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  1. This is a solution to become a CnCNet host server in linux servers that have systemd for service control (Debian, Ubuntu,...): Do it as a root or add 'sudo' before every command: apt-get install libmono-system-core4.0-cil mono-runtime useradd -m cncnet wget -O /home/cncnet/cncnet-server.exe http://downloads.cncnet.org/cncnet-server.exe chown cncnet:cncnet /home/cncnet/cncnet-server.exe wget -O /etc/systemd/system/cncnet.service https://files.catbox.moe/z7y3nd.service # Change 'my new name server' to your own server name sed -i 's/My cool server/my new name server/g' /etc/systemd/system/cncnet.service systemctl daemon-reload systemctl enable cncnet.service systemctl start cncnet.service Make a service is better than crontab for auto start solution! This topic is related to https://forums.cncnet.org/topic/6325-how-to-host-a-cncnet-server/ cncnet.txt
  2. Hi there. I am working on my second Singleplayer Mission for Tiberian Sun but I have hit a snag. It won't load it gets to "involving factions" in the level loading list and an internal error pops up. I thought I had set up the Houses correctly? The layout of the map is done and I have done most of the trigger work finished ready to test but it won't load up. Could anybody help us out. Please? Regards. nodmission2.map
  3. Hi everyone! As I'm sure you all know, TS had a rough release, with lots of features either not fully polished, or cut from the game entirely. This includes features that WW clearly was not happy with, since they greatly altered them in RA2 (Jumpjet Troopers vs Rocketeers, just to name one example). I recently introduced a friend to these older C&C games, and while he likes TS, we both could not look past a lot of shortcomings. Thus, I wanted to know if there exists a mod that tries to fix/restore the content of the game to improve gameplay, i.e a sort of "quality of life" mod. I know there's plenty of total conversion mods and "remasters", but I'm looking for something that sticks as close as possible to the original, and merely improves on the less impressive features. TS Retro is a good example, introducing some neat features and fixes, but I'd prefer a mod that doesn't add new content (beyond stuff that was meant to be in TS in the first place) Below I listed a few of the bigger issues we had (we gathered them based on the GDI campaign, didn't get to the Nod campaign yet, so it's not fully comprehensive): Orca Fighter (serious AI issues, and you need dozens of them to kill something reliably, I can assume the Nod Harpy has similar problems) Jumpjet Troopers (they take forever to get in position and shoot at anything, require constant micro to stop them from landing and getting killed) Air units in general being horrible at revealing terrain and having awkward mobility Anti-armor weapons dealing pathetically low damage to infantry, and non-AP weapons doing almost nothing to armor Flames and railguns getting caught on slopes Unit voices (not enough variety, the TS Retro mod had an amusing solution for this) Firestorm walls do not work This is all that came to mind off the top of my head. Any suggestions?
  4. CnCNet Client The map browser (left click the map preview) supports now mousewheel scrolling and category selection via mouse button 4/5 Tiberian Sun A bug was fixed that could give players an unfair advantage 2 New hotkeys were added, ChatToAllies (default: Backspace) and global chat is now available via Return (same as F8) Red Alert The limits have been raised, Infantry:500->550, Buildings: 600->650, Aircrafts: 100->150, Units: 500->650, Vessels: 100->150 A bug was fixed that caused the game to glitch (Crash/OOS/Disconnect) when the unit limit was reached, sidebar icons will not gray out anymore when the limit was reached and you don't need to right click to be able to build again 2 New hotkeys were added, ChatToAllies via Backspace and global chat is now available via Return (same as F8)
  5. Hi! OSX Mojave user here. I tried installing the SP campaign, etc for Tiberian Sun today and I got this strange popup: "Linux/Mac: Please make sure either Wine+winetricks dotnet 2.0 or Crossover is installed to be able to play online". I tapped OK since I'm not going online, then it gives me the list of things I want to install. I select all, and it won't install them. It gets to 99% and says it can't install them, so I uncheck everything and just select Single Player missions. it works! Weird. Map editor installed fine too on a second go-around as well as desktop shortcuts. It seems to not want to install music or movies... grr. So it goes back to the main menu and I pick Single Player, and I just get the Tiberian Sun main menu in an all-black screen (I can hear the ambient music, the buttons when I roll my mouse over them, but it's just all black). What's the deal here?
  6. I'd like to explain some of the new units that have been uploaded recently: a package full of (most) fan made voxels and animations (infantry, vehicles, buildings, weapons, terrain), created over the years and years since TS started. Some of you already have seen some maps with these, and so far they're mostly test maps. Any map with the word 'VXLS' or 'Voxel' is a (test) map with some of them. http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VOXEL http://mapdb.cncnet.org/search.php?game=ts&age=0&search=VXLS THeyre also in these (copy /map and code into cncnet) : /map e917eed3aa50bef39f6f265c9c690b788cd3de9e  Fortress Tower Forest [4] /map 58b6f72c996c3e80d21d68270f6ab68b3db43576  Fortress Tower Forest 2 /map be2dacfcea0e3d1dd522abc75fe1e31b8f01dfea  King of the Jungle /map 92c384a01632dc2a8de4a94f41a30ef5c1438f1e  TowerDefense Rally RACE! Jungle [V1] /map 4f573c8775f769ec4ec02b83b5af98e2009011b0  Oil Derricks but if you wanna peak at all of them, try this one: /map d77a5b52251353621a58cfa79c8130ae6b858542  Voxel Arena - All new models v1 All you need to do is open the map file (with wordpad) and pick the one you want, and copy it in your map. If you want to do it more efficiently, download XCC Utilities and open XCC Mixer, and browse to \CnCNet\TiberianSun_Online\MIX\expand11.mix, so you can see the unit (VXL or SHP file) and its name, and you simply Use "Image=" on your modded units or structures, or use animlist= for different explosions For Example we want CYBORG to have the image of the zone trooper, then we add this into your map: [CYBORG] Image=ZONE But ofcourse we can add the Zone trooper in our map as a new infantry as well. As for all the other ones. Please look at some modding tutorials on how to do that I will use this topic to explain more about it, but i'm glad i finally started this lol, for now, i will answer any question and will help you getting you the right codes for your mod. Oh and if you are a creator of one of these animations please tell me so we can give you credit, or tell me if you want it removed!
  7. I was playing Tiberian Sun, (as it is my favorite game in the Tiberium series.) and I noticed some problems, mainly this one. I was playing TS's First Decade release patched with TSpatch and running it using the automatic/GDI renderer. On my first attempt to play the GDI campaign, the game took longer than expected to load, but the first mission worked fine, but afterward the score screen had some graphical ghosting issues, but it didn't mess up anything, I moved on to the second mission and everything went fine in till the end, when "mission accomplished" was supposed to appear, the screen went white, the CGI cutscene plays, then the game automatically closes. I made one more attempt and the same happened minus the glitchy score screen. IDK what's happening, can somebody please fix this or tell me how I can? Please respond soon. Thank you.
  8. Frequently Asked Questions Game Specific Red Alert 2 & Yuri's Revenge Unable to set Video Mode The updater launcher will not exit .NET Framework 3.5 and 2.0 are required, but windows 10 won't download it. All games How do I add custom maps? I just downloaded CnCNet, or updated and my anti-virus flagged it as a virus CnCNet has been blocked by my anti-virus or is showing as a virus My game is slow, shows a black screen, or gameplay is choppy
  9. I recently updated my MacBook to macOS Mojave, and after the update the CNCNet application simply doesn't work. I've been trying for days now, but to no avail. I even tried to uninstall and install the application again, but nothing works. Is this something that you are working on? I really want to play some good old Tiberian Sun Also; are there anybody else with the same problem out there?
  10. Hello all, I am having an issue with the game, the title is somewhat self explanatory but I will give a bit more detail. All the files seem to be in the right place, going through all the MIX files doesnt show anything out of the ordinary, to my eyes anyway. Regardless of what Mission I start I always get the initial video - for GDI the Space station with Darth Vader starts for every GDI mission - NOD the dead soldier with the smashed helmet for every mission. The final mission videos seem to work however. Which ini/mix/text file do I edit to get the videos to play properly? Thank you
  11. I'm trying to make a super difficult AI to fight. I tried editing the rules.ini section like WarFactoryLimit = 100, or something like that with all the structures. But it doesn't build more than a certain number of structures. How would I make it build say, 10 refineries? I've been searching alot and haven't found any answer. Thanks for your help.
  12. NOTE: THIS IS TESTED AND WILL WORK ON CNCNET ONLY. SKILLS IN MAP FILE EDITING AND TRIGGER AND MODDING KNOWLEDGE IS REQUIRED. INTRO I've used Lin Kuei Ominae's "Ion collector" as oilderrick in map. it seems perfect for TS's form of RA2's oil derricks It makes for very interesting gameplay in TS, so far many people online really enjoyed it. Rampastring's Spawn patch and Give Credits trigger make so much possible, and this is just a glimpse of it. It's been tested on 3 maps so far, and has potential to be added on standard maps as well, just for fun. On these test version, the Ion Collectors will give you 100 credits every 10 seconds, and some power. Its a nice bonus, and even if you can keep your collector for 50 (tibsun) seconds, after its being hijacked by someone else, you at least have your engineer money back, and had the ability to build next to it. Of course the entire building is modifiable, right now its immune, can't be sold and you only need 1 engineer to capture it. (despite multi engineer) This is a nice map i found from the mod "The Second Tiberium War", just cuz i thought it was so pretty, i added them there to test and its a pretty smooth 1v1 gameplay This map are 2 more with these are in the attachments below. Note that these still have the testing 100$ per 10 seconds, and lots of power. in This tutorial on the other hand, reduced to $85 and little power. TUTORIAL Since it takes a big load of triggers to create the oil derrick logic, i figured to make it easier on everyone else, and provided a simple way to get them in your map. It is to simply copy paste the trigger codes in your map file. And attach the triggers (in Final Sun) to the building. (I also added a second approach in the attachment RAR file, using XCC_INI_CLT) THIS IS 1 SINGLE OIL DERRICK! DOWNLOAD OILDERRICK.RAR FOR 1,2,4 AND 8 OIL DERRICKS! [b]; If you already have triggers, Just copy paste the content under Tags, Events, Triggers, and Actions below your existing ones. ; This content includes [Houses], make sure you don't double copy it[/b] [Triggers] 01L10002=Neutral,01L10020,attach to Oilderrick#1,0,1,1,1,0 01L10004=Spawn1,<none>,Oilderrick#1 - spawn1,1,1,1,1,0 01L10006=Spawn2,<none>,Oilderrick#1 - spawn2,1,1,1,1,0 01L10008=Spawn3,<none>,Oilderrick#1 - spawn3,1,1,1,1,0 01L10010=Spawn4,<none>,Oilderrick#1 - spawn4,1,1,1,1,0 01L10012=Spawn5,<none>,Oilderrick#1 - spawn5,1,1,1,1,0 01L10014=Spawn7,<none>,Oilderrick#1 - spawn7,1,1,1,1,0 01L10016=Spawn6,<none>,Oilderrick#1 - spawn6,1,1,1,1,0 01L10018=Spawn8,<none>,Oilderrick#1 - spawn8,1,1,1,1,0 01L10020=Neutral,01L10022,Oilderrick#1 Captured by 2 ,0,1,1,1,0 01L10022=Neutral,01L10024,Oilderrick#1 Captured by 3 ,0,1,1,1,0 01L10024=Neutral,01L10026,Oilderrick#1 Captured by 4 ,0,1,1,1,0 01L10026=Neutral,01L10028,Oilderrick#1 Captured by 5 ,0,1,1,1,0 01L10028=Neutral,01L10030,Oilderrick#1 Captured by 6 ,0,1,1,1,0 01L10030=Neutral,01L10032,Oilderrick#1 Captured by 7 ,0,1,1,1,0 01L10032=Neutral,01L10162,Oilderrick#1 Captured by 8 ,0,1,1,1,0 [Actions] 01L10002=9,14,0,50,0,0,0,0,A,53,2,01L10004,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10004=1,106,0,50,85,0,0,0,A 01L10006=1,106,0,51,85,0,0,0,A 01L10008=1,106,0,52,85,0,0,0,A 01L10010=1,106,0,53,85,0,0,0,A 01L10012=1,106,0,54,85,0,0,0,A 01L10014=1,106,0,56,85,0,0,0,A 01L10016=1,106,0,55,85,0,0,0,A 01L10018=1,106,0,57,85,0,0,0,A 01L10020=9,14,0,51,0,0,0,0,A,53,2,01L10006,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10022=9,14,0,52,0,0,0,0,A,53,2,01L10008,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10024=9,14,0,53,0,0,0,0,A,53,2,01L10010,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10026=9,14,0,54,0,0,0,0,A,53,2,01L10012,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10028=9,14,0,55,0,0,0,0,A,53,2,01L10016,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10030=9,14,0,56,0,0,0,0,A,53,2,01L10014,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10004,0,0,0,0,A,54,2,01L10018,0,0,0,0,A 01L10032=9,14,0,57,0,0,0,0,A,53,2,01L10018,0,0,0,0,A,54,2,01L10006,0,0,0,0,A,54,2,01L10008,0,0,0,0,A,54,2,01L10010,0,0,0,0,A,54,2,01L10012,0,0,0,0,A,54,2,01L10016,0,0,0,0,A,54,2,01L10014,0,0,0,0,A,54,2,01L10004,0,0,0,0,A [Events] 01L10002=1,1,0,50 01L10004=1,13,0,10 01L10006=1,13,0,10 01L10008=1,13,0,10 01L10010=1,13,0,10 01L10012=1,13,0,10 01L10014=1,13,0,10 01L10016=1,13,0,10 01L10018=1,13,0,10 01L10020=1,1,0,51 01L10022=1,1,0,52 01L10024=1,1,0,53 01L10026=1,1,0,54 01L10028=1,1,0,55 01L10030=1,1,0,56 01L10032=1,1,0,57 [Tags] 01L10003=2,ATTACH TO OILDERRICK #1 1,01L10002 01L10005=2,Oilderrick#1 - spawn1 1,01L10004 01L10007=2,Oilderrick#1 - spawn2 1,01L10006 01L10009=2,Oilderrick#1 - spawn3 1,01L10008 01L10011=2,Oilderrick#1 - spawn4 1,01L10010 01L10013=2,Oilderrick#1 - spawn5 1,01L10012 01L10015=2,Oilderrick#1 - spawn7 1,01L10014 01L10017=2,Oilderrick#1 - spawn6 1,01L10016 01L10019=2,Oilderrick#1 - spawn8 1,01L10018 [Houses] 0=GDI 1=Nod 2=Neutral 3=Special 50=Spawn1 51=Spawn2 52=Spawn3 53=Spawn4 54=Spawn5 55=Spawn6 56=Spawn7 57=Spawn8 Save, Open Final Sun and Attach #Oilderrick1 to your oilderrick building! To Change the amount of credits, Select all copied lines under Actions, Replace all: ,85, replace with ,youramount, To change the delay between credits, select everything under Events, Replace all: ,10 replace with ,youramount (Using notepad++ you can select columns holding ALT Now to add your Charge Collector, copy these codes in your map, if you already have mods or imported rules.ini in your map, then make sure you don't double up on [Animations] and [BuildingTypes] (YOU CAN SKIP THIS STEP IF YOU USE A DIFFERENT BUILDING) [Animations] 1045=ICCPP_A 1046=ICCPP_AD 1047=ICCPP_B 1048=ICCPP_C 1049=ICCPP_C2 [BuildingTypes] 277=ICCPP 278=ICCPPUP 381=ICCPPUP1 382=ICCPPUP2 383=ICCPPUP3 [ICCPP] Cost=800 Name=Ion Charge Collector Armor=heavy Owner=GDI,Nod Power=10 Sight=4 Crewed=yes Immune=yes Points=40 Adjacent=8 Strength=15000 Upgrades=3 Explosion=FIREEXPL MaxDebris=6 TechLevel=-1 Capturable=true Unsellable=yes ThreatPosed=0 TogglePower=no DamageSmokeOffset=300, 300, 450 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys [ICCPPUP] Cost=300 Name=Charge Collector Armor=wood Image=ICCPP_C Owner=GDI Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=-1 Capturable=no ThreatPosed=0 PowersUpToLevel=-1 PowersUpBuilding=ICCPP [ICCPPUP1] Cost=1000 Name=Charge Collector AI Armor=wood Image=ICCPP_C Owner=GDI,Special Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=9 BuildLimit=0 Capturable=no AIBuildThis=yes ThreatPosed=0 Prerequisite=BARRACKS,ICCPP PowersUpToLevel=-1 PowersUpBuilding=ICCPP [ICCPPUP2] Cost=1000 Name=Charge Collector AI Armor=wood Image=ICCPP_C Owner=GDI,Special Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=9 BuildLimit=0 Capturable=no AIBuildThis=yes ThreatPosed=0 Prerequisite=BARRACKS,ICCPP PowersUpToLevel=-1 PowersUpBuilding=ICCPP [ICCPPUP3] Cost=1000 Name=Charge Collector AI Armor=wood Image=ICCPP_C Owner=GDI,Special Power=2 Sight=1 Crewed=no Points=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 TechLevel=9 BuildLimit=0 Capturable=no AIBuildThis=yes ThreatPosed=0 Prerequisite=BARRACKS,ICCPP PowersUpToLevel=-1 PowersUpBuilding=ICCPP Make all the edits you want, there is a trigger that stops the money going when building is destroyed by C4. Use BridgeRepairHut=yes to avoid C4 ; Make sure you use Notepad's 'replace all' function (ctrl+f) And check "In selection only", AND ofcourse, if you mess something up just use CTRL+Z (undo) HOW THIS WORKS/HOW IT'S MADE If you want to make something similar, first make sure the client you use is updated with the latest hacks, so it will include being able to use Spawn locations in triggers, activating it by adding the [Houses] list in your map as listed in the code. Plus the give credits should be in the hack too. (TS-Client should have this, but have not tested this yet) To create a "give credits" trigger, you have to make sure you have the right edits in FSData.ini in the Final Sun folder. Under [Actions] number 106 should be: 106=Give Credits...,0,2,5,0,0,0,0,0,0,Give credits to a specific house.,1,0,106 Make this change and save if its not there. The triggers have been created with Final sun's, under Edit> trigger editor (with disabled beginner mode under Options), using 8 repeating triggers with events "Entered by" with spawn1 as parameter in the first triggers, spawn2 in the next, etc. all with Action "enable trigger", enabling each their own Trigger, the "give credits" loop, and also 7 disable all other houses credits loop. So the give credits loop need another 8 repeating triggers, Using event Time elapse, and action give credits. Make sure you have all the triggers options owner set to Neutral and repeating. Then you attach the "entered by spawn1" to your oil derricks, and in that same trigger's options attach the"entered by spawn2" trigger, and in that trigger attach spawn3, etc. You can download one of the maps i attached here, to check it out yourself and see how the trigger's work. So this how to create 1 single oil derrick and its logic, its alot of clicking i know, so I've used PTapioK's amazing time safer software "TSWaveMaker" To clone all the triggers use its ascending parameters to quickly clone them. But You could probably copy paste them (under lists actions, events, tags, triggers) and simply change the ID's (I use Notepad++, using holding alt and select the colomn i wanna change, then go to edit> column editor, that way you can quickly change a list of ID's) WHAT CAN GO WRONG? Using 2 different editor on the same file could delete your work. So Always make sure you Reload the file Each time you made an edit. Using a software like notepad++ will always ask you to reload it, Final sun does NOT. If this will crash its possible that the client you're using isn't up to date, for this is tested and working in CnCnet. I Made each oilderrick's trigger ID to start with "01L1", and the second "01L2", etc. so you should not have any trigger duplicates And once again, if you already have triggers, you have to cut/copy all content under [Tags],[Triggers],[Actions],[Events] or use my alternate way i used in the RAR attachment file Using triggers can always crash untested, and so its smart to test every little thing first. Or ever smarter, get a coach that knows alot about final sun. Me, Ptapiok, Humble, Skylegend, and many others don't mind helping you on on the discord sever https://discord.gg/CMMVFYk if you have any trouble what so ever. OTHER THEN ALL OF THAT, COPYING ALL CODES UNDER [Tags],[Triggers],[Actions],[Events] will most likely work (on CnCnet for sure). Download OILDERRICK.rar in attachment: arid chasm ion collectors.map conflict oilderricks.map GSO oilderricks.map OILDERRICK.rar
  13. Hello, I need help in regards of slow savegame loading and lately some random crashes. I searched alot the internet for a solution, but couldn't find one. I emphasize, that it effects only Firestorm, at least i didn't faced with the followings, while playing through TS. The game version, what i play, is downloaded from CNCNet, but the current game directory containes the file, which i listed in the attached txt file. Actually, even FS was working fine, until i reached the 7. GDI mission (The Cyborgs Are Coming). I used to save my game periodically and after some time, when saved and then attempted to reload the state, it took extremely long, which means about 1,5 hours! Once i was able to continue playing, after another bit of time spent, the reloading would took God knows how long, since after 3,5 hours i killed the Game.exe process. It looks like the game freezes, but in fact it doesn't, if one is patient enough, it'll be loaded sometime... In addition, until now only in this mission, i encountered with crashes unexpectedly twice, when a popup appeared and informed me, that the game cannot continue properly this way, etc., stc.. I also attached the crashlog. Even though, until this point, i played the game on a Virtualbox XP Pro SP3 machine - with 1,25 GB of RAM and the maximal 128 MB VRAM - and after several trials, tested the game on a Windows 7 Ultimate 32bit VM too (with 1,25 GB RAM and 256 MB VRAM). At last, now i'm running it on an old physical machine (CPU: P4 3.4 GHZ, 3 GB RAM, Geforce 7950 GT VGA) and after hours, i'm still waiting for the game to be loaded. I already tried every imaginable variations of config values (in sun.ini, ddraw.ini, aqrit.cfg), then even updated ddraw to the latest version ( It's also pretty weird, that even on the real PC, ddraw wouldn't use openGL rendering, only GDI, even though, the configuration is auto (attached a screenshot). One more thing worth to note, game starts to lag and slow down a bit sometimes, while i'm about after 65% of this mission. I thought, it's because of GDI rendering and the number of map objects and units, but earlier, there was already missions, with similar sized maps and number of units and everything worked fine then. All in all, i can't finish this mission and proceed to the next one, so i really need help. Thanks in advance. Regards, T800 tibsun_files.txt except.txt
  14. Final Sun Updates - Fixed Paint random trees - Fixed missing trigger numbers - Fixed Text triggers (Under [Actions], "11,4,1" should be "11,0,1") - Added Text triggers Tutorial & Auto-ally tutorial - Added Marble Mode - Beginners Mode already Disabled - Added all Spawn Locations - Free Radar enabled Utilities MapNameLinker (by ptapiok) A new tool by Ptapiok which allows you to see the real map names instead of the file names. Just Open up your map folder and Put it on alphabetic order by Pressing the 'Map Name' Tab. CnCnet gives all map file names horrible names, so thanks Ptapiok for this amazing time saver! TSWaveMaker (by ptapiok) Another GIANT time saver for if you're into AI mission,compstomp or tower defensive map making. You can organise and clone your teams & scripts, you can multiple select everything and give it ascending orders, plus there are some fixes and better explanations. Make a MASSIVE AI map in Just a FEW Minuts! Read about TSWaveMaker on https://ppmforums.com/viewtopic.php?p=531511 TibEd Do not allow this software to make changes to your map! Instead, just use it to look up the codes u need. All the codes you need are organised and easy to change, copy and paste into your map! (Install TibEd yourself) SunEdit 2k If you install this, you can open it in final sun, make easy changes to your units, and save it back into your map! it needs a serial after 1 month, but the maker gave us a keygen, which is included. TS & RA2 Tunnel Drawer v1.02 Create a Tunnel in Final Sun, then use this flash file to fix the code, tutorial: https://forums.cncnet.org/index.php?topic=6225.msg45922#msg45922 NOTE: Please check out all the tutorials on ppmsite.com and cncnet.com forum, also use the manual in final sun. DOWNLOAD: Utilities + Fixed Files to replace/add in finalsun folder: mirror 1 https://drive.google.com/file/d/0B6M2MyqeyRCzRjBKRWxVVTFPc2s/view?usp=sharing mirror 2 http://www.filedropper.com/fixutilities All files + Final Sun itself: mirror 1 https://drive.google.com/open?id=0B6M2MyqeyRCzeWVkUGlXMFlUS1E mirror 2 https://ufile.io/0653a UPDATED THIS, CHECK MESSAGE BELOW! (#comment-69076 ) Replacable files mapnamelinker and tutorial.zip
  15. I have problem with C&Cnet client using mods all force native screen resolution witch is 3840x2160 and i cant change it since it reverts manual change in ini file back to native and only way i can use custom screen resolution is by making ini read only. I add pictures of my problem i only hope that there is a way to fix this.
  16. Below you can find a tutorial about adding support for any mod to CnCNet. No matter if you created the mod or if it's a random mod you found somewhere on the internet. Make sure you check the README.txt. http://downloads.cncnet.org/ExampleMod.zip Works for Tiberian Sun, Red Alert and Tiberian Dawn.
  17. Wilko

    Blank screen

    I am trying to play Tiberium Sun on my mac book pro (I know not ideal for gaming but im using what I have). As soon as I start up the game from the menu I am met with a blank black screen, However, I can hear the game, select buttons, go through the menus but I can't see it. Ive tried to just install the skirmish/multiplayer version and ive started a game and all sounds normal, selecting units, music etc but I can't see it! Im running Mojave 10.14.1
  18. I just installed the "TSinstaller.exe" and I can't open any of the Main menu "I click on options button and it doesn't do anything" for Tiberian Sun? Note: there's no Information in the Documentation folder.
  19. First of all great project! It really bring back my childhood! But i have noticed the harvester trucks often stop harvesting with no apparent reason. I often buy additional harvesters but i do not think this has something to do with it. The harvesters just stop in the open tiberium field after filling or in the bay area of the refinery blocking other harvesters unloading or just out side the refinery. This resulting in me having to micro manage the mining operation. I have only played and experienced the phenomenon in skirmish battles. I have really enjoyed playing the old CnC games again. Thanks!
  20. Someone help me how make Ai attack in Final Sun Singleplayer Mission
  21. Current version: 1.13.3 (2019/03/21 16:28) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Full readme Source code: (C#) Sources folder Full list of supported types / games: WWFont v1: Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this) BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3: The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4: Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) Dune 2000 BitFont: Red Alert 2 (internal developed use only) Unicode BitFont: Red Alert 2 Original first post: As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now. So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too. Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file. Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls. Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable. Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette. It took a few tries to get it right. But, finally, I managed to get a saved file! No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result! It's starting to look good, no? At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor. It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is: Westwood Font Editor v0.4 The source code is in the folder too, for those who are interested.
  22. Hello, Since today i can not play online TiberianSUN anymore. I have always played from this computer. Today i even played TS. I made a break durring midday and when i come bac some hours later i coudnt open TS-Online anymore. The map editor and singleplayer works still fine. But when i hit the "Play Online" Botton i get an error message. I didnt changed anything on my Computer and there was no updates from anything. I deinstalled and re-installed it. I tried the original-version from cncnet and some Beta-Version. But the Error message is still the same after re-install. All .exe files have Administrator rights and i tried all compatibility. Some times i get the Error Message that it is a Virus or Firewall block it, and most times it showes "Tiberian SUN Launcher Error, Error: CnCNet not found! Are u launching this from the game directory?" Yes i launch it from there. I also tried to deactivated my anti-virus and firewall software. It still stays the same.
  23. Windows say i have a trojaner in - cncnet.exe - TiberianDawn_Online_installer.exe - RedAlert1_Online_installer.exe
  24. Twice in a row now me and my mate have been playing a online game of Tiberian Sun, Both time we have had a connection error just before i was about to attack the enemy base about 1.5hrs into it which then kicks us out of the game together leaving us on our own, anyone else had this issue as it is really annoying as we are yet to successfully finish a game together. Thanks Runamrk
  25. This is a little topic to point you to some C&C modding tools. Feel free to add more tools to this topic. The XCC Utilities: Essential for any modder. Download HERE. Made by Olaf Van Der Spek. Contains: XCC AV Player, XCC Editor, XCC Mixer (V 1.45), XCC MIX Editor and XCC TMP Editor. XCC TFD Shortcut installer - Handy for TFD users. XCC Radar Color editor XCC AUD writer - This is a plug-in for WinAmp that allows you to create .aud files from .mp3 files. For WinAmp, and MP3 editing, see Sound related tools below. XCC .dll pack - You might need these DLL files to run the XCC utilities. Put them in the same directory as the program you are having trouble running. XCC Utils 1.45 U - with Visual Styles support http://www.vk.cncguild.net/TOOLS/DATA/XCC_Utils_U.zip Mix Protector. Locks your mix files, this program helps to prevent asset theft. http://www.vk.cncguild.net/TOOLS/DATA/MIXProtector.exe INI (.ini) related tools: DCoders AI Editor - A program to help you edit the AI.ini file. If the above link doesn't work, click HERE. Most use notepad for editing the ini files, but some use other notepad-based programs. These are some good programs to edit the .ini files. NoteTab NotePad++ Voxel (.vxl) and HVA (.hva) related tools: Voxel Section Editor III (VXLSE) 1.37 - Another tool created by Banshee and other people from PPM, for creating voxels. Voxels are used mostly as tanks in TS and RA2. Cube Normalizer 1.5 - A program for normalizing voxels. WILL'S Voxel Editor. An alternate voxel editor (as used by Mig Eater). 3DS2VXL - A program for converting .3ds files to.vxl files. Some 3DS2vxl patches OS HVA Builder 2.1 - A program for editing .hva files. OS HVA Builder Quick Patch - Updates OS HVA Builder from V2.0 or above to 2.12. OS Voxel Viewer - A program for viewing .vxl files. OS Voxel Viewer Quick Patch - Updates OSVV from V1.5 or above to V1.75. SHP (.shp) related tools OS SHP Builder - This tool created by Banshee and other people from PPM, is a tool used to create shp files, these files are used as units and buildings in all C&C games from C&C1 to RA2. Download is here. Engie File Converter is a conversion suite created by Nyerguds that supports most of the Westwood image formats (D2 SHP, TD SHP, TS SHP, CPS, WSA). Downloads folder is here. Radar Color Editor Is a program put together by Nyerguds (GUI by IcySon55) which you use to modify the colors of your SHP's on the radar screen, a very handy tool. Music (.aud/.mp3/.wav) related tools For the XCC AUD writer, see the XCC Utilities Section at the top. WinAmp - This program, combined with The XCC AUD writer, can create usable, ready to be inserted into TS, .aud files. Audacity - A program for editing .mp3 and .wav files, which can then be converted to .aud files. Not required, but handy for making many new sounds. 2D Image editing software Not a requirement of TS editing, but many modders use these programs such as PhotoShop, Paint Shop Pro and Gimp. 3D Image software Commonly used for creating renders and buildings. Again, not required, but very handy to have. Blender - A free, open source, easy to use 3D modeling program. 3DS MAX - An incredible 3D program. It comes at a price though. For a free trial, follow the link on the main page. See also: 3DS to VXL above. GMAX- A cut down, but free version of 3DS MAX. That site also has tutorials here and there, so make sure you check them out too. Anim8or is a free 3D modeling program which is a favorite out of the free programs. Hex Editing related tools (for editing GAME.exe) Note: These programs are NOT Decompilers/disassemblers. HHD hex editor - A tool for edting the TS game.exe. Note that this is an older version, but it is MUCH better than the new one. Hex Workshop - A more complicated, but more useful Hex editor. PE Explorer - A hex editor and resource viewer in one, with several other useful features. Only recommended for those with experience in exe editing though. Link leads to a download page for a 30 day trial. Language.dll related tools Resource Hacker - A tool for editing the TS Language.dll. Can also be used to edit the GAME.exe to a certain extent. XN Resource Editor - A more powerful, but slightly more complicated resource editor. Can also be used for modifying certain parts of GAME.exe Misc tools TMP Studio - A tool for editing and creating TS and RA2 terrain files. Explosion Generator - Found by Triforce a while ago, this is a nice program that generates random explosions, which can be used in TS.
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