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Warlord
post Dec 31 2007, 02:24 PM
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That's the civilian refinery. tongue.gif

The oil pump looks like it, but you can tell the difference. tongue.gif

This post has been edited by Warlord: Dec 31 2007, 02:25 PM


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candc209
post Jan 6 2008, 07:30 PM
Post #32

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Hello! I just started playing this mod last night, and I do enjoy it. =]

However, I have a few ideas/concerns.

The Repair Pad in the buy menu has a Nod insignia on it, even when on the GDI team.

When the Chinook helicopter lands, it drops off a unit, lifts off, lands again, etc... rather than sitting idle and waiting for you to deploy.

In Tiberian Dawn, GDI had two structures to provide RADAR, the Comm. and Adv. Comm. Center. Nod only had one, the Comm. Center. I think that the Temple of Nod, Nod's equivelent to the Adv. Comm Center, and "The central hub of all Nod Communications" according to the manual, should provide RADAR as well. I know this wasn't in Tiberian Dawn, but I think it makes sense.

This post has been edited by candc209: Jan 6 2008, 07:30 PM
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Bittah Commander
post Jan 6 2008, 10:08 PM
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QUOTE (candc209 @ Jan 6 2008, 08:30 PM) *
The Repair Pad in the buy menu has a Nod insignia on it, even when on the GDI team.

I know about that and I've already fixed this for 1.07.
QUOTE (candc209 @ Jan 6 2008, 08:30 PM) *
When the Chinook helicopter lands, it drops off a unit, lifts off, lands again, etc... rather than sitting idle and waiting for you to deploy.

This is because of the carryall logic and it's the best way to get the Chinook to transport infantry, so I won't be able to fix this.
QUOTE (candc209 @ Jan 6 2008, 08:30 PM) *
In Tiberian Dawn, GDI had two structures to provide RADAR, the Comm. and Adv. Comm. Center. Nod only had one, the Comm. Center. I think that the Temple of Nod, Nod's equivelent to the Adv. Comm Center, and "The central hub of all Nod Communications" according to the manual, should provide RADAR as well. I know this wasn't in Tiberian Dawn, but I think it makes sense.

It might make sense, but it still seems a little odd because it doesn't have a radar dish...


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Rampastring
post Feb 14 2008, 07:56 PM
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I found out an another bug; you can build walls really far away. And when you do, the area where you can build walls also increases =P

It's an effective way to "close" the AI players' factories.

Here's a screenshot of what I mean:

Attached File  dtawall.JPG ( 105.64K ) Number of downloads: 3


Also, I have something to comment on Anderwin's report: I get the invisible Tiberium trees also sometimes. Usually when I don't have an unit near them but they still aren't shrouded. Also, explosions just don't show up for me if I don't have an unit near the explosion, so this could explain the invisible nuke explosion.

Though these happen in normal TS aswell.


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Bittah Commander
post Feb 14 2008, 08:21 PM
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I'm not sure about the explosions and tiberium trees, but I know the walls are buildable like this in regular TS as well (and in TD you could even build normal structures near a wall that doesn't have any normal base structures near it).


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Shakar
post Mar 15 2008, 12:53 PM
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Bittah, thanks for helping me get DTA running on my comp again =3 But I have noticed there's a few things missing form the 1.06 file (Well, one thing really) and probably some coding errors in the rules.ini file for DTA. Dr. Mobious and Nikumba (Both are coded in) don't appear. I think, from what I've seen, you mistyped Mobious as "moe"bious.shp and there is no Nikomba. Also, the HVA for the chinook is missing, I fixed the missing hva file for me by making another expand##.mix for DTA by adding the HVA file, but I don't see the Nikomba shp anywhere in the 1.06 files. Just thought I'd tell ya. Also, the desert terrain rivers are a bit messed up in game, but don't appear messed up on the editor. ;(

Also for that wall thing, my theory is that the wall has the tag IsBase=True I think...

This post has been edited by Shakar: Mar 15 2008, 01:06 PM


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Bittah Commander
post Mar 15 2008, 03:22 PM
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The Chinook doesn't have a HVA because it simply uses the tran.hva file in tibsun.mix, so the "missing" HVA can't be causing any problems ingame.
You're right about Mobius and and Nikoomba however, thanks for pointing that out smile.gif

I also already know about the messing up desert rivers and this issue has already been fixed for 1.07 wink1.gif


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Shakar
post Mar 15 2008, 04:13 PM
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Hmm... Well, it the chinook wasn't appearing in the editor for me when I used it until I put in the HVA of the reaped one from the mod in another DTA Expand##.mix... When I tried to fix Mobious' data so he would appear in the edior, it made my editor crash every time so I just deleted both the rules and art ini files for the mod, leaving the already inputed ones. Atleast I pointed out a missing object and a coding error ^_^


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Nyerguds
post Mar 19 2008, 05:47 PM
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It's "Moebius" ermm.gif


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Bittah Commander
post Mar 20 2008, 01:11 AM
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Baah, now I changed the SHPs filename to mobius instead of vice versa XD


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Shakar
post Apr 6 2008, 07:12 PM
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Ya, it is Moebius in the MIX files for TD, I admit, I was wrong about that... But in the game, he's still called Mobeus. Even in Renegade he's called Mobeus. I admit that fault of mine, and I didn't see a Nikoomba in the TD mix files ether D= So sorry if that caused you any trouble, seeing how Nikoomba is C10 in the files =(

EDIT: Also I swear I'm seeing a smoke animation that isn't TD... I think the vehicle smoke animation is still the TS one, since I think I seen it in TS as well.

This post has been edited by Shakar: Apr 6 2008, 07:13 PM


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Bittah Commander
post Apr 7 2008, 01:52 PM
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The smoke animation is actually a smaller version of the TS one. TS seems to only accept particle systems as smoke and because of this I can't use the TD smoke animation.


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Shakar
post Apr 7 2008, 02:53 PM
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Oh that sucks... The thought hit me as soon as I decided to do some skirmishes on TS while testing some units I'm trying to make.


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Rampastring
post Apr 19 2008, 12:12 PM
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I really like this new version, the new multiplayer maps, the TD colors and the original graphics. Also, sorry for the false bug report there, I never tried building walls like that in normal TS -.-'

Anyway, I've found a few small bugs. They're nothing critical, just minor ones.

- The main menu music still isn't the TD one.

- The scroll northwest cursor is missing a border:

Attached File  DTANWCursor.JPG ( 28.49K ) Number of downloads: 0


- The Obelisk's laser comes from the air:

Attached File  DTAObelisk.JPG ( 68.31K ) Number of downloads: 0


Additionally, the Obelisk's laser fires a bit after the charging anim has stopped.

- The color names in the Multiplayer setup screen are wrong. Pink should be renamed gray and blue should be renamed.. well, I'm not sure what that color is called, but I think it should be called Dark Green.

Again, awesome work with 1.07 smile.gif


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Bittah Commander
post Apr 19 2008, 05:45 PM
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I overlooked those problems along with a few others (FinalSun wouldn't load certain maps for one), so I decided to fix those problems and re-upload the mod. This means that if you downloaded the mod before 6:30 PM today, you'll have to re-download it.

The colors were named wrong because the old version of Lang_DTA.dll was included with the mod instead of the new one. Also the mouse cursor has been fixed.

I believe the obelisk has the same problem in TS and I'm not sure whether this can be fixed.


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Nyerguds
post Apr 20 2008, 02:47 PM
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QUOTE (Shakar @ Apr 6 2008, 09:12 PM) *
Ya, it is Moebius in the MIX files for TD, I admit, I was wrong about that... But in the game, he's still called Mobeus. Even in Renegade he's called Mobeus.

roll.gif


He's NEVER EVER called "Mobeus" in ANY game. In Renegade they messed up his name and made it "Mobius" but not "Mobeus".


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