Features that need to be added for a (nearly) complete remake:
NoMovingFire=yes support #2327This list is probably far from complete.
What is Manually controllable Carryalls? The carryall aircraft in TS _can_ be controlled by the player.
Drop Pods is just a new type of paradrop.
Firestorm generator logic and effects isn't needed for TS, it is a feature of FS.
What is
Manually controllable Carryalls? The carryall aircraft in TS _can_ be controlled by the player.
Basically the same as https://github.com/OpenRA/OpenRA/issues/4312 but for Tiberian Sun as opposed to the automatic carryall system we have for Dune 2000. [#6780, #7033, #7167]
Then :-1: for that which is a pretty fundamental change.
Renamed it to Dropships to manually pick up and release units (Carryalls). Hope this is easier to understand now.
@Phrohdoh:
Firestorm generator logic and effectsisn't needed for TS, it is a feature of FS.
Please check the facts first, this is simply completely wrong.
Then :-1: for that which is a pretty fundamental change.
I don't get what your problem is. In original TS the Carryall (not Dropship) was controllable and could pick up vehicles you could then transport anywhere on the map. Why :-1: a feature original TS had?
@Mailaender: Changed back to Carryalls, Dropships were not controllable (they appeared in single-player only, actually).
Ah sorry I read Matt's comment wrong. I thought he meant using the Carryalls in the same way that D2k does.
I would preferred a manually controlled carryalls but with full auto mode if they were "docked" at refinery. :) also I d like to add Cliff shadow feature in the list.
Installation of Firestorm assets from CD and download.
I don't think this has a place here.
Installation from CD #3883 and asset download #3888Gates #3196Actor Weight per Actor support (Ice cracking logic) Cyborgs can go berserk[ ] Buildlimit per structure is missing in the list <- required by upgrades (Plugable Upgrades)
That's actually already possible.
it isnt... in vanilla it wasnt able to place 2 ION plugs on the same Upgrade centre :( one per centre... afaik i also asked friends and they remember also that it was only possible to build one upgrade per centre
This is an issue for tracking what features need to be implemented. The build limit is possible. What you are talking about is simple polish.
it isnt... in vanilla it wasnt able to place 2 ION plugs on the same Upgrade centre
Vanilla TS does allow this - I specifically tested this while building our version of the upgrade plugs.
LipkeGu you're wrong I'm afraid :-)
You can certainly build two identical plugins for structures (GAPLUG more specifically) in TS and FS.
Not that there is any point.
Most of these issues have their own tickets that can be filtered by the Tiberian Sun label in the issue list, and the ones that don't should. Closing this as it is no longer necessary.
Added some more tickets with references for features listed here.
For Weapon spawning from airburst we should probably try adapting @GraionDilach's FireShrapnelWarhead. FireClusterWarhead is unsuitable, code-wise, though the name might fit better for our presumable main uses (TS Cluster-, Chemical- and Cyborg Reaper missiles).
Ungh. I really don't like the implication of name-conflicting there - also note that RA2 had FCW as cluster logic. Although indeed, I was also opting for carrying FSW over back at #11624 when I closed it, because of the impacttypes prerequisite.
Well, we might as well stick to FireShrapnelWarhead, if there are no strong arguments against it. Now that I think about it, your FCW would probably be a better fit for the Chemical Missile, since it spawned gas clouds on 3x3 cells in the original, iirc, so we might need both warhead types (or investigate fusing them).
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I would preferred a manually controlled carryalls but with full auto mode if they were "docked" at refinery. :) also I d like to add Cliff shadow feature in the list.