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Bugs and ideas |
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Dec 31 2007, 02:24 PM
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Artillery

Group: Members
Posts: 988
Joined: 21-October 06
From: Barnsley, UK
Member No.: 61
Alliance: GDI
Favorite game: Tiberian Sun

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That's the civilian refinery.  The oil pump looks like it, but you can tell the difference.
This post has been edited by Warlord: Dec 31 2007, 02:25 PM
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 Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Jan 6 2008, 07:30 PM
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Technician

Group: Members
Posts: 1
Joined: 6-January 08
Member No.: 1,094
Favorite game: Tiberian Dawn

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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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Jan 6 2008, 10:08 PM
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Forum Administrator

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Posts: 1,340
Joined: 1-October 06
From: The Netherlands
Member No.: 5
Alliance: GDI
Favorite game: Tiberian Sun

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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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Feb 14 2008, 07:56 PM
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Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

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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:
dtawall.JPG ( 105.64K )
Number of downloads: 3Also, 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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Mar 15 2008, 12:53 PM
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Hum-vee

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From: Underground...
Member No.: 1,068
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Favorite game: Tiberian Sun

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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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Current Projects:Train PackMarble Madness ExpansionFinished Projects:Urban Rush Remake
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Apr 6 2008, 07:12 PM
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Hum-vee

Group: Members
Posts: 182
Joined: 4-December 07
From: Underground...
Member No.: 1,068
Alliance: Forgotten
Favorite game: Tiberian Sun

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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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Current Projects:Train PackMarble Madness ExpansionFinished Projects:Urban Rush Remake
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Apr 19 2008, 12:12 PM
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Tick Tank

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun

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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:
DTANWCursor.JPG ( 28.49K )
Number of downloads: 0- The Obelisk's laser comes from the air:
DTAObelisk.JPG ( 68.31K )
Number of downloads: 0Additionally, 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
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