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TiberiumWeb.org Community Forums _ Modding Tutorials _ (*) Bugs in Original TS/FS (and how to fix them)

Posted by: Lin Kuei Ominae Jan 21 2007, 04:27 PM

Hi

I found some bugs/errors in the art.ini causing some animations not showing up.
In the following list you see the changes/additions i've made to make them work.
In most cases it was just a wrong zadjust value so the building itself was hiding the animation.
art.ini

CODE
[GAPLUG]
ActiveAnimZAdjust=-100
ActiveAnimTwoZAdjust=-125

[GAPLUG_BD]
PingPong=no;else it ends after a while

[NAHAND]
ActiveAnimTwoZAdjust=-100;antenna flash lights

[GAPILE]
ActiveAnimThreeDamaged=CAARAY_CD;invisible anim
ActiveAnimThreeZAdjust=-75;tiny flashlight on antenna

[GASILO]
ActiveAnimZAdjust=-100

[CAARAY_A]
LoopEnd=16
DemandLoad=true

[CAARAY_B]
LoopEnd=16
DemandLoad=true

[CAARAY_C]
LoopEnd=16
DemandLoad=true

[CAARAY_CD]
LoopEnd=32
DemandLoad=true

[CAARAY_D]
LoopEnd=12
DemandLoad=true

[CAARAY_DD]
LoopEnd=24
DemandLoad=true

[CAHOSP_A]
DetailLevel=2

[CAARMR_A]
DetailLevel=2
the [CTDAM] made some more problems
The animations were originally commented out and i couldn't find a solution.
CTDAM_B needs to be made completely new (maybe through color conversion from the original) because the colors and its palette are completely messed up.
you can find a http://www.ppmsite.com/forum/viewtopic.php?t=17787.

-GAPILE has an anim for the small antenna that was not shown (just a flashing pixel). This anim also plays while damaged and thus a flying pixel occurs. To avoid this i added for damage stage "ActiveAnimThreeDamaged=CAARAY_CD" because this is a clear/invisible anim. GAPILE_B originally has no damage anim.
-The CAARAY now shows all animations, for that i added the demandload=true tag to all anims and fixed the loopend tags.
-SILO with 1 pixel sized flashlights at the peaks
-GAPLUG antenna lights and the small radar dish


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

[CANISTER]
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

;unused but in the original mixes
[PARABOMB]
AnimPalette=yes
AnimLow=8
AnimHigh=12
AnimRate=1

;unused but in the original mixes
[MISSILE]
Trailer=SMOKEY2
Rotates=yes

;unused but in the original mixes
[PATRIOT]
Trailer=SMOKEY
Rotates=yes
\EDIT
QUOTE (Jabberwoky aka Gangster @ May 16 2008, 04:24 AM) *
[CANISTER] doesnt use a Anim.pal ... it use Unittem.pal. Seems this projectie will requre a fixed artwok aswell.
projectile code fixed (removed AnimPalette=yes key) and in palette.pal converted shp uploaded.
 canister.zip ( 529bytes ) : 2494
\EDITEND

To get the harvester unloading animation to work, simply clone in art.ini the [NAREFN] entry and rename it to [PROC].
You have to add the following lines to the refinery entries in art.ini:
CODE
PreProductionAnimX=2
PreProductionAnimY=0
PreProductionAnimZAdjust=-75

ProductionAnimX=2
ProductionAnimY=0
ProductionAnimZAdjust=-75

for a more detailed description you can take a look on Aros post http://www.tiberiumweb.com/forums/index.php?showtopic=1135&st=30&p=39210&#entry39210 or visit the tutorial http://www.ppmsite.com/forum/viewtopic.php?p=208979#208979.

QUOTE (Chriz @ Jan 21 2007, 09:48 PM) *
btw, Nod weapon factory is suposted to have an own animation (i made it an active animation, but i can be used as produktion animation)
[NAWEAP]
...
ActiveAnim=NAWEAP_A
ActiveAnimDamaged=NAWEAP_AD
ActiveAnimZAdjust=-119

[NAWEAP_A]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1

[NAWEAP_AD]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=16
LoopEnd=31
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1

don't forget to add the animations NAWEAP_A and NAWEAP_AD to rules.ini [Animations] list.

QUOTE (Machine @ Jan 22 2007, 08:06 PM) *
When I started modding I found that when I collected a armor powerup the unit didn't get the thicker selection box, it gets when it collects an attack or speed powerup.
...
[Powerups]
Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
...
I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.

Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm :biggrin:
then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.

Then I returned to rules.ini and set the values to:
Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased

Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup.


QUOTE (Chriz @ Feb 23 2007, 07:50 PM) *
GATECH_AD has "LoopStart=80" instead of "LoopStart=8".
normaly, damaged animations would be played indefinitely and loop till the building ist destroyed or repaired. But due to this mistake, the whole GATECH_A.shp will be played once and then stop playing :wacko:

theres also a strange thing will NATECH_A, instead of using the first part as ActiveAnimation and the second part as DamagedAnimation, the whole animation will be used as ActiveAnimation (so it has no DamagedAnimation) unsure.gif

here the correct code.
CODE
[NATECH_A]
Image=NATECH_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

[NATECH_AD]
Image=NATECH_A
Normalized=yes
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=350
Surface=yes
NewTheater=yes
DetailLevel=1

and again don't forget to add these two, to the rules.ini [Animations] list

Fixing the waterfall anims, which have a messed up first frame.
for [WA01X] and the other following waterfall entrys (last is [WD04X]), change Loopstart to 1
CODE
[WA01X]
Theater=yes
Normalized=yes
LoopStart=1
LoopEnd=8
LoopCount=-1
Rate=220
Flat=yes
DetailLevel=2
DemandLoad=true
ShouldUseCellDrawer=true


Component tower bugs.
QUOTE (Yuri 08 @ May 11 2008, 05:56 AM) *
the GACTWR_C.shp is messed up. The frames are in wrong order, thus causes the tower to shoot from its side.
copy gtctwr_c and rename it to gactwr_c or download it http://www.tiberiumweb.com/forums/index.php?showtopic=1135&view=findpost&p=39441

another bug is the small flashlight that is shown trough a building which stands right before the CTWR. For that to fix change the ZAdjust value.
CODE
[GACTWR]
ActiveAnimZAdjust=-19


This is also a problem on the Nod powerplants which show their activeanim through a very high building standing in front of them. Though there aren't much buildings high enough for this bug to occur. Anyway here the code
CODE
[NAPOWR]
ActiveAnimZAdjust=-55

[NAAPWR]
ActiveAnimZAdjust=-55


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
CODE
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.


GARADR and NASTLH damage anim fixes.
They have a problem due to the messed up PingPong= key. The only solution is to remove this key and add the backwards anim to the normal shp and also create separate shps for the damage anims.
Download the zip and add the fixed anims to your TS:  radrstlh.zip ( 95.85K ) : 2299
Then change the art.ini code of the building anims to the following
CODE
[GARADR_A]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=27
LoopCount=-1
Rate=220
Surface=yes
PingPong=no

[GARADR_AD]
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=27
LoopCount=-1
Rate=180
Surface=yes
PingPong=no

; Active animation for stealth generator
[NASTLH_A]
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=350
Surface=yes
PingPong=no
NewTheater=yes
DetailLevel=1

; Damaged active animation for stealth generator
[NASTLH_AD]
Normalized=yes
LoopStart=0
LoopEnd=5
LoopCount=-1
Rate=220
Surface=yes
PingPong=no
NewTheater=yes
DetailLevel=1


The damage stage for the Silo fill anim isn't played. It uses the normal stage anim for this too.
just add to GASILO_AD the key Start=4
CODE
; Tiberium silo fill animation
[GASILO_AD]
Image=GASILO_A
Normalized=yes
Start=4
Rate=0
Surface=yes
NewTheater=yes


The harvester harvesting anim wasn't played in unittem.pal. Thus converted into anim.pal.
Download:  harvestr.zip ( 2.4K ) : 2461
Add the SHP to your TS and watch the much better looking anim.

Posted by: Nods Viper Jan 21 2007, 05:06 PM

Well done LKO..
Ima attempt to fix these Right away. wink1.gif

Posted by: ORCACommander Jan 21 2007, 05:34 PM

could we see a pic of the fix for the Comp tower?

Posted by: Creagor Jan 21 2007, 05:56 PM

Hmm, I had a list of fixes for TS bugs (Not all anim bugs though). If I can dig it up ill send it to you, so you can add it here/play around with them yourself if you want. I also attempred to fix [CTDAM] a bit ago, I will search through my files for that too...

Also, Moved to tutorial area, as it is a tutorial really. Gave it a difficulty of (*) as its only really a copy+paste tut.

EDIT: Okay,wont let me edit your post title. But its in the tutorials section anyway.

Posted by: Anderwin Jan 21 2007, 09:03 PM

This is old. IS a lot some are wrong. Look in the ART.ini where are the NAWEAP _a _b _1 _2 and GAWEAP _1 _2.

The art.ini are a lot of things some are wrong.


http://www.ppmsite.com/forum/viewtopic.php?t=11963

Posted by: Creagor Jan 21 2007, 09:11 PM

Admittedly, they are old in terms of being discovered, but to a new modder its not old, its useful.

Posted by: Chriz Jan 21 2007, 09:48 PM

@ Anderwin

not every animation needs to be defined in art.ini. i guess if the animation works with the default settings, theres no reason to make an art.ini entry...

btw, Nod weapon factory is suposted to have an own animation (i made it an active animation, but i can be used as produktion animation)


[NAWEAP]
...
ActiveAnim=NAWEAP_A
ActiveAnimDamaged=NAWEAP_AD
ActiveAnimZAdjust=-119

[NAWEAP_A]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1

[NAWEAP_AD]
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
LoopStart=16
LoopEnd=31
LoopCount=-1
Rate=400
Surface=yes
DetailLevel=1

Posted by: Lin Kuei Ominae Jan 21 2007, 11:00 PM

QUOTE (ORCACommander @ Jan 21 2007, 06:34 PM) *
could we see a pic of the fix for the Comp tower?
what do you mean with comp tower. GACTWR isnt in the list
QUOTE (Anderwin @ Jan 21 2007, 10:03 PM) *
Look in the ART.ini where are the NAWEAP _a _b _1 _2 and GAWEAP _1 _2.
those are needed for the unit-is-coming-out time.
NAWEAP_1: the door and ground-bib, the part that is always under a unit and thus on a lower height than the leaving unit
NAWEAP_2: the building roof, the part that hides a unit under it
NAWEAP_b: the door opening-animation of the factory
these 3 dont need an art.ini entry because they have a very specific style for the frames in their shp file. sth like hardcoded.
NAWEAP_1 and _2 have only 2 frames. 1 normal and 1 damage frame.
NAWEAP_b is defined in the factory entry with DoorStages= and DamagedDoor= the game knows everything it needs.

NAWEAP_a: chriz already said, this was planned as a produktion anim, but this works for conyard only; so make it as an ActiveAnim

GAWEAP_1: =NAWEAP_1 but for gdi factory
GAWEAP_2: =NAWEAP_2 but for gdi factory

Posted by: SMIFFGIG Jan 22 2007, 02:28 AM

great post Lin Kuei Ominae

I will add to this list when I get some time ... the only ones i can think of that you have missed off the top of my head are

The missing unloading and loading anim for the Tiberium Refinary
The missing glowing red cross animation for the Civilian Hospital
(im sure there is some sort of missing anim for the Civilian armoury too)

Posted by: ORCACommander Jan 22 2007, 02:42 AM

civ armory is supposed to have a blowing flag. And I think the glowing cross looks tacky. Needs a new better shp or just leave it out IMO

Posted by: Clazzy Jan 22 2007, 12:21 PM

That's not a bug, that's a changed feature. The Cyborg Commando was once to have those two weapons but they changed it to a single plasma cannon.

Posted by: Lin Kuei Ominae Jan 22 2007, 12:40 PM

QUOTE (SMIFFGIG @ Jan 22 2007, 03:28 AM) *
The missing unloading and loading anim for the Tiberium Refinary
right, i see if i get it work
QUOTE (SMIFFGIG @ Jan 22 2007, 03:28 AM) *
The missing glowing red cross animation for the Civilian Hospital
(im sure there is some sort of missing anim for the Civilian armoury too)
both are already in the list CAHOSP and CAARMR
they have set Detaillevel=3 so it was never played. now with 2 it works (glowing red cross for HOSP and animated flag for ARMR)

QUOTE (Clazzy @ Jan 22 2007, 01:21 PM) *
The Cyborg Commando was once to have those two weapons but they changed it to a single plasma cannon.
compared to the plasmagun the fireballlauncher is so weak that it weaks the whole unit if it fires. Thats why i think they removed this.

Posted by: ORCACommander Jan 22 2007, 07:48 PM

I think they removed it for ballance even though the platnium edition manual says it is suposed to have it.

Posted by: Machine Jan 22 2007, 08:06 PM

Hi, I'm new to the forums, but I've been visiting it for a while.

When I started modding I found that when I collected a armor powerup the unit didn't get the thicker selection box, it gets when it collects an attack or speed powerup.

I searched trought rules.ini and I found this:
[Powerups]
Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)

And I thought, that this setting would modify the verses values of the weapon, when attacking the unit, but a bigger than 1 multiplier would cause that unit takes more damage form weapons. So I tested this ingame.

I set it to Armor=33,ARMOR,10.0, and set the shares of the other powerups to zero, so I could only get this powerup, I also increased the number of crates, so I could easly get them.

Ingame, I ordered a titan to get a crate, incredibly, it was an armor powerup //sarcasm :biggrin:
then I attacked that Titan with other, the powerupped Titan died with one shot. I also attacke a non-powerupped Titan, it survived more than 1 shot, so infact, the powerupped Titan was weaker.

Then I returned to rules.ini and set the values to:
Armor=100,ARMOR,0.5 ;*; verses multiplier ; armor of nearby objects increased

Ingame I repeated the same steps, but I got different results as I've expected, the powerupped Titan died with twice the number of shots than the non-powerupped, I also saw that the selection box did change when a unit collected an armor powerup.

Finally, I apologise by such a large first post, but I must show proof of what I'm saying, so I posted the experimental procedure I followed.

Posted by: Lin Kuei Ominae Jan 23 2007, 12:21 PM

good proof Machine thumbup.gif i wondered too, why this powerup never had the bigger brackets.
i add this point to the list of the first post.
btw this is a good point for modders if they want crates with negative effects!

Posted by: Bittah Commander Jan 23 2007, 12:39 PM

Very interesting find, Machine. So you're saying that the normal armor powerup actually makes units weaker instead of stronger?
This is actually new to me biggrin.gif

Posted by: Machine Jan 23 2007, 01:23 PM

In fact the armor powerup does make the units weaker. Recently I also tried to give values lower than 1, to the speed and attack powerups, and the result was that the selection box didn't change; so I think that it only changes if a unit has stronger base stats (excluding, in this way, bonus gained by veterancy) than the values stated in rules.ini.

Posted by: Morpher Feb 3 2007, 03:46 AM

This is a very interesting find, good work, you fixed an unknown but obviously a large issue bug, out of interest, possitive values make it less effective, 0.X values make it more, have you tried it with any negative values example -5 or -0.5?

Posted by: Tratos Feb 3 2007, 10:24 PM

Negative numbers would probably cause a crash because the value represents a multiplier to the base value of the units armor. However, WW screwed up and instead the value acts as a divisor.

Example, say the unit has 80 armor. The armor crate is set at 2.0.

The unit picks up the crate giving it 80 armor divided by 2.

80/2 = 40 armor making it weaker.

If the crate is set to 0.5 the unit picks it up:

80/0.5 = 160 making it twice as strong.

If the crate has a negative value, say -4.

80/-4 = -20 essentially the unit is dead as armor is below 0.

Ingame i have no idea what would happen but i can hazard a guess that it wouldnt be positive. Either:

1) the unit dies instantly
2) the game crashes
3) the unit has its armor reduced below 0 rendering it invulnerable as any further attacks will not cause the armor to reach 0 instead pushing it further into negative numbers.
4) the unit becomes unusable, as in it is still visible and possibly selectable but cannot move/shoot or perform any other action.

Posted by: WorManiac Feb 4 2007, 02:38 PM

I doubt we need to try it, if it works with value lower than 1 (otherwise it would just decrease the armor).

Btw, here are some animations I'm not sure if works/doesn't work at all, and I don't know how to fix them myself:

- The waterfall animations,
- The dam animation,
- The harvester dumb animation.

Oh, and does somebody know how to add an active animation to a building with a voxel turret? I need to give the laser turret an active animation, but the game crashes when the turret tries to shoot.

Posted by: Machine Feb 4 2007, 07:13 PM

@Morpher $ Tratos:
Haven't tried negative values; but it might cause that the unit heals when attacked, or it could produce IEs.
I think of it like a multiplier to damage; so 20 (damage)*0.5=10, so 20*-1=-20 (damage), so it might produce a healing effect?. But I don't find any utility to this, because, if it works in that way; it will cause a normal unit to heal when attacked with a normal weapon.
I might try it anyways; haven't thought of that before

Posted by: The DvD Feb 7 2007, 05:42 PM

About the unused Nod Warfactory anim, doesn't it have to be listed in the Rules.ini [Animations] list first? I remember it isn't in the list by default.

Posted by: Lin Kuei Ominae Feb 7 2007, 06:28 PM

right, added to the first post. thanks DVD.

Posted by: Chriz Feb 23 2007, 07:50 PM

found another animation bug: innocent.gif

GATECH_AD has "LoopStart=80" instead of "LoopStart=8".
normaly, damaged animations would be played indefinitely and loop till the building ist destroyed or repaired. But due to this mistake, the whole GATECH_A.shp will be played once and then stop playing :wacko:

theres also a strange thing will NATECH_A, instead of using the first part as ActiveAnimation and the second part as DamagedAnimation, the whole animation will be used as ActiveAnimation (so it has no DamagedAnimation) unsure.gif

Posted by: Lin Kuei Ominae Feb 23 2007, 10:00 PM

cool, thanks chriz
i've added this to the first post. And also the code for the damage anim of NATECH

Posted by: WorManiac Feb 24 2007, 07:20 AM

Oh, there's a problem I just remembered seeing while playing a game. The Nod Stealth Generator damaged animation doesn't work, it still plays the undamaged animation.

Posted by: Tartan Bunny Apr 2 2007, 05:02 AM

you can just download the 2.03 TS patch and all those bugs will be fixed...

Posted by: BloodReign Apr 2 2007, 10:24 AM

nonononono these are bugs with it still patched

Posted by: jadems Jun 16 2007, 06:02 AM

Sorry for the bump, that's not that big >.>

What about the Door opening animation for the Nod Missile Silo?
I heard someone was working on, are the results back?

Posted by: Creagor Jun 16 2007, 08:25 AM

Researrch was done into getting it to work, but alas, it is impossible to re-activate correctly. The same goes for the firestrom defence activaition animaition.

Posted by: Arsenal 121 Jun 20 2007, 02:37 AM

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.

Posted by: Bittah Commander Jun 20 2007, 09:23 AM

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.

Posted by: WorManiac Jun 20 2007, 12:56 PM

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).

Posted by: Carnotaurus Aug 31 2007, 07:20 PM

Hey any update on the Harvester Dumping animations? wacko.gif Very good thread sofar.

Posted by: 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 :(

Posted by: Lin Kuei Ominae Sep 7 2007, 05:58 PM

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.

Posted by: The DvD Sep 9 2007, 07:49 PM

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.

Posted by: WorManiac Sep 16 2007, 12:11 PM

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.

Posted by: Lin Kuei Ominae Nov 28 2007, 05:23 PM

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

Posted by: Yuri o07 Nov 29 2007, 04:09 PM

Damn. I didn't know the projectile animations can have those tags used for regular animations, though the PULSBALL does so...

Posted by: Dutchygamer Jan 3 2008, 03:09 PM

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...

Posted by: Dutchygamer Feb 9 2008, 08:58 PM

*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 http://www.ppmsite.com/forum/viewtopic.php?p=207193#207193, on PPM. Also, has anyone found anything about CANISTER?

Posted by: Lin Kuei Ominae Feb 9 2008, 11:38 PM

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 )

Posted by: Lin Kuei Ominae Feb 12 2008, 06:31 AM

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.

Posted by: Dutchygamer Feb 12 2008, 01:12 PM

Are you really sure? If so, I will change the tutorial...

Posted by: Lin Kuei Ominae Feb 12 2008, 02:44 PM

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

Posted by: Aro Feb 13 2008, 12:04 AM

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.

Posted by: Lin Kuei Ominae Feb 13 2008, 11:09 AM


Posted by: TSHyper Feb 13 2008, 11:44 AM

Pah, voxels are stupid. That animation would rule if they didn't pussy around >_>

Posted by: azri_apoc Feb 13 2008, 11:47 AM

yes, thats it i also saw SMIFFGIG did this in TSR. smile.gif

Posted by: Team Black Feb 13 2008, 02:24 PM

Updated the first post - I didn't miss anything did i?

Posted by: Lin Kuei Ominae Feb 13 2008, 02:35 PM

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.

Posted by: Yuri 08 Feb 13 2008, 06:43 PM

QUOTE (Lin Kuei Ominae @ Feb 13 2008, 01:09 PM) *


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

Posted by: Bittah Commander Feb 14 2008, 08:55 PM

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

Posted by: Dutchygamer Feb 15 2008, 01:45 PM

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...

Posted by: NodTrooper Apr 20 2008, 04:56 PM

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.

Posted by: Aro Apr 29 2008, 11:21 PM

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.

Posted by: Lin Kuei Ominae Apr 30 2008, 07:59 AM

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.

Posted by: Aro Apr 30 2008, 08:49 AM

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

Posted by: Dutchygamer May 2 2008, 09:25 AM

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

Posted by: Lin Kuei Ominae May 2 2008, 06:59 PM

do you tested this already?
i don't think that LoopEnd=7 will fix the problem.
1. LoopEnd=8 means that the 8th frame won't be displayed and the last frame it shows is frame 7.
2. It is the first frame of each waterfallanim that is messed up and shows a part of the rock.

So imo it would be better to leave LoopEnd=8 and change LoopStart=0 to LoopStart=1. (EDIT tested and works)

btw, i think i'll make the new topic at ppm if there isn't already one.

Posted by: Yuri 08 May 3 2008, 05:00 AM

The problem with the Waterfall animations is that the first frame of each animation is a small portion of the cliff the waterfall is positioned in. In the game, this frame shows in a slightly different place it should, and thus makes the animations "jump". Simply leave this frame be by putting "LoopStart=1" in each waterfall animation sections.

Posted by: Dutchygamer May 3 2008, 10:14 AM

Ow yes... I had fixed it before, but I forgot how to fix it... Now you say it, I found it odd it still happened yesterday. Sorry for the confusion, you're right smile.gif

Posted by: Yuri 08 May 8 2008, 05:34 PM

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.

Posted by: Dutchygamer May 9 2008, 12:29 PM

IIRC, I had fixed it one time, but I've forgotten how... I really should make backups of certain files...

Posted by: Lin Kuei Ominae May 9 2008, 02:43 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. http://www.ppmsite.com/forum/viewtopic.php?t=17787 to the tutorial.

Posted by: Yuri 08 May 9 2008, 03:02 PM

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. http://www.ppmsite.com/forum/viewtopic.php?t=17787 to the tutorial.


Thanks LKO. That topic should be highlighted for future users.

Posted by: The DvD May 9 2008, 05:28 PM

I added that tutorial to the tutorials forum, i'm sure nobody will mind.

Posted by: 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.

fix by this

[NAOBEL_B]
Image=NAOBEL_B
Normalized=yes
Start=0
LoopStart=0
LoopEnd=12
LoopCount=-1

Rate=0
Surface=yes
NewTheater=yes

JEEP.vxl no image cause that turret vxl is section before jeep you must extract it and delete turret section.

Posted by: Yuri 08 May 11 2008, 05:56 AM

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?

 gactwr_c.rar ( 9.84K ) : 335
 

Posted by: Lin Kuei Ominae May 11 2008, 09:03 AM

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 http://ppmsite.com/forum/viewtopic.php?t=3342: http://ppmsite.com/forum/download.php?id=1741

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.

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.

Posted by: Yuri 08 May 12 2008, 04:45 PM

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*.

Posted by: Lin Kuei Ominae May 12 2008, 06:49 PM

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 notworthy.gif (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.

Posted by: Jabberwoky aka Gangster May 16 2008, 04:24 AM

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.

Posted by: GameMaster0000 May 16 2008, 08:32 AM

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.


I see that too I solve it by change it to unit color by XCC.

Posted by: Lin Kuei Ominae May 16 2008, 10:35 AM

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.

Posted by: The DvD May 16 2008, 07:23 PM

I have stickied this topic.

Posted by: GameMaster0000 May 23 2008, 02:34 PM

Anyone have solution with GARADR_A and GARADR_AD graphic error. It cause when if GARADR get critical damage and you repair it some time it cause image error occur that will display GARADR_AD loop in 2 frame. and GARADR_AD if use wait and not repair it wait until end loop 1 GARADR_A will show and then when end GARADR_A and GARADR_AD won't display again.

[GARADR_A]
Image=GARADR_A
NewTheater=yes
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Surface=yes
PingPong=yes

[GARADR_AD]
Image=GARADR_A
;NewTheater=yes
Normalized=yes
LoopStart=15
LoopEnd=29
LoopCount=-1
Rate=180
Surface=yes
PingPong=yes

I try to add Start=15 on GARADR_AD it solve first problem but second one still occur.

Next I delete pingpong=yes second problem is solve but it make GARADR_A and GARADR_AD won't display goback again.

Posted by: Lin Kuei Ominae May 23 2008, 07:14 PM

The PingPong= key is messed up and doesn't consider the LoopStart= value, what causes the backward playing anim to play to frame 0 instead of the LoopStart= value.

I see 2 possible solutions.
1. take from GAPLUG_A.shp the damage anim frames and make a separate shp for them.
2. If the back-to-full-repair error still occurs, remove completely the PingPong= key and add the backward anim of the radar to the shps as well.

btw, this is the same problem that occurs on the Stealth Generator.
I'll test both ways and try to find a solution.

\EDIT
The PingPong= key is the reason that after repairing to normal stage the anim gets stucked.
So i made new anims and saved them in new shps.
List on the first post updated and bugfix for GARADR and NASTLH added.

Posted by: TSHyper May 25 2008, 01:21 PM

Oh, ill look into that my side aswell. wink1.gif

Posted by: Lin Kuei Ominae May 26 2008, 08:41 AM

don't worry about that. This isn't one of those unavoidable problems, so imo you shouldn't spend to much time into this key.

\EDIT
The Silo fill anim for the damage stage isn't played. I posted how to fix this on the first post.
However there is still a problem with this.
If the silo was empty when it came into damage stage and then fills up, it still uses the undamaged anim. Only if you shoot once again on the damaged silo or start to repair it, it refreshes the fill anim and uses then the damaged stage.
But if the silo was already filled on level 1-4 and then got into damage stage, it instantly uses the correct damaged fill anim.

I also tried to fix this using separate shps for normal and damage fill anim, but the result was the same.

Posted by: Lin Kuei Ominae Jun 11 2008, 12:02 PM

harvester harvesting anim wasn't played in unittem.pal. Thus converted into anim.pal.
first post updated.

Posted by: 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?

Posted by: Darkstorm Jan 16 2010, 01:21 AM

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:

 fixed_mwmn.zip ( 40.4K ) : 298
 

Posted by: Revolutionary Jan 29 2010, 03:07 PM

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)

Posted by: Aro Jan 29 2010, 04:32 PM

CODE
ActiveAnimTwoZAdjust=-250
to
ActiveAnimTwoZAdjust=-100

Posted by: Revolutionary Jan 29 2010, 04:38 PM

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)

Posted by: Crimsonum Feb 16 2010, 07:55 AM

Good that people keep contributing to this thread. Keep it up!

EDIT: Just reminded me, there's a bug where the Technician shows an empty frame while firing when panicked. This happens only in Firestorm, and I haven't found the cause yet...

EDIT2: Unlike the other veteran factors, VeteranSight doesn't seem to have any effect unless the given value is greater than 1. Therefore it acts more like a true multiplier (sight 4 * veteransight 1.25 = 5) and not like a bonus, like the other factors (for example the firepower upgrade: if veterancombat is 0.25, and the object does 100 units of damage, the damage dealt as veteran would be 100+100*0.25 = 125).

Posted by: Revolutionary Feb 16 2010, 12:12 PM

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

Posted by: Crimsonum Feb 16 2010, 12:34 PM

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.

Posted by: Revolutionary Feb 16 2010, 08:52 PM

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

Posted by: Revolutionary Feb 17 2010, 09:14 PM

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)

Posted by: 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.

Posted by: Revolutionary Feb 18 2010, 05:26 PM

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)

Posted by: 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)

Posted by: Revolutionary Feb 18 2010, 08:51 PM

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.

Posted by: SMIFFGIG Feb 25 2010, 12:16 AM

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

Posted by: Crimsonum Feb 25 2010, 07:57 AM

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?

Posted by: CCHyper Jun 16 2010, 02:41 PM

LKO -> working on 2.04 already xD

Posted by: Revolutionary Jun 16 2010, 03:07 PM

That reminds me... (and most of my fixes were overlooked :'( )

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