Resources#
Main Menu Commands#
The following codes can be typed on the main menu to unlock certain options and features. A beep will sound when correctly entered.
While these codes remain in Game.exe up to the latest version (2.03), some new files added in a certain patch disable them. To restore these codes, remove the expand01.mix and gmenu.mix files from the install directory (by default: C:\Westwood\SUN).
|
|
This needs some investigation. |
- HIRES — Allows selecting resolutions in the Options menu past the maximum of 800x600, up to 4096x4096. Will add a 'RS' to the version readout on the bottom-right of the screen. CNCNet's patch enables this code by default.
- THETEAM — Loads a custom tmcj4f.ini file after loading rules.ini, allowing custom rules to be used in skirmish mode. Stands for "Totally Cool Mission Just 4 Fun".
- TOGGLE — Allows changing resolutions without restarting the game. CNCNet's patch enables this code by default.
- PENGO — Replaces Visceroids with Sno-Bees from Pengo (1982). Will add a 'PG' to the version readout on the bottom-right of the screen.
Small Sno-Bee |
|---|
Large Sno-Bee |
Pressing Ctrl+V on the main menu of either game will display info about the version of the game.
Pressing Ctrl+Alt+C on the menu before choosing a game will display the credits.
Cut Debug Commands#
TIBSUN.mix -> local.mix -> keyboard.ini contains old debug commands that developers used, the commands are no longer in the exe.
BuildCheat=67
ToggleShroud=115
SuperExplosion=192
ForceWin=1111
BailOut=1112
These numbers can be converted into keys:
BuildCheat=C
ToggleShroud=F4
SuperExplosion=`
ForceWin=Alt+W
BailOut=Alt+X
Cut Mechanics#
- The civilian armory has the armory=yes tag that allows infantry to go inside to be promoted. The amount of times infantry can be promoted is defined by the ammo property, defaulting to 5. While the armory appears in some skirmish maps the mechanic is not viewable as the building isn't buildable or capturable.
- Like the armory, the hospital has the ability to heal infantry using its ammo if built or captured, but is unable to be by default.
- There is actually one hospital available under player control in Nod campaign mission "Escort Bio-toxin Trucks" (inside the base with trucks) that has the aforementioned game mechanic fully working without modifications.
- By giving a carryall a weapon they will be able to paradrop vehicles when they fire it, however, when this happens the vehicles will usually become offset from the cell grid visually.
- GAGREEN is in some regard a cut structure. Like pavement, building and placing it covers the area in grass. Likely a debug tool. Despite being owned by both GDI and Nod it requires the GDI barracks to be built and costs 100 vs pavement's 75.
The chameleon spy, while used in the campaign, was once trainable normally. If edited to be trainable he functions as a Red Alert 1 spy does. However, if entering a building the icons for showing what the structure is producing uses the wrong palette, likely the RA1 version instead of the correct TS one.
- The threat rating node was an addon for the GDI upgrade center. Adding it to the building would improve auto-targeting by causing units to target units with higher threat ratings. Its graphics were later recycled for the drop-pod node in Firestorm.
Cut Dropship Mechanic#
- The dropship system was a way for players to transfer units across campaign missions. Players would select their forces before the mission and once having built an orca dropship bay the units would be delivered.
Tiberian Sun‘s development had many challenging moments when features had to be cut for one reason or another. A perfect example of this was the ability to order a limited number of units through a drop-ship loading screen before a mission. This sounded like a great idea on paper and we had already coded it and incorporated it into the game. It wasn’t until we actually played with it that we realized it just didn’t fit and had to be removed.



Combining the above graphics provides the following mockups:
![]() |
![]() |
![]() |
Cut Tiberium#
|
|
To do: |
Tiberian Sun has four defined types of tiberium.
- Riparius
- Cruentus
- Vinifera
- Aboreus
Riparius and Vinifera are the used green and blue tiberium respectively. Cruentus has its own unique large crystal graphic internally called "BIGBLUE". Vinifera and Aboreus use the TIB2_XX and TIB3_XX graphics which end up just being the same graphics as Riparius' TIB_XX graphics, remapped with blue, making Aboreus effectively identical to Vinifera.
Name |
Image |
Value |
Explosiveness |
|---|---|---|---|
Riparius |
![]() |
25 |
4 |
Cruentus |
70 |
10 |
|
Vinifera |
![]() |
40 |
100 |
Aboreus |
30 |
10 |
Cut Units#
The Chemical Spray Infantry, also known as WEEDGUY, is a cut unit that would likely function the same as they do in Tiberian Dawn. The unit was later repurposed to allow the multi-missile weapons to work, retained for the same reason in Red Alert 2 to allow the nuclear missile to work. The cameo for this unit was repurposed in Firestorm as the elite cadre, but the sprite left unused.
|
Cameo |
Sprite |
|---|---|
|
|
|
Cut Cutscenes#
Watch on YouTubeA cut cutscene of orca bombers bombing cyborg reapers can be seen on The First Decade's bonus disc during "10 Years of Command & Conquer" at 12:55.
Unused Graphics#
A cameo for the hunter seeker itself, not its ability.
|
Ability |
Unit |
|---|---|
|
|
|
Cameos:
Unknown, simply goes by the name "ship". Possibly placeholder dropship graphics.
The build animation for the spotlight.
The Nod war factory's lights are meant to animate when producing a unit, but they don't. Mockup:
|
Normal |
Damaged |
|---|---|
|
|
|
The orca dropship bay for the cut mechanic has all its graphics remaining.
Cameo |
Building |
Healthy |
Damaged |
Very Damaged |
|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
The graphics for it were recycled into the upgrade center once the radar lost its plugin capabilities.
|
Orca Bay |
Upgrade Center |
|---|---|
|
|
|
The civilian array has animations for its dishes moving.
The civilian armory has animations for its flag waving.
Healthy |
Damaged |
|---|---|
The civilian hospital has animations for its helipad.
Healthy |
Damaged |
|---|---|
![]() |
![]() |
The cyborgs have unused death animations as they always lose their legs and then die with animation S_BANG34.
Jumpjets have an unused tumble death animation and a firing animation while on the ground, instead their FireFly animation plays when landed.

Red Alert Leftovers#
Graphics from Red Alert were included in the game for some reason. These files still request their Red Alert palettes.
The ore.
The gems.
The ore mine.
A camo pillbox.
Idle |
Building |
|---|---|
The missile silo.
Firing |
Firing |
Building |
|---|---|---|
Unused Models#
Probe#
Internally Probe, unknown, possibly the hunter seeker in voxel format instead of its 2D SHP.
|
Hunter Seeker |
Probe |
|---|---|
|
|
|
Devil's Tongue#
An old version of the devil's tongue. Internally Utnk.
|
Old |
Used |
|---|---|
|
|
|
|
In-game |
In-game |
|---|---|
|
|
|
Tiberian Dawn & Red Alert Units#
Some models from the original Command & Conquer and Red Alert were either ported or remade in voxel format.
APC#
Internally M113.
Body |
Turret |
|---|---|
Light Tank#
Internally 1tnk.
Body |
Turret |
Barrel |
|---|---|---|
Medium Tank#
Internally 2tnk.
Body |
Turret |
Barrel |
|---|---|---|
Heavy Tank#
Internally 3tnk.
Body |
Turret |
Barrel |
|---|---|---|
Mammoth Tank#
Internally 4tnk, this model was used for both GDI and Nod campaigns and as a bonus "crate" unit in skirmish games where crates are enabled.
Body |
Turret |
Barrel |
|---|---|---|
Artillery#
Internally Arty
Body |
Barrel |
|---|---|
Flame Tank#
Internally Ftnk.
Longbow/Apache#
Internally Heli.
Hind#
Internally Hind.
Chinook#
Internally Tran.
Humvee#
Internally Jeep.
Body |
Turret |
|---|---|
MLRS#
Internally MLRS.
Body |
Turret |
|---|---|
Mine Layer#
Internally Mnly.
Mobile Radar Jammer#
Internally Mrj.
Body |
Turret |
|---|---|
Cut Triggers#
Escape from CABAL (GDI)#
Upon attacking the CABAL core, a cyborg commando would be set to ambush the player (wait until discovered), a display the text "Cyborg Commando online. Retaliation protocols initiated.", however the trigger is disabled.
Old Mission Names#
The map files themselves sometimes have different names from the names given in mission.ini:
File Name |
Internal Name |
Used Name |
|---|---|---|
gdi3b |
Secure the Region |
Capture Train Station |
gdi8a |
Retrieval of Distruptor Crystals |
Retrieve Disruptor Crystals |
gdi9a |
Rescue the Prisoners |
Rescue Prisoners |
gdi9b |
Destroy Chemical Supply Station |
Destroy Chemical Supply |
gdi9c |
Mine the Power Grid |
Mine Power Grid |
gdi9d |
Destroy the Chemical Missile Plant |
Destroy Chemical Missile Plant |
nod3a |
Destroy Hassan's Temple and Capture Him |
Destroy Hassan's Temple |
nod6b |
Locate and Capture Umagon |
Capture Umagon |
nod7a |
Destroy the Research Facility |
Destroy GDI Research Facility |
nod7b |
Escort the Bio-toxin Trucks |
Escort Bio-toxin Trucks |
nod8a |
Villainess In Distress |
Villainess in Distress |
nod9a |
Re-establish Nod Presence |
Establish Nod Presence |
nod9b |
Protect the Waste Convoys |
Protect Waste Convoys |
nod10a |
Destroy the Mammoth MkII Prototype |
Destroy Mammoth Mk.II Prototype |
fsgdi01 |
Kodiak Down! |
GDI 01:Recover the Tacitus |
fsgdi03 |
The Tratos Riots |
GDI 03:Quell the Civilian Riots |
Unused Text#
|
|
To do: |
mapsel01.ini#
Firestorm has briefings for map selections for each level. The text goes unused as the levels linearly continue from each other with no map selection. The text slightly differs from the used briefings.
GDI#
GDI 02: Party Crashers |
|---|
In-game Briefing |
We have lost communication with a small civilian settlement nearby. Incoming messages from our remote base indicate an attack from unidentified life forms. Investigate these sightings and protect the civilians at all costs. Escort as many civilians as possible to the pickup zone for immediate evacuation. |
GDI 03: Quell the Civilian Riot |
|---|
In-game Briefing |
The death of Tratos has caused open revolt among the mutant population. They believe the local food and water supplies have been poisoned and are attacking the local supply depot. This has aggravated civilian tensions in the area causing armed conflict between the two factions. |
GDI 04: In the Box |
|---|
In-game Briefing |
CABAL’s core is believed to be in this area. Using an engineer, infiltrate and capture the core. Cut off enemy reinforcements by destroying the two bridges that supply this base. Nod is utilizing self-powered laser fencing to protect the core from intruders. Disable this fencing by capturing the appropriate command stations using local civilian technicians. Once inside, neutralize any remaining defense systems guarding the core. |
GDI 05: Dogma Day Afternoon |
|---|
In-game Briefing |
The second piece of the Tacitus is rumored to be held inside an ancient temple outside of La Paz, Bolivia. Ghoststalker and one of our archaeologists will assist you in locating the temple and retrieving the Tacitus. |
GDI 06: Escape from CABAL |
|---|
In-game Briefing |
CABAL has betrayed us all. GDI and perhaps the Earth itself are doomed unless we can fall back and regroup in time to send for help. The first priority is to deliver Dr. Boudreau to the nearby GDI outpost for immediate evacuation. Once safe, she will call for additional reinforcements. |
GDI 07: The Cyborgs are Coming |
|---|
In-game Briefing |
We have lost communication with our base outside of Trondheim. Scout the area and determine the cause of this interruption. We have no tactical data on CABAL's forces in that area and we need information. |
GDI 08: Factory Recall |
|---|
In-game Briefing |
GDI scientists have reprogrammed a NOD cyborg and have implanted a virus designed for release into CABAL's communications network. The cyborg must be inserted into CABAL's defensive outpost for the virus to take effect. CABAL is aware of this operation and will do anything to prevent it. Establish your base quickly before CABAL can fortify his position. |
GDI 09: Core of the Problem |
|---|
In-game Briefing |
We've tracked down CABAL and are ready to engage his forces on all fronts. This is an all-out assault. Nod forces have reluctantly agreed to a temporary cease-fire and are launching their own simultaneous offensive against CABAL. Destruction of the core is essential to our victory. |
====Nod==== Suggests that the player was to build a base and lure the Tiberian lifeforms from the genesis pit to the civilians. Final has the player controlling toxin soldiers which "convince" civilians to lure the lifeforms from the pit to their outposts.
Nod 02: Seeds of Destruction |
|---|
In-game Briefing |
The first step in our Tiberium evolution requires the fertilization of the land with new indigenous life forms. We will use this new life to educate those who wish to interfere with its progress. Locate and repair the bridge leading to the Genesis Pit before using the Toxin Soldiers to "persuade" the nearby civilians to aid us in our cause. |
Nod 03: Tratos’ Final Act |
|---|
In-game Briefing |
While GDI forces have been diverted to defend civilians, you are to lead an elite strike force to assassinate the mutant leader Tratos. Our new limpet mines will help you locate Tratos within his fortified base. Once located you must devise a way to reach him. GDI will have considerable protection for Tratos as he is their last hope at countering the Tiberium onslaught. Destroying their power supply should neutralize the firestorm defense system, and an effective air strike should deal with the sensor arrays. |
Nod 04: Mutant Extermination |
|---|
In-game Briefing |
The mutant vermin have once again made themselves known to us. They have stolen the Tacitus that I...we have worked so hard to obtain. If Kane's vision is to be fulfilled, we must find the mutant encampment and recover the Tacitus. Once it is safely removed, terminate any mutants who decide to remain in the area. Perhaps this will teach them not to interfere with us ever again. |
Nod 05: Escape from CABAL |
|---|
In-game Briefing |
CABAL has betrayed us all. We must escape and regroup in order to repay him for his treachery. There is an abandoned airfield nearby; if we can reach it, we have a chance. Once there, we must repair the array to contact our forces and call for an immediate evacuation. We have no information or tactical support now that CABAL has gone rogue. |
Nod 06: The Needs of the Many! |
|---|
In-game Briefing |
Since CABAL has turned on us we are suffering a communications blackout. We are forced to try and obtain GDI's EVA technology. There is a small GDI airbase in this sector. Get your engineer into their radar facility to steal an EVA unit. Create a distraction to occupy GDI air units while you steal the EVA unit. |
Nod 07: Determined Retribution |
|---|
In-game Briefing |
Scorched earth, plain and simple. Locate and destroy all cybernetic forces in the area. The base has a web of laser fences protecting it and CABAL's computer core. |
Nod 08: Harvester Hunting |
|---|
In-game Briefing |
Prior to our main assault on CABAL, we need to slow down his production capabilities. CABAL is harvesting Tiberium heavily in Eastern Africa. Proceed there and eliminate CABAL's harvesting facilities. Our forces are scattered at this time and we can only afford to provide you with a small strike force. |
Nod 09: Core of the Problem |
|---|
In-game Briefing |
This is it Commander! Take out CABAL fast and hard: No mercy and no surrender. Find a way to get inside his defenses and take out the core. GDI forces are distracting CABAL and now is the perfect time to crush CABAL once and for all. |
HVA Files#
The HVA (Hierarchical Voxel Animation) files contain file paths in the first 16 bytes of each file, with this we can see some file paths:
C:\3DSMAX\MESHE
D:\PROJECTS\TSU
D:\PROJECTS\SUN
U:\WIP\FERBY\C&
U:\WIP\RADE_S\V
Rade_S is Rade Stojsavljevic.
Ferby is Ferby Miguel.
Easter Eggs#
Some civilian structures are named after developers:
Name |
Reference |
|---|---|
WS Logging Company |
Westwood Studios |
Tall's Residence |
Steve Tall |
Denzil's Last Chance Motel |
Denzil E. Long |
Miele Manor |
Donny Miele |
Kettler's Place |
Neal Kettler |
Long's Home |
Denzil E. Long |
Adam's House |
Adam P. Isgreen |
Rade's Roadhouse |
Rade Stojsavljevic |
Leary Traveller Inn |
David Leary |
Connelly Court Apts. |
Patrick Connely |
Lightner's Luxury Suites |
Michael Lightner |
Westwood Stock Exchange |
Westwood Studios |
Daily Sun Times |
Tiberian Sun |
YEO-CA Cola Corp. |
Erik Yeo |
Yee's Discount Liquor |
David Yee |
Ambrose Lounge |
Bret Ambrose |
Bostic Tower |
Joe Bostic |
Hewitt Hair Salon |
Joseph B. Hewitt IV |
Panullo Hacienda |
Pat Panullo |
Archer Asylum |
John Archer |
Eat at Rade's Roadhouse |
Rade Stojsavljevic |
Drink YEO-CA Cola! |
Erik Yeo |
Alex-gators petshop just ahead! |
Alex Colom? |
No escape from Archer's Asylum! |
John Archer |
Stop in at Hewitt's hair salon |
Joseph B. Hewitt IV |
Pannullo's hacienda es bueno |
Pat Panullo |
WW Surf and Turf hits the spot! |
Westwood Studios |
Ferbie's 4 Sale |
Ferby Miguel? |
Regional Differences#
As is standard with the Command & Conquer series, the game was censored when it was released in Germany4:
- All humans were changed to cyborgs. The scream when units are killed or crushed was changed to metallic noises and the red blood was colored to black.
- The intro to Nod mission 4 was censored: the scene where General Hassan's throat is cut was completely removed and replaced by a generic scene of Nod infantry standing around.
- The victory video where a GDI soldier is crushed by a devil's tongue flametank was cut short so it fades out right before the tank reaches the soldier.
- Another victory video, where a Nod soldier shoots an injured GDI pilot and blood splatters onto their orca was censored similarly; the video fades out when the Nod soldier starts shooting so no blood can be seen.
References#
|
The Command & Conquer series | |
|---|---|
|
DOS |
|
|
Windows |
Command & Conquer (Demos) • Red Alert (Prototypes) • Tiberian Sun • Red Alert 2 • Renegade (Prototype) • Generals (Prototypes) • Tiberium Wars • Red Alert 3 (Prototypes) • Tiberian Twilight |
|
Sega Saturn |
|
|
PlayStation |
|
|
Nintendo 64 |
|
|
See Also | |









