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CREDITS.md

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Credits

This page lists all the individual contributions to the project by their author.

  • AlexB:
    • Make OverlayTypes 27 to 38 (fourth Tiberium images) passable by infantry (by AlexB)
  • Belonit (Gluk-v48):
    • Check for Changelog/Documentation/Credits in Pull Requests.
    • Docs dark theme switcher.
  • CCHyper/tomsons26:
    • Vinifera foundations: TS++, game.exe hooker, extension system and other core features
    • Implement CurleyShuffle for AircraftTypes
    • Implement ReloadRate for AircraftTypes
    • Implement AILegalTarget for TechnoTypes
    • Add support for up to 32767 waypoints to be used in scenarios.
    • Implement the loading of Tutorial messages from scenarios.
    • Fix HouseType Nod having the Prefix=B and Side=GDI in vanilla rules.ini by setting them to N and Nod, respectively.
    • Fix a bug where VQA files could not be loaded from the root directory or local search paths.
    • Allow the remap color of Neutral and Special houses to be overridden in multiplayer games.
    • Add RequiredAddon to Theme control types.
    • Implement IntroMovie for Campaigns.
    • Fix a bug where the player could issue a harvester to begin harvesting Tiberium that is below a bridge while the mouse is over the bridge itself.
    • Fix a bug where the values of RandomRate were not stored correctly.
    • Implement DebugOnly for Campaigns.
    • Fix a bug where the FSMENU theme would incorrectly play instead of the INTRO theme when in Tiberian Sun mode after returning to the main menu.
    • Implement developer commands for instant superweapon recharge.
    • Add support for PNG images as an alternative to PCX images.
    • Implement option to display the super weapon recharge timer on the tactical view.
    • Implement CanPassiveAcquire for TechnoTypes.
    • Implement CanRetaliate for TechnoTypes.
    • Fix a bug where the game would crash when a trigger with the action "Wakeup group..." is executed and the requested Group was not found.
    • Add loading of MPLAYER.INI and MPLAYERFS.INI to override Rules data for multiplayer games.
    • Allow the game's Window title, Cursor and Icon to be overridden.
    • Implement IdleRate, StartIdleFrame and IdleFrames for TechnoTypes.
    • Add loading of GENERIC.MIX and ISOGEN.MIX mixfiles.
    • The game will no longer fail to start if the startup mix files are not found.
    • Implement support for new custom theater types.
    • Add loading of ELOCAL(00-99).MIX expansion mixfiles.
    • Fix a bug where animations with a DetailLevel value greater than 2 would not show in-game.
    • Add Rules INI selection dialog for Developer Mode.
    • Implement the "Build Off Ally" feature from Red Alert 2.
    • Adds background fill behind in-game user typed messages.
    • Fix a bug where EngineerDamage was incorrectly loaded with EngineerCaptureLevel.
    • Fix a bug where EngineerDamage was not used to calculate the engineer damage.
    • Fix a bug where EngineerCaptureLevel was not considered when checking the target building.
    • Fix a number of issues related to the "multi-engineer" logic.
    • Implement JumpCamera (North, South, East and West) commands.
    • Implement EnterTransportSound and LeaveTransportSound for TechnoTypes.
    • Fix a bug where air transports are unable to land when given a move order.
    • Hardcode shroud and fog graphics to circumvent cheating in multiplayer games.
    • Implement Mechanic and OmniHealer for InfantryTypes.
    • Add support for 8-bit PCX and PNG cameos.
    • Implement Soylent for TechnoTypes.
    • Implement SpawnDelay for BulletTypes.
    • Implements Suicide and DeleteOnSuicide for WeaponTypes.
    • ImplementVoiceHarvest, VoiceDeploy, VoiceEnter, and VoiceCapture for TechnoTypes.
    • Implement various Red Alert 2 AnimType features.
    • Add game options to allow MCV's to auto-deploy on game start and to pre-place construction yards instead of spawning an MCV.
    • Add developer commands for placing and removing Tiberium from a cell.
    • Implement Electric Bolts for WeaponTypes.
    • Fix the position of the health bar graphic on unit selection boxes.
    • Make the position of the health bar graphic on unit selection boxes customizable.
    • Output screenshots to their own sub-directory.
    • Echo the user's sent messages back to them as confirmation they were sent.
    • Reimplement the command line argument -CD from Red Alert to allow file search path override logic.
    • Allow the score screen to be skipped at the end of a multiplayer game.
    • Add warning notification if a NULL house instance is detected during the game loading screen.
    • Implement light sources for TerrainTypes.
    • Fix a bug where the agme would crash when attempting to generate a random map if the Neutral or Special HouseTypes are not found.
    • Fix a bug where the agme would crash when attempting to generate a random map if there are fewer than 4 HouseTypes defined.
    • Fix a limitation where the game could only choose between the first two HouseTypes for the AI players.
    • Add command line options to skip to specific game modes and to skip startup movies.
    • Implement diagonal scroll commands.
    • Fix a bug where the Cloakable=yes had no effect on AircraftTypes.
    • Add keyboard commands for playing previous and next music tracks in the jukebox.
    • Implement CloakSound and UncloakSound for TechnoTypes.
    • Restore the screen shake when a strong unit or building is destroyed.
    • Implement various Red Alert 2 WarheadType features.
    • Add reading of Weapons list from RULES.INI.\
    • Allow WalkRate to be optionally loaded from ART.INI image entries.
    • Fix a bug where CloakStop had no effect on the cloaking behaviour.
    • Add gate rising and lowering sound overrides for buildings.
    • Add UnitType flag to prevent a vehicle from being picked up by a Carryall.
    • Add support for a custom unloading class when a harvester is unloading at a refinery.
    • Implement ToggleAIControlCommandClass.
    • Add support for more graphic facings for UnitTypes and various associated items.
    • Implement ToggleFrameStepCommandClass.
    • Fix a bug where pre-placed crates and crates spawned by a destroyed truck will trigger a respawn when they are picked up.
    • Increase the string buffer size from 128 to 2048 characters for when reading and writing Owners from INI.
    • Thicken the waypoint and rally point lines and adds stroke/outline to the waypoint number.
    • Fix bugs where the Jumpjet uses the wrong animation sequence when firing and in the air.
    • Fix a bug where the wrong palette is used to draw the cameo above an enemy spied factory building.
    • Fix the animation speed of Waypoint and Rally Point lines so they are normalised and no longer subjected to the game speed setting.
    • Fix a limitation where returning to the Skirmish dialog after a game clamps the chosen side between 0 (GDI) and 1 (Nod).
    • Fix a bug where the user is able to place a building anywhere on the map by taking advantage of the sidebar.
    • Implement hotkey command to enter the manual placement mode.
    • Allow harvesters to be considered when executing the "Guard" command.
    • Fix division by zero crashes when ShakeScreen is set to 0.
    • Increase the IsoMapPack5 buffer size when decoding a map.
    • Fix a bug where looping animations incorrectly use the unsynchronized RNG.
    • Fix a bug where IsTrainable is not checked when an object picks up a veteracy crate.
    • Harvesters now auto harvest when built from the war factory.
    • Patch to allow Skirmish games to be started with no AI house(s).
    • Fix a bug where IsInsignificant was not checked when a unit dies.
    • Implement the Produce Cash logic for BuildingTypes.
    • Fix the incorrect (RA legacy) cell calculation for the "move to cell" team script.
    • Fix a bug where the sidebar mouse wheel scrolling "error" sound can be heard at the main menu.
    • Fix a bug with TriggerTypes not setting difficulty flags correctly when reading from INI.
    • Fix a bug with triggers enabled via other triggers ignoring difficulty settings.
    • Fix MultiMission MaxPlayers incorrectly loaded with MinPlayers.
    • Fix to maintain aspect ratio when scaling movies/videos.
    • Fix incorrect spelling of "Loser" on the multiplayer score screen debug output.
    • Fix incorrect stretching of the main menu transition movies.
    • Bugfixes and improvements for the Dropship Loadout menu.
    • Add various developer mode hotkey commands.
    • Add a "Load Game" button to the retry dialog on mission failure.
    • Save screenshots as a PNG file instead of PCX file.
    • Add support for playing the renamed intro movies from The First Decade and Freeware TS installations.
    • Implement the Blowfish algorithm and removes the requirement for BLOWFISH.DLL.
    • Allow the game to continue if the side specific mix files are not found.
    • Change the default value of AllowHiResModes to true.
    • Implement CnCNet4 support.
    • Implement CnCNet5 support.
    • Adds keyboard commands to reproduce the last items that were built.
    • Change starting unit placement to be the same as Red Alert 2.
    • Add the framework for new ArmorTypes.
    • Implement developer mode command to reload Rules and Art files.
    • Implement various controls to customise the band box selection.
    • Implement various controls to customise action lines.
    • Implement various controls to customise target lasers line.
    • Implement various controls to show and customise NavCom queue lines.
    • Implement customizable mouse cursors and actions.
    • Implement a feature for animations to spawn additional animations.
  • Kerbiter (Metadorius):
    • Initial documentation setup.
  • MarkJFox:
    • Graphics for the new sidebar fitting vanilla sidebar.
  • Phobos Contributors:
    • DirStruct implementation.
  • Rampastring:
    • Add IceStrength to Rules, and IceDestructionEnabled scenario option.
    • Add ImmuneToEMP to TechnoTypes.
    • Add TransformsInto and TransformRequiresFullCharge to UnitTypes.
    • Add extended descriptions in tooltips for objects on the sidebar.
    • Add developer command to dump all existing triggers, tags, and local and global variables to the log output.
    • Make it possible to assign rally points to service depots.
    • Fix the economy score in the score screen. Dead players also have a score and the score is a percentage of the credits spent by the player who spent the most credits.
    • Fix a bug where players were only able to queue up to (BuildLimit - 1) objects when an object has BuildLimit > 0. (Fix ported from Ares)
    • Fix an issue where losers were not marked as defeated in multiplayer when using TACTION_WIN or TACTION_LOSE to end the game.
    • Fix a bug where the game could read Infantry DoControls out of bounds, potentially causing a desync error in multiplayer.
    • Fix a bug where pre-placed powered-down superweapon buildings had their superweapons enabled on scenario start.
    • Fix a bug where the AI would sell off buildings with Artillary=yes, TickTank=yes or IsJuggernaut=yes that had UndeploysInto=none when they were fired at by something outside of their weapon range.
    • Fix a bug where harvesters on large maps could prefer unloading at refineries that were the longest distance away from the harvesters.
    • Fix a bug where the camera kept following a followed object when a trigger or script told it to center on a waypoint or team.
    • Fix a bug where aircraft are unable to attack shrouded targets in campaign games and instead get stuck in mid-air.
    • Fix a bug where the player was able to input keyboard commands while input was locked through a trigger action.
    • Fix a bug where a vehicle transport could end up attached to its own cargo, causing the transport to disappear upon unloading.
    • Fix a bug where a harvester could be ordered to dock with a refinery that wasn't listed in the harvester's Dock= key.
    • Fix a bug where house firepower bonus, veterancy and crate upgrade damage modifiers were not applied to railgun AmbientDamage=.
    • Implement FilterFromBandBoxSelection.
    • Add the possibility to customize the UI and Tooltip colors per-side.
    • Harvesters' refinery-seeking algorithm now considers both free and occupied refineries when figuring out which refinery to unload at.
    • Harvesters now consider distance to refinery when moving from one Tiberium patch to another.
    • Implement the Torpedo logic from Red Alert 1 for BulletTypes.
    • Add BuildTimeCost.
    • Allow scenarios to have custom score screen bar colors.
    • Add Inaccuracy to RocketTypes.
    • Add TargetZoneScan to TechnoTypes.
  • secsome:
    • Add support for up to 32767 waypoints to be used in scenarios.
  • Starkku:
    • Add TargetZoneScan to TechnoTypes.
  • ZivDero:
    • Filling the documentation for previously implemented features.
    • Add support for up to 32767 waypoints to be used in scenarios.
    • Allow customizing the pips used for Tiberiums in unit storage, as well as their draw order.
    • Buildings now show their storage with the proper pips, instead of showing pip 1 for all tiberiums.
    • The pip used to diplay weeds can now be customized via [AudioVisual]->WeedPipIndex.
    • Technos can have a custom pip be drawn in the same place as the medic pip using [TechnoType]->SpecialPipIndex.
    • The location of the control group number and veterancy pips can now be customized in UI.ini.
    • MaxPips can now we customized.
    • Allow adding new Tiberiums and customizing their Image.
    • Reimplement the sidebar to have tabs.
    • Fix a bug where under some circumstances, the player could hear "New Construction Options", even though no new construction options were available.
    • Add the ability to queue/dequeue 5 units at a time, or dequeue all units instantly.
    • Fix a bug where attempting to start construction when low funds would put the queue on hold.
    • Port the fix for the (Whiteboy bug)[https://modenc.renegadeprojects.com/Whiteboy-Bug].
    • Implement the support for new ArmorTypes and allow forbidding force-fire, passive-acquire and retaliation versus specific armor types.
    • Fix a bug where the objects would sometimes receive a minimum of 1 damage even if MinDamage was set to 0.
    • Add a developer command to dump all heaps to the log.
    • Make harvesters drop the Tiberium type they're carrying on death, instead of Tiberium Riparius.
    • Make it so that it is no longer required to list all Tiberiums in a map to override some Tiberium's properties.
    • Add PipWrap.
    • Adjustments to the band box, action line, target laser and NavCom queue line customization features.
    • Implement FilterFromBandBoxSelection.
    • Add the possibility to customize the UI and Tooltip colors per-side.
    • Add per-side crew customization.
    • Fix a bug where crew wouldn't exit from construction yards when they were sold or destroyed.
    • Fix a bug where you could sometimes get extra crew to exit a building that was being sold and was destroying/undeploying.
    • Allow customizing the hunter-seeker unit type per side.
    • Allow customizing power plants per side.
    • Reimplement aircraft carriers and missile launchers from Red Alert 2.
    • Implement DontScore.
    • Implement WaterAlt.
    • Update and finalize custom mouse cursors and actions, add customizable weapon & EMP cursors.
    • Implement support for a Saved Games subdirectory.
    • Fix a bug where if the player loaded a saved game, the score screen timer would report the time since the saved game was loaded, instead of since when the scenario was first started.
    • Fix a bug where AI players would send teams to attack their allies.
    • Allow customizing minimum damage per warhead.
    • Implement required and forbidden houses.
    • Allow turning off "sticky" technologies.
    • Allow disabling the ActLike check on construction yards to allow for faction-specific MCVs.
    • Finalize the feature for animations to spawn additional animations.
    • VehicleTypes with Jumpjet locomotion now take damage in flight.