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Problems encountered beginning to modify Tiberian Sun
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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Wed Jun 24, 2020 1:03 pm    Post subject:  Problems encountered beginning to modify Tiberian Sun Reply with quote  Mark this post and the followings unread

I'm using this as reference to myself. I'll amend this list as I find more information.

-Game crashes after a period of time when GDI and Nod are replaced.
Solution: None

-Game only loads halfway before freezing when 4 factions are available and all use same ConYard.
Solution: None

-Game loads but structures cannot be built when unique MCV spawns.
Solution: None found, WIP.

-Nod + other 2 factions do not build anything even though the ini's have been set up correctly.

Last edited by A.Productions on Sun Jun 28, 2020 7:20 pm; edited 2 times in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Jun 24, 2020 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Don't replace GDI/Nod, those have hardcodings. If you want, change their visible names.
2. When 3 sides can work, it should have no problems working with 4 sides as in Example1 here with same conyards.
3. Unique MCVs for sides certainly works, otherwise how would DTA mod work with 4 sides with separate MCVs. The spawner method example 2 in the above link is already given and it works. Using newer hack can also be done.

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A.Productions
Vehicle Drone


Joined: 17 Aug 2019

PostPosted: Wed Jun 24, 2020 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Changing the visible names from the GameOptions? but then the rules would allocate structures to factions that aren't used.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Jun 24, 2020 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Client's GameOptions.ini Sides= uses index, so you can use different names. Keep the index correct. You would also have to rename its icon filenames.

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