I've actually run into that light bug with it staying on the map.
Was wondering what happened. I'll take your advice on all of
it and experiment more with those values. It's very hard to get
a grasp on modding or mapping when no good editor all-in-one
holy-tutorial-guide-book-glossary-thread thing exists.
If there's some hidden list of what everything means in
FinalSun somewhere, I'd like to know about it. Half my issues
are resolved by someone just telling me about a code string or
what a specific term means and does.
By far my biggest hurdle to overcome is just not knowing
what tools I have at my disposal.
I've only been at this for about a week or so. Day 1 I was
frustrated half the time waypoints didn't trigger anything. Then
I discovered locals and celltags. It's just about knowing what I
have to work with. I've made MP and SP maps for Gen ZH
in the past so I came from that knowledge type down to
the TS mechanisms. QUICK_EDIT
So the way I think I'll have the win/lose system on this one,
I don't think I need a separate power plant with insignificant=yes.
At least not yet. So I've noticed that even after placing some PPs
beyond the blue border, I get no extra power from them. Any advice? QUICK_EDIT
I've never made anything new. How do I do that exactly? Just inject the code
into my .map and expect it to show up somewhere in the structures tabs?
Is it really that simple?
Also just now I found out some buildings like the abandoned factory and WS
logging company buildings ABAN01 / ABAN03 are invisible. Selectable and
destructable, just missing the model. QUICK_EDIT
Yes, inject the new code, reload the map and it will show the entry. But to get
graphics also working correctly, you can enter the same in rules.ini as well.
Search for [BuildingTypes] in rules.ini and add your unique ID there and add
the section to the end of the file. The earlier orange lamp was an example.
As mentioned earlier, art/sound etc. should be already present.
For power, you could increase power of existing PP or make new one or
reduce usage of power for all buildings etc. If you change existing stuff, it
affects all playing side/houses. If you make a new non-buildable one and
pre-place it, it will be for the house you are placing for.
ABAN01 etc. are for snow maps, you are making temperate theater map.
-----------------------------
You are already doing good for a week with finalsun.
Main tools for mapping is finalsun and a text editor.
TSClient link was given which fixes plenty of bugs and makes it easier than
original for modding and mapping. Tutorial section link at PPM was already
given. QUICK_EDIT
Ah alright. Editing with Notepad++. I've used XCC Mixer quite a bit in the
past actually and I also contribute to TS Reborn over at W3D Hub. I haven't
tried making tunnels yet but I've read a bit about the issues around it. I've
only placed entrances to tunnels that lead off-map and rigged them with a
delete team trigger for teams on a script that disappear "going into" them.
Okay, so some assets are not meant to work cross-theater. Understood.
Giving more power to just the player house is the way I'd like to go, so I
will stick with trying out the new object method. QUICK_EDIT
My dropship won't leave. It lands, unloads, and just sits there.
It has a move-to-waypoint to execute after unloading, followed
by a delete-team for the transport itself. But it just lands and
stays put for some reason. Thoughts? QUICK_EDIT
Then check the script and waypoint again, it should work.
By default the player owned buildings are repairable unless set with
Repairable=false or don't have credits to repair. Have you made it
LegalTarget=no, can you select it? QUICK_EDIT
Not checkboxes, I meant whether your script looks something like
[xxxxxxxx]
Name=Drop off
0=3,20 ; move to waypoint 20
1=8,1 ; unload passengers keeping transport in team
2=3,21 ; tell transport to move to waypoint 21
3=37,0 ; delete from map
Have you used correct script and waypoints, check those. I can't guess
what else could be wrong, not much info. You could also look into
other mission maps that has dropship unloading units.
Share the light post code that you have used. QUICK_EDIT
That's just it. It's not a the new light post from earlier. I merely
revalued the color hue for the visible green light post and made
it fall under player control as one of the main base buildings.
That's just it. It's not a the new light post from earlier. I merely
revalued the color hue for the visible green light post and made
it fall under player control as one of the main base buildings.
Should work, maybe try changing these:
Code:
OnTransOnly=no ; not needed
Full=no ; not needed, this is probably for full weed eaters in Nod campaign
Suicide=yes ; this should force team to blindly obey script
TransportsReturnOnUnload=no ; also not needed, you keep transports in team
Like I said, I don't yet know what each parameter setting is
used for so bugs are bound to happen. Thanks for the help,
light post is now repairable and the dropship does its thing
properly! All good. QUICK_EDIT
A tag can be attached to one or more objects (building, units etc.) and
when those get destroyed (can apply AND or OR condition that is when
all or one of those get destroyed), a destroyed event could trigger an
action which would make the player loose. QUICK_EDIT
I think I did use 48 only to realize that it didn't work for selling.
I'll test it out again to make sure I didn't overlook anything if
that's the case as you are suggesting.
Now I've run into my game crashing the moment my off-map
sub-APC taskforces start with their digging to the enemy base.
Pretty simple spawn here as new taskforce (x2), dig to that
waypoint, then unload, keep all, attack. Something I'm missing
with the dig logic perhaps? Something I had to check differently
than the aerial transports maybe?
Spoiler (click here to read it):
Code:
; Tags
01000090=0,Nod ATTACK 6 - SubAPC A 1,01000089
01000103=0,Nod ATTACK 6 - SubAPC B 1,01000102
Not sure what is cause of crash, but I would suggest looking in first Nod campaign missions, there are couple of "Dig" teams. If nothing helps, the last way you could do that by playing Dig anim on waypoint and spawn SAPC team there after that. QUICK_EDIT
Or "Hunt" mission, it has good results with engineers, units, hijackers.
EDIT: When set lose transports for undeploy, and you want to move SAPC away, you can set additionally local
variable at the end of script and add trigger:
Event: Local is set
Action: Create team ; team only with SAPC and script to move away.
I'd like the SubAPCs detectable, hence why I need them
to move and not just pop up as a spawn.
Looks like it crashes at the same time, always around the same scenario time setting. A few cycles are always on the
same spot once it crashes. And the only attack after them are
the two subAPCs. Nothing else from Nod. There's a transport
even but that's way afterwards.
Doing some more testing, but still no luck in figuring it out.
Taskforces and scripts are clean. Triggers spot on. Teams
shoul be okay. No missing waypoint settings or anything.
Going to try rewiring it to see what fires ect. QUICK_EDIT
Okay, so far I've found out that even on the map, they don't spawn in. The tiles never change into the full subAPCs. I've
made sure they're clear, as well as their intended destination.
No pavement ect. Very strange.
I keep looking at the Westwood missions and I don't see what they did differently. This should be pretty straightforward. QUICK_EDIT
I've fixed the subAPCs just by redoing them, and for a while it worked, and now it's the very same crash at the same location. Doesn't make much sense as they have no dependencies.
But on another note, why isn't this allow me to build medics?
Is it the tech level setting?
Code:
[MEDIC]
Owner=GDI
Prerequisite=BARRACKS
Engi works, but medic doesn't. Any advice?
EDIT, here's the crash log. It's the same thing from before I re-did the APCs.
Code:
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:0000006C was read from.
Exception occurred at 0061C7D6
Version 2.03
Internal Version 2.0
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06
CPU 686, MMX Yes, Vendor: GenuineIntel
Medic is already available for GDI and uses GDI barracks as prerequisite.
If playing at techlevel below 4 then change like
[MEDIC]
TechLevel=1
Engineer is available at techlevel 2 itself.
I can't guess what is wrong from the internal error log. Try the event at
some different time to confirm it is what is causing the crash. If you are
still stuck you could share the map. QUICK_EDIT
So after a lot of testing and poking around, I think I've tracked
it down to a completely unrelated trigger around the same time
frame. The play explosion at trigger that is used to blow open a
cliff had a typo in its warhead option. So that was the issue.
Finally.
Also, I used to have a blank line separating my campaign listing
from the demo missions in the campaign overview. But for some
reason the blank line isn't showing up anymore. My campaign text
starts right after the last demo entry.
You can repeat a trigger in Tag setting at repeated timed event interval
until some condition is met, then can disable the trigger using another
trigger. Look at demo 2 map.
Briefing can be viewed that way, can restate briefing from pause menu. QUICK_EDIT
Ah so no prolonging of the trigger text display time? Oh well.
Just feels a bit too fast to read the line and take it in properly on
anything faster than the fast setting.
So far I've completed 2 singleplayer missions, fully scripted and
playable. I'm having the story build up as I go, so it'll be a neat
little campaign by the end of it.
Pretty happy with my progress for a bit over a week of
learning. Lots of credit goes to all of you that are helping me
along the way of course.
The third mission is going to be a bit harder to make properly,
as I'm stepping into giving the AI more freedom. Can't wait! QUICK_EDIT
When changing [AudioVisual] in map, try to check if nothing else from that section hasn't changed. I remember that when I changed anything from [AudioVisual] section in map, I noticed it reset also those values from section.
Code:
ExtraUnitLight=.2 -> changed into 0
ExtraInfantryLight=.2 -> changed into 0
ExtraAircraftLight=.2 -> changed into 0
And units become darker. If you want to change something I do recommend to also copy-paste those keys from rules.ini section.
I am not sure about behavior of other keys that would change adding AudioVisual, but these 3 keys are noticable. QUICK_EDIT
Only light related keys affect the Extra...Light keys. MessageDelay key
isn't affecting it.
I had to confirm this first as its rules comment says it is for multiplayer
message. Works for SP as well. Time is in minutes, larger values results
in message pile up. 2 minutes or less should be sufficient for one line
text lines. QUICK_EDIT
Only light related keys affect the Extra...Light keys. MessageDelay key
isn't affecting it.
Well I am little confused now. I tried to add in map:
Code:
[AudioVisual]
MessageDelay=.8
And it did not affect unit light in Westwood campaign and skirmish maps, but affected custom campaigns and MP maps? Well, I am going to make some more tests to see why it behaves differently.
How would I go about changing the purchase terminal unit
icons? As in putting in my own images for already existing
units. Does that have to be global, as in turning the client
into a mod, or can it be per-map?
Bonus points if anyone has the blank unit and structure
background images from the purchase terminal icons. I
haven't yet looked for them in the game files, so just curious
if I could save some time if anyone already has them
on hand. Or if anyone could tell me where to look first. QUICK_EDIT
How would I go about changing the purchase terminal unit
icons? As in putting in my own images for already existing
units. Does that have to be global, as in turning the client
into a mod, or can it be per-map?
Sidebar cameos are tied to ART.ini unit's entry, so you can not change unit's icon to something else. Per map you can only change keys that are in RULES.ini , so max you can do about graphical data is with Image= key which will use selected appearance tied with sidebar icon.
But you can share your campaign in zip file as mod where it would have custom ART.ini, RULES.ini, SOUND01.ini and EChacheXX.mix file where you put custom files, such as icons, sound files and SHP files.
EDIT: You can also share those ini's as Firestorm expansion, using artfs.ini, firestrm.ini, aifs.ini.
AZ-Stalker wrote:
Bonus points if anyone has the blank unit and structure
background images from the purchase terminal icons. I
haven't yet looked for them in the game files, so just curious
if I could save some time if anyone already has them
on hand. Or if anyone could tell me where to look first.
So I've had to take a bit of a brake from my TS mapping journey.
Just felt like leaving a message here that I haven't disappeared
out of the blue. I'm still learning in my spare time. Once I start
running into roadblocks or getting back into it more intensively,
I'll be sure to bump this thread again! QUICK_EDIT
Okay, so I have an issue that is somewhat unrelated
to mapping or modding itself. It's about recording footage.
My recording software records the CLIENT with a "Game is
now in progress" text line, but the sound from the game is
there. If I kill the client once in game, I get a split second
of footage more like a screenshot with a second of sound.
I read somewhere that it might be OpenGL vs DirectX or
something like that causing the issue. As in the software
uses one while the game is on another setting.
You've all been very helpful here, so I'm curious if anyone
knows what might be the cause?
Note: There is no option to tell the software which specific
process/window to record so I'm having trouble telling it
to focus on TS, not the client. QUICK_EDIT
I don't have experience recording TS, but I have read somewhere here on PPM, it is quite tricky. I would suggest playing with different game renders and/or running in window mode (game, not client).
Also try search option in PPM, I am sure that topic was mentioned somewhere. QUICK_EDIT
Had some trouble too recording CnCNet RA2. Switched to XWIS then
Win10 has a game bar. And look around for recording software, like OBS, oCam, etc. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
In addition to the recording software, the selected renderer also affects it. I've succesfully recorded TS using OBS with TS-DDRAW as the renderer, and also using Radeon ReLive with DDrawCompat as the renderer (although Radeon ReLive needs a modern AMD GPU, so it might not be an option for you). _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Hmm... how would I go about changing the renderer?
I've looked for the option within the client but I don't
recall seeing one. Is this something I need to edit
in a config file somewhere?
I've searched for a solution prior to asking here, but
opinions have been all over the place as far as I've
read, and depends on the game version and client
at hand. QUICK_EDIT
Sorry! I must have overlooked the setting. I'll run some tests and
see if my footage gets recorded properly. Thank you all for the help
once again, you always seem to come through.
I'll report back if none of those options worked. QUICK_EDIT
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