The full version of Tiberian Sun + Client version 6.0, including single-player campaign videos.
To install, simply extract the ZIP file into an empty directory. Afterwards, run TiberianSun.exe to play.
Version 6.05k (Jan 05, 2023)
- Changed: Mission names have been updated to contain the mission number in the description for save file description clarity (Credits: CCHyper).
- Fixed: In Nod mission 5 you could lose the game when one of your starting Engineers died, even when you had already produced more Engineers of your own (Credits: Bittah Commander, Crimsonum).
- Fixed: In Firestorm GDI mission 7 the nearest tiberium field was supposed to be revealed when you built a harvester (Credits: Bittah Commander, Crimsonum).
- Fixed: The Elite Cadre didn't appear on the sidebar in Firestorm missions unless you'd crate a saved game and then load it (Credits: Bittah Commander).
- Fixed: A rare crash caused by a map trigger action value that was out of range (Credits: CCHyper).
- Fixed: The borders of the CnCNet game creation window weren't scaled properly (Credits: Bittah Commander).
Version 6.05j (Oct 15, 2022)
- Added: Tool tips have been added to checkboxes and drop-down menus of the Display and Game tabs of the client's options menu (Credits: Crimsonum).
- Fixed: The "OK" button was missing from the CnCNet lobby's password entry window.
- Fixed: The GDI/Nod Concrete Walls and the Firestorm Wall cost only 50 credits instead of 250.
- Fixed: The Mammoth Mk. II had only 800 hit-points instead of 1200
- Fixed: The Artillery's weapon's damage and rate of fire were swapped (it did too much damage and fired too slow) and it did a lot more damage against infantry than intended.
Version 6.05f (May 08, 2022)
- Fixed: Optional objectives in missions (globals) didn't affect following missions (Credits: Bittah Commander).
- Fixed: A cliff on Grand Canyon was visually broken (Credits: Bittah Commander).
- Changed: The client now uses a new icon (Credits: CCHyper).
- Fixed: The background of the between-mission map selection screen was off-center (Credits: Bittah Commander).
- Fixed: Several animations used DemandLoad=true when they shouldn't have, which could lead to crashes when running the game with Vinifera.
- Fixed: Nod mission 7a "Destroy the Research Facility" crashed whenever the Titan beyond the tunnel was destroyed (Credits: Bittah Commander).
Version 6.05b (January 25, 2022)
- Fixed: The Mobile EM-Pulse unit could not deploy its weapon.
- Removed: The "WEEDGUY" dummy infantry was removed from both rules.ini and art.ini (weapons should be added to the [Weapons] list instead of using the Weedguy work-around).
Version 6.05a (January 18, 2022)
- Fixed: Nod was no longer selectable in Skirmish/Multiplayer.
Version 6.05 (January 18, 2022)
- Added: You can now save/load game option presets in the Skirmish/Multiplayer game lobby by clicking on the down arrow in the upper right corner of the Game Options panel (Credits: devo1929).
- Changed: The maximum size of maps that the map editor can create and open has been increased from 200x200 to 256x256 (Credits: E1 Elite, Secsome).
- Changed: In the map editor, "Low Bridge" overlays now have an image for all three frames that need to be placed in order function correctly, with clear visual indicators to show where they need to be placed and wich ones are still missing (Credits: Bittah Commander).
- Changed: In the map editor, the invisible "Low Bridge" overlays that are meant to be placed in the gaps of destroyed bridges now appear as transparent bridge pieces (Credits: Bittah Commander).
- Fixed: In the map editor, the "Large Tiberium" overlays now appear as the big blue tiberium crystal (blue tiberium tree) instead of appearing as "0x1b" text (Credits: Bittah Commander).
- Fixed: The "Auto-target Neutrals" and "Aimable SAMs" game options were always enabled skirmish/multiplayer, even when they were turned off in the skirmish/multiplayer game lobby.
Version 6.03 (December 16, 2021)
- Added: Graphics for the info panel (Credits: tomsons26).
- Added: TS and faction logos for Discord Rich Presence (Credits: CCHyper).
- Changed: The CnC-DDRAW renderer was updated to the latest version (4.4.5.0) and it's now selected by default instead of TS-DDRAW (OGL).
- Changed: The 2nd starting position the "[4] FS The Pit" map was moved up by a cell because MCVs couldn't immediately deploy there.
- Changed: All original maps can now be started with only a spectator present.
- Fixed: The info panel wouldn't open.
- Fixed: The positions of various terrain objects and overlay (tiberium trees, clear rocks, sand rocks and fona) were offset towards the top or bottom in the map editor (Credits: Bittah Commander).
- Fixed: The positions of clear rocks and sand rocks were offset towards the bottom in-game on snow maps (Credits: Bittah Commander).
- Removed: Players can no longer select white in the game lobby because it looked too similar to the Civilians' grey.
- Removed: The invisible "Impassable Overlay" (IMOV) was removed from the overlay types to prevent the map editor from creating maps that are incompatible with other versions of TS.
Version 6.00 (December 4, 2021)
- All of the client's menu layouts and textures have been improved (Credits: Bittah Commander, CCHyper, Rampastring)
- The "Multiple Factory Bonus" game option has been added to the game lobbies
- Re-compiled the spawner (game.exe) to apply the following patches (Credits: Bittah Commander):
When migrating mods to this TS Client version, make sure to add the following code to the respective sections in Rules.ini:
[General]
UnitSelfHealRepairStep=1
BaseUnit=BASEUNIT
HarvesterUnit=HARV,MCV
[VehicleTypes]
0=BASEUNIT
[BASEUNIT]
Image=MCV
Name=Mobile Construction Vehicle
CrateGoodie=yes
[HARV]
UndeploysInto=HORV
[MCV]
CrateGoodie=no
AllowedToStartInMultiplayer=no
E1 Elite's changes (February 02, 2021):
- Client Resources folder changes
- [HotkeyConfigurationWindow] added to GenericWindow.ini
Removed ECache00, 02, 03 mix files from Resources folder
- SidebarHack set to yes in GameOptions.ini and ClientDefinitions.ini
- Added friendicon.png.
- Game.exe changes
- Github.com
- Team number positions changed so as to not draw over pips and suite with modified selection box (Credits: Tuc0, E1 Elite)
- IsoMapPack5 size limit extension (Credits: E1 Elite)
- Modified waypoint enhancement hack used, to avoid activating/toggling of firestorm defense.
- Support for separate MCV and construction yards for different sides (Credits: AlexB)
- Support for additional side's sidebar and speech mix files (Credits: Iran)
- Harvesters have its own unloading graphics (Credits: AlexB)
- Support for TileSet 255 and above without bridge repair bug (Credits: E1 Elite)
- Hardcoding removed for NAWALL, GAWALL, GAFSDF, HMEC, 155mm and ARTYHE
- Missing mouse fix for dropship loadout screen (Credits: E1 Elite)
- Building selection box for limpet affected color changed from yellow to orange (Credits: Tuc0, E1 Elite)
- Smarter harvester (Credits: Rampastring)
- Sidebar cameo sort (changed to sort only the 2nd/units strip) (Credits: Rampastring)
- Language.DLL changes
- Changed references of DTA to TSClient in Language.DLL files (Credits: E1 Elite)
- Rules.ini
- TargetDistanceCoefficientDefault set to -1 for better target selection of AI's Attack Targettype scripts
- List indices renumbered for BuildingTypes and OverlayTypes.
- Uses UndeploysInto=HORV for HARV instead of common UnloadingHarvester.
- Few comments
- Art.ini
- building heights changed to appropriate values (mostly civilian buildings)
- waterfall anim glitch with first frame corrected at few more places with LoopStart=1.
- protruding anim's Z layer correction, Surface=yes removed for few and Surface=yes added to firestorm wall anim.
- GDI barracks third damaged anim entry fix.
- Disc thrower and cyborg uses FireProne to sync with firing anim.
- AI.ini
- fixed few base defense teams to guard instead of busy till attacked.
- Snow.ini, Temperat.ini
- Enabled shadow for water cliffs.
- Battle.ini
- Entry for dropship loadout map
- Graphic updates
- unit selection graphics healthbar fix, expanded and shifted by 1 pixel (select.shp) with orange color for limpet effect (Credits: E1 Elite)
- shore tiles pathfinding fix for units getting stuck in beach terraintype (units from low bridge on water or wrong shores in maps) (shoreXX tem and sno) (Credits: E1 Elite)
- titan wobble fix (mmch.shp, mmchbarl.vxl and mmchbarl.hva) (Credits: Tuc0)
- disruptor wobble fix (sonic.vxl and sonic.hva) (Credits: Tuc0)
- unused mammoth tank wobble fix (4tnk.vxl and 4tnk.hva) (Credits: Tuc0)
- Hover MLRS wobble fix (hvr.vxl and hvr.hva) (Credits: Tuc0)
- snow shps for GDI Tech Center fix, where few (snow) pixels used colors unaffected by ambient light (gatech.shp, gatechmk.shp) (Credits: Tuc0)
- construction yard buildup incorrect color fix, orange and almost red used instead of remapable (gacnstmk.shp) (Credits: Tuc0)
- GDI barracks incorrect color fix, near remapable colors used instead of remapable (gapile, gtpile, gapilemk, gtpilemk shp files) (Credits: Tuc0)
- Jellyfish (Floater) graphics fix which had one frame less that caused shadow frame to be shown (Credits: Tuc0)
- paved road tiles fix for being drawn over building bibs (proad10.tem, proad14.tem and proad20.tem) (Credits: Tuc0, E1 Elite)
- first subtile change of snow cliffs and water cliff (cliff09.sno, cliff11.sno and wcliff09.sno) to go with the connecting clear/clear LAT tiles. (Credits: Tuc0, E1 Elite)
- loadout.shp modified showing to use SPACE to continue (Credits: E1 Elite)
- Other Mix file changes
- ammo01.shp from tem/sno mix copied to isotemp/isosnow mix for FinalSun missing ammo crate graphics.
- mouse.shp moved from conquer.mix to cache.mix.
- added files dgreen1.shp, dgreen2.shp, dgreen3.shp, dgreen4.shp, dropdown.shp, dropup.shp, pilotlit.shp and modified loadout.shp to cache.mix.
- added files drop0001.shp, drop0002.shp and drop0003.shp to conquer.mix.
- Maps included (with battle.ini and MPMaps.ini changes)
- unreleased FS demo map - FS The Pit (Credits: Westwood Studio, Source: DeeZire + friend, Suggested by SMIFFGIG)
(Discussion: Ppmforums.com)
- updated Lost Contact map (Credits: Tuc0)
- Nod mission nod9b.map cliff height level corrections (Credits: Tuc0)
- modified (GDI first mission) gdi1adshp.map for dropship loadout
- FinalSun map editor changes (Credits: E1 Elite)
- Map Renderer changes (Credits: E1 Elite, Starkku, Metadorius (aka Kerbiter), zzattack)
Version 5.46 (March 3, 2020)
- Updated client (Credits: Rampastring, Kerbiter, Starkku, SadPencil)
- Various maintenance fixes and new features, see Github.com
- Updated spawner
- Fixed crash when entering Hotkey Configuration window
- Fixed typo that made CnC-DDRAW not show up in the Options menu
Version 5.44 (May 19, 2019)
- Updated client (Credits: Rampastring)
- Various maintenance fixes, new features and fixed window borders
- Updated the "TS-DDRAW" renderer (Credits: dkeeton, FunkyFr3sh)
- Added the "CnC-DDRAW" renderer (Credits: dkeeton, FunkyFr3sh)
Version 5.43 (February 3, 2018)
- Updated client (Credits: Rampastring, aside from DDrawCompat)
- You can now configure your keyboard hotkeys from the client (Options -> Game -> Configure Hotkeys)
- Added DDrawCompat renderer (Credits: narzoul)
- Renderers are now listed in Resources\Renderers.ini, allowing you to customize the renderers without modifying the client's source code
- Several small enhancements and bug-fixes related to LAN and CnCNet online play
- Fixed: Game Type drop-down is no longer drawn below the Tech Level drop-down when it's open
- Updated spawner. For changes, see Github.com
- Some of the changes seem experimental, so there could be bugs related to online play
Version 5.40 (August 31, 2017)
- Added Tiberian Sun Demo missions (Credits: E1 Elite)
Version 5.38 (August 19, 2017)
- Added Fan-made map "Lost Contact" (Credits: Tuc0)
- Added support for multiple sides for Prerequisites and AITriggerTypes (Credits: AlexB)
- Fixed several minor spawner issues (Credits: dkeeton)
- Fixed several minor client issues (Credits: Rampastring)
- Added OpenGL version of the client (Credits: Rampastring)
Version 5.37 (April 8, 2017)
- Fixed: When the Core Defender was activated in the last Firestorm mission, the radar screen played the GDI campaign intro movie instead of the Core Defender activation movie (Credits: Bittah Commander)
Version 5.36 (March 19, 2017)
- Fixed: Jump-jets no longer have a chance of crashing the game when an ion storm starts (Credits: AlexB)
- This was already fixed earlier, but 5.30 re-introduced this issue
- You can now enable ModMode= in Resources\ClientDefinitions.ini to disable the "Cheater!" screen that is shown when launching singleplayer missions with a modded game (Credits: Rampastring)
- Fixed a few minor client issues (Credits: Rampastring)
- FinalSun now gives saved maps the "Custom Map" game mode instead of the "Standard" game mode (Credits: Bittah Commander)
Version 5.34 (February 17, 2017)
- Improved quality of main menu background and loading screen (Credits: Bittah Commander)
Version 5.33 (February 12, 2017)
- Added: Impassable overlay terrain object for FinalSun (Credits: Bittah Commander)
- Added: Lin Kuei Ominae's Kodiak, placeable in the map editor
- Fixed it being possible to kill Cyborg Reapers multiple times due to its death animation (Credits: Bittah Commander)
- The Cyborg Commando now uses the cyborg death cry instead of the regular infantry death cry (Credits: Bittah Commander)
Version 5.31 (February 11, 2017)
- Fixed: It was impossible to adjust the game speed in-game (Credits: Rampastring)
- The trackbar button graphics have been improved (Credits: Bittah Commander)
do you have a changelog for client 6.0?
Yeah what's new?
You can always view the latest change log here: Dta.cnc-comm.com
I've also added all changes since version 5.30 to the description now.
Heck yeah. Thanks !
is Firestorm included in this?
It is yes
Oh yeah its here. Thanks.
Why if i try to put some MOD files on the TS client it do 2 things:
1- say that is a cheat and if i want to continue
2- the game crash "tiberian sun has encountered an internal error"
1- If you intend to modify the client's files, you can enable ModMode to disable updates as well as the "cheater" message. To do this, open \Resources\ClientDefinitions.ini with a text editor and change ModMode=false to ModMode=true.
2- you can't just apply any old mod and expect it to work without making modifications to it. Exactly which mod are you applying?
Got it. Im trying to find that mod (i deleted, thinking that was bugged on the client =/ )
I've possibly encountered a bug, but I don't know if I'm the problem or not. In FS-GDI 3, where you get the 3 Mobile EM-Pulse tanks, and later missions where you can just build them, none of them seem to be functional. They can't be deployed by using the D key or by clicking on them (the cursor just shows the red circle/line when hovering), and I don't see any other way to activate them. This happens regardless of how many green pips are filled. Am I missing something in how to use them? They can still be ordered to drive around.
Edit: In FSGDI9, near the beginning of the mission, there's a Mobile EM-Pulse (Charged) that spawns and *that* one functions as intended. I'm not sure why there's a discrepency.
Thanks for pointing this out; it's fixed now.
I'm getting a crash every time the Titan is destroyed in Mission 11 Destroy Research Facility NOD Campaign.
Successfully played GDI and GDI FS Campaigns, no crashing.
Thanks for the report, I'll investigate this when I get the chance (I assume that you actually meant Nod mission 7a: Destroy the Research Facility).
Thanks. cncworld walkthrough calls it Mission 11. >.<
There's a text file that has a crash log, but I forgot where to find it.. non-video game nostalgia related stressors.
It took some effort but I eventually managed to figure out the cause of the crash: a coding error from Westwood in the mission's map file was conflicting with one of the client's patches. This is now fixed in version 6.05c.
Do you think possible to add in the future "Nod Crush" and "Pharotek" in the ingame playlist ? Firestome deleted it from the playlist especially in the skirmish mode.
Can you make the game to autosave when you start missions like in ra2? (Or a down load of all the saved game missions?)
Also to make a building queue larger than 5 unts? (Or how can I modify the .ini files to make it so?)
hey man there is a bug if you preload an old missions that crashes automatically can you fix it.
Hey, friends, thank you for the great job done! I'm just interested, how could I resize the infantry to make the soldiers smaller? Are there option in client to do that?
Great work. This has made playing Tiberian Sun a lot easier.
One repeatable bug though, playing 6.05j on the last NOD mission (A New Beginning) every time I go to build a Radar, the game crashes.
I have a save game at this point, though I don't know how to place it here. Perhaps post it on the CnCNet Github page?
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hi there, really great client!
can i check what are the differences in difficulty for normal vs hard? i tried looking into the rules.ini file and it shows slight variations in things like rate of fire / armor.
im assuming that the AI maintains the same levels of aggression and scripted behavior? the main difference just being stat values?
Greeting Tiberian fiends,
please, how you can convert old ingameTS random map generated maps into TSClient? I know I did this but do not know how.
Is there any good map mappack for client? = maps in .map format?
Am I able to change the language of the videos?
Hey there. Getting a crash when trying to run TiberianSun.exe , and I'm assuming it's because my desktop ratio is 32:9, also known as "stupid ultrawide". The crash report goes KABOOM at initializing graphics mode.
02.10. 22:57:13.228 Hardware info: AMD Ryzen 9 5900X 12-Core Processor (12 cores) | Video controller: NVIDIA GeForce RTX 4090 | Total physical memory: 32GB
02.10. 22:57:13.309 InitGraphicsMode: 5120x1440
02.10. 22:57:13.317 KABOOOOOOM!!! Info:
02.10. 22:57:13.317 Message: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect.
I assume it's the resolution that throws it.
So my question is, what ini file do I manually set the resolution to be more sensible in? I was thinking standard 16:9 1440p should do the trick, but I seem to be brainfarting when trying to find out where to do it.
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Greetings,
please, with GTX GPU I played without problems, after upgrade to RTX 4060 TI, that exactly same game can't be played with all combinations of drawers and graphic settings.
Don'T anyone any medicine for this please?