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> (*) Bugs in Original TS/FS (and how to fix them)
Arsenal 121
post Jun 20 2007, 02:37 AM
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Trying to figure out why the Hummvee doesn't appear ingame. I know someone on TumSun said they'd fixed it but they never said how.


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Bittah Commander
post Jun 20 2007, 09:23 AM
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The reason it doesn't appear is because it's HVA is corrupted. You should be able to make it appear by extracting the voxel of the Hum-vee (jeep.vxl) into your TS folder, extracting the HVA of the turret of the disruptor (sonictur.hva) and renaming sonictur.hva to jeep.hva. I believe the Hum-vee won't have a shadow then however.


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Crimsonum
post Jun 20 2007, 12:56 PM
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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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Carnotaurus
post Aug 31 2007, 07:20 PM
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Hey any update on the Harvester Dumping animations? wacko.gif Very good thread sofar.


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Crimsonum
post Sep 1 2007, 06:41 AM
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Any help with the Gclock2 bug I just posted a topic about? I really need to get it work :(
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Lin Kuei Ominae
post Sep 7 2007, 05:58 PM
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QUOTE (Carnotaurus @ Aug 31 2007, 07:20 PM) *
Hey any update on the Harvester Dumping animations? wacko.gif 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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The DvD
post Sep 9 2007, 07:49 PM
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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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Crimsonum
post Sep 16 2007, 12:11 PM
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Bumbing, yes.

Talking crap, no.

@DVD: No, not that kind of bug. The customized gclock2 just doesn't show up, instead, the game uses the old and original one.

I have now discovered that it's impossible to have two of them. Pity. You can only have one animation, but with the sidebar palettes, you can make it differ between the two factions.
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Lin Kuei Ominae
post Nov 28 2007, 05:23 PM
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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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Crimsonum
post Nov 29 2007, 04:09 PM
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Damn. I didn't know the projectile animations can have those tags used for regular animations, though the PULSBALL does so...
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Dutchygamer
post Jan 3 2008, 03:09 PM
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Now you are saying this about the discus, shouldn't the RPG tower projectile also have these tags? IIRC, CANISTER is an anim, but is never mentioned in art.ini...


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Dutchygamer
post Feb 9 2008, 08:58 PM
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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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Lin Kuei Ominae
post Feb 9 2008, 11:38 PM
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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 wink1.gif )

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 notworthy.gif )

This post has been edited by Lin Kuei Ominae: Feb 9 2008, 11:57 PM


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Lin Kuei Ominae
post Feb 12 2008, 06:31 AM
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after some discussion in the thread that Dutchygamer mentioned, an almost perfect solution was found.

Clone in art.ini the [NAREFN] entry and rename it to [PROC].
That's it. The Harvester dumping anim now works. You don't even have to remove the image=narefn key in rules.ini.


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Nod Cobra (fast medium mech)__________GDI Battleship Aurora
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Dutchygamer
post Feb 12 2008, 01:12 PM
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Are you really sure? If so, I will change the tutorial...


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Lin Kuei Ominae
post Feb 12 2008, 02:44 PM
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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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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Aro
post Feb 13 2008, 12:04 AM
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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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Lin Kuei Ominae
post Feb 13 2008, 11:09 AM
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Attached Image


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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SeekSomethingNew
post Feb 13 2008, 11:44 AM
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Pah, voxels are stupid. That animation would rule if they didn't pussy around >_>


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azri_apoc
post Feb 13 2008, 11:47 AM
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yes, thats it i also saw SMIFFGIG did this in TSR. smile.gif

This post has been edited by azri_apoc: Feb 13 2008, 11:48 AM


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Team Black
post Feb 13 2008, 02:24 PM
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Updated the first post - I didn't miss anything did i?


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Lin Kuei Ominae
post Feb 13 2008, 02:35 PM
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yes, all quotes are gone! (e.g. machines crate research or chris warfactory and natech anims etc)
Also the picture is now at the wrong point, it was refering to the first code tag.

This post has been edited by Lin Kuei Ominae: Feb 13 2008, 02:37 PM


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Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Crimsonum
post Feb 13 2008, 06:43 PM
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QUOTE (Lin Kuei Ominae @ Feb 13 2008, 01:09 PM) *
Attached Image


The animation is still drawn behind the voxel...which is annoying.

This post has been edited by Yuri 08: Feb 13 2008, 06:44 PM
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Bittah Commander
post Feb 14 2008, 08:55 PM
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What I did in DTA was make the HORV (harvester without back) unit invisible (I simply added Image=none to the unit) and added the harvester's image to the unload animation. It's a little tricky, but it looks great once you get it right smile.gif


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Dutchygamer
post Feb 15 2008, 01:45 PM
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Just a small note for all who visit my tutorial: djohe, from PPM will be making a new version. I will post a link in my (old) tutorial to his, and I will let the old tutorial be locked by a mod...


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NodTrooper
post Apr 20 2008, 04:56 PM
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Nice find guys, you should make your own patch to fix these. It would be much easier for those who are impaired by computers that have to much crap that we need to fit the programs to fix em.
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Aro
post Apr 29 2008, 11:21 PM
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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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Tiberian 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
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Lin Kuei Ominae
post Apr 30 2008, 07:59 AM
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Favorite game: Tiberian Sun



yep, you've got it.
just one small thing, add Image=NAREFN to your [PROC] entry.

To make the anim fit perfect, change the Anim keys to AnimX=2 and AnimY=0.


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
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Aro
post Apr 30 2008, 08:49 AM
Post #59


Cyborg Commando
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Group: Members
Posts: 1,695
Joined: 22-November 06
From: Birmingham, UK
Member No.: 314
Alliance: Nod
Favorite game: Tiberian Sun



Nice one. Thanks.
Oh, and keep up the good work.


--------------------
Aro - Leader of Twisted Insurrection and Evolution.

Tiberian Sun: UMP
Tiberian Sun: Modding Tools
Tiberian 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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Dutchygamer
post May 2 2008, 09:25 AM
Post #60


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



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 smile.gif
Also, may I re-post this topic on PPM? I will credit the original posters of course innocent.gif


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RA2: Moscow's Vengeance's
Monolith Game Studios
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