Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Jan 01, 2025 6:46 am Post subject:
Tiberian Sun Client 7.0 is out!
Subject description: A Core Defender has been sent to terminate bugs on many maps!
Are you picking this up? Good! There is a new version of Tiberian Sun Client released under the name Tiberian Sun Client 7.0. For those unfamiliar with it, Tiberian Sun Client is a complete, stand-alone Tiberian Sun package for both players and modders. It fixes all known (fixable) bugs in Tiberian Sun and offers a ton of new functionality, including a new, easier-to-mod file structure, new game options, and pre-defined starting locations and teams. With the Client's bug fixes and enhancements, Tiberian Sun players get a significantly enhanced experience compared to the original game while enjoying gameplay that is exactly identical to the original game. For modders starting a new Tiberian Sun mod, it is not required but highly recommended that you begin with installing the TS Client. The new file structure directly exposes the most critical INI and MIX files of the game, meaning that you don't need to download any special tools for most basic modding. Here is what we know about Tiberian Sun Client 7.0:
Quote:
Version 7.00 Released: Dec 23, 2024
Added: Quick Match (Credits: xme).
Added: Support for 702 waypoints in FinalSun dropdown menus (Credits: E1 Elite).
Added: Veteran Balance Patch v2.50 is now included as a game option in skirmish and multiplayer.
Added: World-Altering Editor has been added as the default map editor (Credits: Rampastring, ZivDero, MortonPL, Shush, Starkku, Crimsonum, Bittah Commander).
Added: A Russian language option for the client (Credits: mah_boi).
Added: A German language option for the client (Credits: MarkJFox).
Changed: Updated XNA CnCNet Client to version 2.11.3.0 with integrated second-stage updater (Credits: Kerbiter, SadPencil, Rans4ckeR, Starkku, mah_boi, devo1929, Rampastring, frg2089, Crimsonum, neogrant). Changes include:
Added: Full localization support.
Added: Option to add maps into favorites.
Added: "Stretch Videos" and "Integer Scaled Client" checkboxes on the client's Options menu's Display tab.
Added: Ultra-wide monitor support.
Added: Improved cross-platform support. The client now includes an experimental .NET 8.0?variant for Linux/macOS users.
Changed: Reworded privacy notice.
Changed: Discord handler is now disposed on client exit.
Changed: Updated client updater.
Changed: The client now requires .NET Framework 4.8 for Windows users.
Changed: Accelerated startup speed for users with a poor Internet connection.
Changed: Optimized the time cost of copying large files by implementing hard linking.
Fixed: The main menu music track still played after the client had closed.
Fixed: The volume level showed as 10 even though it was set to 0.
Fixed: Numerous crash conditions on CnCNet lobbies or LAN lobbies.
Removed: Several obsolete DLL files.
Many more bug fixes and minor improvements by various contributors, which are hard to list.
Changed: Updated client launcher to version 2.0.8 (Credits: Rampastring, Rans4ckeR, neogrant, SadPencil, Kerbiter, Starkku, Crimsonum). Changes include:
Added: Unblock Internet files on startup.
Changed: New WPF-based message box with high DPI support and auto resizing.
Changed: The fix from version 6.00 to prevent units from getting stuck on the beach terrain type has been reverted (Credits: Crimsonum).
Changed: Updated the CnC-DDRAW renderer from version 4.4.5.0 to 7.0 (Credits: FunkyFr3sh).
Changed: Updated the DDrawCompat renderer from version 0.2.1 to 0.5.4 (Credits: narzoul).
Changed: The client now displays a different image and message when you start a mission with modified game files.
Changed: The FSP version was updated (23-03-2024) to allow FinalSun to load all of its mix files from folders (Credits: E1 Elite).
Changed: ECache00.mix and ECache01.mix have been renamed back to Temperat.mix and Snow.mix.
Changed: The buttons from the "Extra" menu have been moved to the bottom of the main menu and were scaled down (Credits: Bittah Commander).
Changed: All SHPs from IsoTemp.mix/IsoSnow.mix have been moved to Temperat.mix/Snow.mix, and DemandLoad, DemandLoadBuildup, and FreeBuildup have been removed from everything in Art.ini (Credits: Bittah Commander).
Changed: Ammo01.shp, wake1.shp, and wake2.shp have been moved from Tem.mix/Sno.mix to Temperat.mix/Snow.mix (Credits: Bittah Commander).
Changed: The traffic on the "FS Cityscape" has been improved (Credits: Bittah Commander):
Changed: Two RVs and a Truck now continuously respawn after driving out of the map at the end?of their route.
Fixed: Two buses and a car drove over the dirt at the start.
Fixed: One of the trains got stuck at the edge of the map after a single loop.
Fixed: Some minor misc. oversights like incorrect firing offsets, incorrect voice responses, etc. (Credits: Crimsonum).
Fixed: Incorrect Start, LoopStart, and LoopEnd values on building animations in art.ini (Credits: Crimsonum).
Fixed: Unsupported apostrophe characters in mission briefings have been replaced (Credits: Crimsonum).
Fixed: Incorrect or missing TechLevel, Owner and/or Crewed values on deployed vehicles in order to improve Survivor mechanics (Credits: Crimsonum).
Fixed: Various debris animations specified a non-existent explosion (Credits: Crimsonum).
Fixed: Made some changes to the client INIs and folder structure to remove dependency from the default theme (Credits: Mah Boi).
Fixed: Replaced all slashes in client INIs from \ to / for cross-platform support (Credits: Mah Boi).
Fixed: Adjusted the position of the client's privacy policy notification "Got it" button (Credits: Mah Boi).
Fixed: Ten special characters (most notably the apostrophe) had an excessive gap in front of them in mission briefings (Credits: Bittah Commander).
Fixed: Visceroids were disabled in the first Tutorial mission because they were allied to both GDI and Nod (Credits: Bittah Commander).
Fixed: The BIGBLUE animation is no longer remapable (it now looks the same as BIGBLUE3) and it no longer changes its colors or brightness after you load a saved game.
Fixed: The announcement voice didn't switch from CABAL to EVA in Nod Firestorm missions 07-09 because SpeechSide wasn't working (Credits: Rampastring).
Fixed: Docked aircraft failed to follow scripted actions (Credits: Rampastring).
Fixed: A few global medium AI triggers had incorrect teams and/or conditions (Credits: Crimsonum).
Fixed: Incorrect tech level on various Firestorm global AI triggers (Credits: Crimsonum).
Fixed: Trees would appear as their shadow frame in blue colors whenever they happened to end up with exactly 1 HP remaining of their health (Credits: E1 Elite).
Fixed: The "FS Cityscape" multiplayer map had Tiberium on an impassable cell that could cause harvesters to get stuck when harvested (Credits: Bittah Commander).
Replaced an erroneous flat tile in the middle of a ramp.
Nod 4A: Eviction Notice:
The top edge of the map looked glitched after the map resized during the victory sequence.
The truck in the victory sequence now fully exits the map before the mission ends.
Nod 4B: Blackout:
Removed a wall piece that was overlapping a component tower.
Nod 5: Salvage Operation:
Two Nod Light Infantry destroyed a bus blocking the tracks right at the start of the mission instead of waiting until the train approached.
The two Nod Light Infantry will no longer keep firing at the tracks if the bus that they're meant to target is somehow already destroyed when they receive the order.
Nod 6A: Sheep's Clothing:
Visceroids and Nod are no longer allied to one another.
Tratos now spawns with green colors and changes to red only after you capture him.
The mutants will no longer fire at Tratos when he surrenders.
The edge of the shroud surrounding the bottom Light Tower no longer looks blocky at the?start of the mission.
Nod 6C: Locate and Capture Umagon (B):
It was possible to win the mission by destroying the first train after Umagon was already?unloaded from it.
Destroying the last train after Umagon has already boarded it no longer causes you to lose?the mission.
Nod 9A: Re-establish Nod Presence:
Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).
Nod 9B: Protect the Waste Convoys:
You can no longer select and control the weed eaters once they start moving to exit the?map.
An out-of-place cliff corner has been removed.
The screen is now positioned on your starting units at the start of the mission instead of in?the shrouded center of the map.
Nod 10: Destroy the Mammoth Mk.II Prototype:
The mission number was changed from "10A" to just "10" because it's too long for the?default saved game name otherwise, and no "10B" exists anyhow.
The Upgrade Centers (referred to as Comm Centers in the briefing) that you need to?infiltrate have been replaced with Radars.
During the weapon test sequence, the Mammoth Mk.II could end up indefinitely firing at the?ground, leaving the mission in a permanently locked state.
Nod 11: Capture Jake McNeil:
You didn't lose the game when Jake McNeil died until you lost all Nod units as well.
You now lose the game if Jake McNeil is your only unit left alive.
GDI no longer attacks Jake McNeil after you've captured him.
Nod 12A: A New Beginning:
The ICBM Launchers jumped up by a cell when you deployed them and then disappeared?after you un-deployed them again, causing you to fail the mission.
Moving a unit onto one of the cells next to the walls surrounding imprisoned civilians now?causes alternating voice lines to play off the civilians calling out for help.
GDI 09 [FS]: Core of the Problem:
Because this map only has AI triggers for Medium difficulty, they have now been enabled for easy and hard difficulty as well to make the AI more active.
A piece of an incorrectly placed cliff was visible through the shroud at the start of the?mission.
The timings have been adjusted for the Core Defender activation video and CABAL voice?line so that the Core Defender won't already have un-deployed by the time those start?playing on the "Faster" game speed (60 FPS).
The edges of the shroud glitched after capturing a GDI caused an area to be revealed.
Nod 04 [FS]: Mutant Extermination:
Mark the beacon on the radar every time the 2nd objective (return the truck to the?beacon) is repeated.
Nod 05 [FS]: Escape from CABAL:
A cliff piece didn't properly connect to the water.
Nod 06 [FS]: The Needs of the Many!:
GDI's aircraft didn't respond to any of the villages being attacked.
GDI's radar is no longer disabled, but it now instead has Power=0 so that the player won't?lose power after capturing it.
Nod 07 [FS]: Determined Retribution:
The first reinforcements that you received after fixing the eastern and western bridges were?swapped and moved across the map to the end of the other bridge.
The Firestorm Wall and Laser Fence surrounding the CABAL Core were deactivated because?they didn't have any power.
You couldn't hear all of CABAL's taunts at the end of the mission if the game speed was?higher than "Slow" (20 FPS), so the delay between them has been increased to make sure?that they can all be heard at 60 FPS.
Nod 08 [FS]: Harvester Hunting:
After saving the civilians, the trucks in the village will now blow themselves up and drop a?crate instead of requiring the player to force-fire at them to get the crate.
You can no longer hear or see the ORCA Transport take off at the edge of the map before?delivering your reward for saving the civilians.
After saving the civilians, the ORCA Transport now directly drops off 3 crates instead of trucks that explode before dropping crates.
The condition for playing one of CABAL's taunts has been changed from building a GDI War Factory to a time interval after the ORCA Transport has dropped off the crates (and Engineers).
After capturing a tech center gives you access to an MCV, building and deploying it now?gives you access to Nod structures instead of GDI ones.
The bus in the lower left corner of the map will no longer reveal shroud for the player if?damage causes it to move at some point.
Nod 09 [FS]: Core of the Problem:
Because this map only has AI triggers for Medium difficulty, these have now been enabled?for easy and hard difficulty as well to make the AI more active.
The Rocket Infantry that you receive as reinforcements at the start now scatter after?spawning, instead of standing on the same sub-cell and overlapping one another.
Multiple of CABAL's bases (including all Obelisks of Light on the map and most SAM-Sites) started with insufficient power to function, so 2 Advanced Power Plants were added to?compensate.
The timings have been adjusted for the Core Defender activation video and CABAL voice?line so that the Core Defender won't already have un-deployed by the time those start?playing on the "Faster" game speed (60 FPS).
Removed: Lin Kuei Ominae's large Kodiak.
Removed: The DxWnd, DDWrapper and IE-DDRAW renderers.
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