TS Retro did this, maybe SMIFF could upload and share those animations?


There are alot of fixes in TSR, sadly and stupidly I didnt document them or comment the rules.ini so I can't tell you what they all are

However feel free to take anything from TSR including the fixed Repair bay for the Hyper Patch/TS 2.04 release or even just this thread smile.gif

Not sure if anyones mentioned it but there was a minor problem with Vanilla TS's Medic firing/healing frames... I know its fixed in TSR though

I'll try to think of more fixes but dont count on it!

Also if anyones got the time to check through the TSR mix files and come across what seem to be duplicates of vanilla TS files, they are probably fixes and might be worth a look (i'm thinking mainly .shp files for this)

Edit: I seem to remember the 'fixed' repair bay having 1 single frame that was slightly wrong colours that I never bothered to fix. Just to warn you incase u decide to use it.. its a 2min fix aswell wacko.gif
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Crimsonum
post Feb 25 2010, 07:57 AM
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I'll certainly look more into the TSR files. Thanks, Smiff!

Anyway, I've noticed before with the cyborg that, once it looses its legs, it only plays the firing animation twice even if the weapon burst is set to 3. No idea what could cause this either.

Also, I've been trying to fix the CTDAM for a while now, the dam was misplaced in the SHP file and thus it looked like the dam was in awkward position in the waterfall. I've fixed that, and altered the animations too. However, I noticed that the CTDAM_A (the flashing lights on top) often plays only partially. By that I mean, when I move my screen to the dam, they might not show up at all, and once I move the screen away and back to the dam, only a few lights flicker and some don't. What could be the cause of this? The Z-value?
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SeekSomethingNew
post Jun 16 2010, 02:41 PM
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LKO -> working on 2.04 already xD


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Revolutionary
post Jun 16 2010, 03:07 PM
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That reminds me... (and most of my fixes were overlooked :'( )


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