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CNCJack_TD's avatar
6 years ago
Solved

Bug Collection for CNCRemastered Editor

Dear Developers,

first thank you for the new patch and all the things it fixed so far. However, i really hope that the Map Editor has not been dropped from you priority list, since modding and mapping has kept this game alive for  long time. 

For now i want to use this thread to collect all Bugs that are known so far, so you can get a better overview about the current problems. Any Input is welcome.

Here are my Observations (Bugs):

1. CNCRemastered Mapeditor resets counter of Trigger Event "Time" in Tiberian Dawn-Mode to zero, when a map is reopened. ***Update*** It actually seems to work. The number you can enter directly next to Time-Event is not relevant for the trigger. It has to be put in the Data line. No bug, but very missleading presentation.

2. In rare cases  the Editor for RA Remastered produces corrupt Create-Team-Triggers, that will crash the game. I could not reproduce this, but i safed the map that is infected with this bug. For some unknown reason The editor adds an adtional -1 Value to the triggerscript, which will cause the crash. (I compared that with identical Trigger from another map in a text editor to find that out - but they look the same in the Editor, no difference).

3. *******FIXED****** There is currently no way to setup a working Tech/Buildlevel or IQ-Levels for custom SP/campaign missions. 

4. If creating singleplayer maps, the map editor should safe up automatically 2 rows of space in each direction, to prevent crashing if not doing so if using reinforcment triggers for Naval Units (tested in Red Alert Remastered). Instead of offering a 126x126 (has already one row free space) of maximum space it should be 124x124 for singleplayer.

5. The Scrollmenue for Units/Structures/infantry and other stuff  is automatically scrolling down in insane speed if i mouse over the lowest entry in the list. This should not happen.

6. Colorchange: On the map editor, other players have other colors (silver, green, yellow and so on). But ingame singleplayer they seem to go back to red and blue in RA (not sure if this is a bug or a helper)

7. Some entries in the Editor could use some better explanation. For example TeamType Actions Dothis/Attack require a number for different behaviours. It is not clear, what those number do, unless you google for a complete RA Scripting Tutorial.

8. ****Obsolete and explained by Nyerguds******  Waypoints in TD-Mode limited up to 24 (+Home/Flare/Reinf). In older C&C TD Editors i was able to use more waypoints - but i am not sure if that worked. However: Units get often stuck in TD wenn they have to cross bridges or rivers. So its usefull to have multiple Waypointpathes for A to B and then B to A back instead of using the same WP-Route reversed - to avoid colissions of patrouling units. Can become really annoying, otherwhise. Waypoints are simply limited to 0-27.

9. **** Explained by Nyerguds **** -----> still leaves the question open, if we can get an option for custom Campaigns to work around this problem.

Missmatching Tilesets between Remastered and Original. It happens that some weird Tilesets apear where they have not been placed (Riverparts in the middle of nowhere, or missing cliffs). If you switch between Original and Remastered one of the versions has sometimes those visual errors. They are NOT random. They seem to be hard baked into the map. Have multiple examples of custom maps, where this shows up and they can not be corrected with the Mapeditor (it shows allright in the Editor so its ingame problem).

This happens mainly in C&C TD when replacing original missions and loading them via the usual campaign mode. Opening them in Custom map Mode and the errors are gone.

Still it is weird, becaus those errors only appear in Remastered-Graphics and not in the old graphics. See this Videolink for demonstration.

10. Destroyed-Trigger. Unsure if this due a bug of saving wrong information in some cases or a general problem. But the Kill X of the TriggerBuildings and get Airstrike after does not work in C&C Remastered Editor. I always get Airstrike if i just killed one AntiAir-Defense instead of all. Comparing the Codes in Texteditor, there was an entry missing.

Original campaign: AIR2=Destroyed,Airstrike,0,None,None,1

Editor Trigger:        AIR2=Destroyed,Airstrike,0,None, ,1 (None is missing)

In the Editor, both triggers look exactly the same. I noticed this behaviour with other triggers aswell. <None> is missing in many triggers just leaving empty space between <, ,>. Often is has no negative impact but still this should be fixed.

So the editor ist not writing this as intented and therefore the trigger fails to work. May be it is just like the problem as mentioned in Bug 2 and happens sometimes...but it was the only way again to repair my map - texteditor. I was not able to set this trigger up with C&C Remastered Editor. Interessting: Once changed in the Texteditor, the Remastered Editor DOES NOT overwrite the corrected passage. It stays correct after that.....Sometimes this bug does not happen at all....not sure what causes it.

11. Set Global Values in RA higher than 29 are ignored by triggers. I had to check this until i hit the maximum limit. However you can enter whatever you want for those Values - should not be allowed or you never know why your trigger will not work.

Hope them to get fixed, especially Number 1 and Number 3 and 9.

12. The small River-Bridges in RA Remastered allow up to 4 Units next to each other - it should be only 2. They can simply ignore the bridge and drive over the river which looks strange and was never the case in the original. This happens in Custom maps played in Custom Mode. The small bridges also looks totally glitched and weird when swapping back to RA-Classic-Graphics.

https://youtu.be/DLj5hSUcvyA

13. I can not open any maps in Custom mode, if i put them into a subdirectory of Local_Custom-Maps. Should be changed cause with a growing number of maps, the main directory is going to be very cluttered.

14. Buildings should be able to be flagged as repairable. Currently this is not included. 

000=GoodGuy,apwr,256,657,0,None,0,0

We should be able to mark a building as repairable, like so

000=GoodGuy,apwr,256,657,0,None,0,1

15. Using the Trigger for Text IDs will Crash the editor.


As well on RA maps when setting a Trigger Action "Text Trigger (ID Num) it creates an Out Bounds Error ,because there is no ID Num 0

16. You can have only one dog created by the AI - it waits until it is destroyed before producing other ones. (need to confirm this by testing)

17. If a playerbuilding has an entry for Base=X, it will be safed as a building of the opposite faction. (not sure if this is a bug, since player building do not need that option)

Greetings

CNCJack_TD

  • dcom67's avatar
    dcom67
    6 years ago

    Gah it lost my entry.

    Yes i made an RA map that has naval reinforcement units coming from west, east, and the north sides of the map , no problems

    I have also made several TD maps with no problems , except for the neutral faction , seems as though neutral cannot produce or reinforce.

    I surround all of my maps with the 1 x1 water tile except where i need land units to arrive . On the RA maps i also set a waypoint on the Outside of your map set of tiles , where the units will arrive from , and enter that into the Team Types Waypoint Line Entry ,if you don't do this the reinforcements don't work properly

    Definetly the TechLevel & IQ  not at least saving to the MPR file is a problem . We cannot seem to publish maps to steam unless they use the default Build levels.

    I wasn't the one that found the dog issue ,another fellow on the steam forums found it and i tested it as well . Unless there is some secret to spawning the dogs ,only 1 will be produced, unitl that one is killed. 

15 Replies

  • Good list of bugs. I really hope they pay some attention to the editor.

    There are a bunch of other smaller problems with Red Alert which I'm pretty sure is due to the fact that SP missions are now .mpr (used to be reserved for multiplayer maps) instead of .ini like they used to.(.ini files won't be detected in the custom missions list)

    There might be other problems associated to this but here are some I found:

    • Mission briefings do not appear in the ingame escape menu
    • You can see a list of players by clicking on the icon in the sidebar, as if it was a MP map
    • Completing a custom mission will work towards the achievement to play 10 skirmish matches
    • Play Movie trigger in Red Alert doesn't work
    • Action and Brief movies will not work (Win/Lose does work. These can be added via editing the map file) 

    I tried to play the same test mission as a normal campaign mission by changing the filename to scg01ea.ini, put it in the main CnCRemastered directory and start a new Allied campaign, now all movies worked like they should, plus the movie trigger.

    Regarding the text triggers, the way they worked in the original was that in the trigger you assign a number which then corresponds to a text string in an external file. Why it doesn't work with the new editor might also be due to the file change from .ini to .mpr, or they changed the file structure so the editor can't find the text file.

    But even if text triggers would work you would only really be able to work with the text strings that already exists, at least if you wanna share it on the workshop, because you would need to supply the file with your own text strings, and the editor doesn't allow uploading any extra files. 

    So the most optimal way would be if they could change the way text triggers work so that the actual map file itself contains the text, like with briefings.

  • dcom67's avatar
    dcom67
    6 years ago

    @Nyerguds wrote:

    @dcom67 wrote:


    This is what should be typed into the MPR file

    [Base]
    Player=BadGuy
    Count=4
    000=APWR,2750
    001=APWR,2746
    002=APWR,2742
    003=APWR,2738
    Player=GoodGuy
    Count=1
    000=APWR,657


    That can never work. Keys under one ini section need to be unique. You can only have a [Base] section for one player.


     I guess your right , I'm pretty sure i found it someplace though, But i forget where..   And it didn't complain when i tried it on a map. 

    Oh well ill scratch that part.

    The text triggers work but they start at #1 instead of 0 .

    And yes it would be  nice if we could somehow add text

    [Tutorial]
    1=Objective 1 Complete
    2=Objective 2 Complete
    3=Objective 3 Complete
    4=Defend Command Center
    5=Destroy all Allied units and structures
    6=Destroy all Soviet units and structures
    7=Build your base

    ;Specific text
    ;MAX is below! Don't exceed!
    ;X=XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

    8=Find Einstein.
    9=Get Einstein to the helicopter
    10=Clear the way for the convoy
    11=Time is running out!
    12=Convoy approaching
    13=Destroy all bridges
    14=Get Spy into War Factory
    15=Destroy all SAM sites
    16=Get Tanya to the helicopter
    17=Capture Radar Dome
    18=Destroy Sub Pens
    19=Keep the Chronosphere on-line
    20=Restore full power
    21=Get a spy into Command Center
    22=Bring Kosygin back to your base
    23=INCOMING TRANSMISSION
    24=Capture the Command center!
    25=Get engineers to control computers
    26=Clear the naval channel
    27=Capture all Tech centers
    28=Destroy the Iron Curtain
    29=Use engineers to operate computers
    30=Re-program all generator computers
    31=Hangar turret powering up. Standby
    32=Turret deactivated
    33=Acquire money to build your base
    34=Destroy civilian forces and town
    35=Secure the middle island
    36=Get the convoy across the map
    37=Run for it!
    38=Capture the other tech centers
    39=Don’t approach the Chronosphere!
    40=Kill the enemy spy
    41=Disrupt Allied communications
    42=Get trucks to other shore
    43=Get engineers to coolant stations!
    44=Use main terminal to shut down core
    45=Meltdown Imminent!
    46=Destroy convoy truck
    47=Destroy Allied naval base
    48=Destroy Radar domes
    49=Capture the Chronosphere!
    50=Get spy into enemy tech center

    ;Death explanation text

    51=Einstein was killed
    52=Tanya was killed
    53=Radar Dome was destroyed
    54=Command Center destroyed
    55=Chronosphere self-destructed
    56=All Engineers killed
    57=Spy escaped
    58=Time ran out
    59=Convoy destroyed
    60=Spy killed
    61=Kosygin killed
    62=Einstein was in tech center
    63=Not enough available power

    ;misc

    64=Charge placed on Generator
    65=Find and Rescue captured Engineers

  • Not sure if this is a bug or a design idea

    On TD maps .I'm playing as GDI  if i mark an existing GDI building in the Base section , when i reload the map , that structure will turn into a NOD structure ,If i then save the file it will be saved as a Nod structure.

    IE:

     [Structures]
    000=GoodGuy,fact,256,1099,0,None
    001=BadGuy,fact,256,1013,0,None
    002=GoodGuy,proc,256,1096,0,None
    003=BadGuy,proc,256,1010,0,None

     This is the GoodGuy Factory and refinery marked in the Base 

    [Base]
    001=PROC,285214720
    000=FACT,285215488
    Count=2

    When i load this map those two buildings turn red (nod)  , and if i save the file  the two good guy buildings will be turned into BadGuy buildings.

    It works the other way around too , IE im playing as Nod , and i mark 1 Nod building to be in the base section, when i reload the map it turns that building into a GDI one. 

    It will also turn neutral to the opposite side

    I guess i would like to see the editor remove the BASE entry from anything but the AI side.

  • @dcom: Wow, that sounds weird - but has not realy an impact on mapping, does it? Setting up base-priority for Players is not really a thing, since the player will deceide what to build.. 

    I have currently a not fun and very hard time to set Teams for the AI in Red Alert. The AI always builds 2x the team instead of only one - resulting into a flooded base with units that wont move anymore. If i reinforce them, the amount of teams and units is correct, but sometimes they simply get stuck in a completly free area with enough space around (no bridges and anything like that) and wont proceed to follow ther instructions.

    Main reason why i currently stopped my custom campaign missions, because this is  a huge random factor, if the AI fights back or simply starts to do nothing at all.

    Also strange: If i reinforce a landing boat, it moves to the destinated location and unloads all units. If i reinforce another one (enemy faction) on the same route, it will always get stuck. It is always the 2nd boat, that will get lazy....just like the route is now forever unusable for whatever unknown reasons. *sigh* 

  • dcom67's avatar
    dcom67
    6 years ago

    Once you understand what it does its easy enough to get your head around it , but my very first map i was trying out what the base numbers did , and every time i reloaded the map my buildings would swap sides. Took me quite awhile to figure out why ..

    For the team types if you don't want it building more leave the roundabout - prebuilt blank , and Init Num and Max num as 0( for reinforcements)

    If you want to create a team of one use the prebuilt box and set the init num to 1 and leave the max num at 0

    I'm not sure about the LST off hand, but if it works like the TD ones leave everything in the mission blank..

     you can also control where they go by adding rocks to the outside of your map

    For RA ones  1. you need a waypoint outside of the map , enter this into the teamType waypoint.

    2.  in the mission you need a final way point  and the unload command , you can add some more commands for the units that got unloaded

    And if you want to start off a mission with the lst looking like it just dropped somebody off , put an infantry type on the map , and an lst right behind it and give the lst the unload (TD) retreat (RA) mission

    I didn't have any problems sending two English Lst to two different  waypoints  then sending two Ussr lst to the same places,  They will get stuck if your way point is unreachable to the lst, 

    and also you need enough time for the first lst to get out of the way.

    You can start a new map and paste this in. you just need to add an infantry to the home point , Player = England , & Ussr  , and add a straight section of beach where the 2,3,4 waypoints are

    [Waypoints]
    0=16297
    1=16307
    2=13736
    3=13746
    4=13751
    98=13612


    [TeamTypes]
    trans1=3,0,7,0,0,0,-1,2,LST:1,E1:1,2,3:2,8:0
    trans2=3,0,7,0,0,1,-1,2,E1:1,LST:1,2,3:3,8:0
    utrans1=2,0,7,0,0,1,-1,2,E1:1,LST:1,2,3:4,8:0
    utrans2=2,0,7,0,0,0,-1,2,E1:1,LST:1,2,3:2,8:0

    [Trigs]
    str1=0,3,0,0,13,-1,5,0,-1,0,7,0,-1,0,0,-1,-1,0
    str2=0,3,0,0,13,-1,10,0,-1,0,7,1,-1,0,0,-1,-1,0
    utr1=0,2,0,0,13,-1,10,0,-1,0,7,2,-1,0,0,-1,-1,0
    utr2=0,2,0,0,13,-1,15,0,-1,0,7,3,-1,0,0,-1,-1,0

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