The Dawn of the Tiberium Age 1.08

This mod converts Tiberian Sun into Tiberian Dawn (CandC95). This mod looks and plays nearly like Tiberian Dawn, but since you have all bene...


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This mod converts Tiberian Sun into Tiberian Dawn (CandC95). This mod looks and plays nearly like Tiberian Dawn, but since you have all benefits of Tiberian Sun's engine (like being able to move while firing, drag-scroll, high resolutions, online play and skirmish) the gaming experience is (in my opinion) better. There are also a few extras like certain new units as crate goodies and an extra game mode called survivor, in which you have to collect crates to get units and upgrades. Some other kind extra features are likely to be added in the future as well.

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-The Dawn of the Tiberium Age - version 1.08-
-------------by Bittah Commander-------------


1. About
2. Latest changes
3. Installation instructions
4. Files
5. Maps
6. Making your own maps
7. Credits
8. Site

1. About
This mod is a Tiberian Sun to Tiberian Dawn (C&C Gold) total conversion
for which I tried to capture the TD feeling is good as I could by
reusing many of the original files.

2. Latest changes
Version 1.08
- Added: Survivor game mode (accessable via the [Survivor] maps). Look
in the Maps section of this ReadMe file for more information.
- Added: The Microwave Tank, Heavy Tank and the V2 as crate goodies.
- Added: Marble madness tiles for the map editor.
- Added: UDP LAN support (makes TS use UDP instead of IPX, which makes LAN work on Vista).
- Added: Multiplayer maps "Social Devide", "A Long Way From Home" and "Pitfall".
- Changed: The Nuke warhead now works like the Chemical Missile's. The
nuke didn't deal damage properly before and this couldn't be fixed
without sacrificing the vertically launched nuke (which I didn't want to do).
- Changed: Made the map Green Acres bigger (there was too little build space).
- Changed: Removed the rocket launcher from Nod.
- Changed: Increased the rocket lancher's weapon range from 7 to 8.25.
- Chagned: Increased the artillery's weapon range from 7 to 8.25
- Changed: Decreased the Adv. Guard Tower's weapon range from 8.5 to 8.
- Changed: Decreased the Obelisk's weapon range from 8.5 to 8.
- Changed: Made the AI less intelligent when using the Ion Cannon.
(they now slightly outrange the Adv. Guard Tower and Obelisk).
- Changed: Made the flamethrower infantry and the chem warrior type immune.
- Changed: Replaced all "road buildings" with actual (terrain) roads.
- Fixed: The font on the Power and Waypoint sidebar buttons.
- Fixed: The Chinook no longer has debris when it's destroyed.
- Fixed: The flamethrower infantry now explodes when it's killed,
- Fixed: The guard tower can no longer attack air units.
- Fixed: The advanced guard tower is now more accurate.
- Fixed: Flamethrower infantry and grenadiers now explode, damaging
or killing nearby units in the process.
- Fixed: On the map Sandy Plagues several cliffs and shores weren't impassable.
- Fixed: Multiplayer colors (they match the TD multiplayer colors better now).
- Fixed: Several shore and river pieces (extra versions have been made for some as well).

Version 1.07
- Added: Multiplayer map "Towns of Sudan", made by warlord.
- Added: Multiplayer map "Sandy Plagues", made by warlord.
- Fixed: Problem which caused certain shores and rivers to not appear.
- Fixed: Multiplayer colors changed so they match the ones in TD.
- Fixed: Global unit speed has been reduced to 0.875.
- Fixed: Turned dinos into infantry again (they no longer work as
vehicles because of the hack that was done to get 32 facings to work).
- Fixed: Restored the original size of all structures (the height of all
structures was stretched to 120% before).

Version 1.06:
- Added: Smoke will appear after big fires or when buildings are destroyed.
- Added: Most Red Alert mouse cursors.
- Added: Multiplayer map "Enemy Lines", made by warlord.
- Fixed: Replaced TS speeches "Alliance formed", "Alliance broken" and
"Our ally is under attack" with a blank sound.
- Fixed: Prerequisites of the Rocket Launcher (Nod was unable to
build the rocket launcher because of this).
- Fixed: Postion of the turret on the Hum-vee and Nod Buggy.
- Fixed: The Nuke now damages really everything within the blast
radius (so what does or doesn't harmed get is no longer random). The
blast radius had to be made much smaller to maintain balance however.
- Fixed: Missile and cannon weapons can no longer leave scorch marks
or burn infantry.

For a full change log with all changes since version 1.02, go to

3. Installation instructions
Extract everything in this zip file into your TS folder
(by default this is C:WestwoodSUN) and run DTA.exe to start the mod.

Note1: Since DTA has its own executable file (DTA.exe) it won't
affect Tiberian Sun or any other mods you might have installed.

Note2: Even though Settings_DTA.ini is just DTA's version of SUN.INI,
removing it will cause problems. If you want to reset your game
settings, please replace Settings_DTA.ini with the one in this zip
file instead of removing it as you would do with SUN.INI.

4. Files
These are the files find in this zip file (which you'll have to remove if you
want to uninstall the mod):

DTA.exe – DTA's executable
Settings_DTA.ini – DTA's version of SUN.ini (contains all game settings).
ReadMe_DTA.txt – This readme file.
Lang_DTA.dll – DTA's version of Language.dll.
Patch_DTA.MIX – Empty MIX file reserved for updates.
Expand01_DTA.MIX – DTA's version of EXPAND01.MIX (contains most of the mod files).
UDP_DTA.dll - Makes LAN in DTA work with the UDP protocol, which is
mainly useful for Vista users, but it also makes a workaround
unnecessary when using hamachi or a similar application. – The TS map editor Final Sun modified to work with DTA.

5. Maps
These are the maps that came with this release of DTA.
Regular maps:
- Green Acres
- Sand Trap
- Lost Arena
- Lakefront Clash
- Terraces
- Tiberium Garden
- Kider River (by Warlord)
- Enemy Lines (by Warlord)
- Sandy Plagues (by Warlord)
- Towns of Sudan (by Warlord)
- Social Devide (by OmegaBolt)
- Pitfall

Survivor maps:
- Lakefront Clash
- Sand Trap
- Lost Arena
- Sandy Plagues
- Village of the Unfortunate
- A Long Way From Home
- Pitfall

Survivor maps are only to be played online and can be played either
with or without a mobile HQ. When playing with a mobile HQ, you'll lose
the game when you lose the mobile HQ and when playing without a mobile
HQ, you'll lose the game when you have no units left.

Note: When playing with a mobile HQ, make sure you have Short Game
enabled (otherwise the mobile HQ won't have any importance and losing
it won't make you lose the game).

For more information, images of these maps and for extra maps, go to:

6. Making your own maps

Most terrain exists out of buildings and DTA has different theaters
than TS has, so mapping for DTA isn't quite like you're used to. Here
are a few things you should know before you start mapping:

- In FinalSun, the snow theater is really DTA's temperate theater and
  the temperate theater is really DTA's desert theater.
- DTA does not have any slopes, so make sure that whenever you make a
  map it has the minimal height to prevent terrain damage from
- Cliffs, roads, rivers and shores are all located in the buildings
  list (under Other) and they all have 2 versions which look the same,
  but are differently positioned. So if for example one cliff piece
  you're trying to place won't connect to another cliff piece properly,
  the other version should.
- Cliffs, roads, rivers, shores and any terrain objects that are bigger
  than one cell (like certain rocks and a group of trees) are passable
  by units (aside from 1 cell). In order to make them entirly
  impassable, you'll have to select the impassable clear ground from
  the 'Terrain/Ground' list at the bottom of the screen and place it
  under the objects you want to make impassable. Make sure
  you don't only place the impassable tiles at the edge edge of terrain
  buildings, but in the middle as well and always make sure there isn't
  a hole units can get through. Marble Madness should help you to see
  where you placed the impassable clear tiles.
- Make sure you never place tiberium on impassable tiles (use marble
  madness to check whether you did), because this will cause harvesters
  to move onto those tiles and get stuck.
- Never select blue tiberium from the side bar; this will make
  FinalSun crash.
- Whenever you finished a map, save it with a ".dpr" extension (or
  simply rename "yourmap.mpr" to "yourmap.dpr" after saving it).
- There are 2 kind of roads; the building roads and actual (terrain)
  roads. The building roads are obsolete and should only be used to
  connect to a "FORD" piece with a vertical road.
- Whenever you finished a map for DTA, you can upload it at


The use of the "building terrain" pieces and the impassable tiles can
be quite a hassle, so here are a few tips to make working with them a
tad simpler and less time consuming.

- Browsing through the terrain "building terrain" pieces can be very
  time consuming and annoying if you're clicking the pieces one by one.
  Here is a much easier and quicker way to do this:
  Select the most upper "terrain building" piece of the kind of pieces
  you need (by left clicking it) and then keep pressing the first
  letter of those kind "building terrain" pieces while moving the mouse
  to browse through them. So for example:
  If you want to browse through the cliff pieces, select the most upper
  cliff piece (Cliff01 Edge South) and keep pressing C on your keyboard
  while moving the mouse.
- When placing impassable tiles around cliffs, it's easiest to first
  roughly place the impassable tiles over the cliff with a 3x3 brush
  and removing the the impassable tiles (by placing glear ground tiles
  over them) where necessary afterward. This way you're sure there
  won't be any holes in between.
- When making shores or rivers impassable, it's best to first roughly
  place water tiles over them with a 3x3 brush, and then placing clear
  ground tiles over the spots that should still be passable and
  impassable tiles where you can see water sticking out, but where it
  should be impassable.
- Placing passable tiles on spots where it should be passable, but
  where terrain buildings overlap the actual ground (meaning you can't
  exactly see where you're placing the tile) can be very tricky.
  Here is an easy way to do this (this is especially useful when making
  a bridge passable):
  First off make sure "Clear" is visible below 'Ground' (by clicking
  the + next to 'Ground'), Make sure "Nothing" is selected (by clicking
  the right mouse button) and move your your mouse cursor to the tile
  you want to make passable.
  You can now see an outline around whichever tile you're holding your
  mouse cursor over. The problem is of course that this outline will no
  longer be visible after selecting the clear ground from the sidebar.
  Especially for the following I changed the default brush size
  for the clear ground to 1x1 in FinalSun; with your mouse cursor still
  on the spot where you want to place the clear ground tile, press Tab
  on your keyboard and then press C. Now the clear ground will be
  selected and you can place it right on the spot where your mouse
  cursor was to place the clear ground tile.

7. Credits
I mainly developed this mod on my own, but there were some things people
offered to help me with or things I just couldn't do myself.
These are the people that helped me out with DTA:

Converted the building roads to real roads.

Made the tiles for the Ion Cannon beam (I added the downward motion to
the animation myself afterward).

Muldrake made the following voxels:
- Apache
- Chinook

- Helped me to find all TD unit, building and weapon settings (like speed, armor, damage, etc.)
- Fixed the lighting on the Refinery after I mirrored it
- Edited the SHPs of all dinosaurs so I would be able to use them as
vehicles in TS.
- Made the beta Hand of Nod
- made the following audio (speech) files:
"unit armor upgraded", "unit weapon upgraded", "unit speed upgraded",
"your harvester is under attack", "unit sold" and "structure sold".
- Made the [TD] Deluxe Cameos which can be downloaded here:
- Converted the RA mouse to SHP format (with tools written by Ultraq).
- Fixed the font on the Power and Waypoint sidebar buttons.

- Replaced the roads on Kider River, Sandy Plagues and Towns of Sudan.
- Made the map Social Devide.

- Gave me the offset I needed to change in the Hex editor (Game.exe) to
limit the tech levels to 7 in Skirmish.

- Made the Microwave Tank SHP.

- Has done a lot of thorough bug testing.

- Applied the TD icon to the Game.exe file.
- Made the vectors I'm using for the load screen images.
- Made the GDI and Nod icons for internet play.
- Helped me to convert the Intro video I made (as separate PNG images)
to VQA (since I'm using Vista and the VQA encoder seems to hate Vista).
- Gave me the offset I needed to change in the Hex editor (Game.exe) to
limit the tech levels to 7 for online play.
- Gave me the HEX bytes to change in the executable to get 32 facings
to work.

Made the patch which makes TS use UDP instead of IPX for LAN. This
makes LAN work on Vista and makes TS work with Hamachi without the
whole workaround which was required with IPX.
I modified his wsock32.dll file to work with DTA (with help from Nyerguds).

Warlord made the following maps:
- Kider River
- Enemy Lines
- Sandy Plagues
- Towns of Sudan

[Bittah Commander]
This is me; the creator of this mod. Anything left uncredited in this
readme file was done by me.

8. Site
If you need more information, need help with anything, want to report
bugs or if you want to download extra maps or share maps you made for
DTA go to:

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