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changelog.txt
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Version 7.01
- Changed: Updated XNA CnCNet Client to version 2.11.6.0 (Credits: neogrant, SadPencil, mah_boi, Starkku). Changes include:
- Added: Right click context menu in game listings.
- Added: You can now indicate what player skill level you would like to join your game when hosting a game.
- Fixed: An inconsistency occurs about map filename causes a desync. OriginalFilename is now only written for non-multiplayer games.
- Fixed: There was an error when upgrading the client with some files being read-only. The read-only property is now removed before deleting files.
- Fixed: Game lobbies weren't always created properly when a translation was loaded.
- Fixed: The private messaging window was not being initialized for the multiplayer game lobby.
- Fixed: Read-only files couldn't be copied during the 2nd stage of an update.
- Changed: Updated client launcher to version 2.0.9 (Credits: SadPencil, mah_boi). Changes include:
- Fixed: There was an error when unblocking a read-only file. Now the launcher will disable read-only property for files before unblocking them.
Version 7.00
- Added: Quick Match (Credits: xme).
- Added: Support for 702 waypoints in FinalSun dropdown menus (Credits: E1 Elite).
- Added: Veteran Balance Patch v2.50 is now included as a game option in skirmish and multiplayer.
- Added: World-Altering Editor has been added as the default map editor (Credits: Rampastring, ZivDero, MortonPL, Shush, Starkku, Crimsonum, Bittah Commander).
- Added: A Russian language option for the client (Credits: mah_boi).
- Added: A German language option for the client (Credits: MarkJFox).
- Changed: Updated XNA CnCNet Client to version 2.11.3.0 with integrated second-stage updater (Credits: Kerbiter, SadPencil, Rans4ckeR, Starkku, mah_boi, devo1929, Rampastring, frg2089, Crimsonum, neogrant). Changes include:
- Added: Full localization support.
- Added: Option to add maps into favorites.
- Added: "Stretch Videos" and "Integer Scaled Client" checkboxes on the client's Options menu's Display tab.
- Added: Ultra-wide monitor support.
- Added: Improved cross-platform support. The client now includes an experimental .NET 8.0 variant for Linux/macOS users.
- Changed: Reworded privacy notice.
- Changed: Discord handler is now disposed on client exit.
- Changed: Updated client updater.
- Changed: The client now requires .NET Framework 4.8 for Windows users.
- Changed: Accelerated startup speed for users with a poor Internet connection.
- Changed: Optimized the time cost of copying large files by implementing hard linking.
- Fixed: The main menu music track still played after the client had closed.
- Fixed: The volume level showed as 10 even though it was set to 0.
- Fixed: Numerous crash conditions on CnCNet lobbies or LAN lobbies.
- Removed: Several obsolete DLL files.
- Many more bug fixes and minor improvements by various contributors which are hard to list.
- Changed: Updated client launcher to version 2.0.8 (Credits: Rampastring, Rans4ckeR, neogrant, SadPencil, Kerbiter, Starkku, Crimsonum). Changes include:
- Added: Unblock Internet files on startup.
- Changed: New WPF-based message box with high DPI support and auto resizing.
- Changed: The fix from version 6.00 to prevent units from getting stuck on the beach terraintype has been reverted (Credits: Crimsonum).
- Changed: Updated the CnC-DDRAW renderer from version 4.4.5.0 to 7.0 (Credits: FunkyFr3sh).
- Changed: Updated the DDrawCompat renderer from version 0.2.1 to 0.5.4 (Credits: narzoul).
- Changed: The client now displays a different image and message when you start a mission with modified game files.
- Changed: The FSP version was updated (23-03-2024) to allow FinalSun to load all of its mix files from folders (Credits: E1 Elite).
- Changed: ECache00.mix and ECache01.mix have been renamed back to Temperat.mix and Snow.mix.
- Changed: The buttons from the "Extra" menu have been moved to the bottom of the main menu and were scaled down (Credits: Bittah Commander).
- Changed: All SHPs from IsoTemp.mix/IsoSnow.mix have been moved to Temperat.mix/Snow.mix and DemandLoad, DemandLoadBuildup and FreeBuildup have been removed from everything in Art.ini (Credits: Bittah Commander).
- Changed: Ammo01.shp, wake1.shp and wake2.shp have been moved from Tem.mix/Sno.mix to Temperat.mix/Snow.mix (Credits: Bittah Commander).
- Changed: The traffic on the "FS Cityscape" has been improved (Credits: Bittah Commander):
- Changed: Two RVs and a Truck now continuously respawn after driving out of the map at the end of their route.
- Fixed: Two buses and a car drove over the dirt at the start.
- Fixed: One of the trains got stuck at the edge of the map after a single loop.
- Fixed: Some minor misc. oversights like incorrect firing offsets, incorrect voice responses, etc. (Credits: Crimsonum).
- Fixed: Incorrect Start, LoopStart, and LoopEnd values on building animations in art.ini (Credits: Crimsonum).
- Fixed: Unsupported apostrophe characters in mission briefings have been replaced (Credits: Crimsonum).
- Fixed: Incorrect or missing TechLevel, Owner and/or Crewed values on deployed vehicles in order to improve Survivor mechanics (Credits: Crimsonum).
- Fixed: Various debris animations specified a non-existent explosion (Credits: Crimsonum).
- Fixed: Made some changes to the client INIs and folder structure to remove dependency from the default theme (Credits: Mah Boi).
- Fixed: Replaced all slashes in client INIs from \ to / for cross-platform support (Credits: Mah Boi).
- Fixed: Adjusted the position of the client's privacy policy notification "Got it" button (Credits: Mah Boi).
- Fixed: Ten special characters (most notably the apostrophe) had an excessive gap in front of them in mission briefings (Credits: Bittah Commander).
- Fixed: Visceroids were disabled in the first Tutorial mission because they were allied to both GDI and Nod (Credits: Bittah Commander).
- Fixed: The BIGBLUE animation is no longer remapable (it now looks the same as BIGBLUE3) and it no longer changes its colors or brightness after you load a saved game.
- Fixed: The announcement voice didn't switch from CABAL to EVA in Nod Firestorm missions 07-09 because SpeechSide wasn't working (Credits: Rampastring).
- Fixed: Docked aircraft failed to follow scripted actions (Credits: Rampastring).
- Fixed: A few global medium AI triggers had incorrect teams and/or conditions (Credits: Crimsonum).
- Fixed: Incorrect tech level on various Firestorm global AI triggers (Credits: Crimsonum).
- Fixed: Trees would appear as their shadow frame in blue colors whenever they happened to end up with exactly 1 HP remaining of their health (Credits: E1 Elite).
- Fixed: The "FS Cityscape" multiplayer map had tiberium on an impassable cell that could cause harvesters to get stuck when harvested (Credits: Bittah Commander).
- Fixed: TS GDI Campaign missions (Credits: Bittah Commander):
- GDI 2: Secure the Region:
- Visceroids and Nod are no longer allied to one another.
- GDI is no longer allied to Visceroids (you could only attack them by force-firing, but they still attacked you normally).
- GDI 3A: Locate and Secure Crash Site:
- Visceroids and GDI are no longer allied to one another.
- Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).
- GDI 3B: Capture the Train Station:
- Nod fired at certain civilians under the shroud when they wandered into firing range.
- GDI 4: Defend the Crash Site:
- Infantry that die on tiberium no longer turn into visceroids.
- GDI 5A: Destroy the Radar Array:
- Visceroids and GDI are no longer allied to one another.
- Nod no longer attacks civilian buildings.
- The "These critters don't look too friendly" speech will no longer play after Nod has already provoked the Tiberian Fiends.
- GDI 6B: Destroy Vega's Base:
- Nod is no longer allied to Visceroids.
- Visceroids are no longer allied to GDI.
- Certain Nod units attacked Civilian structures under the shroud.
- GDI 7: Recapture Hammerfest Base:
- Visceroids are no longer allied to GDI and Nod and vice-versa.
- Your units no longer automatically fire at the defenses of the captured GDI base.
- The reinforcements that are dropped off after destroying the SAM-Sites no longer auto-fire at structures of the captured GDI base.
- GDI 8: Retrieval of Disrupter Crystals:
- Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).
- GDI 9A: Rescue the Prisoners:
- Infantry that die on tiberium no longer turn into visceroids.
- GDI 9B: Destroy Chemical Supply Station:
- Nod and Mutants are no longer allied to Visceroids (Visceroids already weren't allied to them).
- GDI 9C: Mine the Power Grid:
- The Tiberian Fiends in the intro no longer rapidly alternate between standing and laying down or glide over the ground while laying down.
- GDI 9D: Destroy the Chemical Missile Plant:
- Added a missing ramp piece.
- GDI, Mutants and Nod are no longer allied to Visceroids (Visceroids already weren't allied to them).
- GDI 10B: Destroy the Prototype Facility (B):
- Removed a floating tile that was visible through the shroud.
- GDI 11: Weather the Storm:
- The bottom-left edge of the map no longer looks glitched.
- Fixed: TS Nod Campaign missions (Credits: Bittah Commander):
- Nod 3A: Destroy Hassan's Temple:
- Replaced an erroneous flat tile in the middle of a ramp.
- Nod 4A: Eviction Notice:
- The top edge of the map looked glitched after the map resized during the victory sequence.
- The truck in the victory sequence now fully exits the map before the mission ends.
- Nod 4B: Blackout:
- Removed a wall piece that was overlapping a component tower.
- Nod 5: Salvage Operation:
- Two Nod Light Infantry destroyed a bus blocking the tracks right at the start of the mission instead of waiting until the train approached.
- The two Nod Light Infantry will no longer keep firing at the tracks if the bus that they're meant to target was somehow already destroyed when they receive the order.
- Nod 6A: Sheep's Clothing:
- Visceroids and Nod are no longer allied to one another.
- Tratos now spawns with green colors and changes to red only after you capture him.
- The mutants will no longer fire at Tratos when he surrenders.
- The edge of the srhoud surrounding the bottom Light Tower no longer looks blocky at the start of the mission.
- Nod 6C: Locate and Capture Umagon (B):
- It was possible to win the mission by destroying the first train after Umagon was already unloaded from it.
- Destroying the last train after Umagon has already boarded it no longer causes you to lose the mission.
- Nod 9A: Re-establish Nod Presence:
- Nod is no longer allied to Visceroids (Visceroids already weren't allied to Nod).
- Nod 9B: Protect the Waste Convoys:
- You can no longer select and control the weed eaters once they start moving to exit the map.
- An out of place cliff corner has been removed.
- The screen is now positioned on your starting units at the start of the mission, instead of in the shrouded center of the map.
- Nod 10: Destroy the Mammoth Mk.II Prototype:
- The mission number was changed from "10A" to just "10" because it's too long for the default saved game name otherwise and no "10B" exists anyhow.
- The Upgrade Centers (referred to as Comm Centers in the briefing) that you need to infiltrate have been replaced with Radars.
- During the weapon test sequence the Mammoth Mk.II could end up indefinitely firing at the ground, leaving the mission in a permanently locked state.
- Nod 11: Capture Jake McNeil:
- You didn't lose the game when Jake McNeil died until you lost all Nod units as well.
- You now lose the game if Jake McNeil is your only unit left alive.
- GDI no longer attacks Jake McNeil after you've captured him.
- Nod 12A: A New Beginning:
- The ICBM Launchers jumped up by a cell when you deployed them and then disappeared after you un-deployed them again, causing you to fail the mission.
- Fixed: FS GDI Campaign missions (Credits: Bittah Commander):
- GDI 08 [FS]: Factory Recall:
- Moving a unit onto one of the cells next to the walls surrounding imprisoned civilians now causes alternating voice lines to play of the civilians calling out for help.
- GDI 09 [FS]: Core of the Problem:
- Because this map only has AI triggers for Medium difficulty, they have now been enabled for easy and hard difficulty as well to make the AI more active.
- A piece of an incorrectly placed cliff was visible through the shroud at the start of the mission.
- The timings have been adjusted for the Core Defender activation video and CABAL voice line so that the Core Defender won't already have un-deployed by the time those start playing on the "Faster" game speed (60 FPS).
- Fixed: FS Nod Campaign missions (Credits: Bittah Commander):
- Nod 03 [FS]: Tratos' Final Act:
- The edges of the shroud glitched after capturing a GDI caused an area to be revealed.
- Nod 04 [FS]: Mutant Extermination:
- Mark the beacon on the radar every time the 2nd objective (return the truck to the beacon) is repeated.
- Nod 05 [FS]: Escape from CABAL:
- A cliff piece didn't properly connect to the water.
- Nod 06 [FS]: The Needs of the Many!:
- GDI's aircraft didn't respond to any of the villages being attacked.
- GDI's radar is no longer disabled, but it now instead has Power=0 so that the player won't lose power after capturing it.
- Nod 07 [FS]: Determined Retribution:
- The first reinforcements that you received after fixing the eastern and western bridge were swapped and moved across the map to the end of the other bridge.
- The Firestorm Wall and Laser Fence surrounding the CABAL Core were deactivated because they didn't have any power.
- You couldn't hear all of CABAL's taunts at the end of the mission if the game speed was higher than "Slow" (20 FPS), so the delay between them has been increased to make sure that they can all be heard at 60 FPS.
- Nod 08 [FS]: Harvester Hunting:
- After saving the civilians, the trucks in the village will now blow themselves up and drop a crate instead of requiring the player to force-fire at them to get the crate.
- You can no longer hear or see the ORCA Transport take off at the edge of the map before delivering your reward for saving the civilians.
- After saving the civilians, the ORCA Transport now directly drops off 3 crates instead of trucks that explode before dropping crates.
- The condition for playing one of CABAL's taunts has been changed from building a GDI War Factory to a time interval after the ORCA Transport has dropped off the crates (and Engineers).
- After capturing a tech center gives you access to an MCV, building and deploying it now gives you access to Nod structures instead of GDI ones.
- The bus in the lower left corner of the map will no longer reveal shroud for the player if damage causes it to move at some point.
- Nod 09 [FS]: Core of the Problem:
- Because this map only has AI triggers for Medium difficulty, these have now been enabled for easy and hard difficulty as well to make the AI more active.
- The Rocket Infantry that you receive as reinforcements at the start now scatter after spawning, instead of standing on the same sub-cell and overlapping one another.
- Multiple of CABAL's bases (including all Obelisks of Light on the map and most SAM-Sites) started with insufficient power to function, so 2 Advanced Power Plants were added to compensate.
- The timings have been adjusted for the Core Defender activation video and CABAL voice line so that the Core Defender won't already have un-deployed by the time those start playing on the "Faster" game speed (60 FPS).
- Removed: Lin Kuei Ominae's large Kodiak (https://www.ppmforums.com/topic-41597-page-2).
- Removed: The DxWnd, DDWrapper and IE-DDRAW renderers.
Version 6.05k
- Changed: Mission names have been updated to contain the mission number in the description for save file description clarity (Credits: CCHyper).
- Fixed: In Nod mission 5 you could lose the game when one of your starting Engineers died, even when you had already produced more Engineers of your own (Credits: Bittah Commander, Crimsonum).
- Fixed: In Firestorm GDI mission 7 the nearest tiberium field was supposed to be revealed when you built a harvester (Credits: Bittah Commander, Crimsonum).
- Fixed: The Elite Cadre didn't appear on the sidebar in Firestorm missions unless you'd crate a saved game and then load it (Credits: Bittah Commander).
- Fixed: A rare crash caused by a map trigger action value that was out of range (Credits: CCHyper).
- Fixed: The borders of the CnCNet game creation window weren't scaled properly (Credits: Bittah Commander).
Version 6.05j
- Added: Tool tips have been added to checkboxes and drop-down menus of the Display and Game tabs of the client's options menu (Credits: Crimsonum).
- Fixed: The "OK" button was missing from the CnCNet lobby's password entry window.
- Fixed: The GDI/Nod Concrete Walls and the Firestorm Wall cost only 50 credits instead of 250.
- Fixed: The Mammoth Mk. II had only 800 hit-points instead of 1200
- Fixed: The Artillery's weapon's damage and rate of fire were swapped (it did too much damage and fired too slow) and it did a lot more damage against infantry than intended.
Version 6.05h
- Added: Difficulty-specific global variables are now set at the start of every singleplayer-mission, which will allow mappers to create difficulty-specific triggers by specifying these globals for the "27 Global is set..." event.
- Fixed: The Mobile Stealth Generator and Mobile War Factory didn't display a deploy animation and were unable to repack after having been deployed.
Version 6.05f
- Fixed: A cliff on Grand Canyon was visually broken (Credits: Bittah Commander).
- Fixed: Optional objectives in missions (globals) didn't affect following missions (Credits: Bittah Commander).
Version 6.05e
- Changed: The client now uses a new icon (Credits: CCHyper).
- Fixed: The background of the between-mission map selection screen was off-center (Credits: Bittah Commander).
- Fixed: Several animations used DemandLoad=true when they shouldn't have, which could lead to "Assertion failed" errors when running the game with Vinifera.
Version 6.05c
- Fixed: Nod mission 7a "Destroy the Research Facility" crashed whenever the Titan beyond the tunnel was destroyed (Credits: Bittah Commander).
Version 6.05b
- Fixed: The Mobile EM-Pulse unit could not deploy its weapon.
- Removed: The "WEEDGUY" dummy infantry was removed from both rules.ini and art.ini (weapons should be added to the [Weapons] list instead of using the Weedguy work-around).
Version 6.05a
- Fixed: Nod was no longer selectable in Skirmish/Multiplayer.
Version 6.05
- Added: You can now save/load game option presets in the Skirmish/Multiplayer game lobby by clicking on the down arrow in the upper right corner of the Game Options panel (Credits: devo1929).
- Changed: The maximum size of maps that the map editor can create and open has been increased from 200x200 to 256x256 (Credits: E1 Elite, Secsome).
- Changed: In the map editor, "Low Bridge" overlays now have an image for all three frames that need to be placed in order function correctly, with clear visual indicators to show where they need to be placed and wich ones are still missing (Credits: Bittah Commander).
- Changed: In the map editor, the invisible "Low Bridge" overlays that are meant to be placed in the gaps of destroyed bridges now appear as transparent bridge pieces (Credits: Bittah Commander).
- Fixed: In the map editor, the "Large Tiberium" overlays now appear as the big blue tiberium crystal (blue tiberium tree) instead of appearing as "0x1b" text (Credits: Bittah Commander).
- Fixed: The "Auto-target Neutrals" and "Aimable SAMs" game options were always enabled skirmish/multiplayer, even when they were turned off in the skirmish/multiplayer game lobby.
Version 6.03
- Added: Graphics for the info panel (Credits: tomsons26).
- Added: TS and faction logos for Discord Rich Presence (Credits: CCHyper).
- Changed: The CnC-DDRAW renderer was updated to the latest version (4.4.5.0) and it's now selected by default instead of TS-DDRAW (OGL).
- Changed: The 2nd starting position the "[4] FS The Pit" map was moved up by a cell because MCVs couldn't immediately deploy there.
- Changed: All original maps can now be started with only a spectator present.
- Fixed: The info panel wouldn't open.
- Fixed: The positions of various terrain objects and overlay (tiberium trees, clear rocks, sand rocks and fona) were offset towards the top or bottom in the map editor (Credits: Bittah Commander).
- Fixed: The positions of clear rocks and sand rocks were offset towards the bottom in-game on snow maps (Credits: Bittah Commander).
- Removed: Players can no longer select white in the game lobby because it looked too similar to the Civilians' grey.
- Removed: The invisible "Impassable Overlay" (IMOV) was removed from the overlay types to prevent the map editor from creating maps that are incompatible with other versions of TS.
Version 6.00
- All of the client's menu layouts and textures have been improved (Credits: Bittah Commander, CCHyper, Rampastring)
- The "Multiple Factory Bonus" game option has been added to the game lobbies
- Re-compiled the spawner (game.exe) to apply the following patches (Credits: Bittah Commander):
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dont_save_without_all_players.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/basic_theme_fix.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/harvesters_guardcommand.asm (Credits: AlexB)
- https://github.com/CnCNet/ts-patches/blob/master/src/flickering_shadow_fix.asm (Credits: AlexB)
- https://github.com/CnCNet/ts-patches/blob/master/src/veterancy_from_allies.asm (Credits: AlexB)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/tiberium4_blocks_infantry.asm (Credits: AlexB)
- https://github.com/CnCNet/ts-patches/blob/master/src/spy_fix.asm (Credits: dkeeton)
- https://github.com/CnCNet/ts-patches/blob/master/src/paradrop.asm (Credits: dkeeton)
- https://github.com/CnCNet/ts-patches/blob/master/src/hack_house_from_house_type.asm (Credits: dkeeton)
- https://github.com/CnCNet/ts-patches/blob/master/src/minimum_burst.asm (Credits: dkeeton)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/cloakstop_to_toobigforcarryalls.asm (Credits: Rampastring)
- TooBigForCarryalls=yes can be used on vehicle types to disallow Carryalls from picking them up.
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/oil_derricks.asm (Credits: Rampastring)
- ProduceCashAmount= (255=max) can be used on building types to make them produce credits every 180 frames.
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/add_animation_to_factories_without_weaponsfactory.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/unit_self_heal_repair_step.asm (Credits: Rampastring)
- UnitSelfHealRepairStep= (def=1) can be specified under [General] to specify the amount of HP to increase unit's health with for every step while self-healing.
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/fix_ai_unit_scatter_for_factories_without_weaponsfactory.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/mechanics.asm (Credits: Rampastring)
- Mechanic=yes can be used on infantry types to allow them to repair vehicles.
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dta/no_guard_cursor_for_repair_vehicles.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/smarter_firesale.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/dont_replace_player_name_with_computer.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/horv_via_undeploysinto.asm (Credits: AlexB)
- UndeploysInto can be used on harvesters to specify their "harvester without back" variant.
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/no_crate_respawn_with_crates_disabled.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/buildconst_harvesterunit_baseunit.asm (Credits: AlexB)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/max_pip_counts.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/ai_target_emp_like_multimissile.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/fix_burst_exploit.asm (Credits: AlexB)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/smarter_harvesters.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/fix_building_damage_state_crash.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/mods/fix_infantryclass_take_damage_null_warhead_crash.asm (Credits: Rampastring)
- https://github.com/CnCNet/ts-patches/blob/master/src/c4_repairable_fix.asm (Credits: dkeeton)
- https://github.com/CnCNet/ts-patches/blob/master/src/no_charge_power_needed.asm (Credits: dkeeton)
- https://github.com/CnCNet/ts-patches/blob/master/src/video_mode_hacks.asm (Credits: dkeeton)
When migrating mods to this TS Client version, make sure to add the following code to the respective sections in Rules.ini:
[General]
UnitSelfHealRepairStep=1
BaseUnit=BASEUNIT
HarvesterUnit=HARV,MCV
[VehicleTypes]
0=BASEUNIT
[BASEUNIT]
Image=MCV
Name=Mobile Construction Vehicle
CrateGoodie=yes
[HARV]
UndeploysInto=HORV
[MCV]
CrateGoodie=no
AllowedToStartInMultiplayer=no
E1 Elite's changes (2021-02-21):
Client Resources folder changes
- [HotkeyConfigurationWindow] added to GenericWindow.ini
- Removed ECache00, 02, 03 mix files from Resources folder
- SidebarHack set to yes in GameOptions.ini and ClientDefinitions.ini
- Added friendicon.png.
Game.exe changes - https://github.com/E1Elite/ts-patches/tree/md4
- Team number positions changed so as to not draw over pips and suite with modified selection box (Credits: Tuc0, E1 Elite)
- IsoMapPack5 size limit extension (Credits: E1 Elite)
- Modified waypoint enhancement hack used, to avoid activating/toggling of firestorm defense.
- Support for separate MCV and construction yards for different sides (Credits: AlexB)
- Support for additional side's sidebar and speech mix files (Credits: Iran)
- Harvesters have its own unloading graphics (Credits: AlexB)
- Support for TileSet 255 and above without bridge repair bug (Credits: E1 Elite)
- Hardcoding removed for NAWALL, GAWALL, GAFSDF, HMEC, 155mm and ARTYHE
- Missing mouse fix for dropship loadout screen (Credits: E1 Elite)
- Building selection box for limpet affected color changed from yellow to orange (Credits: Tuc0, E1 Elite)
- Smarter harvester (Credits: Rampastring)
- Sidebar cameo sort (changed to sort only the 2nd/units strip) (Credits: Rampastring)
Language.DLL changes
- Changed references of DTA to TSClient in Language.DLL files (Credits: E1 Elite)
Rules.ini
- TargetDistanceCoefficientDefault set to -1 for better target selection of AI's Attack Targettype scripts
- List indices renumbered for BuildingTypes and OverlayTypes.
- Uses UndeploysInto=HORV for HARV instead of common UnloadingHarvester.
- Few comments
Art.ini
- building heights changed to appropriate values (mostly civilian buildings)
- waterfall anim glitch with first frame corrected at few more places with LoopStart=1.
- protruding anim's Z layer correction, Surface=yes removed for few and Surface=yes added to firestorm wall anim.
- GDI barracks third damaged anim entry fix.
- Disc thrower and cyborg uses FireProne to sync with firing anim.
AI.ini
- fixed few base defense teams to guard instead of busy till attacked.
Snow.ini, Temperat.ini
- Enabled shadow for water cliffs.
Battle.ini
- Entry for dropship loadout map
Graphic updates
- unit selection graphics healthbar fix, expanded and shifted by 1 pixel (select.shp) with orange color for limpet effect (Credits: E1 Elite)
- shore tiles pathfinding fix for units getting stuck in beach terraintype (units from low bridge on water or wrong shores in maps) (shoreXX tem and sno) (Credits: E1 Elite)
- titan wobble fix (mmch.shp, mmchbarl.vxl and mmchbarl.hva) (Credits: Tuc0)
- disruptor wobble fix (sonic.vxl and sonic.hva) (Credits: Tuc0)
- unused mammoth tank wobble fix (4tnk.vxl and 4tnk.hva) (Credits: Tuc0)
- Hover MLRS wobble fix (hvr.vxl and hvr.hva) (Credits: Tuc0)
- snow shps for GDI Tech Center fix, where few (snow) pixels used colors unaffected by ambient light (gatech.shp, gatechmk.shp) (Credits: Tuc0)
- construction yard buildup incorrect color fix, orange and almost red used instead of remapable (gacnstmk.shp) (Credits: Tuc0)
- GDI barracks incorrect color fix, near remapable colors used instead of remapable (gapile, gtpile, gapilemk, gtpilemk shp files) (Credits: Tuc0)
- Jellyfish (Floater) graphics fix which had one frame less that caused shadow frame to be shown (Credits: Tuc0)
- paved road tiles fix for being drawn over building bibs (proad10.tem, proad14.tem and proad20.tem) (Credits: Tuc0, E1 Elite)
- first subtile change of snow cliffs and water cliff (cliff09.sno, cliff11.sno and wcliff09.sno) to go with the connecting clear/clear LAT tiles. (Credits: Tuc0, E1 Elite)
- loadout.shp modified showing to use SPACE to continue (Credits: E1 Elite)
Other Mix file changes
- ammo01.shp from tem/sno mix copied to isotemp/isosnow mix for FinalSun missing ammo crate graphics.
- mouse.shp moved from conquer.mix to cache.mix.
- added files dgreen1.shp, dgreen2.shp, dgreen3.shp, dgreen4.shp, dropdown.shp, dropup.shp, pilotlit.shp and modified loadout.shp to cache.mix.
- added files drop0001.shp, drop0002.shp and drop0003.shp to conquer.mix.
Maps included (with battle.ini and MPMaps.ini changes)
- unreleased FS demo map - FS The Pit (Credits: Westwood Studio, Source: DeeZire + friend, Suggested by SMIFFGIG)
(Discussion: https://ppmforums.com/post-553255/tiberian-sun-client/#553255 )
- updated Lost Contact map (Credits: Tuc0)
- Nod mission nod9b.map cliff height level corrections (Credits: Tuc0)
- modified (GDI first mission) gdi1adshp.map for dropship loadout
FinalSun map editor changes (Credits: E1 Elite)
https://ppmforums.com/topic-47355/finalsun-101-patches/
Map Renderer changes (Credits: E1 Elite, Starkku, Metadorius (aka Kerbiter), zzattack)
Source code (commit 2021-01-24)- https://github.com/zzattack/ccmaps-net
Download link for TSClient addon files:
https://ppmforums.com/post-585461/cnc-maps-renderer-rewritten-works-for-tiberian-sun-and-ra2/#585461
Version 5.46 (March 3, 2020):
- Updated client (Credits: Rampastring, Kerbiter, Starkku, SadPencil)
- Various maintenance fixes and new features, see https://github.com/CnCNet/xna-cncnet-client/releases/tag/2.6.0.4
- Updated spawner
- Fixed crash when entering Hotkey Configuration window
- Fixed typo that made CnC-DDRAW not show up in the Options menu
Version 5.44 (May 19, 2019):
- Updated client (Credits: Rampastring)
- Various maintenance fixes, new features and fixed window borders
- Updated the "TS-DDRAW" renderer (Credits: dkeeton, FunkyFr3sh)
- Added the "CnC-DDRAW" renderer (Credits: dkeeton, FunkyFr3sh)
Version 5.43 (February 3, 2018):
- Updated client (Credits: Rampastring, aside from DDrawCompat)
- You can now configure your keyboard hotkeys from the client (Options -> Game -> Configure Hotkeys)
- Added DDrawCompat renderer (Credits: narzoul)
- Renderers are now listed in Resources\Renderers.ini, allowing you to customize the renderers without modifying the client's source code
- Several small enhancements and bug-fixes related to LAN and CnCNet online play
- Fixed: Game Type drop-down is no longer drawn below the Tech Level drop-down when it's open
- Updated spawner. For changes, see https://github.com/CnCNet/ts-patches/commits/master
- Some of the changes seem experimental, so there could be bugs related to online play
Version 5.40 (August 31, 2017):
- Added Tiberian Sun Demo missions (Credits: E1 Elite)
Version 5.38 (August 19, 2017):
- Added Fan-made map "Lost Contact" (Credits: Tuc0)
- Added support for multiple sides for Prerequisites and AITriggerTypes (Credits: AlexB)
- Fixed several minor spawner issues (Credits: dkeeton)
- Fixed several minor client issues (Credits: Rampastring)
- Added OpenGL version of the client (Credits: Rampastring)
Version 5.37 (April 8, 2017):
- Fixed: When the Core Defender was activated in the last Firestorm mission, the radar screen played the GDI campaign intro movie instead of the Core Defender activation movie (Credits: Bittah Commander)
Version 5.36 (March 19, 2017):
- Fixed: Jump-jets no longer have a chance of crashing the game when an ion storm starts (Credits: AlexB)
- This was already fixed earlier, but 5.30 re-introduced this issue
- You can now enable ModMode= in Resources\ClientDefinitions.ini to disable the "Cheater!" screen that is shown when launching singleplayer missions with a modded game (Credits: Rampastring)
- Fixed a few minor client issues (Credits: Rampastring)
- FinalSun now gives saved maps the "Custom Map" game mode instead of the "Standard" game mode (Credits: Bittah Commander)
Version 5.34 (February 17, 2017):
- Improved quality of main menu background and loading screen (Credits: Bittah Commander)
Version 5.33 (February 12, 2017):
- Added: Impassable overlay terrain object for FinalSun (Credits: Bittah Commander)
- Added: Lin Kuei Ominae's Kodiak, placeable in the map editor
- Fixed it being possible to kill Cyborg Reapers multiple times due to its death animation (Credits: Bittah Commander)
- The Cyborg Commando now uses the cyborg death cry instead of the regular infantry death cry (Credits: Bittah Commander)
Version 5.31 (February 11, 2017):
- Fixed: It was impossible to adjust the game speed in-game (Credits: Rampastring)
- The trackbar button graphics have been improved (Credits: Bittah Commander)
Version 5.30 (February 10, 2017):
- Implemented the latest MonoGame / XNA CnCNet Client (Credits: Rampastring)
- The client has been almost entirely rewritten; the UI is now better both functionally and graphically, lots of issues have been fixed, and new features added
- The client is now open-source, with the code at https://github.com/CnCNet/xna-cncnet-client/
- Implemented the latest CnCNet game spawner, with a lot of new features and bugfixes (Credits: AlexB, dkeeton, Iran, Rampastring)
- The spawner is now open-source as well; see https://github.com/CnCNet/ts-patches
- A few examples of features / bugfixes enabled in the included default spawner:
- Health of units and buildings is displayed when the cursor is hovered over them
- Aircraft can be repaired on any repair bay, not on just the one specified in the RepairBay= key
- Multi-Engineer is now always disabled when capturing neutral buildings
- You don't hear a sound anymore when Insignificant=yes units die
- The game no longer crashes when there's over 75 cameos in the sidebar, instead the extra cameos are simply not shown
- For an idea of the full change list, see https://github.com/CnCNet/ts-patches/commits/master
- The main menu has been remade in higher quality (Credits: Bittah Commander)
Version 4.09 (April 7, 2016):
- Fixed: Reinforcement triggers on multiplayer maps failed to function when the "Harder AI" option was enabled (Credits: Rampastring)
Version 4.08 (March 19, 2016):
- Added the "- MP Enable Change Owner Function" script to FinalSun, which adds the multiplayer SpawnX houses to the map (Credits: Bittah Commander)
Version 4.07 (March 11, 2016):
- Fixed: The game crashed when starting a multiplayer game
Version 4.06 (March 10, 2016):
- Fixed: CABAL was allied to you in the last Firestorm Nod mission (Credits: Bittah Commander)
- Fixed: CABAL's Firestorm Wall didn't activate in the last Firestorm Nod mission (Credits: Bittah Commander)
- Fixed: FinalSun's Houses menu didn't work (Credits: Bittah Commander)
- Fixed: The "Destroy trigger" map trigger action no longer crashes the game when the trigger to be destroyed is the last trigger on the map's internal list of triggers (Credits: AlexB)
- Fixed: The CnCNet Client crashed when a game was completed if you weren't the host and the game host had left the game before you returned from the game (Credits: Rampastring)
- Fixed: The "New Campaign" button had a bad hover-on texture that made the text appear smaller when you moved the cursor over the button (Credits: Rampastring)
- Fixed: Extra factions can use their own speech files and sidebar graphics now (Credits: Bittah Commander)
- Fixed: The update status text is no longer black (Credits: Rampastring)
- Fixed: The "Cheater!" dialog now displays a facepalm image instead of a big pink square
- Changed: The menu slide animations have been restored (Credits: Bittah Commander)
Version 4.04 (February 21, 2016):
- Fixed: Blue tiberium damages infantry again (Credits: AlexB)
- The client now supports multiple multiplayer saves from a specific match (Credits: Rampastring)
Version 4.03 (January 31, 2016):
- Jumpjet infantry no longer have a chance of crashing the game when an Ion Storm starts (Credits: AlexB)
Version 4.02 (January 25, 2016):
- Units set to Area Guard mode (by pressing G) will now revert to default (Guard) mode when you tell them to Stop (by pressing S) (Credits: AlexB)
- Improved the style of various client windows (Credits: Rampastring)
Version 4.00 (January 24, 2016):
- Added: LAN support (Credits: Rampastring)
- Fixed: Units will no longer aggressively chase enemy units automatically (Credits: AlexB)
- Fixed: Updater and custom component settings sometimes displayed "Cannot configure while connected to CnCNet" even when you weren't connected to CnCNet (Credits: Rampastring)
- Fixed: The client has been optimized to work better with the GameSurge multiplayer servers (Credits: Rampastring)
- Improved: The game will no longer crash when there's more than 75 buildable objects, instead additional objects will be hidden (Credits: AlexB)
- Changed: The Statistics, Map Editor and Credits buttons have been moved under a new "Extras" menu (Credits: Rampastring, Bittah Commander)
Version 3.83 (October 16, 2015):
- Multiplayer games can now be saved and loaded (Credits: Rampastring)
- Enabled some previously unused videos in the Firestorm campaigns (Credits: Bittah Commander)
- The CnCNet game counter in the main menu has been hidden because it was misleading (Credits: Rampastring)
Version 3.80 (October 5, 2015):
- Fixed: Saved games sometimes failed to load, resulting in a black screen in-game (Credits: Rampastring)
- Fixed: Some waterfall animations were bugged (Credits: Bittah Commander)
- Fixed: After loading a saved mission of a campaign and then progressing to the next mission, the difficulty level would always revert to Medium (Credits: Rampastring, Bittah Commander, FunkyFr3sh)
- Fixed: Custom maps weren't transferred properly (Credits: Rampastring)
- Changed: FinalSun now saves multiplayer maps as .map (Credits: Bittah Commander)
- Changed: The client now automatically renames .mpr maps to .map
- Changed: Players with modified files will no longer be automatically kicked when they join a game on CnCNet, but a warning message will be shown instead (Credits: Rampastring)
- Changed: Custom maps now have their names shown in red to make it clear that the gameplay might be different from stock maps (Credits: Rampastring)
Version 3.76 (September 21, 2015):
- Map selection screen music is now enabled (Credits: Bittah Commander)
- Fixed some less common crashes in the CnCNet Lobby (Credits: Rampastring)
- Added: DDWrapper Renderer (Credits: Aqrit of http://bitpatch.com/ddwrapper.html, Rampastring)
Version 3.75 (September 19, 2015):
- The broken in-game main menu has been replaced with an image that notifies to run TiberianSun.exe instead of game.exe (Credits: Bittah Commander)
- The Tiberian Sun score screen has been restored (Credits: Bittah Commander)
Version 3.74 (September 14, 2015):
- Client architecture improvements
- Potentially fixed a bug that sometimes caused the CnCNet Client to crash when exiting the Skirmish Lobby
Version 3.73 (September 10, 2015):
- Improved the compatibility fix that increases performance on Windows 8 and 10 (Credits: Bittah Commander, Rampastring)
- Added a new compatibility fix that increases FinalSun map editor performance on Windows 7, 8 and 10 (Credits: Bittah Commander, Rampastring)
- Compatibility fixes can now be enabled or disabled via the Display tab of the options menu (Credits: Rampastring)
- You can now repeat your last message in the CnCNet lobby chat pressing the up arrow key (Credits: Rampastring)
- The client now asks if you really want to quit CnCNet if you try to close the CnCNet lobby while being in a game room (Credits: Rampastring)
- Matches are now only added to statistics if they're at least a minute long (Credits: Rampastring)
- URLs posted in the chat can now be opened in the CnCNet Game Lobby by double-clicking on them (Credits: Rampastring)
- Fixed: You no longer see a cryptic message in the lobby each time you get kicked from a game (Credits: Rampastring)
- Fixed: The AI difficulty on Co-Op maps was always set to easy, regardless of the actual selected difficulty (Credits: Rampastring)
- Fixed: The CnCNet Client would crash after a game ended if you had created or joined at least two game rooms during the session (Credits: Rampastring)
- Fixed: The CnCNet Client would crash if you entered the Options menu from the CnCNet Lobby (Credits: Rampastring)
- Fixed: On some (rare) systems the updater would fail when updating TiberianSun.exe (Credits: Rampastring)
- The "Disable Sounds" option has been removed from FinalSun for now because it also enabled Beginner Mode (Credits: Bittah Commander)
Version 3.70 (September 3, 2015):
- (Hopefully) fixed an issue where it was impossible to install custom components
- The client now starts up faster (Credits: Rampastring)
Version 3.69 (September 2, 2015):
- Fixed: The "Borderless windowed mode" display setting wasn't loaded properly (Credits: Rampastring)
- Fixed: The "Back buffer in video memory" display setting wasn't loaded properly (Credits: Rampastring)
- Note: If you previously had the back buffer disabled, with this update the option will be enabled once you enter the Options menu.
It's recommended that you disable the option again, since it hurts performance on most systems.
Version 3.68 (September 2, 2015):
- Fixed: Players in the player list could multiply in some cases (Credits: Rampastring)
- Now you can input your last chat command to the lobby chat input box by hitting the up arrow key (Credits: Rampastring)
Version 3.66 (September 1, 2015):
- Added the ModMode option to Resources\MainClient.ini. Setting this to true will automatically skip the version mismatch dialog and make the client load faster. (Credits: Rampastring)
- FinalSun Trigger Editor now shows the "1 AND" trigger type option (Credits: Bittah Commander)
- FinalSun now has an option for disabling sounds (Credits: Bittah Commander)
Version 3.63 (August 15, 2015):
- TS Nod Missions 1 and 5 now have additional in-game cinematics (originally created by Westwood but left unused in the original game for some reason) (Credits: Bittah Commander)
- Fixed: MWMN now uses Oxanna's voice (you could control both Umagon and the MWMN in GDI 9C) (Credits: Bittah Commander)
- Sound and music indexes in sound01.ini / theme.ini now match those that you need to input in FinalSun to play those sounds / tracks (for mappers) (Credits: Bittah Commander)
Version 3.62 (August 13, 2015):
- MWMN now uses Umagon's voice (for modders / map makers) (Credits: Bittah Commander)
- Fixed many tutorial lines which had CABAL named "Cabaal" (Credits: Bittah Commander)
Version 3.61 (August 11, 2015):
- Fixed Kodiak crash animations (Credits: Bittah Commander)
- Tiberian Sun Nod campaign videos now work properly (Credits: Bittah Commander)
- You'll have to re-download Nod campaign videos in the settings
- Firestorm GDI and Nod campaign videos now work properly (Credits: Bittah Commander)
Version 3.59 (August 10, 2015):
- Framework Mode now works in FinalSun (Credits: Bittah Commander)
Version 3.58 (August 10, 2015):
- The Mammoth tank is no longer invisible (Credits: Bittah Commander)
- The old, unused Tiberian Dawn / Red Alert unit voxels in Expand00.mix now have entries in Art.ini for modders (Credits: Bittah Commander)
Version 3.57 (August 9, 2015):
- Implemented bugfixes from Aro's Tiberian Sun: UMP (Credits: Bittah Commander)
- Fixes various, mostly graphics-related bugs in Tiberian Sun like missing building animations
- UMP Credits: Aro, Lin Kuei Ominae, Chriz, Machine, Crimsonum, Revolutionary
- Updated the look of social media buttons in the CnCNet lobby (Credits: Bittah Commander)
- Fixed the Cyborg Reaper death animation so the unit can no longer be killed continously while the anim is playing (it could be farmed for endless XP) (Credits: Bittah Commander)
Version 3.56 (August 7, 2015):
- Fixed another common Internal Error when starting a game
- Ingame videos should now work properly (previously they gave an Internal Error)
Version 3.55 (August 7, 2015):
- Added the -SHUTUP command-line option for TiberianSun.exe that allows skipping the version mismatch dialog (for modders) (Credits: Rampastring)
- Fixed mission briefings not being displayed on some GDI and Nod campaign missions (Credits: Bittah Commander)
Version 3.54 (August 6, 2015):
- Fixed a common Internal Error when starting a game (Credits: Bittah Commander)
- Updated the look of social media buttons in the CnCNet lobby (Credits: Bittah Commander)
Version 3.51 (August 4, 2015):
- Updated client license in INI files.
Version 3.50 (August 4, 2015):
- Fixed DTA leftovers from multiplayer colors (Credits: Rampastring)