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Command & Conquer: Tiberian Sun

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Title Screen

Command & Conquer: Tiberian Sun

Developer: Westwood Studios
Publisher: Electronic Arts
Platforms: Windows
Released internationally: August 27, 1999


AnimationsIcon.png This game has unused animations.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.


PrereleaseIcon.png This game has a prerelease article

Command and Conquer: Tiberian Sun is the long awaited sequel to the 1995 smash hit Command & Conquer. Unfortunately, during the game's development, Westwood Studios was acquired by Electronic Arts who promptly adopted their infamous deadline policy, which meant the game did not hold up to the (admittedly quite high) expectations of the community, along with being obviously rushed. This trend would later continue on in further games in the series.

Hmmm...
To do:
World Domination Tour resources are now unused with the service being unavailable.
Look through levels in FinalSun for teams, tags, triggers, scripts etc. Some have old names.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Main Menu Commands

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Well I can see them in Game.exe but I can't seem to actually toggle them in Tiberian Sun (The First Decade) unlike Red Alert 2. Unable to test what PENGO does for this reason.

The following codes can be typed on the main menu to unlock different effects, a beep will happen when correctly entered.

HIRES - Allows selecting resolutions up to 4096x4096 in the options menu.

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 - "Allowing or disallowing switch between video modes".

PENGO - "Replaces Visceroid graphics with placeholder images".

Possible placeholder graphics for visceroid:

Small Visceroid
C&C-TS-PlaceholderViscSmall.png
Large Visceroid
C&C-TS-PlaceholderViscLarge.png

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.
  • 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.

C&C-TS-ThreatRatingNodeCameo.png
C&C-TS-ThreatRatingNode.gif
  • 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

C&C-TS-OrcaBayCameo.png
  • 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.

Combining the above graphics provides the following mockups:

C&C-TS-DropshipBayMockup1.gif C&C-TS-DropshipBayMockup2.gif C&C-TS-DropshipBayMockup3.gif

Cut Tiberium

Hmmm...
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
  • Abroeus

Riparius and Vinifera are the used green and blue tiberium respectively. Cruentus has its own unique large crystal graphic internally called "BIGBLUE". Vinifera and Abroeus 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 Abroeus effectively identical to Vinifera.

Name Image Value Explosiveness
Riparius C&C-TS-TiberiumRiparius.gif 25 4
Cruentus C&C-TS-TiberiumCruentus.gif 70 10
Vinifera C&C-TS-TiberiumVinifera.gif 40 100
Abroeus C&C-TS-TiberiumAbroeus.gif 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
C&C-TS-WeedGuyCameo.png C&C-TS-WeedGuy.gif

Cut Cutscenes

A 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
C&C-TS-HunterSeekerAbility.png C&C-TS-HunterSeekerUnit.png

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
C&C-TS-NodWarFactoryLights.gif C&C-TS-NodWarFactoryLightsD.gif

The orca dropship bay for the cut mechanic has all its graphics remaining.

Cameo Building Healthy Damaged Very Damaged
C&C-TS-OrcaBayCameo.png
C&C-TS-OrcaDropshipBayBuild.gif
C&C-TS-OrcaDropshipBayHealthy.gif
C&C-TS-OrcaDropshipBayDamaged.gif
C&C-TS-OrcaDropshipBayVeryDamaged.gif

The graphics for it were recycled into the upgrade center once the radar lost its plugin capabilities.

Orca Bay Upgrade Center
C&C-TS-OrcaBay.png C&C-TS-UpgradeCenter.png

The civilian array has animations for its dishes moving.

C&C-TS-CivilianArray.gif

The civilian armory has animations for its flag waving.

Healthy Damaged
C&C-TS-ArmoryFlag.gif C&C-TS-ArmoryFlagDamaged.gif

The civilian hospital has animations for its helipad.

Healthy Damaged
C&C-TS-Hospital.gif C&C-TS-HospitalDamaged.gif

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
C&C-TS-RedAlertPillBox.png C&C-TS-RedAlertPillBoxBuild.gif

The missile silo.

Firing Firing Building
C&C-TS-RedAlertSiloFiring.gif
C&C-TS-RedAlertSiloFiringD.gif
C&C-TS-RedAlertSiloBuilding.gif

Unused Models

Artillery

An old version of the artillery unit. Internally Arty.

Body Barrel
C&C-TS-ArtilleryBody.gif C&C-TS-ArtilleryBarrel.gif

The used artillery unit, by the name of Art2.

Body Barrel
C&C-TS-ArtilleryUsedBody.gif C&C-TS-ArtilleryUsedBarrel.gif

Probe

Internally Probe, unknown, possibly the hunter seeker in voxel format instead of its 2D SHP.

Hunter Seeker Probe
C&C-TS-HunterSeeker.gif C&C-TS-Probe.gif

Devil's Tongue

An old version of the devil's tongue. Internally Utnk.

Old Used
C&C-TS-DevilsTongue.gif
C&C-TS-DevilsTongueUsed.gif
In-game In-game
C&C-TS-DevilsTongueInGame.png
C&C-TS-DevilsTongueUsedInGame.png

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
C&C-TS-APCBody.gif C&C-TS-APCTurret.gif

Light Tank

Internally 1tnk.

Body Turret Barrel
C&C-TS-LightTankBody.gif C&C-TS-LightTankTurret.gif C&C-TS-LightTankBarrel.gif

Medium Tank

Internally 2tnk.

Body Turret Barrel
C&C-TS-MediumTankBody.gif C&C-TS-MediumTankTurret.gif C&C-TS-MediumTankBarrel.gif

Heavy Tank

Internally 3tnk.

Body Turret Barrel
C&C-TS-HeavyTankBody.gif C&C-TS-HeavyTankTurret.gif C&C-TS-HeavyTankBarrel.gif

Mammoth Tank

Internally 4tnk, this model was used for the campaign.

Body Turret Barrel
C&C-TS-MammothTankBody.gif C&C-TS-MammothTankTurret.gif C&C-TS-MammothTankBarrel.gif

Flame Tank

Internally Ftnk.

C&C-TS-FlameTank.gif

Longbow/Apache

Internally Heli.

C&C-TS-Longbow.gif

Hind

Internally Hind.

C&C-TS-Hind.gif

Chinook

Internally Tran.

C&C-TS-Chinook.gif

Humvee

Internally Jeep.

Body Turret
C&C-TS-JeepBody.gif C&C-TS-JeepTurret.gif

MLRS

Internally MLRS.

Body Turret
C&C-TS-MLRSBody.gif C&C-TS-MLRSTurret.gif

Mine Layer

Internally Mnly.

C&C-TS-MineLayer.gif

Mobile Radar Jammer

Internally Mrj.

Body Turret
C&C-TS-MRJBody.gif C&C-TS-MRJTurret.gif

Unused Audio

Hmmm...
To do:
Both EVA and Cabal seem to have recorded each others lines even when they wouldn't have been used, someone can check which ones weren't used.
Lots of unused sounds for the campaign in the e01vox0x.mix files.
Transcript GDI Nod
Build Barracks/Hand of Nod to train additional troops.
Tertiary objective achieved.
Quaternary objective achieved.
Commandos en route.
Mutant commandos available.


Description File
A UI sound for attempting to add units to the queue past the
limit, uses the regular button unclickable sound instead.
A sound for buildings constructing.
A sound for the mobile sensor array.
"Unit ready".

Unused Text

Hmmm...
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 Map 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. We have lost communication with a small nearby civilian settlement. Their last message spoke of strange monsters attacking them. We do not have time to wait for a larger force and must investigate. Protect the civilians at all costs. Evacuate as many civilians as possible and get them to the pickup zone for immediate air transport.


GDI 03: Quell the Civilian Riot
In-game Briefing Map 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.

The death of Tratos has caused open revolt among the mutants. For some reason they believe that the local food and water supplies have been poisoned, and are attacking the local depot. This has upset the civilians in the area, causing armed conflict between the two factions. Quell the rioting and prevent needless deaths 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 Map 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. We believe CABAL's core to be in this area. Neutralize the two bridges to cut off enemy reinforcements. Capture CABAL using an engineer. Nod is using self-powered laser fencing to keep intruders away from the core. There should be command stations that you can capture to disable this fencing. Finally, deal with any remaining defenses guarding that core.


GDI 05: Dogma Day Afternoon
In-game Briefing Map 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.

The second Tacitus piece is in an ancient temple located outside of La Paz, Bolivia. Locate the temple and retrieve the Tacitus. Be cautious, as the area is completely uncharted.


GDI 06: Escape from CABAL
In-game Briefing Map 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. CABAL has betrayed us. GDI and perhaps the Earth itself are doomed unless we can call back and regroup enough to send for help. Our first priority is to get Dr. Boudreau to the relative safety of a nearby GDI outpost. Once she is safe, we can call for reinforcements and hopefully remove at least this part of CABAL's forces.


GDI 07: The Cyborgs are Coming
In-game Briefing Map 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. We've lost communication with our base outside of Trondheim. Get in there and find out what's happening.


GDI 08: Factory Recall
In-game Briefing Map 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. Our scientists have reprogrammed a cyborg given to us by Nod forces. Carried within its internal circuitry is a virus, which it will release into CABAL's communications network. The cyborg must be inserted into the defensive outpost that lies between our forces and the cyborg creation plant. The lives of many civilians are at stake, and CABAL knows we are coming. The longer it takes to establish your base the more heavily he will be defended. GOOD LUCK!


GDI 09: Core of the Problem
In-game Briefing Map 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. Take CABAL down fast and hard. No mercy and no surrender. Find a way to get in there and take the core out.


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 Map 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. 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. Establish your base near the Genesis Pit. It is here that you will find the seeds of evolution. Lure the life forms out of their womb and to the feeding grounds. A nearby civilian settlement will serve as bait.


Nod 03: Tratos’ Final Act
In-game Briefing Map 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.

While GDI's forces have been diverted towards defending the civilians, you are to lead an elite strike force in an assassination operation against the leader of the mutants. Locate Tratos within the base. Our new Limpet mines will help to do this. Once located you must devise a way to reach and kill him. GDI will still have considerable protection for Tratos, as he is their last hope at defeating the Tiberium onslaught. We know that he will have mutant guardians, sensor arrays and GDI will have active firestorm walls set-up throughout the base. Destroying their power supply should neutralize the firestorm, an airstrike will deal with the sensor arrays and the rest is up to you. Do not fail as this mission is integral to the future of Nod.


Nod 04: Mutant Extermination
In-game Briefing Map 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. The mutant vermin have once again made themselves known. They have stolen the Tacitus that I...we have worked so hard to obtain. If Kane's work is to be completed, we must recover it. Find the mutant encampment and recover the Tacitus. Once it is safely removed, terminate all mutants in the area. Perhaps this will teach them not to interfere with us again.


Nod 05: Escape from CABAL
In-game Briefing Map 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. CABAL has betrayed us all. We must escape to regroup and repay his treachery. There is an abandoned airfield nearby; if we can reach it, we have a chance. Once we are there, we must repair the array to contact our forces and call for an evac. We have no information or tactical support now that CABAL has gone rogue, so we are on our own.


Nod 06: The Needs of the Many!
In-game Briefing Map 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.

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 to steal an EVA unit. You may want to consider trying to create a distraction to otherwise preoccupy the GDI air units. Also, we have a new unit for you, the Mobile Stealth Generator. Use it wisely.


Nod 07: Determined Retribution
In-game Briefing Map 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. Scorched earth, plain and simple. Destroy all cybernetic forces in the area, the base and CABAL's computer core.


Nod 08: Harvester Hunting
In-game Briefing Map 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.

Prior to our main assault on CABAL we will need to slow down his production capabilities. CABAL is currently harvesting Tiberium heavily in Eastern Africa. Get in there and eliminate CABAL's harvesting abilities. Unfortunately, at this time we can only afford to provide you with a small strike force, use them wisely.


Nod 09: Core of the Problem
In-game Briefing Map 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. Take CABAL down fast and hard. No mercy and no surrender. Find a way to get in there and take the core out.

Regional Differences

As is standard with the Command & Conquer series, the game was censored when it was released in Germany[1]:

  • 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