Simply download the mod and extract the downloaded ZIP file. Afterwards, launch DTA.exe.
If that is too challenging, we also provide an installer, which you can simply download and run: Moddb.com
Simply download the mod and extract the downloaded ZIP file. Afterwards, launch DTA.exe.
If that is too challenging, we also provide an installer, which you can simply download and run: Moddb.com
For the most part, you cannot. DTA has a different map format than original TD and RA1, so their missions are unfortunately not compatible with DTA and would need to be completely remade to work in DTA.
Creating original missions is usually more interesting from a mapping perspective, so that's what most of our mappers have focused on.
We have however remade the Tiberian Dawn GDI campaign as a 2-player co-op campaign, accessible by hosting a LAN or CnCNet game and selecting Co-Op (of any difficulty level) as the game mode.
DTA also features remakes of RA1's ant campaign and the "Sarin Gas" expansion missions.
It's the cockpit of the vehicle. The Chrono tank has a somewhat similar one, and as the lore on the description tells, this vehicle was derived from it.
It is not possible.
You can toggle the "Harmless Tiberium" game option to make Tiberium not damage infantry, though.
If you feel you are developing self-esteem issues from the warning, you can enable ModMode=yes in Resources/ClientDefinitions.ini. With ModMode enabled the warning won't be shown.
It would unfortunately also be great for breaking MP balance :)
There is also the Naval Artillery: Moddb.com
And DTA also has some crate goodie units that are utilized in the campaign.
WAE needs to be configured to read files from those mods instead of stock TS/TSC. Optimally this will be done by mod authors: at least some of them have shown interest for bundling WAE with future updates of their mods, just like how they currently bundle FS/FA2.
If you want to give it a shot yourself, you can open /Config/Constants.ini and /Config/FileManagerConfig.ini, and check out the keys there. /Config/Theaters.ini is also important in case the mod renames theater files from the vanilla game (I don't think either TI or Rubicon do this though).
Especially TS mods such TI and Rubicon should be easy to get running. I wouldn't be surprised if Rubicon works after just changing WAE to look for Rubicon.exe instead of TiberianSun.exe.
YR mods, especially MO with its gargatuan number of assets and changes to the game, might take more effort. But there are already some mappers in the community who are using WAE to map for MO, so it's doable.
If you are using Steam Tiberian Sun, you need to download XCC Mixer (part of XCC Utilities) and extract the mission maps from the MAPS*.MIX files. Once extracted, you can open them with WAE.
If you are using the Tiberian Sun Client (which I heavily recommend you to do if you enjoy mapping or modding), you can find them from the /Maps/Missions/ subfolder. Simply open WAE and load one of the missions from there.
I have no plans of entirely abandoning WAE in the near future. Although I will take a break from it for some time, both to relax (I worked pretty hard on the editor in the last few weeks) and also to catch up with some other things, so development will likely somewhat slow down.
Hi,
There is currently no tutorial, but we hope most things are intuitive enough to get started without one, especially if you have any previous mapping experience.
You can also reach out on the C&C Mod Haven Discord (or other C&C community Discord servers) if you have questions on how to achieve something through the editor.
We might create a user manual in the future though.
Hmm. It has worked fine for us before, although it's been some time since any of our staff played the mission.
The map doesn't have anything wrong at a quick glance, I guess we'll have to retest it.
Typically 1280x720 should work fine and also look decent on a 4K display, since it can be 3x-upscaled to exactly fit a 4K monitor.
Can you provide a screenshot or other image of the "UI being out of frame"?
It will come, most likely later this week ;)
What is the problem? Do you get some sort of error message or...?
We have some fans with 4K monitors who are running DTA without issues.
I've posted about this issue on the client development channel.
One user replied the following:
"There's a tib field below the medical facility you rescue Tratos from. I've had a few Nod troops be stuck in the map border in that area before (until I finally saw them and shot at them). Could be the issue"
So I'd first check that.
If that fails, we do not have save files, but we do have a mod package that makes all campaign missions individually playable from the menu. Applying that would disable the side-missions-affect-main-missions logic of the campaign though.
Saves from other versions of Tiberian Sun are unfortunately not compatible and cannot be made compatible with the Tiberian Sun Client. Saves in Tiberian Sun are basically selective raw memory dumps, meaning any changes made to the game easily break them.
No.
It is, however, a very subtle reference to stage 2 of the bullet hell game Touhou 16 ~ Hidden Star in Four Seasons, which was titled "Red Mountain Loneliness", and featured autumn-themed graphics. Of course, the name is generic enough that the reference is far from obvious.
It should work on widescreen if you just go to Options in the client and pick a widescreen resolution for "In-game resolution".
1) The Tank Destroyer has higher range and higher burst damage than the Medium tank, which makes it more powerful especially in high numbers, especially when paired with the Enforcer or Machine Gunners.
2) Nod or Allied light tank? The Nod light tank is otherwise roughly as cost-effective, but it has less range than the medium tank, meaning that the light tank is worse when armies grow big. Allied light tank is faster and deals more damage, but has less HP.
3) Yeah. We feel Nod's roster is still in a good place currently.
4) GDI has the X-O Powersuit as a hero vehicle.
There is a reason for the dual power plant tech.
You can figure it out by playing the campaign once it's out :P
We actually haven't been using TibSun's mission branching system for almost 2 years, instead we've thrown it out and entirely replaced it with our own code :)
But yeah, I like branching campaigns and hope the public will enjoy it too once we release CR!
If you get black borders, you are using an in-game resolution that could be sharply upscaled to 1920x1080.
You can probably set boxing=no to eliminate the black borders, but it won't make a difference for quality.
You might need to add 960x540 as a custom resolution through your GPU driver control panel.
Unfortunately the AI owning two construction yards leads to a problem where it builds two copies of all buildings. Which is very unfair when it expands (imagine if you could crawl by placing two powerplants at once, both reaching towards a field), or when it places defenses.
Basically the AI plays the game like it had a C&C3;-style sidebar, with each factory working separately instead of it only having a primary factory.
No one in our staff currently runs Linux, nor is any of us very familiar with it, so it is unfortunately not possible for us.
People have got DTA to work on Linux using Wine though.
You can disable this new AI and still play with the old one, it is included as an option. You only won't be able to earn stars / score on maps if you have the new AI logic disabled.
We also mostly play Co-Op in our online community, and many players will find this more immersive in a way (some of our testers have already done). As it actually feels like you're battling a smart opponent instead of an AI that doesn't know how to play the game and needs massive discount bonuses to be able to fight back against skilled human players.
We would prefer for the AI to also expand with MCVs if distances between fields were too long to make building-crawling expansion viable, but unfortunately it'd be too technically complex to implement, at least in the near future.
Unfortunately making the AI respect build limits is harder and most likely won't make it to this AI update yet. Maybe in the future though.
You're welcome.
If you need any help with mapping itself, feel free to reach out, or join our Discord server where there's also other mappers on the mapping channel who are able to provide assistance when necessary.
Rampastring
Rampastring joined
Commander of Nod's northern forces, programmer, reverse-engineer, game designer and a 東方 lunatic who enjoys swimming in the cherry blossom -colored sea. Original creator of the CnCNet client that is used by almost every active Tiberian Sun and Red Alert 2 mod. Co-leader of @[Dawn of the Tiberium Age](mods:the-dawn-of-the-tiberium-age:10865) and the author of various Tiberian Sun game engine improvements. Ex-staff of @[Twisted Insurrection](mods:twisted-insurrection:10974). Enjoys all cute things and large groups of enemy units to wipe out.