Tiberian Sun Retro 1.21 has been released!
This is basically a patch to make TSR 1.2 how it was intended to be (bug free) when released, Tiberiumsun.com IS down again but you can still download the new TSR v1.21 from several places
This fixes the following:
-Fixed the Internal Errors which kept coming up (woohoo!)
-Warheads of the missile weapons have now all been fixed
-Excessive map now playable (TSR's best map made by Dad_A_Tude)
-Railgun warhead now destroys infantry
-The Nod Deployed MSA now has the animation that the GDI one has
-Disruptor turret repositioned
-Buggy turret repositioned
-Build requirements of the GDI Mobile War Factory changed so it can now be built
-Tiberium fiend no longer becomes a running flame guy on Dogma Day Afternoon map
-EMP charging EVA voice is now fixed
-Fixed the fire issue with barracks which causes it to indefinitly stay alight
-New voxel added: Recon Bike
-New map added: Crevasse
Tiberian Sun Retro 1.21 Full version is available at the following:
If ppl could help get the word around about these links it would help greatly as there will now be alot of people arriving at the TSR site and finding error 404
Anyway thanks and enjoy playing TSR as it really should be (bug free)
thanks
-SMIFFGIG
Posted: Wed Jan 14, 2004 2:49 am Last edited by SMIFFGIG on Mon Nov 15, 2004 5:42 pm; edited 14 times in total
btw the URL on the TumSun front page (with the temp downtime message) is wrong. (it says ppm.com should be .net)
Posted: Wed Jan 14, 2004 1:16 pm
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Banshee Supreme Banshee
Joined: 15 Aug 2002 Location: Brazil
Note: I've fixed all links.
Posted: Wed Jan 14, 2004 1:39 pm
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The DvD TiberiumWeb.com Webmaster
Joined: 30 Dec 2002 Location: Netherlands
Me too, on the welcome page of TumSun...
Posted: Wed Jan 14, 2004 8:23 pm
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Dad_A_Tude Medic
Joined: 05 Nov 2003 Location: Pennsylvania
This is amazing SMIFFGIG!
I've been thumped 4 times now by the AI. The amount of units gaurding the AI bases is unreal. I've been going up against 2 AI at a time and seems every time they like ganging up on me. You make them do that SMIFF??
The explosions are wild & sounds get 2 thumbs up. Other than that, I've been too busy keeping myself alive to check anything else out thoroughly!
Thanks for the new challange.
Posted: Thu Jan 15, 2004 6:29 pm
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The DvD TiberiumWeb.com Webmaster
Joined: 30 Dec 2002 Location: Netherlands
Hmm yes it's hard to beat the AI.. but not because they are good... they just clutter up their units inside the base instead of attacking.. i really think the AI of TSR needs some heavy work: when that's done, it will be perfect.
Posted: Thu Jan 15, 2004 7:54 pm
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SMIFFGIG Commander
Joined: 03 Mar 2003 Location: Great Britain
I agree dvd, very much so and that AI research that is going on (and WAS at TumSun) was VERY interesting
however it is no longer a priority the AI is vastly improved over standard TS which moves it up a level in the less priority section.
Everyone likes the TSR AI
they should do an actual ATTACK, you know.. it makes gameplay GREATLY more fun. Defending against an AI that uses smart tactics, like sub apc, killing your harvesters, using stealth stuff etc is a lot more fun than building up your army and then try to destroy the AI base + defending units.
p.s. this is constructive critisism..
Posted: Thu Jan 15, 2004 8:55 pm
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SMIFFGIG Commander
Joined: 03 Mar 2003 Location: Great Britain
I agree, but its not currently a priority
and a have to admit AI and map nodes triggers etc are not my strongest aspect (although i know enough AI, i would need to learn more to make them truely decent)
I've had the AI send in APC's to my base, loaded with engineers, troops I think I've even had a cyborg commando one time...
I've also had GDI send Juggernaughts, in groups of 3-4. With one slightly behind, to defend the others.
And, I've also had two Nod AI's launch both Meteor Storms and Multi-missiles at me, at the exact same time on my base..
*lol* EVIL!
Posted: Thu Jan 15, 2004 11:00 pm Last edited by Muldrake on Thu Jan 15, 2004 11:02 pm; edited 1 time in total
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The DvD TiberiumWeb.com Webmaster
Joined: 30 Dec 2002 Location: Netherlands
Muldrake wrote:
I've also had GDI send Juggernaughts, in groups of 3-4. With one slightly behind, to defend the others.
That last juggernaut just was a bit behind because it was at the other end of the AI base when they started their walk towards your base..
Muldrake wrote:
And, I've also had two Nod AI's launch both Meteor Storms and Multi-missiles at me, at the exact same time on my base..
*lol* EVIL!
This is independent from AI..
Posted: Sat Jan 17, 2004 4:50 pm
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rogue4567 Rocket Cyborg
Joined: 02 Jan 2004 Location: at the computer
a map still doesn't work and I wanna play that map
If not i will personally come round to your house and kidnapp the one named 'Giggany'
that is all.......
Posted: Sat Jan 31, 2004 10:59 pm
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FinalMoon Tiberian Fiend
Joined: 21 Apr 2003
Er-Hem,
First of all, it's one map. You have like 15 others so, play them. And take screenshots.
Second, it may be a bug, but currently SMIFF is taking a much-needed break from working on 1.2 (it has been a while since he started on it...) And getting ready to begin work on 1.25.
The excessive map isn't exclusive to Retro, you can find it on Dad_A_Tude's site and tumsun (which should return soon, which btw, SMIFFGIG his hard at work on making sure it does...) So here's a thought. Download the map your own d*mn self, put it in your folder, and play it. I'll personally make sure SMIFF adds it to the list of bugs, but right now, it's not exactly at the top of all our to-do lists to fix.
Btw, this is only a problem with the 1.2>1.21 patch, if you download 1.21 full, you'll have it.
Posted: Sat Jan 31, 2004 11:28 pm
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Sporty_Thievz Civilian
Joined: 29 Jan 2004
i watched Smiffgig make some of this mod
Much needed break nimz
1.2 must of been hard work nimeth..... :WINK WINK WINK:
Posted: Sun Feb 01, 2004 12:00 am
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cheetboss Civilian
Joined: 11 Dec 2003
thats koo this new version realy dose get rid of the internal errors
.......... when do u think ull need beta testers ?
Posted: Thu Feb 05, 2004 3:47 am
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Pepzi Gauss Rifle Trooper
Joined: 26 Nov 2004 Location: The Martian Giza
SMIFFGIG, what about the issue with the jumpjet infantry? The SAM's won't shoot at it. Is there an update to fix that? Or can I alter the mod and do something to fix the little problem?
Edit: to fix the "BIG" problem, As it is an unfair advantage.
Posted: Wed Jan 05, 2005 5:51 pm Last edited by Pepzi on Wed Jan 05, 2005 8:53 pm; edited 1 time in total
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Clazzy Karma Police
Joined: 26 Nov 2002 Location: Algae Colony On Mars
I think Smiff removed the SAM=yes tag from the SAM Sites, causing the Jumpjet Infantry to be untargetable by them.
Posted: Wed Jan 05, 2005 7:48 pm
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pft1086 Light Infantry
Joined: 04 Dec 2003
You mean he added the tag in, which makes it unable to target Jumpjets. Why he did this, I'm not sure but he has his reasons. Maybe so Jumpjets are more than just scout units and actually have a chance to live.
Posted: Wed Jan 05, 2005 9:10 pm
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SMIFFGIG Commander
Joined: 03 Mar 2003 Location: Great Britain
This issue is fixed in 1.21
it was due to a WH which i edited in the last moments of 1.2 which had a ripple effect onto many things
My Bad
But considering it was fixed by me over a year ago, the very mention of it is comfusing
Wow this topic has 6000 views.. is there any thread that has more views?
Posted: Thu Jan 06, 2005 1:57 am
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Banshee Supreme Banshee
Joined: 15 Aug 2002 Location: Brazil
Meh... control your spam... Maybe the RotD download topic also has a lot of views... But this is a TS Retro forum...
I hope there will be a new version of this mod .
Posted: Thu Jan 06, 2005 2:23 am
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TiberianManiac Civilian
Joined: 23 Jun 2005
this is cool
Posted: Wed Nov 23, 2005 2:26 am
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Firefx Civilian
Joined: 09 Sep 2006 Location: In a pot hole hiding from kane
Wow it's been aaagggeeesss since i posted here, anyway, i have some problems with the new update, laser turrets turret is invisible, GDI's radar is...invisible with the exception of the rotating radar.
I know it's a huge huge, the biggest bump i have ever done in my life. i just realised that, sorry.
Posted: Sun Dec 24, 2006 2:24 pm
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Splicerxp Civilian
Joined: 24 Feb 2007
the good thing bout teh AI is the how they will destroy 1 enemy AI and then gang up on you so it gives you plenty of time before then too attack
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