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sgtmyers88

Tiberian Dawn Redux
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Everything posted by sgtmyers88

  1. Shhh! Thats part of my black magic game code to make the AI appear to use the Conyard System! lol And yes I added a quick fix for that which should help mitigate that issue. EDIT: Per FekLeyrTarg's request to arrange some multiplayer matches, I have updated all the .tdr files in the Dropbox to minimize the chance of desynchs. Be sure to update ALL your files.
  2. To address peoples issues with the game speed in the campaign missions and other maps being exceedingly fast, I have finally built in a game speed controller. I discovered this by accident digging through some user interface code in the menus and thru the gamedata.ini file. It actually works! I benchmarked it with FRAPS and by switching this on and off the game goes from 25-30fps to a blazing 65fps! The only downside is because of the way the options menu is hardcoded, you have to exit your ongoing game and return to the main menu to toggle this feature on and off.
  3. Good deal. Let me know if there are anymore problems or bugs to report. I will try to post the full version on ModDB possibly as soon as next week if there are no significant issues to report. EDIT: Did a test compile the other night and the Mod came out at a whopping 1.2 GB! Might have to strip out the videos and add them as a separate download.
  4. Yeah I think there is definately something wrong with your install. It might be best to manually delete your entire ZH folder and start from scratch. Make sure to re download all the files from the Dropbox folder including the entire Data folder. Welcome back.
  5. Latest update corrects issues with certain EVA announcements not being audible. Also added a new fast loading menu background and a few new high quality terrain textures. EDIT: Stealth Bombers for Nod actually use stealth abilities now. Example shots on the new fast loading menu and improved terrain textures:
  6. In the Generals TD Redux Mod I did this. Only holds two infantry. (for balancing) Same with the Humm-vee. The AI even does Engineer rushes with them sometimes. I noticed the comment on the 1st or 2nd page about the Mini-Gunner. Yeah that really got me too since the icon showed the unit holding a generic AR-15 type of assault rifle. This issue got brought up when I was making new cameos for the units a while back. In the mod I was tempted to just rename them Light Infantry like in TS. I wound up just using an image of a soldier holding a LMG as a compromise.
  7. No problem. BTW to anyone else who downloaded the Mod I uploaded a few updates to the .tdr and .bat files today. I am not sure if it says when they were updated on your end but for me it does. Its the AI INI and MAP .tdr files. And I added a reset/warning feature to the .bat files per fir3w0rx request.
  8. The first one is an issue with the bloom effects. Turning down the brightness might help. Otherwise I might look into it more. My Dropbox is full so I was unable to get all the videos uploaded. However I might be able to get a couple of the smaller clips uploaded as I have been experiencing issues with the audio desynching in the videos. It might just be my system doing it though. But I will need to try other systems to confirm this. As for the rest its an issue with the Generals SAGE engine hard coding not liking the black magic programming I used to splice in the old C&C gameplay. The music issue is present in vanilla Generals too but the next track does eventually play. I guess the pauses in between tend to vary on other systems.
  9. Is it possible to post screenshots of the first two issues? Of course with the first issue in Skirmish/Multiplayer mode that's a normal feature as it is that way in Generals. (Referred to as simply "fog") However special scripting should have enabled the black shroud for all the campaign missions. As for the third the remaining forces are supposed to be scripted to hunt you down after a while. Often triggered when you capture or destroy their base. It might need to be adjusted. And yes scaling can sometimes be difficult when translating a 2D map to 3D.
  10. I had to share these awesome photos of an aurora over an A-10 base in Estonia. Ironic isn't it? That's one of the nations featured in C&C1. The green glow of the aurora over these A-10's really gives the feeling of Tiberian Dawn here. Ive been tempted to Photoshop them with GDI logos. Full Album: https://www.facebook.com/media/set/?set=a.986715541372382.1073741890.510032282374046&type=3
  11. lol one of the last remaining placeholder models from that game. I need to figure out the WW Skin technique used in SAGE to get a working animation for a new model but its been low on my priorities. Still surely its better than those ones in C&C3 which look like three legged pigs? I always thought the idea behind visceroids was that they were supposed to be blobs of mutated organic lifeforms.
  12. Yeah when the mod releases with an installer built in, it will replace the .bat file for the user with a shortcut with the classic C&C Icon that will be used for launching the mod. If you notice there is also a .bat file that is called REPAIR ZH which can be ran in the event the Mod .bat file fails to reset or gets closed prematurely. Correct. And there are Vein Hole Monsters too that can be hazardous to your forces.
  13. Speaking of harvester bugs, to this day this gem of a bug makes me LOL. See Post #4 http://cnc-comm.com/community/index.php?topic=610.0
  14. Thanks for the detailed information. Sounds like a lot of what you found are unfortunately game engine limitations that have been issues in the past. Sadly nothing can be a 100% remake. But this project has been going on for almost 10 years and I have tried my best to get it as accurate as possible for what it was in its time a state of the art 3D game engine. lol 1.) Have not encountered this particular audio bug but I think I already know how it can be fixed if I can determine the code which I think is causing it. 2.) Known issue and I am aware of another bug preventing the MCV from properly "turning" and simply deploys in its current position so you have to manually turn it around to the direction you want before placing the building. So far its unfixable due to the unique coding tricks required to make the traditional Conyard System work. Making a boundary is somewhat possible but I just went with the rule of thumb of the original by only allowing construction to be directly adjacent to your existing buildings which is about 2-3 tank lengths in what would translate to being the "placement map tiles" from the original. 3.) Well known game engine glitch, yes its kinda annoying but people have gotten used to it. The Refinery, Temple and ACC had to use this same button system to get their stuff to work properly and this was also done to keep the AI from breaking. It is pure speculation as to why it does that. It is also because of the AI that the MCV is built at the Conyard. Even with the new AI not using MCV's as dozers unlike in previous incarnations of the mod it still has to have some kind of "Dozer" unit available in the command menu to start or it wont build anything. I am assuming its hardcoded into "command center" structures which the Conyard replaced. 4.) Probably a minor map AI scripting bug. (you can set the aggressive/retaliation settings for each individual soldier and vehicle on the map) A checkbox enabling it probably got unchecked by accident. 5.) Game engine limitation, but ironically a lot of the harvester AI issues from the original C&C got replicated here too. Including Lazy harvesters parking and "sleeping" at a Tiberium field or wandering off to get massacred by the enemy in order to find a "shortcut". Also to compensate the Engineer is basically the Hijacker from Generals. I know it means you have to have teams of two which is $1000 but it was the best way to compensate. For this reason the Refinery refunds your $500 for the extra engineer you had to train when you capture it. 6.) Odd, I thought I disabled that. 7.) Old versions of the mod did type it out to display like it does in Generals but people complained that it was annoying to see. Cannot make everyone happy I guess. lol It can be brought up by hitting the TAB button on the keyboard. Also the mission briefing videos do exist for this mod but are not available for download since my dropbox account is full thanks to the other mod game files. 8.) This has been discussed in the past as a game engine glitch but it was argued by some to be a useful indicator in letting the player know he has an "inactive" building that needs to be switched on. So it was left as is. 9.) Generals does not "officially" have a silo mechanic. Instead, silos serve as trickle cash generators like the GLA Black Market in Generals and they also serve as valuable targets for Engineers. If you capture the silo you also steal $1500 from the opposing player for each silo captured. This is recycled Chinese Hacker code from Generals. Engineers have been adapted to be VERY handy in this Mod verses their C&C1 counterparts. 10.) Graphics Glitch due to the new graphics update I implemented in 2009, wont be fixed without removing the black shroud which would ruin the campaigns. 11.) Could be possible to implement. Not sure if I tried to do this in the past without issues. All in all it has been an interesting challenge to adapt a once state of the art game engine using non traditional C&C game mechanics and upgrading the visuals while using a bit of ingenuity to make this mod work with the Generals game mechanics as a decent emulation of the original C&C.
  15. Just did a couple hotfixes in the INI code and on a couple maps. If you already tried downloading 00_CCTDRDXINI along with the 00_CCTDRDXMAPS file. Try to download them again.
  16. As of December 2015 this is the official bug reporting thread for beta testers and the general public to use in order to avoid necroposts in older threads. Finding bugs with C&C Tiberian Dawn Redux? Here is a detailed description of some of the issues that you may likely encounter if you are playing the Mod. Q1.) Why are Engineers re-usable? A1.) They are not when you use them on enemy buildings. This bug occurs when you try to capture a tech building. This appears to be a game engine issue. Q2.) Why do my harvesters sometimes stop working after a while? A2.) This is an odd AI bug that occurs when you build your Tiberium Refinery using the Construction Yard System. But harvesters are also known to periodically stop working after they reach a Tiberium field. I have seen this bug in the original game and it is intriguing that it has been replicated here in the mod as well. Q3.) Why do my units run through each other and through the buildings or simply seem to "push" them with no effect? A3.) This is another random bug that I have concluded to be a game engine defect and an AI pathfinding issue. This may sometimes cause lag if the AI controlled units get stuck. Q4.) MCV's sometimes do not point them selves in the right direction and deploy directly. A4.) Game Engine bug. Possibly unfixable as no solution has been found to date. Q5.) Why does the music stop working? A5.) Technically it doesn't. If there is a long pause between tracks it might just be the game slowing down. Game time is bound to frame rate and the music tracks are controlled by timers to tell the scripting system that is is OK to play the next track. Q6.) I cannot get structures to build with the Conyard which says "Cannot Deploy Here". A6.) Either the terrain is preventing you from building or you are building too far from an existing building. Just like in the classic C&C you can only build directly next to your existing structures. Q7.) The Campaign Videos are not playing and the Main Menu is a static image with no animations. A7.) If you did not download the "Lite" version of the Mod which contains no videos, make sure to set generals.exe to Windows XP SP2 Compatibility mode. Hope this helps. -sgtmyers88
  17. The new 1.4 beta is uploaded to a dropbox account. Some of you already know which one. If anyone wants to test it PM me for the link. Otherwise expect a PM from me shortly to those who I know are testing.
  18. Updates posted over at ModDB and Facebook! I promise I will get this up soon for you guys! http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/images/enhanced-atmosphere1
  19. Sorry I haven't gotten around to getting the beta up. Got busy again. However I did take some time to retweak the AI so its not as dumb and lazy early in the game. Plus I also made some fixes to the AI where it failed to build certain buildings and whatnot. It also uses my conyard system now which sped up base construction quite a bit. But that is to be expected since the AI is not wasting time waiting on slow lumbering MCV's to get from one place to another as a "Dozer" to construct the buildings.
  20. Interesting coincidence considering I started working on Tiberian Dawn Redux again over the past year thinking it was gonna be the only TD themed mod still alive on SAGE. I'd give them a hand if I didn't have a heavy workload with real life and knew C&C3 a bit better.
  21. If the vehicles get exposed to the beam long enough it "kills" the crew allowing the enemy vehicle to be hijacked. If anyone is familiar with C&C Generals I recycled the Jarmen Kell Vehicle Snipe logic to make this work. Also the XO Powersuit is available as well but its expensive and requires the Adv. Comm Center which usually wont be available until late in the game.
  22. you mean the Disruptor Tank from Tiberian Sun? Nope. http://cnc.wikia.com/wiki/MGT-1A_microwave_gun_tank haha I actually brought that unit to life in the TDR Mod. With some differences. The only other known reference to it is a 20 second cutscene showing two GDI tanks getting hit by a beam and getting disabled
  23. I know its getting harder to tell, but yes it is. And thank you.
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