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Command & Conquer: Tiberian Sun

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Resources#

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.
Discuss ideas and findings on the talk page.
Specifically: Please see what patch introduced expand01.mix and gmenu.mix.

  • 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.

C&C-TS-MutantHijackerCameo.png

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.

(Source: Rade Stojsavljević for GamaSutra, 4 April 2000)

Combining the above graphics provides the following mockups:

Cut Tiberium#

To do:
Figure out how to mask these images properly, Riparius should be remapped with HLV(85,255,255) and the others with HLV(164,255,255).

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. C&C-TS-ShipGraphic.png

The build animation for the spotlight. C&C-TS-SpotlightBuild.gif

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.
C&C-TS-RedAlertOre1.png
C&C-TS-RedAlertOre2.png
C&C-TS-RedAlertOre3.png
C&C-TS-RedAlertOre4.png

The gems.
C&C-TS-RedAlertGems1.pngC&C-TS-RedAlertGems2.pngC&C-TS-RedAlertGems3.pngC&C-TS-RedAlertGems4.png

The ore mine.
C&C-TS-RedAlertOreMine.png

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:
tutorial.ini contains lines that differ from in game. Line 368 differs, suggesting GDI asked you to help the civilians instead of them being a Nod aligned outpost that Nod don't want to be turned into cyborgs. Also suggests an MCV as a reward instead of engineers.

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.
Deploy your squad and quell the rioting. Prevent casualties and damage on BOTH sides of the conflict. To this end we have equipped your infantry with non-lethal weaponry. In addition, you must prevent the destruction of the depot as it supplies all of the relocated civilians and mutants in the area.


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.
We also have a new unit for you to test: it's called the Juggernaut and is our new long-range artillery unit. Be advised: this area is completely uncharted.


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.
Do not fail: this mission is integral to the future of the Brotherhood of Nod.


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.
We also have a new unit for you: the Mobile Stealth Generator is now operational. Use it wisely.


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.
Use the new Fist of Nod mobile production facility to build up an effective strike force and crush them.


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#


  1. https://web.archive.org/web/20000304181558fw_/http://www.westwood.com/newindex2_g.html↩︎
  2. Command & Conquer: Tiberian Sun Releases - MobyGames↩︎
  3. Gone Gold : EuroGold↩︎
  4. https://www.schnittberichte.com/schnittbericht.php?ID=5975528↩︎