Version 3.64 (September 1, 2015):
- FinalSun Trigger Editor now shows the "1 AND" trigger type option (Credits: Bittah Commander)
- FinalSun now has an option for disabling sounds (Credits: Bittah Commander)
Version 3.65 (September 1, 2015):
- Added the ModMode option to Resources\MainClient.ini. Setting this to true will automatically skip the version mismatch dialog and make the client load faster. (Credits: Rampastring) _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Version 3.68 (September 2, 2015):
- Fixed: Players in the player list could multiply in some cases (Credits: Rampastring)
- Now you can input your last chat command to the lobby chat input box by hitting the up arrow key (Credits: Rampastring) _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Version 3.69 (September 2, 2015):
- Fixed: The "Borderless windowed mode" display setting wasn't loaded properly (Credits: Rampastring)
- Fixed: The "Back buffer in video memory" display setting wasn't loaded properly (Credits: Rampastring)
- Note: If you previously had the back buffer disabled, with this update the option will be enabled once you enter the Options menu.
It's recommended that you disable the option again, since it hurts performance on most systems. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
It's not a big deal, but I would like it if the client could save the skirmish game settings after closing. I often find myself rebooting the client and keep forgetting to set up the game properly for testing. QUICK_EDIT
It's not a big deal, but I would like it if the client could save the skirmish game settings after closing. I often find myself rebooting the client and keep forgetting to set up the game properly for testing.
Well I know it'll keep them saved for after the game or if it IEs, but I'm talking about after I close the launcher. When I launch TiberianSun.exe again, it has the default settings again. QUICK_EDIT
Bah, looks like this is a side-effect of my hack to add the No Sounds option... Looks like I'll have to revert it again
Right now Beginner Mode will be enabled whenever you enable the No Sounds option, so for now you'll just have to keep sounds enabled (I replaced the placement sound however, so it's at least not going to give you a headache anymore). _________________ QUICK_EDIT
You could replace the FinalSun.exe file that's in the attachment if you're impatient (although that'll cause a version mismatch) or you could just wait until Rampastring uploads a new update and bear with the sounds until then.
The client is almost 20K lines of C#. Writing a neat dropship loadout wouldn't be trivial though. Things you'd need to do/consider:
- Make the UI
- Write unit data / cameo / etc. extractors that would automatically extract the necessary info from MIX files and Rules.ini
- Potentially take game modes into account
- Write networking code to make the dropship loadout menu usable on CnCNet
- Write the necessary reinforcement triggers to spawnmap.ini once everything else is done
I mean potentially you don't even need it to extract unit data. It could read a custom ini for a mission, since the modder might want to control the dropship bay anyhow. That could have the unit names, backdrop controls (since you could use it for more than a dropship bay anyhow), and controls on taskforces. It's still crazy, but from my perspective that sounds alot easier. QUICK_EDIT
Posted: Thu Sep 10, 2015 1:42 am Post subject:
tib sun client update problem
@rampastein
Just tried to update tib sun client to version 3.70, but ran into same problem as with TI recently... error: tiberiansun.exe cannot be updated as it is in use...
you fixed that in TI with a different DTAupdater.dll
no rush... just when you can get around to it...
Thanks for all your and the rest of the crew's hard work on these mods! QUICK_EDIT
We'll release a new DTA update first (potentially today) before uploading a new TS update. There's many bugfixes incoming, and I use DTA as a test-bed to make sure that everything works as it should.
A new update has been has been released. Actually, two updates have been released since I last posted an update notification here.
Version 3.70 (September 3, 2015):
- (Hopefully) fixed an issue where it was impossible to install custom components
- The client now starts up faster (Credits: Rampastring)
Version 3.72 (September 10, 2015):
- Improved the compatibility fix that increases performance on Windows 8 and 10 (Credits: Bittah Commander, Rampastring)
- Added a new compatibility fix that increases FinalSun map editor performance on Windows 7, 8 and 10 (Credits: Bittah Commander, Rampastring)
- Compatibility fixes can now be enabled or disabled via the Display tab of the options menu (Credits: Rampastring)
- You can now repeat your last message in the CnCNet lobby chat pressing the up arrow key (Credits: Rampastring)
- The client now asks if you really want to quit CnCNet if you try to close the CnCNet lobby while being in a game room (Credits: Rampastring)
- Matches are now only added to statistics if they're at least a minute long (Credits: Rampastring)
- URLs posted in the chat can now be opened in the CnCNet Game Lobby by double-clicking on them (Credits: Rampastring)
- Fixed: You no longer see a cryptic message in the lobby each time you get kicked from a game (Credits: Rampastring)
- Fixed: The AI difficulty on Co-Op maps was always set to easy, regardless of the actual selected difficulty (Credits: Rampastring)
- Fixed: The CnCNet Client would crash after a game ended if you had created or joined at least two game rooms during the session (Credits: Rampastring)
- Fixed: The CnCNet Client would crash if you entered the Options menu from the CnCNet Lobby (Credits: Rampastring)
- Fixed: On some (rare) systems the updater would fail when updating TiberianSun.exe (Credits: Rampastring)
Ah wait never mind, I think it crashed because I put the crashed Scrin ship on the map... Do not understand why that would cause a crash.... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
I love it, but I have a question. I used the ts-ddraw option and while I was pleased with the super fast gameplay, I noticed that the ingame menu flickered when I navigated the options after pausing the game. Is this suppose to happen or is this a bug? QUICK_EDIT
I love it, but I have a question. I used the ts-ddraw option and while I was pleased with the super fast gameplay, I noticed that the ingame menu flickered when I navigated the options. Is this suppose to happen or is this a bug?
So even with the screen flicker, should i not worry when I use ts ddraw for my game?
Your choice. If the screen flickering bothers you, you can try the other renderers and see if you're happier with them.
CabalCore wrote:
1. If I mod this game, do I just simply ignore the version mismatched window?
You can either do that, or enable ModMode= in Resources\MainClient.ini. I'd do the latter.
CabalCore wrote:
2. Will future updates effect it if it's modded?
Yes, if you accept any future update, it will rewrite the original files and wipe out your modifications. However, ModMode= disables the updater completely, allowing you to mod (and distribute your mod) without fear of accidentally overwriting your changes. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
1. After I exit a long game and press the back button to go to the main menu from the skirmish lobby, a message pops telling me cncnet has stopped working, why is this?
Do you always get an IE or only sometimes?
The TS community is wondering this for decades. No one has found the true reason (afaik) nor a solution to that.
There are theories that jumpjet units could cause an IE when an IS starts, but I also saw IE's without a single JJ on the map. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Do you always get an IE or only sometimes?
The TS community is wondering this for decades. No one has found the true reason (afaik) nor a solution to that.
There are theories that jumpjet units could cause an IE when an IS starts, but I also saw IE's without a single JJ on the map.
A majority of the time I do. I only get them on skirmish maps and more so on fan maps, though I do not get them in the campaign. For example, I get them a lot on the fan map Intoxication by Aro, I'll get the IE as soon as the ion storm is triggered.
Btw, why does the cncnet/client give me the message that it's stopped working? QUICK_EDIT
1. After I exit a long game and press the back button to go to the main menu from the skirmish lobby, a message pops telling me cncnet has stopped working, why is this?
So how do ion storms trigger IEs anyway? Or is it what the ion storm effects that causes the IE.
Lin Kuei Ominae wrote:
The TS community is wondering this for decades. No one has found the true reason (afaik) nor a solution to that.
There are theories that jumpjet units could cause an IE when an IS starts, but I also saw IE's without a single JJ on the map.
So how do ion storms trigger IEs anyway? Or is it what the ion storm effects that causes the IE.
Lin Kuei Ominae wrote:
The TS community is wondering this for decades. No one has found the true reason (afaik) nor a solution to that.
There are theories that jumpjet units could cause an IE when an IS starts, but I also saw IE's without a single JJ on the map.
Yeah, I kinda forgot that, mybad.
^Rampastein wrote:
Jumpjets are a confirmed common cause of IEs when an Ion Storm starts.
Darn, so I guess the best solution for now is to avoid any map that has ion storms. This is a real shame, I really loved the fan maps that you guys make and some of them have ion storms.
I had a look through the rules but didn't find anything to modify that would take away the effects ion storms have on JJs. The only other thing I can think of is to change how the JJs fly, but I'm guessing that it was designed so that all aerial units die the moment an ion storm is triggered. QUICK_EDIT
I had a look through the rules but didn't find anything to modify that would take away the effects ion storms have on JJs. The only other thing I can think of is to change how the JJs fly, but I'm guessing that it was designed so that all aerial units die the moment an ion storm is triggered.
The community is searching for over 15 years for a fix. You can of course give it a try yourself and if you find a fix, please post it here.
But without discouraging you, i doubt you find one. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I had a look through the rules but didn't find anything to modify that would take away the effects ion storms have on JJs. The only other thing I can think of is to change how the JJs fly, but I'm guessing that it was designed so that all aerial units die the moment an ion storm is triggered.
The community is searching for over 15 years for a fix. You can of course give it a try yourself and if you find a fix, please post it here.
But without discouraging you, i doubt you find one.
You're right, I don't know how to fix it myself. I'm not an expert in editing and modding games like you guys can, so my attempts would be pointless.
Anyhoot, thanks for answering my questions. QUICK_EDIT
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