Unused Tiberian Dawn & Red Alert Vehicles - Command & Conquer: Tiberian Sun - Cut Content

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  • Опубликовано: 31 дек 2024

Комментарии • 84

  • @Phryj
    @Phryj Год назад +10

    Westwood may have intended for missions to be set in regions from the first game using the stuff players actually had in the original mission by accessing the save files from the first game. There's a mission in Red Alert that has you go back to a previous mission area, and you'll still have all the units you built in the earlier mission. It would have been very cool to have a "recommission old base" type of level in TibSun, and it actually used a base and units built by the player in the first game.

  • @SvenVanDerPlank
    @SvenVanDerPlank  3 года назад +27

    Edit: If you want to use the APC use "M113" instead of "MNLY" because then you'll have the turret.
    I forgot to show off the aircraft. You can see them at the far right in the final clip and in the thumbnail. Tib Sun engine doesn't allow for unit animations like rotors so those pieces are fixed. The Hind is the one with the hideous black disc.
    There are MUCH better looking mods out there for classic units if you wanted to add them to Tib Sun. This is merely a look at some left over content from the game's development phase.

    • @slavikcc
      @slavikcc 3 года назад +6

      Even the Nod Harpy (internally called the Apache MkII) didn't include the rotors even though the CG cinematics included them. I guess it shows how much of the game went through iterations and feature creep, which the developers admitted it was rushed due to pressure from EA. There was a lot of stuff that was supposed to be included in Tiberian Sun but it was cut due to lack of time, PC resource hogging, and balance issues.

    • @Simbirsk2130
      @Simbirsk2130 3 года назад +2

      @@slavikcc the question is, whether or not it is possible to port Yuri's Revenge engine addition, which enables aircraft class of units to have (rotor) animations, to vanilla TS engine.

    • @Phryj
      @Phryj Год назад

      Technically, the Tib Sun engine can do voxel animations, but it only uses them for the Mammoth Mk II, presumably because they're too slow and resource intensive to use on units you'd likely have more than one of on screen.

    • @beinggreenandunseen3171
      @beinggreenandunseen3171 7 месяцев назад

      I tried changing the value for image from MNLY to M113 and when I tested it, the game crashed. Am I doing something wrong?

    • @beinggreenandunseen3171
      @beinggreenandunseen3171 7 месяцев назад

      Never mind, I figured it out. I forgot to add M113 to the art.ini folder.

  • @noddy1973
    @noddy1973 3 года назад +15

    Majority of promo screen caps were made in photoshop as confirmed by WW that somehow ended on the back of the box. The voxels seem to be the early experiments of converting the cinematic TD/RA1 models into voxels for TS engine

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +3

      I did notice that the models were different. I also spotted that they only appear in two orientations. The snow picture of the heavy tank looks a lot sleeker than the other examples and even the one in this video, to my eyes anyway.

  • @user-yo8ab1ys9e
    @user-yo8ab1ys9e 3 года назад +24

    How interesting that the Light Tank looks more like the Bradley Fighting Vehicle, like in the TD cutscenes.

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +11

      Yeah, they've always played around with what vehicle the Light Tank is actually supposed to be. I always imagined it as a sort of BMP-like thing but in the remaster it's clearly a T-62 and in Tib Sun they stuck to the Bradley from the Tib Dawn game manual.

  • @KalleBowo
    @KalleBowo 2 года назад +7

    Hey man, I just stumbled across your "Cut Content" series of TS videos and I have to say, I reeeaaally enjoyed these, fantastic stuff! It's always great to learn new details about the game's development. And it's even greater to see such videos like yours getting made after more than 20 years after the game's release :) If I could, I would give you 50 thumbs up just for this one video!

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад +1

      Thank you, I'm glad you enjoyed the videos.

  • @Zaptagious
    @Zaptagious 3 года назад +19

    Thought I knew most of the things in this game but had no idea about these units! These units could come in handy for custom missions if they ever bother to remaster TS as well.

    • @WindiChilliwack
      @WindiChilliwack 3 года назад +4

      Sadly they might as well remove them, or what could be better is that EA can reuse the units for the Forgotten faction i suppose.

  • @mk6315
    @mk6315 2 года назад +5

    Damn the engineer unit is really telling me the secrets of his game

  • @Chido93
    @Chido93 3 года назад +13

    i knew of the Flame Tank since it somtimes appeared in the unit list when using FinalSun but this is interesting

    • @Taki_4869
      @Taki_4869 3 года назад

      Bist du eig. überall? xD

    • @Chido93
      @Chido93 3 года назад +1

      @@Taki_4869 nicht das ich wüsste xD

  • @Taki_4869
    @Taki_4869 3 года назад +12

    I didnt knew there so many other TD vehicles in tib sun
    But i always had fun using the old TD weaponry in the twisted insurrection mod :D

  • @Tamamo-no-Bae
    @Tamamo-no-Bae 2 года назад

    Getting as much of this cut content working as a "restoration" mod would be great. Even if scuffed, restoring stuff inside the files is always fun.

  • @Nyerguds
    @Nyerguds 3 года назад +16

    You know, if these are TD vehicles, that should be a Mobile Headquarters, not a mobile radar jammer ;)

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +9

      Now THAT is a really obscure piece of trivia. Wonder if it exists in the remaster.

    • @Nyerguds
      @Nyerguds 3 года назад +7

      @@SvenVanDerPlank It does, actually! In fact, they pretty much copied the exact system I used to make them accessible in my C&C95 v1.06 patch: a game mode choice between bases on, bases off, capture the flag and mobile headquarters :)

    • @shamelfuller
      @shamelfuller 3 года назад +3

      @@Nyerguds what exactly did the mobile HQ do?

    • @Nyerguds
      @Nyerguds 3 года назад +4

      @@shamelfuller When playing Capture the Flag mode with bases disabled, there's no base to return a flag to. Because of that, you instead get a Mobile Headquarters. As the name implies, it's a command vehicle, meaning you, the player, are actually supposed to be inside it, meaning, if it dies, it's game over. This is accomplished in-game by triggering the complete self-destruct of that player when the Mobile HQ is destroyed. This peculiar property also makes it a really neat thing to use in mission scripting.

  • @TMoDDD
    @TMoDDD 3 года назад +4

    GDI tanks can easily take a TS Nod base the power that GDI had back in the TD era.

  • @FelineSublime
    @FelineSublime 2 года назад

    I had this game since release and was in the modding community, along with my brother for years. Never knew about this!

  • @zenhaelcero8481
    @zenhaelcero8481 2 года назад

    I didn't realize how many of the original units had been built for TS, pretty cool. I always wanted to see a mod that repurposed the old C&C95 stuff into the TS engine.

  • @dozer1323
    @dozer1323 2 года назад +1

    these voxels are still present in red alert 2 game files, however for some reason they appear smaller than they would in tiberian sun

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад

      RA2 used better quality models. They might have adjusted voxel size to be smaller in order to have greater fidelity while still matching the surrounding sprite work. That would make the more simplistic Tib Sun models smaller.

  • @mscapeh4451
    @mscapeh4451 3 года назад +5

    Could you upload youre gamerules file and etc so we others can get the tiberian dawn stuff into our tib sun games aswell please?

  • @monk6395
    @monk6395 Год назад

    I remember modding these back into the game with a simple art.ini file. I felt like such a wizard doing that when I was 12.

  • @CnCDune
    @CnCDune 3 года назад +5

    Most of these units still exist in RA2.
    Also, is it just me, or is the video... stretched? The codes are hard to read on my end.

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +3

      Bollocks, I forgot to change my aspect ratio to 16:9 before recording the text files. My mistake.

  • @Nyerguds
    @Nyerguds 3 года назад +8

    Umm. rules.ini is _not_ supposed to just be in your game folder...
    As for the 4tnk firing coordinates, isn't that stuff defined somewhere already? After all, they're used in the missions. Or are you talking about setting equivalent settings for the other tanks?

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +3

      Perhaps I'm mistaken on rules.ini but certainly in my install from CnCNet I didn't need to extract it. Even thinking back a couple decades I used to use programs like RedEdit98 and SunEdit2k but I'd still make tweaks in the ini which I always remember being in the same folder as the exe.
      And yeah, if I didn't explain myself very clearly I meant to say that my understanding is the Primary and Secondary Fire Offset defined in art.ini is the origin point for the muzzle flash and projectile. Mammoth Tanks have defined coordinates but I left my new vehicles blank so the animations would just appear centre mass.

    • @Nyerguds
      @Nyerguds 3 года назад +1

      @@SvenVanDerPlank I'm very sure it's not in the game folder in a default install, no. In fact, they deliberately changed the text at the top of the file from "RULES.INI" to "RULE*.INI" so it'd be slightly harder to find by dumping the mix files in a text editor (before people figured out the specifics of Tiberian Sun mix files)

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +1

      Thanks for checking. I've been taking my copy from CnCNet for granted then.

    • @xXGermanFighter
      @xXGermanFighter 3 года назад +1

      ​@@SvenVanDerPlank I can not find the Tiberian Dawn-MRLS and the other vehicles in my art.ini and rules.ini. I have only the fire tank and the mammoth tank in my rules.ini and art.ini.
      EDIT: I have the cncnet-version without singleplayer (campaign).

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +2

      As I was saying in the video, I added those lines into the file, and you must do so too in order to re-enable the cut content.

  • @samuelbadie3710
    @samuelbadie3710 3 года назад +1

    I have a question. I’ve trying to recreate the forgotten faction from the mutant extermination mission but my MCV is useless even after adding my faction

  • @Itachi21x
    @Itachi21x 3 года назад +3

    Shame that they never used the CGI images

  • @beinggreenandunseen3171
    @beinggreenandunseen3171 2 года назад +1

    I need some help, I believe I have coded everything correctly; however, I there are two problems I am having.
    1. The vehicles (Except for the Flame Tank) are invisible.
    2. Some units don't show up in the sidebar.
    This is the code I have for the APC for reference:
    [MNLY]
    ROT=5
    Cost=800
    Name=APC
    Armor=heavy
    Image=MNLY
    Owner=GDI,NOD
    Sight=5
    Speed=8
    Points=25
    Turret=yes
    Crusher=yes
    Nominal=yes
    Primary=RaiderCannon
    Category=Transport
    PipScale=Passengers
    Strength=200
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    MaxDebris=4
    SpeedType=Amphibious
    TechLevel=6
    VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
    DeployTime=.022
    Passengers=5
    CrateGoodie=yes
    DebrisTypes=TIRE
    ThreatPosed=10
    VoiceAttack=25-I014,25-I022,25-I024,25-I026
    VoiceSelect=25-I000,25-I002,25-I004,25-I006
    MovementZone=AmphibiousCrusher
    Prerequisite=GDIFACTORY
    ZFudgeColumn=10
    ZFudgeTunnel=13
    VoiceFeedback=
    DebrisMaximums=6
    SpecialThreatValue=1
    DamageParticleSystems=SparkSys,SmallGreySSys
    AllowedToStartInMultiplayer=no
    There are no semicolons before the code, I checked.

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад +1

      The invisible units is because something in your ART.ini isn't configured correctly. But actually, the fact that only the Flame Tank appears makes me think it's to do with your game version. The Flame Tank was added as a Crate pickup in the Firestorm expansion, which makes me think your copy of the game is too recent (or incomplete) and is missing some of the older art assets which might have been cleaned up.
      Units not appearing in the sidebar means there is either something off about your owner of prerequisite. If it's the latter there's a good chance it's because you are addressing a faction specific structure. For example, there are GARADR, NARADR and RADAR for both. What's included in the faction non-specific category is defined elsewhere in rules.ini.

    • @beinggreenandunseen3171
      @beinggreenandunseen3171 2 года назад +1

      ​@@SvenVanDerPlank Will the art.ini from the CD work?

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад +1

      I presume so but I don't know for certain.

  • @angry_zergling
    @angry_zergling 3 года назад +3

    Whaaat! Why would they leave these out?
    I'm in the process of replaying Tiberian Sun and the one tiny gripe I have is the unit variety is lacking and many of the units that are there don't feel very distinctive between the different types. If they would have tossed a handful of classic units in there for each faction; maybe made them buildable...that could have solved it. GDI medium tank, missile launcher, maybe Humvee. Give NOD their buggy bois, flame tank, helicopter. That would have been neat.
    It would also make sense lore-wise as this game was supposed to be a transition between the world of Tiberian Dawn to that of C&C 3.

    • @davianthule2035
      @davianthule2035 3 года назад +3

      The main reason was not enough time, the game is a rush job and is missing slot of the extra features it was intended to come with

    • @dracmeister
      @dracmeister 3 года назад +1

      I don't think it's so much more they left it out but rather the files and code were already there and no one bothered to remove them and just made them inaccessible.
      They literally just used the same engine and just added features to it. This continues on to RA2 ad even when the engine went 3D with SAGE3D.
      You can find comments from the devs in the ini files at times referencing previous games/features that have been obsoleted.

  • @mainecp9
    @mainecp9 3 года назад +1

    I like this kind of video👍

  • @tidus298
    @tidus298 Год назад

    can you do a video on twisted insurrection, cos you can capture the old base buildings and create the old units but havent seen any videos yet

  • @cursedpaladin1035
    @cursedpaladin1035 3 года назад +2

    Plz make a video about other cut content from TS (my suggestion: weed cleaner)!

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +3

      I'm planning on making more but I don't think the GDI weed unit ever made it past early development so there wouldn't be much to talk about.

    • @cursedpaladin1035
      @cursedpaladin1035 3 года назад +2

      @@SvenVanDerPlank Can unit erase veins (as overlay, at what speed and how fast veinhole monster can regenerate)?

  • @DeusEversor
    @DeusEversor 2 года назад

    Red Alert (one only and the truest) is happening like 45-53? and Tiberian Sun (last one of the true triangle) is like 2030s so Mammoth Tank is 80 years old

  • @trslim6032
    @trslim6032 2 года назад +1

    Sorry to bother you, but I seem to have an issue whenever I try to modify my art.ini. The game crashes for some reason whenever a rocket soldier or rocket is fired. I don't know why, but it happens whenever the art.ini is modified. Please help!

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад +1

      Are you sure it's the art.ini causing the issue? That sounds like the game is trying to reference either the sprite or sound file for a rocket and it can't find it, crashing as a result. Are you trying to change that part of ART.ini because if not I can't imagine what's causing it (assuming it runs just fine without changes). Might be worth trying a reinstall and going again.

    • @trslim6032
      @trslim6032 2 года назад +1

      @@SvenVanDerPlank maybe. But whenever i change the art.ini back to normal, the game runs fine. Its very strange. Ill try reinstalling it from the first decade.

  • @burninghalls
    @burninghalls 3 года назад +2

    Tried to copy this either its my eyes or youtube its very hard to make out most of the letters there. So will have to turn my files back to normal. I wish someone would just kindly upload the completed ini files. I normally used a program called Tibed for these things though don't think these vehicles were in Tibed. Nevermind got it to work copied a wee part of the Tick Tank thing. I removed the deploy into tick tank defence, cause if you deploy it the vehicle will just turn into a tick tank. The turrets on some of the vehicles are non existent but yeah they work.

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +2

      Tick Tanks lack turrets while undeployed so are missing a crucial line: "turret=yes" - Add that and the new vehicles will appear correctly.
      Also, I forgot to remove the deploy line myself and the recording I used for the video ends seconds before I accidentally deployed my entire force into Tick Tanks. Gave me quite a laugh.

  • @Mort_Goldsheckle
    @Mort_Goldsheckle 6 месяцев назад

    I know I'm a little late but is there any way you can copy and paste the specs for everything in the description so it's a quick copy for us?

    • @SvenVanDerPlank
      @SvenVanDerPlank  6 месяцев назад

      5000 character limit wouldn't be enough for the whole thing. Unfortunately, I don't have the files anymore to upload.

    • @Mort_Goldsheckle
      @Mort_Goldsheckle 6 месяцев назад

      @@SvenVanDerPlank it's all good. I can't get a good version to work with anyway. Anytime I mess with the Art.ini it permanently crashes my game until I reinstall everything back to normal.

  • @rebelcybran5850
    @rebelcybran5850 2 года назад +1

    Can i find these vehicles in First Decade as well?

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад +2

      I don't know sorry. The game is freeware so if you want the same copy I used in these videos then go to CnCNet.

  • @schockwavecybertron8429
    @schockwavecybertron8429 3 года назад

    hello sven i have a problem when i added the vehicels i put some mod issue to the game and my tanks have no more turrets XD , i dont now how to fix taht because when i added the mod i can not rebuild it otherwise i must delete all game and install again ....

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +1

      Check the tanks in rules.ini and make sure there is a line that says turret=yes
      Not all vehicles have that by default so depending on what unit you used as a base you might need to add it in.

  • @MikeyPaper
    @MikeyPaper 3 года назад

    I see the rules.ini but I dont see art.ini. Are the both in the same folder of C:\Program Files (x86)\Origin Games\Command and Conquer Tiberian Sun ???

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад

      You'll need to extract it from ART.mix if I remember correctly. You can use a program called XCC Utilities to do so. I think I went over it in my first cut content video "The Dropship Menu."

    • @MikeyPaper
      @MikeyPaper 3 года назад

      @@SvenVanDerPlank Okay. Thank you for your reply. I'll go check that video out. Thanks! Cant wait to try this. Im a HUGE TS fan :)

  • @j.t2548
    @j.t2548 3 года назад +1

    Man, how do did even access all this information?

    • @SvenVanDerPlank
      @SvenVanDerPlank  3 года назад +1

      Originally I saw some beta screenshots with the heavy tanks and read that some of these Tib Dawn assets still exist in the files. After digging through the game files myself I discovered many many more than I had originally anticipated. A little experimentation was enough to re-enable them. I'm by no means a master coder but I know just enough to make sense of what I'm reading and work backwards to get what I want.

  • @RazorsharpLT
    @RazorsharpLT 2 года назад

    Wait... i see a "Scrin" vehicle in the dev menu...
    what is it?

    • @SvenVanDerPlank
      @SvenVanDerPlank  2 года назад

      It's the crashed ship from the campaign.

    • @RazorsharpLT
      @RazorsharpLT 2 года назад

      @@SvenVanDerPlank Oh, i thought those were lists of units, not buildings. My bad

  • @fifan8777
    @fifan8777 Год назад

    hola, puedes dejarnos el archivo editado?

  • @joaoguilhermebastos519
    @joaoguilhermebastos519 Год назад

    TD APC was just great. I hate TS version because its armless