This is the thread for my Tiberian Sun: Unofficial Mini-Patch. The Tiberian Sun: UMP is like a base for new mods, it fixes all known (fixable) bugs in Tiberian Sun. I feel it's clearly obvious for those with Tiberian Sun knowledge that when it comes to modding off of the UMP, you are to edit rules.ini and art.ini, you are not to edit firestrm.ini and artfs.ini, leave those blank as they are in the UMP.
- Fixed Nod War Factory anmation
- Fixed Silo animation
- Fixed Secondary Hand of Nod animation (Flashing pixels on the antenna)
- Fixed Secondary GDI Barracks animation (Flashing pixels on the antenna)
- Fixed several animations on the Civilian Array
- Fixed several GAPLUG animations
- Partially fixed Dam animations (Not completely fixed)
- Fixed Proton projectile animation
- Fixed Disc grenade animation
- Fixed Harvesting animation
- Fixed CANISTER palette issue
- Fixed Harvester Dumping animation
- Fixed Animation errors on GATECH
- Fixed Animation errors on NATECH
- Fixed GDI Radar damage Animations
- Fixed Nod Stealth Generator damage Animations
- Fixed Armor Upgrade Crate, now increases Strength instead of decreasing it
- Fixed waterfall animations
- Fixed RPG Turret Frames
- Fixed Component Tower animation
- Fixed Nod Power Plant animation issues (overlapping)
- Fixed Obelisk charging animation for Tiberian Sun (Already fixed in Firestorm)
- Fixed Silo damage fill animation
- Added Entries to some Unused items in the mix files
- Removed Cyborg Reaper Death Animation due-to multiple kill point bug
- Both Tiberian Sun and Firestorm campaign maps are compatible with the UMP
Version 0.2 Log:
Tiberian Sun Bug Fixes:
- GAFIRE animation no longer shows through buildings
- NAPOST animation no longer shows through buildings
- NTPYRA animation no longer shows through buildings
- GAKODK animation no longer shows through buildings
- NAWAST animation no longer shows through buildings
- NAMTNK animation no longer shows through buildings
- ICBM PowerUp value fixed, changed to MLTIMISL
- Fixed VULCAN firing Animations on Mutants
- Removed TargetLaser=yes from Titan
- Titan FLH value fixed
- Added UMAGON Voiceover to MWMN Entry
UMP Credits:
Aro - UMP, Various Bug fixes, Palette fixes, Optional Enhancements and Fixes
Lin Kuei Ominae - Various Bug fixes, Various Palette fixes, Various SHP fixes
Chriz - Discovering the War Factory animation bug
Machine - Discovering the Armor Powerup bug
Crimsonum - Bug finding
Revolutionary - Bug finding
In addition to the UMP, here are a couple of optional downloads:
The reason that Attack Buggy couldn't crush infantry was to make it on par with the Wolverine. Like the Wolverine, the Attack Buggy is immune to veins as well. As well as you should include a fix for the TS Nod mission with the imprisoned commander, you have to capture a refinery while the harvester is docked, instant dump would break the mission.
Other than that, nice work!
Posted: Sat Jul 03, 2010 2:20 am
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
I've tested the mission, you are still able to capture the Refinery while the harvester is unloading, you just have to be quick.
I would recommend against adding a multiple factory bonus as it severely imbalances the game when large amounts of helipads are constructed.
Posted: Sat Jul 03, 2010 4:10 am
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Crimsonum President
Joined: 14 Jul 2005 Location: Land of Finns Dragons: Cool!
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VeteranRatio=4.0
;D
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As well as you should include a fix for the TS Nod mission with the imprisoned commander, you have to capture a refinery while the harvester is docked, instant dump would break the mission.
Well, there you have another point why I'm personally against insta-dump
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Movement speed is now consistant on clear, pavement, rough, sand and grass (Gameplay enhancement)
I know it was overly exaggerated in TS, but I'd rather keep rough and sand as the usual slow-downers, and pavement as the speed accelerator. Well it depends who wants it either way.
Posted: Sat Jul 03, 2010 4:17 am
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
Allen wrote:
Aro, I'm going to give you heads up. Messing with the values below can have some bad effects on single player missons if you mess with them too much.
I know my coding and modding, that's why I didn't set retarded over the top values. For the second time: I've played all the missions from the start to the end with the UMP installed, everything works perfectly and I am yet to come across any errors.
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Well, there you have another point why I'm personally against insta-dump
For the second time, there is no problem with capturing refineries while harvesters are docked, it still works perfectly fine unless you're turtle-slow.
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I know it was overly exaggerated in TS, but I'd rather keep rough and sand as the usual slow-downers, and pavement as the speed accelerator. Well it depends who wants it either way.
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I would recommend against adding a multiple factory bonus as it severely imbalances the game when large amounts of helipads are constructed.
These are OPTIONAL ADDITIONS and so is the Harvester Dumping speed! They can be easily removed and reverted back to normal as I've already mentioned in the first post and in the UMP readme. On that note, I've re-uploaded the UMP with a tiny fix. If you've already downloaded it, download it again.
Great, then good work on the UMP, 'bout time TS got a UMP.
Posted: Sat Jul 03, 2010 4:43 am
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Allen GDI Hacker
Joined: 13 Feb 2007 Location: C:\Westwood\ *USA*
Aro wrote:
Allen wrote:
Aro, I'm going to give you heads up. Messing with the values below can have some bad effects on single player missons if you mess with them too much.
I know my coding and modding, that's why I didn't set retarded over the top values. For the second time: I've played all the missions from the start to the end with the UMP installed, everything works perfectly and I am yet to come across any errors.
Retarded over the top values helps Skirmish mode. I already look at your numbers but I did not know if you were going go push them farther.
Posted: Sat Jul 03, 2010 4:58 am
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
I wont alter the AI values again unless I feel it's necessary, but again, the AI changes are optional additions.
Anyway, I've switched the download in the first post. Be sure to re-download.
Well it's a fix still suited to your tastes. Therefore bent to your play style, it's a modification.
But, oh well.
Posted: Sat Jul 03, 2010 5:29 am
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Orac General
Joined: 11 Jul 2008 Location: New Zealand
Eh... faster harvester dumps is good, but instant dumps is annoying.
Apart from that, nice mod
Posted: Sat Jul 03, 2010 8:51 am
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OmegaBolt General
Joined: 21 Mar 2005 Location: York, England
Yeah its not a fix if it mods gameplay.
1) I'd much prefer to have the traditional Tiberium dumping, its just cooler and its what Tib games are all about.
2) Removing the "different speeds on different ground" isnt a gameplay enhancement IMO, since thats a pretty cool feature and should be used a lot more instead of a lot less.
3) RA2 veterancy is good but 4.0 is too low IMO.
4) MaximumQueuedObjects is debatable. IMO it adds some kind of micro-management to building things, which isnt a bad thing.
Posted: Sat Jul 03, 2010 9:51 am
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
Uploaded UMP 0.1a. Simply removes all optional additions and enhancements and maintains all bug fixes from 0.1.
Nice to see that a successor to TS 3.0 of sorts was made. I should go dig that mod out one day and make it a random gagglefuck mod... one day.
Posted: Sat Jul 03, 2010 11:09 am
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Cantdrawbutmod Grenadier
Joined: 19 Oct 2009
In case somebody would try to play an old mod,what's needed to do about the patch?
Removing it completely?
Leaving any file that isn't overwritten?
Remove only specific files and leave the others,unless they're overwritten?
Something else?
Posted: Sat Jul 03, 2010 12:04 pm
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
Well assuming this is a proper mod you're talking about, yes, you'll need to remove the UMP. This is more of a base for starting a new mod.
0.2 Uploaded, check first post for changelog.
I decided to remove all the optional additions and just stick to the bug-fixes.
I disagree with the removal of the changes, personally. If you could spice up the gameplay and have it pull away from being GDI oriented online, I think that'd be nice.
Posted: Sat Jul 03, 2010 3:04 pm
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
Well the idea is to set up a bug-free TS for modders, it was never intent to be a balance mod (though I've been tempted to get carried away).
I've left MaximumQueuedObjects bit lower (15) since TS has a very annoying bug. If you run out of money while a unit is about to begin its construction, the construction goes on hold state and doesn't continue building even if you get money again. Too many times I've ordered 10 tanks only to come back 5 minutes later to notice only 1 have been built. A lower limit might make you check the construction progress more often.
Posted: Sat Jul 03, 2010 10:11 pm
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
For the third time: I've removed all optional additions (I'm getting really sick of saying those two words).
As for the build Queue bug, that's always existed, regardless of how great the value is. It's in Vanilla TS and Red Alert 2.
I thought raising this limit was part of the core changes. Personally I do think MaximumQueuedObjects should be raised by this "patch" since 5 is just an artificial and quite annoying limitation. Was just saying have to be careful with the limit because of this bug. Sure it happens in Red Alert 2? I don't ever recall having it happen in there.
Posted: Sat Jul 03, 2010 10:33 pm
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
The bug is always there regardless of the value (unless you only allow yourself to queue one unit at a time like in TD), it's annoying but there isn't much that can be done about it. Yep, I'm possitive it's also in Red Alert 2 (Not sure about Yuri's Revenge) cause it's cost me more than one game online.
After trying the patch,I found all my skirmish maps going in english.
I figured it was because of missions.pkt,so I went around in .mix files and gathered the data to make my own missions.pkt with the french names.
I know the quantity of persons interested by this AND coming in this forum must be incredibly low ,but I still share it just in case.
Something that bothered me with this patch is the harvester harvesting animation.
That green smoke isn't good,it looks more like tiberium gas,and it feels really wrong when harvesting blue tiberium.
I tried to put back the old harvestr.shp,and I find it better: gray don't feel weird,and it even seems smaller,like if it had better transparency (maybe it just blend better with the harvester )
edit: I checked in that some more,taking screenshots and comparing them.
After all,there doesn't seems to be any real transparency difference.
I looked for things in rules.ini or art.ini,workarounds and/or enhancements using the wrong palette,that would have been proofs that it would be a hack rather than an error,but I didn't find those.
Yet it's still possible this "error" was made of purpose (I don't know if it would be hard to get the same gray on the normal palette),there are unfinished things,hacks and workarounds in this game after all.
I will keep the "wrong palette" version.
I don't create a new post to say all that,since considering this fix right or wrong will depend on the feedback about it.
Posted: Sat Jul 10, 2010 11:57 am Last edited by Cantdrawbutmod on Tue Jul 13, 2010 12:34 pm; edited 1 time in total
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Aro Alcohol Fueled
Joined: 10 Sep 2006 Location: Birmingham, UK
You are aware that the harvesting animation was actually in the wrong palette right? The green color is how the animation was originally supposed to look. But of course you could always change it back to being in the wrong palette if that's how you prefer it.
Oh, a bug you need to write off is all the mutant infantry (MUTANT, MSGT, and MWMN) use a fire anim for their weapon while they still crawl and thus need it removed. The Mutant and Mutant Sargent SHPs have a firing anim build in but the Mutant Soldier needs one, I believe I posted a fixed SHP in the SHPs section here that added a firing animation.
I just notice that another problem with this patch icon not darken when build building.
I check around problem is from "darken.shp" in ecache02.mix. Is this mistake?
TS.PNG
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Posted: Thu Aug 05, 2010 4:13 am
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Paranoia Sargeant
Joined: 04 Aug 2007
That cuts down a heap of lag. Certainly is not a mistake.
Posted: Thu Aug 05, 2010 5:52 am
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Darkstorm Tiberian Beast
Joined: 20 Jan 2008 Location: Unknown
Yeah, TI has a similar fix. Anyhow, you may want to change it to something so you can see if you've already build a hero or the hero is dead yet. Other than that, basic building has no use for it.
Posted: Thu Aug 05, 2010 7:35 pm
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FurryQueen Cyborg Soldier
Joined: 24 Jul 2010
So that's what darken.shp was for. I never actually realized its significance.
Posted: Thu Aug 05, 2010 8:45 pm
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Yeah, try building pavement a few times and you should notice lag.
Posted: Sat Aug 07, 2010 5:39 pm
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GameMaster0000 Flamethrower
Joined: 23 Mar 2006 Location: Thailand
Maybe just my PC, I never have issue of lag that cause by darken.shp. I change game speed to 1-6 speed I never notice any lag.
Posted: Sat Aug 07, 2010 6:33 pm
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Lin Kuei Ominae Defense Minister
Joined: 16 Aug 2006 Location: Germany
Me neither, but some have much more problems with lag.
And not only caused by darken.shp, but by transparent stuff in general like transparent explosions or fading out traileranims.
The same is true for the bright glow effect caused by explosions. While I don't have any lag at all even with hundreds of them appearing at the same time, do others from the TI staff have lags with these too, that's why we had to disable the weapon glow completely for TI.
Joined: 24 May 2004 Location: Flanders (Belgium) Posts:300000001
Aro wrote:
For the third time: I've removed all optional additions (I'm getting really sick of saying those two words).
As for the build Queue bug, that's always existed, regardless of how great the value is. It's in Vanilla TS and Red Alert 2.
It's even been in C&C1 and RA1, before the build queues. If you have no money at the moment a unit starts building, it goes on Hold. Heck, in Dune II, automatic construction continuing didn't even exist; you ALWAYS had to manually restart them if they stopped due to low funds.
Posted: Sat Aug 07, 2010 11:23 pm
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GameMaster0000 Flamethrower
Joined: 23 Mar 2006 Location: Thailand
Found more bug on FS mission
- FS Nod mission 7, CABAL's core house is no power result is Firestrom,Laser Fence and base defence is shutdown.(Both UMP and vanila)
- FS Nod mission 8, when CABAL house finish build his base. Result is Low power due not enough power plant.(Both UMP and vanila)
- FS Nod mission 9, Elite Cadre no icon.(Only on UMP)
Posted: Thu Aug 12, 2010 3:10 am
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GeckoYamori Chem Warrior
Joined: 06 Jun 2004 Location: Sweden
So it was the darkened icons all along that caused such massive slowdown when building stuff? I never knew that.
Posted: Thu Aug 12, 2010 11:39 am
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Nyerguds General
Joined: 24 May 2004 Location: Flanders (Belgium) Posts:300000001
GameMaster0000: Not sure if he cares much about pre-existing mission bugs... this patch is made as clean slate for mods.
Posted: Thu Aug 12, 2010 12:13 pm
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Crimsonum President
Joined: 14 Jul 2005 Location: Land of Finns Dragons: Cool!
GeckoYamori wrote:
So it was the darkened icons all along that caused such massive slowdown when building stuff? I never knew that.
Yup. Not just the darkening layer, but also the clock animation that are drawn on the icons slow the game down (not that significantly in older computers).
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