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Chronoseth
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I'm having problems making single maps for DTA. I follow the standard procedure for making maps for TS (with properly renamed ini files). Everything seems to be working when i go to start the "campaign", but then DTA comes up with the most annoying error message I know of: "Unable to read scenario!". Stare
My method:
1. Make map
2. Create Battle_DTA.ini file
3. Launch DTA (classic mode, map has nothing from enhanced mode)
4. Start map... resulting in crash... happens both when i try to use *.map(didn't expect that to work) and *.dpr formats


Other Questions:
1. is there a unique file extension for single maps (like *.map in TS)?
2. are all ini files used by DTA the same as for regular TS (besides _DTA at end)?

PS: I love the mod! Big smile
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Bittah Commander
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It should work fine really... I've already ran a few tests with singleplayer maps myself and didn't really encounter any problems with loading them.
For classic mode you use Battle_DTA.ini, while for enhanced mode you use BattleE_DTA.ini. Singleplayer maps also do still use the *.map extension.

I'm not sure what's wrong... Try making a completely empty singleplayer map for TS and getting it to work there; once you get it to work in TS, it should also work in DTA when you copy it over (you'll just need to rename Battle.ini to Battle_DTA.ini). Also, you might've have forgotten to leave an empty line at the end of the Battle_DTA.ini file; the game always ignores this line for some reason.
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Chronoseth
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Yeah, it was a problem with battle_dta. Anyway, I have one more question: does DTA support "mission briefings"? If so, what do I name the ini file?
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Bittah Commander
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If I remember correctly, the briefings still use the same filename as in TS.
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Chronoseth
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Okay, just wanted to know because it didn't work properly for me. Must review my work...
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Chronoseth
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Agh. DTA isn't letting me use an ini file for briefings. There is no difference between the file i'm using for DTA and the files I use for Firestorm (besides name). The only thing I can think of being wrong is the ini file having the wrong name (i've tried "mission.ini" , "mission1.ini" , "mission_DTA.ini" , and "mission1_DTA.ini). Any ideas? Or does DTA not in fact support this? Sad
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Bittah Commander
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I just checked and the filename is really still the same as in TS (mission.ini/mission1.ini).
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Chronoseth
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Alright, either DTA is missing something, or I made a really stupid mistake. I create a mission.ini file with the correct entries, and go to click on "restate briefing" in the singleplayer menu. The button clicks, but nothing happens. Also, DTA crashes whenever I complete a singleplayer map unless I have the "end of game" flag set to "yes". Puzzled
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Chronoseth
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Sorry, the final sentence in my last post was incorrect Oups . When DTA tries to bring up the singleplayer score screen or map selector screen, then it crashes.
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Bittah Commander
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The files for the score screen and map selection screen are currently still missing, so you'll have to make it skip the score screen. I really don't know why it won't show the briefing however...
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larnsgr
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Hey, I just found out that Tiberian Sun was released as freeware about a week ago, which triggered the old C&C bone and resulted in me finding out about this mod -- which is awesome!

Anyhow, I kinda went overboard, since I'm a student, school is out and I haven't started on any job yet. I wanted to try to remake the singleplayer from C&C95 and have done so on the two first GDI missions but are having problems with starting mission 2 when mission 1 is finished.

My maps are created as two singleplayer mission: GDI1A.MAP and GDI2A.MAP.

In GDI1A.MAP I have defined:

NextScenario=GDI2A.MAP
AltNextScenario=GDI2A.MAP
SkipMapSelect=yes
SkipScore=yes
EndOfGame=no
Official=yes

I added the two missions to mission.ini in the right manner.

I also downloaded the Tiberian Sun demo missions as modded by mozepy, modified the mapsel.ini file to fit my namings.

I've tried renaming mission.ini and mapsel.ini to all possible names (adding numbers and _dta etc) but all I get is the main menu when GDI1A finishes.

Also tried copying the [Basic] section of the demo maps and editing NextScenario and AltNextScenario, which resulted in crashes (I was getting brain sore by that time, so that's why I did it).

Anyone know what the problem might be? They work if I put them individually in battles_dta.ini.
I am attaching the files to this comment. Some of the triggers might be a bit sloppy, because of my learning curve, and GDI2A isn't finished triggerwise yet.

Sorry if this post is a bit long, but I didn't quite feel the need to create a new topic when there were already a topic about singleplayer problems.
Also, sorry if I'm a bit unclear -- I don't write much in English that much anymore and I'm a bit tired (02:35 am).
PreviewAttachmentSize
missiontrouble.zip43.87 KB
Chronoseth
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First: Topic bump much? Tongue

Second: I assume that you want to link the maps together so that you can play them as if they were their own campaign... I have absolutely no idea how to do that (I have tried everything I can think of) Puzzled

Third: A remake of the C&C 95 campaigns is already in development (by myself, in fact) Tongue . However...
Can you have a go at remaking GDI mission 8? You might be able to help me out.
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larnsgr
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Bumping is my favorite pass-time. Smile

Cool! I could try remaking GDI mission 8, just a question:
In order to get my head straight and all I had to rotate the map 90 degrees to the left, are you also doing this? (For the sandbags and walls to be right).
Bittah Commander
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Don't you mean 45 degrees? Tongue

I actually think it's best if you make it depend on the situation; some maps will look and work perfectly fine without rotating and other will look or work better if you do rotate them.

I had a look at your 2 maps in FinalSun and I gotta say they actually look much better than mine (I remade those 2 missions as well, but didn't rotate the map).
There's just a few things I noticed however:
  • There's 2 cliff errors just on the right of the Nod base.
  • The visible region of the map is quite small. Even though it was at least as small in TD a lot of people play DTA with much bigger resolutions and this is why I decided to make every map be big enough for at least a 1680x1050 resolution. It shouldn't be too hard to make the visible area bigger on your maps however; you can just show just stretch the blue rectangle on the bottom and on the right so the player will see more water.
  • On GDI1A the player starts with an MCV and a couple minigunners on the shore, rather than having all units units delivered by hovercraft (although I noticed that 6 minigunners and 2 humm-vees do get delivered by hovercraft). Gameplay-wise it barely makes a difference, but I was wondering whether there was a particular reason for this and for as far as I can tell 2 of the minigunners also start within the firing range of the gun turret.
  • You didn't place any impassable cells under the tree groups (TC2, TC3, TC4 and TC5).
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larnsgr
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Thanks! Yeah, I meant to say 45 degrees. Smile

I got aware of the errors and tree group thing just before I posted on here, I've been kind of learning while doing with this whole thing. Not sure about the cliff errors though -- is one of them the part parallel to the lower part of the sandbags?

I made them for my own screen, so I tweaked the size to 1280x800... What's the pixels per cell?

The reason for some of the units getting delivered by hovercraft is simply because I with no honor copied the triggers from the original TD mission. The first humm-vee also gets pissed at the gun turret when it arrives and goes all geronimo at it.
Chronoseth
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Just had a look at the maps and... wow Wink .
You just gave me a reason to make the missions high-detail.
I agree with Bittah, you should be able to move the bottom and right edges of the blue rectangle to make the map big enough.
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Bittah Commander
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My question was actually why some some units don't get delivered by hovercraft, while in TD all units get delivered by hovercraft in that mission Tongue

About the cell size; any cell is exactly 48 pixels wide and 24 pixels high. I did a couple tests however and found that the visible area of a map (the blue rectangle) needs to have a width of at least 32 and a height of at least 39 for the map to be big enough for someone playing with a resolution of 1680x1050.
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larnsgr
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Last time I checked you start with an MCV and four minigunners and the rest gets sent as reinforcements. Maybe there are some differences between European/German/Italian/American/Whatever versions?
I kind of see that getting all as reinforcements would be cooler though.
Chronoseth
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For clarification:

First Mission --> Start 1 MCV, 4 minigunners. Periodic reinforcements.
Second Mission --> Some minigunners + 1 Humvee scattered across your ruined base. All other units come as hovercraft reinforcements.
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Bittah Commander
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Excuse my memory, you indeed start with an MCV and 4 minigunners already on the shore in the first GDI mission. I must've gotten confused with the second mission (the MCV does get delivered by hovercraft there).
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