Command & Conquer: Tiberian Sun
Command & Conquer: Tiberian Sun |
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Developer: Westwood Studios This game has unused animations. This game has a prerelease article |
This game's online features are no longer supported. While this game's online features were once accessible, they are no longer officially supported and online-exclusive features may be documented as now-unseen content. |
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Command & Conquer: Tiberian Sun is the long awaited sequel to Westwood Studios' 1995 real-time strategy hit Command & Conquer. In 1998 the company was acquired by Electronic Arts who promptly adopted their infamous deadline policy, meaning that by its release in August 1999, a significant portion of engine and gameplay features could not be implemented. This trend would continue to affect further games in the series. Much of what is known about Tiberian Sun's unused content derives from a combination of leftover game files, prerelease information and developer interviews.
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. |
Contents
Sub-Pages
Prerelease Info |
Resources
Unused Sounds Our work here is done, we’re out of here. |
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. 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 |
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Large Sno-Bee |
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: 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 |
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Riparius | 25 | 4 | |
Cruentus | 70 | 10 | |
Vinifera | 40 | 100 | |
Abroeus | 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 |
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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 |
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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 |
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The orca dropship bay for the cut mechanic has all its graphics remaining.
Cameo | Building | Healthy | Damaged | Very Damaged |
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The graphics for it were recycled into the upgrade center once the radar lost its plugin capabilities.
Orca Bay | Upgrade Center |
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The civilian array has animations for its dishes moving.
The civilian armory has animations for its flag waving.
Healthy | Damaged |
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The civilian hospital has animations for its helipad.
Healthy | Damaged |
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Red Alert Leftovers
Graphics from Red Alert were included in the game for some reason. These files still request their Red Alert palettes.
A camo pillbox.
Idle | Building |
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The missile silo.
Firing | Firing | Building |
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Unused Models
Probe
Internally Probe, unknown, possibly the hunter seeker in voxel format instead of its 2D SHP.
Hunter Seeker | Probe |
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Devil's Tongue
An old version of the devil's tongue. Internally Utnk.
Old | Used |
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In-game | In-game |
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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 |
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Light Tank
Internally 1tnk.
Body | Turret | Barrel |
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Medium Tank
Internally 2tnk.
Body | Turret | Barrel |
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Heavy Tank
Internally 3tnk.
Body | Turret | Barrel |
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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 |
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Artillery
Internally Arty
Body | Barrel |
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Flame Tank
Internally Ftnk.
Longbow/Apache
Internally Heli.
Hind
Internally Hind.
Chinook
Internally Tran.
Humvee
Internally Jeep.
Body | Turret |
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MLRS
Internally MLRS.
Body | Turret |
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Mine Layer
Internally Mnly.
Mobile Radar Jammer
Internally Mrj.
Body | Turret |
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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.
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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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! | |
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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 | |
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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 | |
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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 | |
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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
The Command & Conquer series
| |
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DOS | Command & Conquer (Demos) • Red Alert (Demo) |
Windows | Command & Conquer (Demos) • Red Alert (Demo) • Tiberian Sun • Red Alert 2 • Renegade • Generals • Red Alert 3 |
PlayStation | Red Alert • Commando |
Nintendo 64 | Command & Conquer |
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