Jump to content

Bugs in Tiberian sun


Recommended Posts

This post is more for my reference as I am away from my normal computer but your welcome to post your own bugs

I have fixes for most of these however its just properly documenting them I need to finish 

(my patch was more complete than Aros however after a bit of a fall out with certain members and negative community response else where, I simply didn’t post any of my fixes or realise my patch.

 

If there is interest I will release assets of my patch including code.

 

This list will have grown by tomorrow and will become more accurate when I get back to my pc

 

General

The construction yard "build animation" clips other buildings placed near it [will fix]

The refinery fire ball can become hidden [fixed]

The silos don’t fill properly [temp fix by someone else, iirc hyper needs to fix this]

The tech centre is apparently useless at tech 7? (GDI)[usless at tech 6/7 so made it tech 8]

chem missile create [fixed]

waterfall [fixed]

technician scaredy cat/ shooting [exe job?]

mobile war factory interior [graphics needed]

 

General GDI

RPG connector[needs graph]

Titan barrel [?]

disk throwers disk[fixed]

 

 

General Nod

nod war factory animation[fixed]

sam site? [graph, argubly mcv and ms as well]

 

 

Snow related

GDI war factory side door [will need to edit graphics]

old TD buildings [graphics iirc]

railway slope [needs graphics]

RPG tower [fixed]

selection box errors, [fixed]

Local inn

kettler place

city hall

church

motel

warehouse

paula hehdgbr...

Link to comment
Share on other sites

Again, this is another post on the fly...

...and yes, no spell check

 

[clip -as in show threw taller buildings]

 

clipping "on" laser fence post anims

off laser fence post look a bit wierd

watch tower lights clip

firestorm generator (where to begin, what a mess)

Nod power plants coloured pixels

component tower

clift shadows

kodiak+montalk animations clip

disk throwers disk

jumpject infs sequence (job for hyper?)

All the firestorm building anims clip in some way

 

Missing

Silo animation

GDI/nod barracks animation

missle silo launch

hospital red cross

harvester unloading

 

BTW is there intrest for my fixing things mod to be uploaded, both personaly and from a cncnet point of view.

Link to comment
Share on other sites

yea some are but there are still alot not covered by the mini-patch, a lot of the "cliping" problems for exaple go unnoticed but are fixed with a quick art change.

 

The firestorm generator and missle silo for example, (like the beta emp turret) are a compleate mess due to the lack of support for its special frames.

If you look at the firestrom generator ingame there is a jump at the end of the buildup, then look at the graphics you can see why there is a jump, the animation always playing is supose to be the active animation therefor was never supose to play directly after the structure was built hence the jump.

Link to comment
Share on other sites

Well that's kinda like how they messed up the active anim in the RA1 chronosphere, and used it as damaged state instead.

 

But as I said, in the end those are engine limitations. They didn't add support for these animations, so they can't be added without extensive hacking either.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...