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 thePrefix=B
andSide=GDI
in vanillarules.ini
by setting them toN
andNod
, 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
andSpecial
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 theINTRO
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
andMPLAYERFS.INI
to override Rules data for multiplayer games. - Allow the game's Window title, Cursor and Icon to be overridden.
- Implement
IdleRate
,StartIdleFrame
andIdleFrames
for TechnoTypes. - Add loading of
GENERIC.MIX
andISOGEN.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 withEngineerCaptureLevel
. - 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
andLeaveTransportSound
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
andOmniHealer
for InfantryTypes. - Add support for 8-bit PCX and PNG cameos.
- Implement
Soylent
for TechnoTypes. - Implement
SpawnDelay
for BulletTypes. - Implements
Suicide
andDeleteOnSuicide
for WeaponTypes. - Implement
VoiceHarvest
,VoiceDeploy
,VoiceEnter
, andVoiceCapture
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
orSpecial
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 withMinPlayers
. - 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, andIceDestructionEnabled
scenario option. - Add
ImmuneToEMP
to TechnoTypes. - Add
TransformsInto
andTransformRequiresFullCharge
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 hasBuildLimit > 0
. (Fix ported from Ares) - Fix an issue where losers were not marked as defeated in multiplayer when using
TACTION_WIN
orTACTION_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
orIsJuggernaut=yes
that hadUndeploysInto=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.
- Add
- secsome:
- Add support for up to 32767 waypoints to be used in scenarios.
- Starkku:
- Add
TargetZoneScan
to TechnoTypes.
- Add
- 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.