Read the Readme inside. PATCH OS ADDON 1. Copy Paste it into your SUN directory and make sure you have addon 1 applied to SUN before you apply this patch...
Orange Sun formerly known as Orange Touch Up [OTU] enhances Tiberian Sun Firestorm greatly and increases the gameplay possibilities while remaining the original feel of the game. Basically a re-balancing together with new content and lots of spleen. Now features the Campaign+ modifications.
List of features
- Techleveling in-game by upgrades.
- Heroes that can be trained and are available once.
- New Music and Sound effects, from realistic and real ones (real guns shoot) to wacky ones (Worms, Movie quotes etc.)
- New Visuals consisting of new Projectiles and new unit look and new Effects, partially new Terrain, new civilians, new loading screens and improved Interface.
- Overall rebalanced and reedited, about 80% of the games code has been altered.
- Including the unofficial mini patch UMP, the TS Asset expansion and the best the public assets got to offer.
- Units becoming more skilled by leveling up, gaining new weapons and abilities.
- Nods old artillery that actually hits yet balanced out.
- No paranoia (all AI against you with their superweapons) and maps that feature alliances with an AI player thanks to CnCNet 5.
- New maps added, Bay of Pigs and the PPM Massive Map Pack 1.2.
- Units with special bonuses and allowing new tactics available by the respective building.
- Many new units and a few new buildings.
- An AI that is fun to battle against in skirmish, waves of waves of enemy troops coming after you, can you destroy their base before yours fall?
- Campaign compatible with edited missions for a fresh campaign experience (not fully done yet).
- Optimization and redesign of old gameplay elements such as power, veterancy, repairs, silos, outposts, airforce, and more. Buildings now auto repair and no more silos. All buildings store money now and lose it when blown up.
- Partial TibEd compatibility. (PM me for details)
List of who I would like to thank and give regards to:
Tibed - Got me into modding C&C, very good for simple mods and holds great potential.
TiberFCSL - who gifted me the new menu which looks sweeter than sweet. Also for his advice feedback and general help.
Apple - For his advices and efforts.
Nolt - for the Ontos and AML that he made for the mod.
PPM & Tiberium Web Community - For the knowledge and advice and assets and whatnot.
Check out the other Mod in the Orange series Orange Alert
Hey what made you start modding Tiberian Sun? inspiration, first steps and so on?
Long ago before the Internet was common, I suspect it was around 2004, I bought a real life magazine made out of real life paper that came with a real life CD-ROM which had digital files for the mod TS Retro. Back then I was around 14 and really liked playing TS or well I was obsessed. My PC had a 1GB hard drive and I had only about 500mb of space for games xD So it was either Star Lancer or Tiberian Sun that was installed. I loved playing it and even more once I got that mod. Back then I knew almost nothing about gaming really apart from how to play games. just think about it, a world before you could ask google anything or go to a wiki. All you knew was what you saw in commercials and read in magazines and the gossip talk. It was a boring time but since we had little distractions we spent more time with love making so it wasn't all that bad.
I really enjoyed playing TS Retro and I would of have loved to make something like it myself. But just like how I got tired of TS I also got tired of TS Retro. Luckily the internet came along so I found out stuff about mods.
The first edit I made were the unit points. I just tried out something and thought it would be health points maybe but it was score xD I didn't touch modding again till I found TibEd. Within a few days I made a mod that was already beyond the stuff that TS Retro had. Way more units way more "cool" stuff well just my mod tbh. Then I wanted to create a serious mod and so I began reading all the stuff I found about modding TS. Thats about how I came into it and how OTU now known as OS came to live.
How difficult was it to get into it?
Very. Sure for many people it looks really easy but thats just because they wasted half of their life with it. If you're a beginner you're overwhelmed. Its also a very time consuming task. If you work 100% 6 days a week you wont be modding. Many underestimate this or are blind from their imaginations of what they want to do. Thats probably also why so many mods die. But mine didn't and thats what really counts in the end. If you finished your mod yes or no. Efficiency is key hence why I used the tools I used.
Whats the big vision behind Orange Sun?
Hard to explain. Ofc I just wanted to give it a try at the beginning and see how it goes. The big vision wasn't something that I started with but something that evolved in the process of modding. I never knew if it would work and I didn't know my capabilities either.
Once I got aware of what I can do the "big vision" came to form quickly but it was more of a road than a single accomplishment. A game that gameplay wise feels familiar to the original game, not to alienate anyone, but still different enough to feel kinda fresh and enhanced or expanded. I can say that I achieved that. The techlevels and new units and graphics really make the game feel expanded and to me better.
The next big thing in the "Grand vision" was truly epic. i wanted that everyone can easily mod my mod so that everyone could become a modder and on top of that much easier than me by not having to go through all the crap. The modding knowledge documentation is in really bad shape and the people "guarding" it aren't the nicest ones to come along. At the very end of modding TS I had to make optimizations that broke the TibEd compatibility because I can't integrate these changes into the TibEd save file. Still if one really wants to mod my mod the easy way with TibEd he certainly can and much easier than what I had to go through. So I guess in the end its a partially accomplished goal in the "Grand vision"
Finally the "Royal Vision". Giving the mod a purpose to play. TS Retro sucked because of 2 reasons. The AI is trash because its the vanilla AI and the vanilla missions don't fit the mod. It was however intended as a MP mod. However creating a MP mod is the worst decision you can make. SP mods don't compete with each other. MP mods however do because they need the same resource, the players.
So I made the Skirmish experience better, made it compatible for online play and most importantly made my own missions. Sure they're just WW mission edits but hey who cares the difference is huge and amazing. So I can say yea my mod has purpose because you can actually play the mod. Its really sad when a mod is only the stuff needed to press on a play button but then the playing experience is trash because the mod fails to deliver.
Tell us more about the missions!
Gladly. I enjoyed working on them a lot. Creating something and then seeing it work in action is amazing. You wouldn't wanna know how long I sat on the first Nod mission. Its like Carmack once said: The first mission in your game is always the best because its the one you started with and where most development time has flown in.
The best and worst you encountered in modding?
I definitely know what the best thing for me was. Seeing something I made work in action. That is like an orgasm. I watched this video for 5min once I accomplished something big Youtube.com one can feel like a god when you create something in an engine and see it live. After all there's a setting for Wind Direction.
The worst is either that I don't get along with some people so well anymore. Which is entirely their fault but whatever. Or that I once sat so long on my chair modding that I got a tiny hemorrhoid once and needed lube xD Modding gave me hemorrhoid. So yea can't decide between these two. Both were a pain in the arse but I got over it quickly.
Thank you very much! Whats next in store?
Somewhen I'll make a new Addon for OS with some miniscular fixes and most importantly new missions. Right now I am on Orange Alert. Development is slow but steady and its coming along good :D
did you ever think the mod would take this long to make and would you have tried anyway knowing that?
I wanted to be done in 1 year but sometimes i lost interest for a few weeks and months and then there was the army. It took me about 3 years but I actively modded for about 2 years. When Istarted I didn't know that I would make missions too which takes a lot of time. I always expected that it would take more time but yea I am surprised that it took so long. Still it was worth it and I have no regrets.
would you ever think of moving engines to say the new OpenRA?
There are 2 big projects in the works. Rewire and OpenRA. Rewire is no option for me since its not done yet and all the stuff they did while looking nice on screenshots slows the game down to medium speed. I have to play C&C on at least FAST setting to enjoy it. It looks like the crap that some artist did for screenshots without any practical use. Desyncs are also likely to happen with all the anims and particles. There's a reason why TS looks so "poor". Its engine and netcode can't handle more.
OpenRA looks amazing but is still too young. In about 2 years I might check it out. Right now its too unstable and unfinished. Mind you I mean the TS and RA2 part of OpenRA but even their Dune mod is still a poor reskin of RA. OpenRA is also different so i'd have to learn how to mod C&C almost from 0 again. Time will tell, I think OpenRA will open a new era of C&C modding but as long as its unfinished I wont be touching it. In TS there's over 12 years of modding knowledge that includes all sorts of bugs and problems to be aware of. OpenRA is probably full of bugs and problems because its so new so little testing.
how have you found modding RA2 compared to TS?
RA2 is pretty much the same thing just some code here and there thats new and some old code that ain't working anymore. Unlike my TS mod where I create crazy and funky stuff which needs all sorts of weirdo code my RA2 mod takes a more conventional approach. So I expect to have less problems with code since I wont be touching most of the funky stuff that not even WW has tested. I prefer TS tbh but I want to check out RA2.
Any special events coming?
YES! I am planning 2 events. I'd like to have a trailer with the soundtrack of my mate that he made for the mod. So I'd be willing to open up a small competition of who comes up with the best one and am willing to offer some prize for the winner.
The other is a 1vs1 tournament maybe with a grand finale on Bay of Pigs with 6 players free for all.