Full Tiberian Sun and Firestorm campaigns included, with optionally downloadable movies (about 1.3 GB in size)
Skirmish support with pre-defined starting locations and teams
Dynamic map preview showing starting locations and teams on the map
Full CnCNet multiplayer support, including automatic transfer of custom maps, passworded games and private messages*
Support for spectators
Allows modding similar to Dawn of the Tiberium Age and Twisted Insurrection
All TS INI bugs fixed - includes fixes from Aro's Tiberian Sun: UMP
Compatibility with the latest operating systems, including Windows 7, 8.1 and 10
Saves statistics from all games of your commander career
Automatic updates (you can opt out) for delivery of bugfixes and possible additional content like multiplayer maps
FinalSun Map Editor included
Extra game options including Build Off Ally, Harder AI, Disabled Super Weapons and Disabled Refinery/Silo Storage
Includes some of the best and most beautiful multiplayer maps created for TS by the community (selectable in the "Fan-made" gamemode)
Allows saving and loading multiplayer games
Enhances the game with convenient features like displaying health of units and structures when you hover over them
*Note: This is not the only TS MP client. Most games are (currently) hosted with FunkyFr3sh's client, which is incompatible with this client. Games hosted with FunkyFr3sh's client cannot be joined with this client, and vice-versa.
CREDITS
General:
Rampastring: Created the client package, added extra features including the new game options and maps, and hacked in new features and bugfixes for the game engine
Bittah Commander: For editing the FinalSun executable so that it reads files from subdirectories instead of MIX files, for helping with the client's graphics, for compiling the TS package and for helping with testing
Iran: Created the Tiberian Sun spawner, which makes it possible to skip the in-game menu and as a result makes the client possible. Also hacked in new features and bugfixes for the game engine
dkeeton: Hacked in new features and bugfixes for the game engine
AlexB: Hacked in new features and bugfixes for the game engine
FunkyFr3sh: Hacked in new features and bugfixes for the game engine
CCHyper: Hacked in new features and bugfixes for the game engine
zzattack: Created the CNCMaps Renderer and saved me a bit of time by hosting high-quality map preview images at ra2maps.zzattack.org
OmegaBolt: Tested early builds of the client package and provided feedback on it
Aro: Helped with PR
Mappers:
Aro
Aurora196
Crash
j4m3sb0nd
Ixith
Rampastring
Projects / companies / etc.:
Dawn of the Tiberium Age: For being a development and testing platform for the client
Twisted Insurrection: For being a development and testing platform for the client
Mental Omega: For being a testing platform for the client
CnCNet Yuri's Revenge: For being a testing platform for the client
Tiberian Sun: UMP Team (Aro, Lin Kuei Ominae, Chriz, Machine, Crimsonum, Revolutionary): For fixing a lot of INI coding related bugs in original Tiberian Sun
Project Perfect Mod: For hosting classic C&C modding forums
CnCNet team (dkeeton, FunkyFr3sh, hifi, Iran, neogrant, Rampastring, Tore): For providing an easy-to-use online gaming service for classic Command & Conquer and for hosting this package
ModDB: For hosting this package
Westwood Studios: For creating the original game
Electronic Arts Inc.: For making Tiberian Sun freeware so that I'm able to distribute this package
Renderers:
Aqrit (http://bitpatch.com/) for IE-DDRAW and DDWrapper
hifi, FunkyFr3sh and dkeeton for TS-DDRAW
hifi, FunkyFr3sh and dkeeton for CnC-DDRAW
DxWnd developers and FunkyFr3sh for DxWnd
Also thanks to MonoGame's contributors for MonoGame, which the client makes use of.
Have fun! Last edited by ^Rampastein on Fri Dec 10, 2021 10:00 am; edited 14 times in total QUICK_EDIT
Does it need online updates to run locally? Currently it gives IE (default settings - mission/skirmish):
[TS.LOG]
-CD parameter was specified. No CD init - all files must be local
Init Secondary Mixfiles..... CONQUER.MIX MAPS01.MIX MULTI.MIX SOUNDS01.MIX SOUNDS.MIXException!
Dump exception info
Found IMAGEHLP.DLL - linking to required functions
SymLoad failed with code 6 - (null)
Exception code is -529697949
SymGetSymFromAddr failed with code 126 - (null) QUICK_EDIT
No, it should run without any updates. However, it seems that it crashes on some systems right now. The reason is unknown, but it's likely somehow related to some hack in the game executable. What makes it hard to debug is that it only crashes for some people (for example, it works fine for me and Bittah, but seems to crash for you and Aro). _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Set up the settings before loading the game. Also I needed to copy the TSconfig from the cncnet beta full to get it work. I assume this will all be fixed with time. QUICK_EDIT
Does it need online updates to run locally? Currently it gives IE (default settings - mission/skirmish):
We've found the reason for this and will fix later, likely today. Some of the current MIX files are encrypted, and with the lack of BLOWFISH.DLL TS is unable to decrypt them (unless you already have another BLOWFISH.DLL registered on your system, which seems to be the case for me and Bittah). _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
I recompiled all MIX-files that still were encrypted and re-uploaded the ZIP-package in the first post.
Make sure you don't update the components however, because the client will redownload the old encrypted ones again until Rampastring has uploaded the new ones.
The new (decrypted) SCORES.MIX and SCORES01.MIX files are already included in the ZIP-package and you can get the decrypted Movies##.mix files from here.
Edit:
If you still have an EXPAND01.MIX file in the MIX directory, delete it. It shouldn't have been in the TS build in the first place, so its contents are still encrypted. _________________ QUICK_EDIT
This is interesting i was just about to post a topic here about this and a problem I am having with it. I downloaded this a few weeks ago and loved it. TS/FS worked great!
However! This install for some reason kills Ra2/YR... Once you get to the skirmish menu the frame rate tanks, and trying to load a skirmish causes the game to freeze.
What all is being installed? Is there dll's added else were? _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
But now Final alert 2 doesn't work, all tiles are black... What has this TS client done? _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
While I can imagine that the client's compatibility fix could somehow also affect RA2/YR (since they use Game.exe as well), there's no way that it also affects Final Alert 2.
That said, you're prompted whether you want to install the compatibility fix when you start the client and this compatibility fix can be removed again by going to "Programs and Features" and then uninstalling "TS Compatibility Fix" there.
Edit:
Actually, it shouldn't even be able to affect RA2 and especially YR, since the compatibility fix also checks for the product version of the game.exe file (YR uses gamemd.exe, which isn't affected in the first place) and the version it checks for is 2.03, while RA2's game.exe's product version is 1.08 (I checked the TFD version, meaning that it has the latest updates). _________________ QUICK_EDIT
The client included with the version you installed is a completely different one, made by FunkyFr3sh (meaning it's actually not relevant to this topic).
The inability to take screenshots is most likely caused by the compatibility fix that's installed by Funky's client (which is also different from the one that Rampastring's client installs).
I'm not sure how FunkyFr3sh named his compatibility fix, but see if you can find it in 'Programs and Freatures' in the control panel and then uninstall it from there. _________________ QUICK_EDIT
First time I have ever heard that my beta TS installer affects anything related to RA2/YR. I wonder why that might be. I'm not sure if it is even worth fixing seeing how good of a job Rampa has done with his TS client.
Quote:
Both YR exe and FA2 have Tiberian Sun string in them!
Sure internally, but things such as "Product Name" as visible to Windows, no. _________________ QUICK_EDIT
- Implemented bugfixes from Aro's Tiberian Sun: UMP (Credits: Bittah Commander)
- Fixes various, mostly graphics-related bugs in Tiberian Sun like missing building animations
- UMP Credits: Aro, Lin Kuei Ominae, Chriz, Machine, Crimsonum, Revolutionary
- Updated the look of social media buttons in the CnCNet lobby (Credits: Bittah Commander)
- Fixed the Cyborg Reaper death animation so the unit can no longer be killed continously while the anim is playing (it could be farmed for endless XP) (Credits: Bittah Commander) _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
If the FS stuff has to be merged into TS ini files like UMP, then aifs.ini, sound01.ini could also be merged.
Probably, edit the TS mission maps to restrict the use of reaper/juggernaut or droppod superweapon to
retain vanilla TS in whichever map it is needed. Also FS ini files could be emptied. And dropdown in client
skirmish lobby need not have TS/FS option then, anyhow that would have resulted in error if TS gametype
was selected on a FS map without merging.
Temperat.ini could have marble madness entries added for finalsun. QUICK_EDIT
I already did merge most code from Firestrm.ini with Rules.ini, but I simply kept all of the FS units and structures disabled in TS, while they're enabled in FS via Firestrm.ini (mainly by changing their tech levels an AIBuildThis=).
I made sure to keep the gameplay in vanilla TS exactly like in the original game (without FS), with the exception of crate goodies (which can also give you FS units in TS now).
Entirely merging everything and removing the skirmish TS/FS option would be a bad idea, since the majority of the online TS players doesn't like the balance changes that FS introduced (and for good reason: Nod can just spam Reapers to win the game, while GDI can easily take out a Construction Yard via an Ion Cannon + Drop Pod SW combo).
E1 Elite wrote:
Temperat.ini could have marble madness entries added for finalsun.
I forgot about those; I'll add them. Last edited by Bittah Commander on Mon Aug 10, 2015 2:08 pm; edited 1 time in total QUICK_EDIT
Version 3.58 (August 10, 2015):
- The Mammoth tank is no longer invisible (Credits: Bittah Commander)
- The old, unused Tiberian Dawn / Red Alert unit voxels in Expand00.mix now have entries in Art.ini for modders (Credits: Bittah Commander)
Quote:
If the FS stuff has to be merged into TS ini files like UMP, then aifs.ini, sound01.ini could also be merged. Probably, edit the TS mission maps to restrict the use of reaper/juggernaut or droppod superweapon to retain vanilla TS in whichever map it is needed. Also FS ini files could be emptied. And dropdown in client skirmish lobby need not have TS/FS option then, anyhow that would have resulted in error if TS gametype was selected on a FS map without merging.
I want to keep the TS/FS selector. What has been done here is that all Firestrm.ini code has been moved to Rules.ini, except that Firestorm-specific things have been left disabled (TechLevel=-1 etc.) in Rules.ini and Firestrm.ini has the purpose of enabling them for Firestorm.
Oh wow, this is great. Even though in modern standards the TS maps are an eyesore, having HQ renders of them in the skirmish lobby sure makes them pleasing to look at. Except for Storms. Nothing can save that abomination.
It really makes no difference what sounds I add to sound.ini: if the game detects that Firestorm is installed, it will only use sound01.ini (in both TS and FS) and the content of sound.ini is entirely ignored (I could even delete it and everything would still work fine... which might in fact be not not such a bad idea).
So even if all sounds exist in sound.ini, you won't hear any of them if they're not coded in sound01.ini (and the game will crash if sound01.ini is missing or empty).
I haven't properly viewed the waterfalls in a while, but I suspect that the first frame is only blank because the waterfall tile itself already contains the graphics for that frame.
So unless the waterfall animations actually looks bad ingame right now, it's better to leave them the way they are. _________________ QUICK_EDIT
While I coded Rules.ini and Firestrm.ini myself (since I couldn't be certain that the UMP versions wouldn't alter the gameplay of vanilla TS), Art.ini was directly copied from UMP and I just made a few additions/alterations to it.
I recall seeing just a few waterfalls glitch in vanilla TS, so Aro probably only altered the code for the waterfalls that visibly glitched. _________________ QUICK_EDIT
UMP makes all new units and structures from FS buildable in TS and also applies all other balance changes that FS made (such as less accurate artillery and faster disruptors). While this is perfectly fine for modders (since they can decide for themselve how they want to alter the game balance from thereon), it is not for people who only have interest in playing TS; especially since the majority dislikes Firestorm's balance changes (as I mentioned before).
I didn't check everything since that would take a lot of time, so it was quicker and safer for me to just make the necessary Rules.ini and Firestrm.ini changes myself since I'd know exactly what code was changed and why. _________________ QUICK_EDIT
Version 3.59 (August 10, 2015):
- Framework Mode now works in FinalSun (Credits: Bittah Commander)
Also replaced sound.ini with a dummy.
Crimsonum wrote:
Oh wow, this is great. Even though in modern standards the TS maps are an eyesore, having HQ renders of them in the skirmish lobby sure makes them pleasing to look at. Except for Storms. Nothing can save that abomination.
This is most likely caused by the spawner, due to the fact that the GDI and Nod intros have the same filename.
The only solution I can think of is to rename on of them and then reuploading that faction's movies.
Edit:
It turns out that even that wasn't possible while still using MoviesXX.mix, because Movies01.mix is in fact the only MoviesXX.mix file that the spawner still allows the game to read and the Nod and Firestorm campaigns had no working videos at all because of this.
The only way to get around this was by renaming the MoviesXX.mix files to ExpandXX.mix, which has now been done. _________________ QUICK_EDIT
Version 3.62 (August 13, 2015):
- MWMN now uses Umagon's voice (for modders / map makers) (Credits: Bittah Commander)
- Fixed many tutorial lines which had CABAL named "Cabaal" (Credits: Bittah Commander, thanks to tomsons26 for pointing it out) _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Thu Aug 13, 2015 12:30 am Post subject:
Umagon and Mutant Woman Soldier are used together in GDI 9C "Mine the Power Grid" so I would use the voices from Oxanna for the Mutant Woman Soldier. I find it best to keep Hero units voices unique so you don't get one killed by mistake.
Below is what I used for my self. I already have remove 11-i014 (For Kane) and 11-i014 (For the Brotherhood.) that Oxanna used.
I actually didn't remember that you were given direct control over the Mutant Soldier in GDI 9C, but I just quickly tested this mission and it turned out you could directly control her after all.
So using Oxanna's voices (aside form the Nod-specific ones) is indeed a better idea. _________________ QUICK_EDIT
Btw, the latest update was version 3.63 on August 15. Change log:
TS Nod Missions 1 and 5 now have additional in-game cinematics (originally created by Westwood but left unused in the original game for some reason) (Credits: Bittah Commander)
Fixed: MWMN now uses Oxanna's voice (you could control both Umagon and the MWMN in GDI 9C) (Credits: Bittah Commander)
Sound and music indexes in sound01.ini / theme.ini now match those that you need to input in FinalSun to play those sounds / tracks (for mappers) (Credits: Bittah Commander)
Updated FinalSun trigger action descriptions to reflect the above
Open FSData.ini and edit the following section
[StdBrushSize]
ClearTile=1
RoughTile=1
SandTile=1
GreenTile=1
PaveTile=1
WaterSet=1 _________________ SHP Artist of Twisted Insurrection: Nod buildings
Outside of the error with windowed borderless mode reverting to regular windowed mode, which is still an issue with the client (though I see you've fixed it for DTA so I imagine it's either an oversight or something on my end), I can't seem to find a way to get it to stop complaining about a version mismatch while modding it. I have no clue where the setting is for that. QUICK_EDIT
Outside of the error with windowed borderless mode reverting to regular windowed mode, which is still an issue with the client (though I see you've fixed it for DTA so I imagine it's either an oversight or something on my end), I can't seem to find a way to get it to stop complaining about a version mismatch while modding it. I have no clue where the setting is for that.
You can run the client with the command-line param -SHUTUP to skip the version mismatch complaint. In the future I could add an option to the Options UI for skipping it, or make such an option enable-able by some Settings.ini key that you have to enable manually. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
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