Credits
This page lists all the individual contributions to the project by their author.
- Belonit (Gluk-v48):
- Disable empty spawn positions
gamemd.exeicon customization- Full-color non-paletted PCX support
- Initial
SpySat,BigGap,TransactMoneywarheads - PCX Loading Screen support
- Custom
DiskLaserradius - Extended tooltips
- Building upgrades enhancement
- Option to hide health bar
Sidebar.GDIPosition- Help with
CellSpread Blowfish.dll-related errors fix- Zero size map previews fix
- Semantic locomotor aliases
- Shield logic
- Non-ASCII input fix
- Building Placement Preview Adjustment
- Check for Changelog/Documentation/Credits in Pull Requests
- VitePress documentation migration
- Fix position and layer of info tip and reveal production cameo on selected building
- Fix a glitch related to incorrect target setting for missiles
- Ability to disable shadow for debris & meteor animations
- Kerbiter (Metadorius):
- Building upgrades enhancement
- Extended tooltips
- Selection priority filtering
TurretOffsetenhancement- Customizable ore spawners
- Select next idle harvester hotkey
- Interceptor enhancement
- Zero size map previews fix
- LaserTrails port and rework
- Laser graphics fixes
- Recursive transport killer fix
- Custom locomotors example implementation and piggybacking test warheads
- Initial jumpjet facing fix
- Migration utility
- GitHub Actions setup
- Official docs
- VSCode configs
- Code style
- Customizable ElectricBolt Arcs
- Ability to disable shadow for debris & meteor animations
- Voxel light source position customization
UseFixedVoxelLighting- Warhead activation target health thresholds
- MP saves support for quicksave command and savegame trigger action
- Ported XNA CnCNet Client MP save handling
- Retint fix toggle
- Voxel drawing invisible sections skip
- Uranusian (Thrifinesma):
- Mind Control enhancement
- Custom warhead splash list
- Harvester counter
- Spawns promotion
- Shield logic
- Multiple death fix
- Customizable missing cameo
- Cameo sorting priority
- Tab hotkey placement fix
- Producing progress indicators
- Custom ore gathering anim
NoManualMove- Weapon target house filtering
DeathWeaponfix- Re-enable obsolete
[JumpjetControls] AITriggerBuilding Upgrades support- Wall-Gate links
- Ability for deployed infantry to use both weapons
- Observer PCX loading screen
- Original
Arcingelevation inaccuracy fix - Display banner improvement
- Official CN docs for Build#29 and previous versions
- secsome (SEC-SOME):
- Debug info dump hotkey
- Refactoring & porting of Ares helper code
- Disguise removal warhead
- Mind Control removal warhead
- Mind Control enhancement
- Shields logic help
AnimList.PickRandomMoveToCellfix- Unlimited waypoints
Build Attrigger action buildup anim fix- Undeploy building into a unit plays
EVA_NewRallyPointEstablishedfix - Custom ore gathering anim
TemporalClassrelated crash- Retry dialog on mission failure
- Default disguise for individual InfantryTypes
- PowerPlant Enhancer
- SaveGame Trigger Action
- QuickSave command
- Numeric variables
- Custom gravity for projectiles
- Retint map actions bugfix
- Sharpnel enhancement
- Vanilla map preview reading bugfix
- Customizable tooltip background
- Parts of Ares calling code
- Original
Arcingelevation inaccuracy fix - Dehardcode 255 limit of
OverlayType
- Otamaa (Fahroni, BoredEXE):
- Help with CellSpread
- Ported and fixed custom RadType code
- Togglable ElectricBolt bolts
- Customizable Chrono Locomotor properties per TechnoClass
- Building Placement Preview
DebrisMaximumsfixes- Anim-to-Unit
NotHumananim sequences improvements- Customizable
OpenToppedProperties - Hooks for ScriptType Actions 92 & 93
- Ore stage threshold for
HideIfNoOre - Occupied building
MuzzleFlashXbugfix EnemyUINamefor other TechnoTypes- TerrainType
DestroyAnim&DestroySound - Laser trails for VoxelAnims
MakeInfantrylogic on BombClass bugfix- Debris & meteor impact behaviour settings
- Upgrade logic to allow altering of
SpySatstatus - Ares detection and integration
- Help with custom locomotors
- Extension class optimization
- Overload characteristic dehardcoded
- Customizable garrison and bunker properties
- Disable
DamageSoundfor buildings - Power plant damage factor
- FS-21:
- Dump Object Info enhancements
Powered.KillSpawnsSpawner.LimitRange- Majority of ScriptType actions
- ScriptType Action 14004: Force Global
OnlyTargetHouseEnemyvalue in Teams - MC deployer fixes
- Help with docs
- Automatic Passenger Deletion logic
Fire SW At Location/WaypointTrigger Action- Kill Object Automatically logic prototype
- Customizable resource storage
- Override uncloaked underwater attack behavior
- Override target under EMP attack behavior
- AI Aircraft docks fix
- Shared ammo logic
- Customizable FLH when infantry is prone or deployed
- Initial strength for cloned infantry
- Map Events 604 & 605 for checking if a specific Techno enters in a cell
- Warhead that can not kill
Pips.HideIfNoStrengthandSelfHealing.EnabledByadditions for shields- Warhead activation target health thresholds enhancements
- Event 606: AttachEffect is attaching to a Techno
- Linked superweapons
- Unit & infantry auto-conversion on ammo change
- Starkku:
- Misc. minor bugfixes & improvements
- AI script actions:
- Chronoshift to Enemy Base
- Warhead shield penetration & breaking
- Strafing aircraft weapon customization
- Vehicle
DeployFirefixes/improvements - Stationary VehicleTypes
- Burst logic improvements
- TechnoType auto-firing weapons
- Secondary weapon fallback customization
- Weapon target type filtering
AreaFiretargeting customizationCreateUnitimprovements- Attached animation & jumpjet unit layer customization
IsSimpleDeployerimprovements & additions- Shield modification warheads
- Warhead decloaking toggle
Warp(In/Out)Weapon- Grinder improvements / additions
- Attached animation position customization
- Critical hit logic additions
- Aircraft & jumpjet speed modifiers fix
- Local warhead screen shaking
- Vehicle custom palette fix
- Feedback weapon
- TerrainType & ore minimap color customization
- Laser fixes & improvements
- Mind control indicator animation cloak fix
- Warhead / Play animation trigger animation owner fix
- Nuke carrier & payload
Brightfix - Display damage numbers hotkey command
TransactMoney.Display- Building-provided self-heal customization
- AI deploy script
DeploysIntofix - Passable & buildable-upon TerrainTypes
- Automatic passenger owner change toggle
- Interceptor improvements
OpenToppedtransport behaviour customizations- Animation damage / weapon improvements
- Warhead self-damaging toggle
- Trailer animation owner inheritance
- Warhead detonation on all objects on map
- Animated TerrainTypes extension
- TerrainType damage & crumbling frames
- Exploding unit passenger killing customization
- Railgun particle target coordinate fix
- Building target coordinate offset fix
- Warhead / weapon detonation at superweapon target cell
- Cloaked & disguised objects displaying to observers
- Building airstrike target eligibility customization
- IvanBomb detonation & image display centered on buildings
- Customizable
ROFrandom delay BibShapedrawing during buildup fix- Spawner spawn delay customization
Clusterscatter distance customizationFlakScatterdistance customization- Debris & meteor impact behaviour settings
- Custom warhead debris animations
- Attached particle system for animations
- Removal of hardcoded AA & Gattling weapon selection restrictions
- Projectile obstacle logic additions
AnimListon zero damage Warheads toggle- Additions to automatic passenger deletion
- Buildings considered as vehicles
- TechnoType target evaluation map zone check behaviour customization
- CanC4 damage rounding fix & toggle
- Option to center pause menu background
- Disguise logic improvements
- Custom insignias
ZShapePointMovebuildup toggleUndeploysIntobuilding selling buildup sequence length customization- AI naval vehicle production fix
- Crushing tilt and slowdown customization
- Extra warhead detonations on weapons
- Chrono sparkle animation display customization and improvements
PipScalepip size & ammo pip frame customization- Extension class optimization
- Additional sync logging
- Original
Arcingelevation inaccuracy fix EMPulseCannonprojectile gravity fix- Custom palette support for wall overlays
- Warhead animation improvements
- Reloading ammo in transports
- Straight projectile trajectory additions
- Airstrike & spy plane fixed spawn distance & height
- Negative damage
Verses/PercentAtMaxtoggle - Misc. singleplayer mission improvements
- Weapon effect obstacle interaction fix
- Fire particle rotation coordinate adjust toggle
AmbientDamagewarhead & main target ignore customization- Projectile return weapon
- Aircraft landing / docking direction
DeploysIntocursor desync fix- Minor crate logic improvements
- Custom tint effects
- Revenge weapons
- AttachEffect
- Air unit tracking fix for large range /
CellSpread - Extra tint intensity for Iron Curtain & Force Shield
- Option to enable parsing 8-bit RGB values from
[ColorAdd]instead of RGB565 - Customizing height and speed at which subterranean units travel
- AI superweapon delay timer customization
- Disabling
MultipleFactorybonus from specific BuildingType - Customizable ChronoSphere teleport delays for units
- Allowed and disallowed types for
FactoryPlant - Forbidding parallel AI queues for specific TechnoTypes
- Nonprovocative Warheads
- Customizing effect of level lighting on air units
- Reimplemented
Airburst&Splitslogic with more customization options - Buildings considered as destroyable pathfinding obstacles
- Animation visibility customization settings
- Light effect customizations
- Building unit repair customizations
- Build area customizations
Scorch/Flamerfire animation customization- EM Pulse cannon logic improvements
<Player @ X>as owner for pre-placed objects- Custom exit cell for infantry factory
- Vehicles keeping target on move command
IsSonicwave drawing crash fix- Customizable electric bolt duration and electric bolt-related fixes
- Airstrike flare visual customizations & fixes
- Restored parabombs
- Delayed fire weapons
- Changes / fixes to
Verticalprojectile logic and customizing projectile initial facing behavior - Bugfixes to map trigger action
125 Build At... - Owner change during buildup bugfix
- Subterranean harvester pathfinding fix
- Toggle to exclude technos from base center calculations
- Deploy priority filtering
- Customizable paradrop missions
- Guard range customizations
- Wall overlay unit sell exploit fix
- Fix vehicles disguised as trees incorrectly displaying veterancy insignia when they shouldn't
- GapGen + SpySat desync fix
- Frame CRC generation rewrite
- Laser drawing Z-adjust customization
- Morton (MortonPL):
XDrawOffsetfor animations- Shield passthrough & absorption
- Building
LimboDeliverylogic - Fix for
Imagein art rules - Power delta counter
- Super Weapons launching other Super Weapons
- SpyEffects expansion, launching Super Weapons on building infiltration
- Real time timers
- Default campaign game speed override and custom campaign game speed FPS
- Including INI files and inheriting INI sections
- Ares detection and integration
- TechnoType conversion warhead & superweapon
- Unlimited skirmish colors
- Show designator & inhibitor range
- Dump variables to file on scenario end / hotkey
601 House owns TechnoTypeand602 House doesn't own TechnoTypetrigger events- Voxel light source position customization
- Extending
Powerto all TechnoTypes - Display banner by triggers
- Help with docs
- ChrisLv_CN (work relicensed under following permission):
- General assistance
- Interceptor logic prototype
- LaserTrails prototype
- Laser fixes prototype
- Trsdy:
- Preserve IronCurtain status upon
DeploysInto/UndeploysInto - Several jumpjet fixes:
- Facing towards target even if not omni-firing
- Turret direction in idle state fix
- Sensor fix
- Allow to tilt regardless of
TiltCrashJumpjet - Forbid firing when crashing
OmniFire.TurnToTarget- Strafing aircraft weapon customization
- Object Self-destruction logic
- Misc vanilla suicidal behavior fix
- Post-type-conversion update
- Units retaining orders after changing ownership bugfix
- Several fixes and dehardcode related to building selling/undeploying:
- Building
EVA_StructureSoldandSellSounddehardcode - Restore
EVA_StructureSoldfor buildings withUndeploysInto - Redeployable MCV in campaigns
- Allow buildings with
UndeploysIntoto be sold ifUnsellable=noeven if not conyard - Trigger actions that allow/forbid MCV to redeploy in game
- Building
AlternateFLHof vehicles inOpenToppedtransport- Slaves' house customization when owner is killed
- Trigger Action spawned team IFV/OpenTopped logic fix
- Singleplayer Campaign AI's base node/SW-delivered/trigger action
125 Build At...'s auto-repairability dehardcode - Power delta counter : blackout indication mark
- Harvester counter
- Income money string indication upon ore dump
- Warhead superweapon launch logic
- TechnoType conversion placeholder
600 The shield of the attached object is brokentrigger eventRadialIndicatorobserver visibility- Cloaked objects from allies displaying to player in singleplayer campaigns
- Skip
NaturalParticleSystemdisplaying from in-map pre-placed structures - Random crate generation limited to land option, optimization for crates' random sampling
ImmuneToCritfor shields- Forbidding parallel AI queues by type
- The option to allow
DieSound/VoiceDiebeing played when grinding - Allow iron-curtain effects on infantry
- Break the mindcontrol link when capturing a mind-controlled building with engineer
- Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured
- Building LightSource tint S/L fix
- Permanent healthbar display on units targeted by temporal weapons fix
- Powered anims on buildings cease playing upon capture by different house fix
- TechnoType conversion placeholder
- TechnoType conversion upon ownership change
- EIP 00529A14 crash fix on Linux
- Teleport timer reset after load game fix
- Teleport, Tunnel and Fly loco visual tilt fix
- Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow
- Skip units' turret rotation and jumpjets' wobbling under EMP
- Droppod properties dehardcode
Deployer = yes->noinfantry conversion sequence fix- Waypoint entering building together with engineer/agent bug fix
- Skippable game save on scenario start
InfDeath=9versus jumpjet infantry 0 damage fix- Skip rally point line drawing when undeploying a building
- Ares'
SW.Shotshint on extended tooltips - Ares' Abductor weapon fix
- Suppress Ares' swizzle warning when parsing tags and taskforces
- Better fix for Ares academy not working on the initial payloads of vehicles built from a war factory
- Fix Ares' InitialPayload for teams spawned by trigger actions
- Allow Reveal Crate to take effect when picking up by another player controlled house in campaign
- Misc code refactor & maintenance, CN doc fixes, bugfixes
- Preserve IronCurtain status upon
- FlyStar:
- Campaign load screen PCX support
- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist
- Fix
AltNextScenarionot taking effect - Fix
Hospital=yesbuilding can't kick out infantry after loading a save Edit/Clear Hate-ValueTrigger ActionSet Force EnemyTrigger Action- Fix the issue where computer players did not search for new enemies after defeating them or forming alliances with them
- Customize the damage taken when falling from a bridge
600 The shield of the attached object is brokenbug fix for the triggered event- Fix an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully
- Second weapon with
ElectricAssault=yeswill not unconditionally attack your building withOverpowerable=yes - Fix the issue where some units crashed after the deployment transformation
- Turretless vehicles with
Voxel=nosupport useFireUplike infantry - Infantry support
IsGattling=yes - Support for more optional weapons
- Engineers can enter buildings normally when they don't need to be repaired (or you can force it by pressing Alt)
- Player-controlled spies are not forced to perform other tasks while attacking buildings
- If
BombDisarm=yesis not present for all weapon warheads, then the engineer will no longer use the appropriate mouse action - Fix an unusual use of DeployFireWeapon for InfantryType
- Fix the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target
- Units can customize the attack voice that plays when using more weapons
- When
Speed=0or the TechnoTypes cell cannot move due toMovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range.Area GuardandHuntmissions will also become ineffective - When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body
- Health bar permanently displayed
- Unlimbo Detonate warhead
- Fast access structure
- Iron Curtain/Custom Tint Support for SHP Turreted Vehicles
- Reactivate unused trigger events 2, 53, and 54
- Map Action 511, 609, 610
- Weapons now support
AttackFriendliesandAttackCursorOnFriendlies - Attack non-threatening structures extensions
- Vehicle Deployment Enhancement
- Fix an issue where miners affected by
Passengers/DeployFirewere unable to unload minerals - Fix an issue where mining vehicles could not move after leaving a tank bunker
- Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4
- Fixed an issue where parachute units would die upon landing if bridges were destroyed during their descent
- Custom hover vehicles shutdown drowning death
- SHP turret vehicles support the use of
*tur.shpfiles - Fix a bug where game will crash after loading if a techno with
AlphaImageconverts to a type without it, or an anim withAlphaImagechanges to a type without it throughNext EVA.Tagalready supports being set for specific countries, andEVAIndexis no longer reset after load game
- NetsuNegi:
- Forbidding parallel AI queues by type
- Jumpjet crash speed fix when crashing onto building
- Disguised units not using the correct palette if target has custom palette bugfix
- Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
- Assign Super Weapon cameo to any sidebar tab
- Fix impassable invisible barrier created by chronosphere on uncrushable unit
FreeUnituses its ownSpeedTypeto determine where to spawn- Fix the bug where naval ships set to
AllowedToStartInMultiplayer=yesmay spawn incorrectly on land - Fix the bug where pathfinding issues occur when a building performs undeploy
- Fix amphibious harvesters can not automatically return to refineries with
WaterBound - Fix EIP 004C2C19 concerning the electric bolt
- Fix
DefaultDisguiseshowing wrong house colors for different players - Taking over Ares' AlphaImage respawn logic to reduce lags from it
- Allow voxel projectiles to use
AnimPaletteandFirersPalette - Customize damaged speed ratio of drive/ship loco
- Customize overpower logic
- Fix the bug that
EnterBioReactorSound,LeaveBioReactorSound,EnterGrinderSoundon technotype does not used - Fix the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yeswarhead - Fix an issue that units on the slope tilted at an excessive angle
- Enhanced reveal & gap warhead
- Fix an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash
- Fix wrong shadow when a vehicle has hover locomotor and is being lifted by
IsLocomotor=yeswarhead - Customize parasite culling targets
- Customize harvester dump amount
- Select box logic
- Customize airstrike targets
- Separate the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues
- Fix the bug that buildings will always be tinted as airstrike owner
- Fix the bug that
AllowAirstrike=nocannot completely prevent air strikes from being launched against it - Fix the bug that infantry ignored
PassengersandSizeLimitwhen entering buildings - Tiberium eater logic
- Fix the bug that ships can travel on elevated bridges
- Original
Arcingelevation inaccuracy fix - Fix the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it
- Exclusive SuperWeapon Sidebar
- Fix the bug that AlphaImage remained after unit entered tunnel
- Weapon target filtering by health percentage
- Fix the bug that
DamageSelfandAllowDamageOnSelfare ineffective on airforce - Customize limit when engineer repair a building
- Fix the bug that damaged particle dont disappear after building has repaired by engineer
- Display banner improvement
- Electric/RadBeam trail for laser tails
- Ground line for select box
- Fix the bug that passengers' Temporal attacks wouldn't stop when an OpenTopped vehicle was frozen by a Temporal warhead
- Fix the bug that vehicle owned by computer will scatter when cloaking
- Fix the bug that submarine always turn left after changed owner by map event
- Fix the bug that occupyable structure won't redraw when press deploy hotkey to release all occupants
- Fix the bug that Locomotor warhead won't stop working when the attacker is being affected by
Temporal=yeswarhead - Fix the bug that
IsLocomotor=yeswarhead rendering hover units unselectable and undamageable on elevated bridge - Fix the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing
- Fix the bug that hover vehicle will sink if destroyed on bridge
- Customize squid grapple animation
- Fix the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads
- Fix the bug that techno unit will draw with ironcurtain and airstrike color and intensity who disguised as terrain or overlay
- Iron Curtain/Custom Tint Support for SHP Turreted Vehicles
- Allow setting whether
AlternateFLHapplies to vehicle passengers in the transport unit - Fix the bug that vehicle fall on infantry will make all cell content has been removed
- Allow deploy controlled MCV
- Fix the bug that naval ship will sink even they destroyed in air
- Fix the bug that building with
CloningFacility=trueandWeaponsFactory=truemay cloning multiple vehicles and then they get stuck - Customize Ares's radar jam logic
- Customize if cloning need power
- Customize type selection for IFV
- Fix the issue that units will goto farest location if target is closer than
MinimumRange - Fix a bug introduced by Ares where building types that have
UndeploysIntocannot displayAltCameoorAltCameoPCXeven when you infiltrate enemy buildings withFactory=UnitType - Fix a bug where units can be promoted when created via trigger actions even if they have
Trainable=false - Fix the bug that ai will try to product aircraft even the airport has no free dock for it
- Allow techno type considered as other type when recruiting techno for teams
- Fix the issue that technos cannot spawn survivors due to non-probabilistic reasons when the tech type was destroyed
- Fix the bug that vehicle survivor can spawn on wrong position when transport has been destroyed
- Fix the bug that if object has been removed from LogicClass in Update(), next object will be skip
- Fix the bug that weapon cannot used to intercept on gound bullet if it's projectile has
AG=no - Customize size for mind controlled unit
- Fix the issue that weapon selection don't check if secondary's warhead has
IsLocomotor=yes - Fix the issue that warhead with
IsLocomotor=yescan be used to vehicles who is in tank bunker - Fix the bug that if there's a tank in tank bunker, tank bunker use auto death by vanish will cause tank get stuck and game will crash quickly
- Customize whether weapon can be used to targeting ironcurtained technos or not
- Fix the bug where selected technos would lose their selection if their regular mind control was replaced with permanent mind control or with the control from the Psychic Dominator superweapon
- Fix the bug that building with
Explodes=yesuse Ares's rubble logic will cause it's owner cannot defeat normally - Customizable disk drain logic
- Fix the bug that cause technos teleport to cell 0,0 by ChronoSphere superweapon
- Fix the bug that techno in attack move will move to target if it cannot attack it
- Penetrates damage on transporter
- Add amount limit of
LimboKill - Spawns particle when spawns tiberium by terrain
- Allow draw SuperWeapon timer as percentage
- Customize particle system of parasite logic
- Fix an issue where parasites that have infected infantry do not provide a refund when the infected infantry enters a Grinding building
- Fix the issue that
PassengerDeletiondont consider passenger's passenger, parasite and hijacker - Fix the issue that power output of building on tooltip won't consider power enhancer
- Fix the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself
- Customize which parasite can remove by warhead
- Fix the bug that unit will play crashing voice & sound when dropped by warhead with
IsLocomotor=yes - Add toggle of whether shield use ArmorMultiplier or not
- Fix an Ares bug that led to erroneous interactions where the parasite would frequently reset to the victim's position under specific circumstances and that was highly prone to crashes
- Fix the bug that if paradropping technos with
Crashable=yeshas been destroyed in air, they will falling down on ground but not dead - Fix the bug where paradropped infantry with
NotHuman=yeswill ignoreCrashable=noand crash on ground when killed in air - Fix an issue where a unit might cause the target to fall from above its own head when using a locomotor warhead with
Locomotor=Jumpjetto pull a target withBalloonHover=yes - Fix the EIP#007120F7 caused when the
Strengthvalue is lower thanRepairStep - Allow the use of more precise calculation of repair costs
- Fix the initial direction of building placed by Ares's UnitDelivery superweapon
- Customize default mirage disguises per vehicletypes
- Allow customize jumpjet properties on warhead
- Customize effects range of power plant enhancer
- Customize whether transport can kept or kill passengers when driver has been killed
- Fix a bug where passengers created by the InitialPayload logic or TeamType with
Full=truewould fail to fire when the transport unit withOpenTopped=yesmoved to an area that the passengers'MovementZonecannot move into - Fix a bug where game will crash after loading if a techno with
AlphaImageconverts to a type without it, or an anim withAlphaImagechanges to a type without it throughNext - Fix a bug where updating the
OpenToppedattribute during convert did not update the coordinates of passengers - Fix the bug that low-air taking off / landing objects will receive twice damage
- Aux technos and TechLevel requirement of superweapon
- Allow
AuxBuildingand Ares'SW.Aux/NegBuildingsto count building upgrades - Fix the bug where passengers, when their transport unit is removed, would cause incorrect
LimboTrackercounts due to either having their destructor called directly (bypassingUnInit) or nestedUnInitcalls resetting the deletion flag too early, thereby breaking auto-death and superweapon auxiliary techno checks
- Apollo - Translucent SHP drawing patches
- ststl:
- Customizable
ShowTimerpriority of superweapons - Iron Curtain effects customization on infantry and organic units
- Use
CustomPalettefor animations withTiled=yes - Unlimited
AlternateFLHentries - Build limit group
- Customizing whether passengers are kicked out when an aircraft fires
- Display banner by triggers
- New SuperWeapon Type template
- Fix the issue where some units crashed after the deployment transformation
- Customizable
- TwinkleStar:
- Custom slaves free sound
- Jumpjet crash rotation control
- Vehicle voxel turret shadows & body multi-section shadows
TurretOffsetsupport for SHP vehicles- Customizable rocker amplitude
- Customizable wake anim
- Initial effort on optimization for crates' random distribution
- Customizable spawns queue
- Initial spawns number
- Fryone:
- Customizable ElectricBolt Arcs
- Sound entry on unit's creation
- Auto-deploy/Deploy block on ammo change
- Flashing Technos on selecting
- Promotion animation
- Damaged unit image changes
VoiceDeploythrough hot-key/command bar fix- Damaged aircraft image changes
- ZivDero:
- Re-enable the Veinhole Monster and Weeds from TS
- Recreate the weed-charging of SWs like the TS Chemical Missile
- Allow to change the speed of gas particles
- Fix a jumpjet crash related to voxel shadow drawing
- Replace
BLOWFISH.DLLusing Red Alert source code - Adjust the dehardcoding of the 255
OverlayTypelimit to a different format - Voxel drawing invisible sections skip
- CrimRecya:
- Fix
LimboKillnot working reliably - Allow using waypoints, area guard and attack move with aircraft
- Fix
Stopcommand not working so well in many cases - Fix aircraft
MovementZoneandSpeedTypeinconsistencies - Use 2D distance instead of 3D to check whether in air team members have arrived destination
- No rearm and reload in EMP or temporal
- Enhanced Straight trajectory
- Enable Building Production Queue
- Fix for sidebar not updating queued unit numbers when on hold
- New Parabola trajectory
- Enhanced Bombard trajectory
- No turret unit turn to the target
- Damage multiplier for different houses
- Extended gattling rate down logic
- Sell or undeploy building on impact
- Draw visual effects for airburst weapons
- Technos recount current burst index when change the firing weapon
- Units will not always stuck in the factory
- Technos can maintain a suitable distance after firing
- Projectile subject to ground check before firing
- Delay automatic attack on the controlled unit
- Fast access vehicle
- Fix an issue that some amphibious technos being unable to enter on water structures
- Fix an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own
- Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges
- Fix an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge
- Fix an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge
- Laser, electric bolt and rad beam scatter
- Fix an issue that laser, electric bolt and rad beam not support
Inviso=trueprojectiles withFlakScatter=trueto scatter - Fix an issue that units on the slope tilted at an excessive angle
- Fix an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding
- Fix an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles
- Fix an issue that MCV will self-destruct when using trigger 107 to teleport
- Fix an issue that moving MCV with Teleport locomotion will cause reconnection error
- Jumpjet Tilts While Moving
- Fix an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead
- Fix an issue that game crashes when spawnee has been removed and is not real dead
- Aggressive attack move mission
- Amphibious access vehicle
- Fix an issue that spawned
Strafeaircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing - Exclusive SuperWeapon Sidebar
- Fix an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case
- Several new Infotypes, no display in specific status and a new single frame display method
- Customizable spawn delay of
VoxelAnim'sTrailerAnimand fix its incorrect position - Add
DebrisMinimumsto keep the count of debris within a certain range - Task subtitles display in the middle of the screen
- Fix an issue that
MovementZone=Flyharvesters can not be able to enter refinery buildings manually - Fix an issue that jumpjet harvester cannot automatically go mining when leaving the weapons factory
- Fix an issue that jumpjet harvester will overlap when manually entering refinery buildings and cause game crashes
- Fix an issue that
Spawnedaircraft will fly towards the edge of the map when itsSpawneris under EMP - Burst without delay
- Fix an issue that if the garrison unload occupants when there is no open space around it would result in the disappearance of the occupants
- Fix an issue where Ares'
Convert.Deploytriggers repeatedly when the unit is turning or moving - Reverse engineer warhead
- AI base construction modification
- Restore turret recoil effect
- Fix an issue that
FireAnglewas not taken into account when drawing barrel inTurretShadow - Fix an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file
- Jumpjet Climbing Logic Enhancement
- Fix for pathfinding crashes on big maps due to too small pathfinding node buffer
- Fix an issue that units'
LaserTrailswill always lags behind by one frame - Fix an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos
- Allow the aircraft to enter area guard mission and not crash immediately without any airport
- Allow merging AOE damage to buildings into one
- Fix the bug that
DeploysIntoandUndeploysIntowill make damaged techno lose 1 health
- Fix
- Ollerus:
- Build limit group enhancement
- Customizable rocker amplitude
- Type select for buildings (doc)
- Enhanced Bombard trajectory
- Shield armor inheritance customization
- Fix
DefaultDisguiseshowing wrong house colors for different players - Fire weapon when Warhead kills something
- Promotion animation deglobalization
- Forcing specific weapon by range and target type
- Passenger-based insignias
- Use
InsigniaTypeto set the properties of insignia in a batch - Allow player's self-healing effects to be benefited by allied or
PlayerControl=truehouses - Power plant damage factor
- Allow faking digital display for
InfoType=Healthat disguise - Display banner improvement and doc
- Damage multiplier for health percentage
- Linked superweapons tweak
- Randomized anims for several behaviors
- Fix customized
WarpAwayanim's wrong definition - Shield respawn animation and weapon
- Toggle off laser trail and shake effects
- OpenTopped range bonus and damage multiplier customization for passengers
- AutoDeath upon ownership change
- Maximum amount for power plant enhancer
- Return warhead
ElectricAssaultweapons can now auto acquire allies' overpowerable defenses- Allow
AuxBuildingand Ares'SW.Aux/NegBuildingsto count building upgrades
- NaotoYuuki - Vertical & meteor trajectory projectile prototypes
- handama:
- AI script action to
16005 Jump Back To Previous Script - Fix AI team recruitment inconsistency causing underfilled teams
- AI script action to
- TaranDahl (航味麻酱):
- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode
- Skirmish AI "gather when MCV deploy" behavior dehardcode
- Global value of
RepairBaseNodes - Skip anim delay for burst fire
- Type select for buildings (code)
- Raise alert when technos are taking damage
- Toggle waypoint for building
- Parasite returning bug fix
- Bunkerable checks dehardcode
- Prevent the units with locomotors that cause problems from entering the tank bunker
- No turret unit turn to the target
- Units are now unable to kick out from a factory that is in construction process
- Fix issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles)
- Recycle spawner in long-range
- Play an anim when recycling a spawner
- Recycle the spawner on other FLH
- Fix the bug that spawned can not return to buildings with foundation bigger than 1x1
BombParachutedeglobalization- Sinkablity and sinking speed customization
- Fix an issue where
FireAnglewould not work properly under certain circumstances - Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges
- Fix the bug that healing weapons could not automatically acquire aerial targets
- Fix an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc
- Prone speed customization
- RadarInvisible for non-enemy house
- Allow miners do area guard
- Make harvesters do addtional scan after unload
- Customize the scatter caused by aircraft attack mission
- Customize whether
Crater=yesanimation would destroy tiberium - Targeting limitation for berzerk technos
- Allows refineries to use multiple ActiveAnim simultaneously
- Several attackmove related enhancement
- Fix the bug that
OpenToppedWarpDistanceis calculated incorrectly for building target - Burst without delay
- Target scanning delay customization (code)
- Skip target scanning function calling for unarmed technos (code)
- Force techno targeting in distributed frames to improve performance
- Use
SkipCrushSlowdown=trueto avoid the bug related toAccelerates=trueandMovementZone=CrushAll - Auto deploy for GI-like infantry
- Fix an issue that Ares' Type Conversion not resetting barrel's direction by
FireAngle - Fix an issue that jumpjets in air can not correctly spawn missiles
- Customize the chained damage of the wall
- Fix an issue that jumpjet vehicles can not stop correctly when assigned a target in range
- Fix an issue that jumpjet infantry stop incorrectly when assigned a target out of range
- Fix an issue that jumpjet infantry' shadow is always drawn even if they are cloaked
- Fix an issue that technos head to building's dock even they are not going to dock
- Fix an issue that the jumpjet vehicles cannot stop correctly after going berserk
- Attack and damage technos underground
- Fix an issue that infantry walking through a cell containing a tree would cause it to be impassable to other houses
- Fix an issue that the AI would enter a combat state when its building receiving damage from friendly units or damage not greater than 0
- Fix an issue that the techno with weapon with
AA=yesandAG=nowould not auto targeting units that are falling, such as paratroopers - Dehardcode the
ZAdjustof warhead anim - Fix an issue where some effects pointing to a unit were not properly cleared when the unit changed its owner
- Fix an issue where the vanilla script ignores jumpjets
- CellSpread in cylinder shape
- CellSpread damage check if victim is in air or on floor
- Fix an issue where non-repairer units needed sensors to attack cloaked friendly units
- Allow customizing whether to synchronously change the owner of the RadioLink-linked units when the owner of a building changes
- Toggle per-target warhead effects apply timing
- Extra range for chasing and pre-firing
- Fix an issue that rockets do not consider the destination altitude during climbing
- Fix an issue that the AI would set anger towards friendly houses, causing it to act stupidly
- Fix an issue that the AI would look for the first house in the array as an enemy instead of the nearest one when there were no enemies
AllowBerzerkOnAllies- Fix an issue that retaliation will make the unit keep switching among multiple targets with the same amount of threat
- Fix an issue where units recruited by a team with
AreTeamMembersRecruitable=falsecannot be recruited even if they have been liberated by that team - Global default value for
DefaultToGuardArea - Weapon range finding in cylinder
- Allow jumpjet climbing ignore building height
- Fix an issue where the AI's regular targeting would also target garrisonable buildings
- Fix an issue that the move mission of the jumpjet does not end correctly
- Fix the issue that the Jumpjet must end its movement before starting the next mission
- Taunt warhead
- Fix the bug where non-Teleporter miners would not return to work after minerals are depleted and then regenerated
- Miners back to work when ore regenerated
- Allow disable an over-optimization in targeting
- Extra threat
- Fix the incorrect mission switching in infantry EnterIdleMode
- Fix the issue that
BombSightnot being updated correctly in techno conversion - Fix BalloonHover incorrectly considering ground factors when pathfinding
- Technos with Walk locomotor spawn wake like ship
- Updateable firing anim
- Fix the issue where the sidebar would not refresh when an unit dies in limbo
- Enable playing ingame movie in non-campaign modes (i.e. trigger action
100 Play Sidebar Movie...and117 Play Sidebar Movie and pause...) - Allow replacing vanilla repairing with togglable auto repairing
- Fix an issue that the time for units in the area guard mission to reacquire targets after eliminating the target is significantly longer than that in other missions
- Framework for dynamic sight
- solar-III (凤九歌)
- Target scanning delay customization (documentation)
- Skip target scanning function calling for unarmed technos (documentation)
- Flactine
- Add target filtering options to attacheffect system
- Add veterancy-based target filtering for weapons and warheads
- tyuah8:
- Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
- Destroyed unit leaves sensors bugfix
- FrozenFog - Hotkey for deselect object from current selection
- Aephiex - initial fix for Ares academy not working on the initial payloads of vehicles built from a war factory
- Multfinite - Allow to toggle main exception handler via command line argument
-ExceptionHandler=boolean - hejiajun107, Xkein - Fix a jumpjet crash related to voxel shadow drawing
- Ares developers:
- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
- unfinished RadTypes code
- prototype deployer fixes
- Superweapon launch site & availability code
- AI vehicle production update code
- parts of TechnoType conversion placeholder code
- Vinifera Contributors:
- Implement
CurleyShufflefor AircraftTypes
- Implement
- ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya - Digital Display
- SukaHati (Erzoid) - Minimum interceptor guard range
- E1 Elite - TileSet 255 and above bridge repair fix
- AutoGavy - interceptor logic, Warhead critical hit logic
- Chasheen (Chasheenburg) - CN docs help for Build#24
- Noble Fish - some minor improvements and fixes, established Community Chinese docs, took over and completely rewrite the Official Chinese docs during Build#46
- tomsons26 - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
- CCHyper - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
- AlexB - Original FlyingStrings implementation
- Joshy - Original FlyingStrings implementation
- CnCVK - Original custom locomotors experiment
- ZΞPHYɌUS - win/lose themes code
- Fridge - Cursor Fix code
- Neargye (Daniil Goncharov) - nameof library (MIT)
- ayylmao - help with docs, extensive and thorough testing
- SMxReaver - help with docs, extensive and thorough testing
- 4SG - help with docs
- thomassneddon - general assistance, knowledge about voxel lighting model
- Xkein - general assistance, YRpp edits
- mevitar - honorary shield tester triple award
- Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, Terumasa, Zhelin) - extensive and thorough testing
- Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, Tobiichi Origami, Feiron, W_S502, Ailink, AbrahamMikhail, Tide, Fnfalsc, Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, TientsinWind) - extensive and thorough testing
- Damfoos - extensive and thorough testing
- Dmitry Volkov - extensive and thorough testing
- Rise of the East community - extensive playtesting of in-dev features
- 11EJDE11 - Prevent mpdebug number from being drawn when visibility toggled off
- RAZER:
- Wall overlay unit sell exploit fix
- Multiplayer gamespeed fix for RealTimeTimers
- Revert Ares patch to allow OpenTopped transport customization
- Fix for units with Fly, Jumpjet or Rocket locomotors crashing off-map not being cleaned up