A massive rip in the in the very fabric of reality was caused inadvertently by the Scrins use of their rift weapon. This anomaly would eventually be known has the Dimensional rift. The effects were devastating, the time line was shattered and suddenly people, events, vehicles even buildings suddenly ceased to exist. Suddenly both GDI & Nod had vastly altered armies. Old technology was mixed in with the new, briefly the war was suspended, has both armies struggled to come to terms with both their loses and their new additions. And what of the Scrin? completely unaffected! It was 3 weeks after the dimensional rift that the first skirmish occurred. Nod forces destroyed a relief convoy that was moving to assist a small GDI outpost, all personnel were lost. Belatedly GDI declared war on Nod, the tools of war may have change, but Tiberium was still present, Kane still alive and mankind's future still uncertain.
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Release VIII | Locked | |
Thread Options | 1 2 | |
Feb 13 2017 Anchor | ||
Found a little bug with Nod Apache its upgrade (unguided missile pods) is shown in huge-ass letters. other than that it works like a charm,thank you Madin! P.S. I think it does not deserve a hotfix,but still it gets into a sight^^ maybe you can tell on how to change it myself? |
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Feb 13 2017 Anchor | ||
D.Va-N wrote: Thanks, I will have to ask around, because I do not know why that happens. OK now I know and I have fixed it! Edited by: Madin |
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Feb 13 2017 Anchor | ||
Also there is a little error in a description of hunter-seeker upgrade (purcasingh instead of purchasing:P And is there any way on making hunter-seeker Orcas to use only its minigun while combating infantry (cuz they are wasting their rocket loadout),but I guess not and they are tied together |
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Feb 13 2017 Anchor | ||
D.Va-N wrote: There is a way, but I do not like the solution, so I will leave it as it is. The Tiberium wars weapon code is not very good (at all). |
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Feb 13 2017 Anchor | ||
can you plz at least describe this solution? (and btw I dunno why such thing happened cuz according to Release VII it was pretty good),weird... Also sawn those Chem.Warriors ported by Black_Drakon from Renegade and daaaaamn,looks awesome! (dunno why you dont want to implement them:\ , yeah-yeah they will be similiar to Saboteurs,but still it would be pretty cool) Thank you for your replies P.S. Do you need a hand with testing your builds to iron out different bugs and mistypos? |
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Feb 13 2017 Anchor | ||
D.Va-N wrote: Some mistake will always get through regardless. |
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Feb 13 2017 Anchor | ||
Well,I thought that you would share,whatcha found about this weird thing with apache,heh Well,your bet If you will need smth,I can give you a hand^^ Oh,almost forgot:D is there any way on how to obtain this shiny Mammoth MK.IV without railguns? (Havent seen a crawler btw) its pretty rare to find it in a crate^^ Also I saw some models of cyborgs made by Black_Drakon,maybe you can use them in Release 9 and what about a Crawler overall? (does it have any special units?) And sorry,just wondering about it all:p |
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Feb 13 2017 Anchor | ||
D.Va-N wrote: This is no longer bug or glitch reporting. There will not be a release 9 (I will probably make a status update within a month or so). |
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Feb 14 2017 Anchor | ||
Do you mean that this is the end of Tiberian History? |
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Feb 14 2017 Anchor | ||
D.Va-N wrote: Things will be clearer when I do the update. |
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Feb 16 2017 Anchor | ||
Heyo,Madin' Well,found a little bug with a Nod Warfactory (when it is destroyed,there is a blank texture inside of its ruins) Also,it would make more sense if the name of a black hand squad would be a Flame Trooper Squad instead of a Flamethrower And lastly found a little mistake with a description of chemical warriors (1. Their heroic ability is not mentioned and 2.In the description of a Demo Charge they are called Flame Troopers,instead of chemical ones) Thats all,everything else works like a charm^^ Dunno if you will update the mod again,cuz this things are not that important,but still it catches an eye |
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Feb 16 2017 Anchor | ||
D.Va-N wrote: |
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Feb 16 2017 Anchor | ||
Hmmmm,still I haven't seen that bug with WF at 7.00 and previous for example. oh,and almost forgot: 1.I still insist on renaming the new Mammoth Tank to Mammoth MK.IV,so there won't be a confusion P.S. Dunno if this is a bug,but those MK.IV's called-in via drop ability and those,produced by crawler are separate units (I mean when I doubleclick on them,it will choose only those produced from Crawler or Called-in and vice-versa Thanks for your attention,it's great that I can share my opinion and also help you to iron out those little thingies:P Hey,uhm sorry,are you there? Found another one,with an upgrades for GDI Orca's The requirements for those upgrades show that Armory is needed,but in fact they require a Tech Center to be built |
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Mar 4 2017 Anchor | ||
D.Va-N wrote: |
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Apr 3 2017 Anchor | ||
Ever since the latest update (8.01), i've been getting excessive E_FAIL errors. Some maps it happens guaranteed every time, others are dice-roll, some will go for a while and potentially crash later, and few will actually run stable. This is definitely my favourite C&C3 mod, and i can't seem to work this problem out. It doesn't happen on any other mods. DxDiag for specs: Edited by: GenesisAria |
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Apr 3 2017 Anchor | ||
If it is definitely only happening on this mod, then the first thing that I would try is to delete the "Last Replay.CNC3Replay" that is typically found in your "Command & Conquer 3 Tiberium Wars\Replays" folder. This file can cause strange issues, and deleting it has worked in the past for me (the game will automatically make a new version of this file the first time that you play a skirmish game that ends in any fashion). Your PC is obviously more than good enough to play this mod, I am just wondering if you use a large address aware patch to play Tiberium wars? (after all Tiberium wars is a 32bit program). I only have a 32bit computer, so I do not know much about this kind of patch, but with every mod release the mod uses more memory, and with the memory limits of a 32bit program, I can imagine that it might become an issue. Since you say that it is only happening on my mod that is all I can think of for now. If the issues persist, then if you give me the name of a map that you are having big issues on, I can test it. |
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Apr 3 2017 Anchor | ||
Definitely LAA'd it. This is the same copy i've had of C&C3 for years and years, over several PC rebuilds lol. LAA is because there is some wonky limiting factors in memory usage for programs - a 32bit executable can only use up to 4GB of VRAM+system RAM, LAA lets it push it to the limit, but it can still crash with out of memory, which is unlike most later 32bit games like in unreal3 (where it starts repeatedly dumping memory and re-loading it when it hit the max). yikes, you're not using 64-bit? That's actually more restrictive than you think; i'd just torrent a 64bit OS (even if you're an XP-lover, there's 64bit WinXP too). Edit: I get the error on Abandoned Rails (every time, regardless), and most if not all TALON maps (almost always). Disabling chronoshaders made the errors more often give out of memory than e_fail (granted talon maps out of memory a lot on any mod really, but i got e_fail on the talon map when i used to get out of memory, and out of memory on the rails map when i used to get e_fail). I have pretty much every map i could find on the net, including ones i've made or modified and ones gotten from online play from others, and a majority of them have issues since this update. Back in 7.0 and prior, this problem did not exist. Edited by: GenesisAria |
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Apr 4 2017 Anchor | ||
I will ask if anyone else is having increased crash issues. Since you say that it is only happening with this mod, have you uninstalled it, re-downloaded the mod, and then installed it fresh? Have you got rid of any replays associated with the mod? (you never mentioned if you did). The thing is that the SAGE engine is crap, and is notorious for these kinds of crashes. You just got lucky in the past (I did too until I changed computer). It can be caused by a large number of things, none of which make any sense. And because you have had no issues for so long, I doubt that you would want to try the more extreme fix attempts, especially because it might not work. I have a map that consistently would lead to memory crashes (the 'Lacuna River' map), and in the end I just had to accept that it was a map that caused memory crashes. I am not a map maker, so I do not know why, but that is a map that always causes issues for me. It is possible that because the Tiberian history mod uses a lot more texture ram then Tiberium wars (not sure about other mods), that the issue is legit. Because I have a much smaller 4:3 1280x1024 display (ancient PC!), the SAGE engine is not getting as stressed as it is with your larger resolution? |
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Sep 19 2017 Anchor | ||
It's been a while, but it doesn't crash on my laptop, i don't have my desktop pc to do more testing atm. I got a new GPU at a similar time, though the crashes mainly only happened in your mod. It's possible something in your mod hates the RX-480. |
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Sep 20 2017 Anchor | ||
GenesisAria wrote: As long as you get to play the mod in peace, I am happy! |
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Feb 1 2018 Anchor | ||
Hello there, I found a bug with the MRLS and the Sidam. Those vehicles can't enter the V35 0x carrier, even though they can call one. The carriers aren't the problem (if the MRLS or Sidam call the carrier, any other carrier-capable vehicle can get picked up without any problems). The same result happened after several tests. |
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Feb 2 2018 Anchor | ||
Thank you for your report! I knew about the Sidam due to a report by another player, but I was unaware of the MRLS having the same issue. |
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Jul 27 2018 Anchor | ||
Chemical Warriors have no decal when selected and also they are using the heroic ability of flametrooper squad, while they have no heroics |
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Jul 27 2018 Anchor | ||
D.Va-N wrote: Thanks for the report! I know about the Chemical warriors using the Heroic Flametroopers ability, and I will check out the decal issue. |
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Jul 28 2018 Anchor | ||
Oh, heyo again, also I've spotted that some NOD units have in their description (for example apache helicopter) that it (requires tech lab), while most units just go with Blue Tib Mix (Tech lab), just a misc inconsistency, but I think that descriptions should be unified. Also NOD Steach Chinook does not have a tooltip that it has an ability that its stealthed (other stealth units do have it). Blue Tib Mix upgrade does not state that it also affects Tib Seed (I know that is stated on Tib Seed support power, but still) Elite Cadre does not state that it has a Tiberium-Proof armor. SAM Site has no visual sign that its upgraded with blue tib and also can GDI infantry (Rifleman, Grenadiers and Rocket Squad) have a visual details of being upgraded with Composite armor? Edited by: D.Va-N |
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