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FinalSun 1.

01
---------------------------9.6.2001
Version 1.01
BUILT BY: MATTHIAS WAGNER
If you need a manual and tutorials, just press F1 after FinalSun has finished lo
ading.
Copyright by Matthias Wagner 1999-2001
Thanks for reading this file. Please read the whole file AND the manual
First a note: FinalSun is definitly not finished yet! So, there may be (crashing
?) bugs. If you find some,
please report them by mail or by posting them at the forum on finalsun.wagnerma.
de
If you create or edit a map, save very often and early, as this is still a beta
version.
DLLs: Download at http://finalsun.wagnerma.de/, complete list of all DLLs needed
at the end of this file.
CREDITS
------Olaf van der Spek for his XCC code and mappack encoding/decoding code
Thalassicus for many good tutorials
Jonathan Wilson for his work on ts editing
Felix "the Chickmac" Kelm
thonliner from www.theonliner.de
Alex and Michael from ccin.de
DeeZire for many many triggers
Gustav Ladn for many many many high quality pictures
Omer Strulovich (Shiroko) for his editing guide
Igor K. (I dont know complete name)
Matt Wolf
Steve Childs & his Editor SunEdit 2k
War Machine for overlay help
Maurice van Mil
Kidglove for some infos
NodScorpy from AGressivenodscorpions (website http://agressivenodscorpions.webho
stme.com, email guestx@dolfijn.nl) for additional trigger info
Dany for standard maps
[UCD]Reaper for standard maps
Ben Lankamp for translating
Daniel from strategyzone.org for translating
TallCommando
Harry for Scripttypes
Bigchump for structure options
"User"
Jurrian de Valk for his mappack compression algorithms
CONTACT
------info@wagnerma.de to contact me

FinalSun website (english+german): finalsun.wagnerma.de


My personal website (english): www.wagnerma.de
SunEdit 2k: www.childs-play-software.co.uk/se2k
FinalAlert 2 and FinalAlert 2 YR: www.westwood.com
LICENSE
------You are not allowed to use this editor with a demo or illegal version of Tiberia
n Sun, buy the game and enjoy it :).
The program is freeware, so you get it "as it is", the author is not responsible
for any damage caused by the program.
Electronic Arts and Westwood dont provide ANY support for this editor.
The editor is NOT a official editor of Westwood or Electronic Arts.
You may not sell maps created with this editor without written permission of the
author of this editor.
------YOU NEED
-------FinalSun:
- Win9x or Win2k
- DirectX 6
FinalSun:
- Tiberian Sun installed
- RAM: 32MB physical should be the lower limit, and the harddisk your page/swap
file is on should have
more than 150 MB free.
I recommend using DirectX 8.0. It speeds up FinalSun and TS.
KNOWN ISSUES/BUGS
----------------- If FinalSun crashes while loading pictures, switch into another color mode by
right clicking on your desktop and selecting properties. Select the correct tab
and switch to another color mode. Then try again.
If it doesnt work, try a lower resolution. And if even this doesnt help, check t
he end of this file that has additional notes
- Although FinalSun should now save every map on every PC fine, please save your
work as often and early as possible.
HOW TO START
-----------After FinalSun has finished loading, press F1 to show the manual and
some tutorials.
If after the release of this version any bugs get known, they will be listed at
finalsun.wagnerma.de, probably
with a workaround idea if existing. So you should visit FinalSun.wagnerma.de if
there are problems before
mailing me.
PLEASE!!! Read the manual by pressing F1 in FinalSun.
CHANGES SINCE 1.00
-----------------fixed some bugs
faster overlay placing

CHANGES SINCE 0.98 Alpha 4


-------------------------Added most FA2/FA2YR functionality
fixed bugs
CHANGES SINCE 0.98 Alpha 3 (2.2.2001)
------------------------------------MMX saving should always work now
Working compression, no uncompressed saving anymore needed
New minimap display, similar to RA2/TS
Right click scrolling
IsoView speed increased (=> faster interface)
Several bugfixes and smaller improvements
CHANGES SINCE 0.98 Alpha 2 (8.1.2001)
------------------------------------MMX Saving
AutoUpdate for future releases
Copy & Paste tools (even between FinalSun<->FinalAlert)
Graphics loading bug fixed
Use PageUp and PageDown keys to change height while placing tiles
Smaller improvements
Raise/lower terrain uses brush size
CHANGES SINCE 0.98 Alpha 1 (23.12.2000)
------------------------------------AutoShore and AutoLat may be disabled
Convert bitmap images into maps! (converts blue into water, for example)
AutoShore improved
AutoCliff improved
Faster tile placing
Lots of bugfixes
User friendly setup
Additional trigger flags (Thanks Watiz)
High wooden bridges and low concrete bridges support
CHANGES SINCE 0.97 Final (16.12.2000)
------------------------------------AutoShore now immeadiatly applied while painting water
AutoShore working for both FinalSun and FinalAlert now
Full tutorial for making a multiplayer map from scratch
2 other tutorials added (thanks Thalassicus)
Map compression should work more often now
General ground types now paintable using the object browser
Problems with hangups or crashes while loading graphics on some PCs shou
ld be fixed
Smaller improvements
Better flatten terrain tool
Bugfixes
CHANGES SINCE 0.97a6 (9.12.2000)
-------------------------------Previews/thumbnails for multiplayer maps will be shown in Red Alert 2 /
Tiberian Sun
FinalAlert only: AutoShore - create the shores for your whole map with j
ust one click!
Dialog for saving options
Improved code for ramps engine and AutoLeveler
Smaller improvements

Bugfixes

CHANGES SINCE 0.97a5 (5.12.2000)


-------------------------------AutoLeveler works better
First alpha of: Cliff painting tools! Just drag your cliffs as you need
them!
Redo tool added (opposite of the Undo tool)
Ramps engine updated (for raise and lower ground tools etc.)
Smaller improvements & bugfixes
Tooltips (quickinfo) for all tools
CHANGES SINCE 0.97a4 (3.12.2000)
-------------------------------fixed a crash bug occuring on some machines when voxels were loaded
CHANGES SINCE 0.97a3 (19.11.2000)
--------------------------------Automatic LAT smoothing (for sand, rough grass, etc)!
Voxel support (images for units and aircraft)!
Easier new map assistant
Beginner mode interface -> easier navigation
First alpha of: AutoLeveler! (automatically "fills" cliffs, MapTools->Au
toLevel!)
Minimap code completely new and faster
Much faster mapview
CHANGES SINCE 0.97a2 (10.11.2000)
--------------------------------Compression for maps
Automatic map transfer for RA2 (in Internet and LAN games!)
Very good trigger and teamtype tuturials made by Thalassicus added
New RA2 specific triggers (thanks DeeZire for some)
Support for disabled triggers
FinalAlert: Teamtypes support Transport starting location
Map borders fixed, added visible area border
Several bugfixes
CHANGES SINCE 0.97a1 (5.11.2000)
-------------------------------Fill areas with 1x1 tiles by pressing CTRL (useful for water maps)
LAN map problems should be fixed (hopefully)
Bugfixes
Other small improvements
FAQ and manual updated
CHANGES SINCE 0.96a2 (1.11.2000)
-------------------------------Dynamic graphics loading (much less memory usage!)
Graphics loading bugs fixed
Fixed bugs
FinalAlert: Supporting RA2.csf (unit and building names automatically tr
anslated)
HTML manual: much more detailed and better organized (more details about
placing cliffs, and a big FAQ)!
A few trigger issues for RA2 fixed (people who know FSData.ini should ha
ve a look into it!)
Manual reachable from inside FinalSun / FinalAlert: Press F1
CHANGES SINCE 0.96a1 (15.10.2000)

--------------------------------Edit RA2 Maps with FinalAlert, TS maps with FinalSun!


Recruitable & Flying flags for Infantry
Better 3d cursor
FinalAlert: Automatic countries support
CHANGES SINCE 0.95a4 (18.09.2000)
--------------------------------New trigger dialog, much more comfortable
Global variables
Unload cargo script parameter known
Trigger bugs fixed
Many bugs fixed
Weapons & Projectiles: SunEdit2k interface and mod map bugs fixed
Shift key works again when placing terrain
Using arrow keys to scroll through tiles and tilesets
Change map height tool (move whole map up and down)
Only allows to place buildings of correct theater
Building palettes all loaded correctly (correct colours)
Recruitable flag for Aircraft (for Create team trigger)
Homepage links
CHANGES SINCE 0.95a3 (08.09.2000)
--------------------------------Support for multiple infantry on one field
Quite many bugfixes
Using much less memory (now only around 30 MB)
Save bug fixed (sometimes didnt save!)
Check map bugs fixed
Almost full trigger support! (thanks DeeZire!)
Node bugs fixed
Manual updated
Much less memory usage
CHANGES SINCE 0.95a2 (01.09.2000)
--------------------------------Terrain editing bugs fixed
Display bugs fixed
Much faster isoview and terrain editing
Show/Hide Field/Tileset function (make for example cliffs invisible for
easier editing)
Check map function extended (checks for missing triggers, tags, taskforc
es & scripttypes)
Dynamic loading of graphic, dynamic loading of mix data (saves more than
100 MB RAM, so FinalSun should work on almost any PC at least in 16 bit color m
ode!)
Faster loading
Overlay browser (like the terrain browser)
Overlay & Terrain browser in main window
Tag-Repeat bug fixed
Support for XCC Mixer fixed (was accidently not available in 0.95a2)
Upgrades-bug fixed (Upgrades for buildings now appear correctly in TS)
Bugfix for Mappack packing (if height of map was bigger than width, the
top of the map was cut)
Several saving bugfixes
You can now again change screen resolution or run TS and FinalSun will n
ot exit but reload all graphics
Tunnel (tubes) support
Manual updated (new user interface, 2 tutorials about win/lose triggers
and tunnel editing)

CHANGES SINCE 0.94a (23.05.2000)


-------------------------------Better user interface
TERRAIN EDITING, thanks to Olaf for mappack compression encoding/decodin
g
Place for example streets, water, cliffs
Create completely new maps
Automatically detects Tiberian Sun (no need to enter sun.exe anymore)
Overlay is displayed using Tiberian Suns graphics
Rules.ini settings are saved at top of map file
And many bug fixes (for example vehicles bug)
CHANGES SINCE 0.93b (20.04.2000)
-------------------------------Faster loading
Support of making new (plain) maps without using existing maps
Better SHP support (now even for trees)
Better mod support
Showing terrain (yes, you have read correct ;)
CHANGES SINCE 0.93a (12.04.2000)
-------------------------------Fixed 1 bug: Sometimes FinalSun crashed while loading
CHANGES SINCE 0.93 (07.04.2000)
------------------------------Fixed 2 Bugs: Color depth may be less than 24 bit and FinalSun doesnt any
more crash after screen resolution has been reset (like when switching from Tibe
rian Sun to FinalSun)
CHANGES SINCE 0.92p
------------------Even more bugfixes
Firestorm support
SHP file support for IsoView
Direct support for mods
Reading the MIX files of Tiberian Sun
Trigger error fixes
Compatible with Tiberian Sun 2.02/Firestorm, maps should work fine again
Win/Lose triggers bugfixed
Manual Finalsun.doc updated
Thanks to Olaf van der Spek. Without his XCC code, many things would have been i
mpossible.
CHANGES SINCE 0.91 (01.14.2000)
------------------------------Quite many bugfixes
Standard maps for immediate creation of new missions
Dutch & Swedish language support
Minimap
Bugs of new map assistant fixed
Extended multilanguage support
A "simple" option: Only the most important features of FinalSun are enab
led, for beginners
3 new trigger actions (from NodScorpy)
CHANGES SINCE 0.9 (11.12.1999)
------------------------------

Multi-language support for many parts


Tags for team-types
Tips
New map assistant improved
Some describing text errors fixed
Some bugs fixed (you can now again use alt-tab)
Better houses support
Nodes should work fine
AITriggerTypes better known
Support for movies and other stuff
Iso-view speed again increased

CHANGES SINCE 0.86 (11.28.1999)


------------------------------Big perfomance improvement
Support of EVERY overlay type
Many bugfixes
Internal code improvement
AITriggerTypes can be created
Scripttypes features enhanced (thanks to Maurice van Mil)
CHANGES SINCE 0.85 (11.23.1999)
------------------------------MANY HIGH QUALITY PICTURES (Thanks to Gustav Ladn)
DIRECTX 6.0 SUPPORT
Improved performance
Placing tracks
Placing bridges
Fast change of unit/building owner (no need to use the properties anymor
e)
Statusbar now shows information about units/buildings
AITriggerTypes can now be enabled
Many bugfixes
CHANGES SINCE 0.82 (11.14.1999)
----------------------------OVERLAY SUPPORT
NEW ISO-VIEW USER INTERFACE
Bugfixes
CHANGES SINCE 0.8 (11.6.1999)
----------------------------ScriptTypes support
Extended Trigger support
SUNEDIT 2K SUPPORT (IF YOU HAVE AT LEAST BETA 4, PREVIEW 1)
Bugfixes
Updated manual
CHANGES SINCE 0.75 (11.4.1999)
-----------------------------Trigger support
Tag support
Bugfixes
Manual

CHANGES SINCE 0.7 (11.2.1999)


------------------------------Celltag support
Drag & Drop for celltags & waypoints
Bugfixes, one very important: infantry & aircraft wasnt shown on map, dont
know how I didnt recognize that infantry wasnt shown.. :)! now fixed.
Team types support (puh much work :)
Task forces support
CHANGES SINCE 0.62 (10.24.1999)
------------------------------Base nodes (means you can tell the ai to rebuild buildings if they are d
estroyed)
Building upgrades (though not visible in the iso-view of the editor yet,
but they are in the game!)
Other building properties included.
Using DirectDraw(c)
Many bugfixes
Other stuff
CHANGES SINCE 0.6 (10.24.1999)
-----------------------------Deleting waypoint option was available anytime. If no waypoint was prese
nt, editor crashed. FIXED
Many city-buildings graphics added
small non-critical bugs fixed
sample map added
CHANGES SINCE 0.5 (10.23.1999)
-----------------------------Waypoints supported
some new graphics
Drag & Drop (see FAQ!!! COOL FEATURE)
fixed some small bugs
CHANGES SINCE 0.4 (10.22.1999)
-----------------------------Iso View speeded up and improved
Aircraft support
Additional iso-graphics for units/infantry
Houses
FAQ
--Q:
A:

How can I create a zoom trigger?


DeeZire answered this in an email he sent to me:
If you wanted to zoom on a particular place, you must first use the 'mov
e camera and scroll to waypoint' action (#48) and then zoom in.
The zoom rate is controlled by an undocumented keyword which must be pla
ced in the [General] section of RULES.INI or your map file:
ZoomInFactor=N
} I dont know how N is measured but a value of 4 works
OK.
Matzes addition: It works to use Edit->Ini to create a [General] section
inside the map file and insert the key.
Q:
A:

How can I create a really new map?


As FinalSun now offers support for creating new maps, there are now 2 wa

ys to create new maps. Either


you use File->New or you can create a multiplayer map in the random map
editor in TiberianSun (before version 1.15 only!).
To do this, just create a random map and quit Tiberian Sun again. Now yo
u can
load the file "RandomMap.Map" into FinalSun and edit it.
Q:
Can I create new unit types?
A:
Now directly supported by SunEdit 2k. Download the newest release to get
extended support.
Q:
Can I play the maps online? And use the new unit types online?
A:
Yep, but the synchronisation limit is at 40 seconds, thats enough for ar
ound 500-550kb (so 130-150 kb for the map
for 4 players online). If this limit is broken, ... bad... :). You can u
se the unit types online.
Q:
How can I keep the map file small, so that Im able to play with 4 players
online?
A:
Of course you can choose a small map size in the random map generator. A
nother possibility is to "hide" the preview.
Just say "Yes" when the program asks you to do that when you save the ma
p. Unfortunately the maps FinalSun produces are
kinda big in this alpha, as mappack encoding doesnt use compression yet.
Q:
I already have maps / Im using a Rules.INI. Can I import my settings in t
his files?
A:
Yes you can. At the "All" Section, click on "Import another INI File". Y
ou can now choose what to import, whether
only specified sections or the whole file (please DONT import the whole f
ile if its too big, for example the
rules.ini!). INI files are: *.mpr, *.map, *.ini.
Q:
Ok ive made a multiplayer map. How can I play it?
A:
In Tiberian Sun in the map settings dialog, choose "multiplayer maps" an
d click on your one (mostly at the end of
the list!). Note that you cannot load the map in the random map editor.
Q:
Ive created a single player mission by changing an existing one. How can
I play it?
A:
You can name the file like the one that you changed (gdi1a.map, nod1a.ma
p for orig TS, fsgdi01.map or fsnod01.map for Firestorm).
A better solution: Copy FSBattle.ini from the FS to the TS directory and
name it Battle.ini. Open the file with
notepad and change the settings there, best way is to create a new campa
ign. Then you can choose your campaign
in TiberianSun.
Q:
What is that new houses page?
A:
The main reason I have included this feature is for singleplayer maps. A
house is a "player", for example
the GDI, or the civilists. Note that this is not a side like GDI/NOD, its
specific to the map.
I have not yet tried out much with houses in Multiplayer yet, but I foun
d out that only the standard
houses "GDI", "Nod", "Neutral" & "Special" are supported, else the game
could crash! An idea to implement
a multiplayer map with a predefined enemy (with buildings etc!) would be
to use Neutral or Special as
AI-house (but i havent tried out yet!).

Always use "Prepare houses" before doing anything else in SP and MP if n


o houses are yet placed.
(its simple and it helps to dont make a mistake.
Experienced user
s may not need to do this!).
Q:
What is that new drag & drop feature? (= how can I copy units/buildings
or move them?)
A:
Instead of deleting a building and placing it somewhere else, you can no
w simply click with the left
mouse button on the building and move your mouse with holded down mouse
button. You can now see a line that
shows where the building/unit will be placed at. If you stop holding dow
n the button, the unit/building
will be moved there. If you hold down additionally shift, it will be "co
pied" there, that means you can
create for example a big army without having to create every unit yourse
lf.
Note: if you move/copy a building and it is to big to be placed at the n
ew position, no warning appears!
That means you can probably get problems if you dont make sure that there
is enough space!
FEATURE
Basic
Special Flags
Lighting
General editor for sections
Inserting of other INI files
Version of rules.ini included in EXE
rian Suns rules.ini
Graphical editor
EDITABLE!)
Inserting Trees
Inserting Units
Inserting Buildings
Inserting Infantry
Inserting Aircraft
Inserting waypoints
Inserting base nodes
Object settings
General map settings
Triggers etc
Scripts
AITriggerTypes etc
Minimap
Placing cliffs, water, roads, etc.

BUILT-IN
Yes
Yes
Yes
Yes
Yes
Not anymore included. Uses directly Tibe
Iso-view included (terrain is shown and
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes

Note: it may be that I have not listed every feature missing/built in.
***********
DLLS NEEDED
***********
I think this should be all DLLs:
ADVAPI32.DLL
COMCTL32.DLL
DDRAW.DLL

FSUNLIB.DLL
GDI32.DLL
KERNEL32.DLL
MFC42.DLL
MSVCP60.DLL
MSVCRT.DLL
NTDLL.DLL
SHELL32.DLL
SHLWAPI.DLL
USER32.DLL
VERSION.DLL
Now DLLs, that are loaded delayed:
COMDLG32.DLL
CRYPT32.DLL
MPR.DLL
MSOSS.DLL
MSVCRT20.DLL
ODBC32.DLL
OLE32.DLL
OLEAUT32.DLL
OLEDLG.DLL
OLEPRO32.DLL
RPCRT4.DLL
URLMON.DLL
WININET.DLL
WINSPOOL.DRV
WSOCK32.DLL
*****************************************************
WORKAROUND IF FINALSUN CRASHES WHILE LOADING PICTURES
*****************************************************
First you should try switching to 16 bit color depth and probably a lower resolu
tion.
If this doesnt work, you should make sure that c:\ (or where you have your swap f
ile) has enough free space (300-400 MB are perfect).
If this also doesnt help, you can try to increase your swap file size manually (b
ut please only do this if you are experienced!).

Microsoft, DirectX, and DirectDraw are registered trademarks or trademarks of Mi


crosoft
Corporation in the USA and/or other countries.
Electronic Arts, Westwood Studios, C&C 2 Tiberian Sun and C&C Red Alert 2 are tr
ademarks
or registered trademarks of Electronic Arts in the United States, Germany and/or
in other countries. All rights reserved.
SunEdit 2k is copyrighted by Childs-Play-Software.

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