Also Known As: Axidental JeepBuilder Joined: 24 Jul 2019 Location: Miskolc, Hungary
Posted: Tue Apr 25, 2023 1:45 pm Post subject:
What are the modability differences (and limits) between TS and TS:FS?
Haven't expanded them too much, only changed already existing stuff, so I ask this question. _________________ Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =)) QUICK_EDIT
Modding wise, both are same. The common Game.exe has all the FS stuff. If you want to merge FS content into TS, it will work. Mods have been doing that from early days. When the modder wants to keep some stuff not available in TS, he can use firestrm.ini, aifs.ini etc. QUICK_EDIT
Also Known As: Axidental JeepBuilder Joined: 24 Jul 2019 Location: Miskolc, Hungary
Posted: Tue Apr 25, 2023 4:04 pm Post subject:
Got it, Thank you! _________________ Sole developer of Fall of Yuri mod v0.0.1.75b and 2700 mod v3.1. These titles are occupied from now on. =)) QUICK_EDIT
Modding wise, both are same. The common Game.exe has all the FS stuff. If you want to merge FS content into TS, it will work. Mods have been doing that from early days. When the modder wants to keep some stuff not available in TS, he can use firestrm.ini, aifs.ini etc.
Hello fellow modding enthousiasts. This is my first post so apologies if I place it in the wrong section.
I need help because the quote above essentially describes exactly what I want to do and I cannot manage it for the life of me. It stems from a roundabout way of achieving my original goal: to get the artillery in Firestorm working exactly like that of Tiberian Sun again. Because of repeated attempts and searches always leading to 'it's hardcoded' and no explanation how to bypass this save for one (cloning units/weapons/projectiles) and it doesn't work, I figured maybe the best option is to mod certain FS units into vanilla TS. The most important of which to me is the Juggernaut. But even with the Tiberian Sun Client I cannot get it done. I've followed the guides (although editing mix files with xcc mixer isn't entirely clear to me yet). I've edited just about any base TS Rules and Art.ini file I could find to include all relevant Jugg information. Added them to any mix files. (Because the other recourses like audio and voxel files seem to be available to both games in the TSClient? Which is what got me stuck using TibEd...)
I simply just can't manage to do it. Can anyone help me with this? Either how to mod FS units into TS, or if it's easier, to restore FS's artillery to Tiberian Sun's accuracy? Thanks in advance. QUICK_EDIT
In TSClient, FS content, that is almost all stuff from firestrm.ini is already added to rules.ini. Those are just disabled in rules.ini with TechLevel=-1. If you want to enable Juggernaut in TS, then open rules.ini, search [JUGG] and change TechLevel to 6.
For artillery, I haven't tried myself, but you could try these:
- In firestrm.ini, search BallisticScatter. Set its value to 1.0 but it will affect Juggernaut projectile also. So, you could set like 1.5.
- In firestrm.ini, search [Ballistic] and delete lines Bouncy=yes and Elasticity=0.0.
If you want to change the stats:
- In rules.ini, search [155mm] and change values of Damage/ROF etc.
If these doesn't work, then renaming/cloning of its weapon (155mm)/warhead could be tried.
As you are modding, to keep your changes, disable updates. Open Resources\ClientDefinitions.ini, go to last line and set ModMode=true. QUICK_EDIT
It freakin worked! The values must not be hardcoded anymore in the TSClient version? I didn't know (notice?) it existed until very recently, but thank you to everyone who made it! It only caught my eye when a description said it condensed firestorm files into Tiberian Sun for easier editing.
Because I saw for instance this old thread, on this very forum no less, which seemed to corroborate my experience that no amount of ini editing fixed it, because the problem was hardcoded in the exe.
https://ppmforums.com/topic-36053/editing-nod-artillery/
[EDIT: I think the hyperlink broke so I took it out.]
[EDIT2: oh it works now, lol]
I can't believe I never saw anywhere that the TSClient fixes the hardcoded issue. But either way, thank you very much for your very fast and extensive reply! QUICK_EDIT
For changes done in TSClient, check the included changelog.txt file. Search for Hardcoding or 155mm or ARTYHE (line 367 in v7.05 changelog.txt).
The de-hardcoding was easy and that patch was already available for a long time. I included it for TSClient v6 in 2021. The default values used by the game were updated in the INI files a year or 2 later. QUICK_EDIT
Awesome. Once again a fellow Tiberian Sun fan thanks you very much for your stellar work! Been a dream of mine for so long to play Firestorm with old artillery. QUICK_EDIT
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