Credits

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

  • AlexB:

    • Make OverlayTypes 27 to 38 (fourth Tiberium images) passable by infantry.

    • Fix a crash when a Jumpjet infantry is flying or trying to take off just when an Ion Storm starts.

  • Belonit (Gluk-v48):

    • Check for Changelog/Documentation/Credits in Pull Requests.

    • Docs dark theme switcher.

    • Fix the map glitching around when scrolling if the map is not large enough to fill the entire screen.

  • CCHyper/tomsons26:

    • Vinifera foundations: TS++, game.exe hooker, extension system and other core features.

    • Implement CurleyShuffle for AircraftTypes.

    • Implement ReloadRate for AircraftTypes.

    • Implement AILegalTarget for TechnoTypes.

    • Add support for up to 32767 waypoints to be used in scenarios.

    • Implement the loading of Tutorial messages from scenarios.

    • Fix HouseType Nod having the Prefix=B and Side=GDI in vanilla rules.ini by setting them to N and Nod, respectively.

    • Fix a bug where VQA files could not be loaded from the root directory or local search paths.

    • Allow the remap color of Neutral and Special houses to be overridden in multiplayer games.

    • Add RequiredAddon to Theme control types.

    • Implement IntroMovie for Campaigns.

    • Fix a bug where the player could issue a harvester to begin harvesting Tiberium that is below a bridge while the mouse is over the bridge itself.

    • Fix a bug where the values of RandomRate were not stored correctly.

    • Implement DebugOnly for Campaigns.

    • Fix a bug where the FSMENU theme would incorrectly play instead of the INTRO theme when in Tiberian Sun mode after returning to the main menu.

    • Implement developer commands for instant superweapon recharge.

    • Add support for PNG images as an alternative to PCX images.

    • Implement option to display the super weapon recharge timer on the tactical view.

    • Implement CanPassiveAcquire for TechnoTypes.

    • Implement CanRetaliate for TechnoTypes.

    • Fix a bug where the game would crash when a trigger with the action “Wakeup group…” is executed and the requested Group was not found.

    • Add loading of MPLAYER.INI and MPLAYERFS.INI to override Rules data for multiplayer games.

    • Allow the game’s Window title, Cursor and Icon to be overridden.

    • Implement IdleRate, StartIdleFrame and IdleFrames for TechnoTypes.

    • Add loading of GENERIC.MIX and ISOGEN.MIX mixfiles.

    • The game will no longer fail to start if the startup mix files are not found.

    • Implement support for new custom theater types.

    • Add loading of ELOCAL(00-99).MIX expansion mixfiles.

    • Fix a bug where animations with a DetailLevel value greater than 2 would not show in-game.

    • Add Rules INI selection dialog for Developer Mode.

    • Implement the “Build Off Ally” feature from Red Alert 2.

    • Adds background fill behind in-game user typed messages.

    • Fix a bug where EngineerDamage was incorrectly loaded with EngineerCaptureLevel.

    • Fix a bug where EngineerDamage was not used to calculate the engineer damage.

    • Fix a bug where EngineerCaptureLevel was not considered when checking the target building.

    • Fix a number of issues related to the “multi-engineer” logic.

    • Implement JumpCamera (North, South, East and West) commands.

    • Implement EnterTransportSound and LeaveTransportSound for TechnoTypes.

    • Fix a bug where air transports are unable to land when given a move order.

    • Hardcode shroud and fog graphics to circumvent cheating in multiplayer games.

    • Implement Mechanic and OmniHealer for InfantryTypes.

    • Add support for 8-bit PCX and PNG cameos.

    • Implement Soylent for TechnoTypes.

    • Implement SpawnDelay for BulletTypes.

    • Implements Suicide and DeleteOnSuicide for WeaponTypes.

    • ImplementVoiceHarvest, VoiceDeploy, VoiceEnter, and VoiceCapture for TechnoTypes.

    • Implement various Red Alert 2 AnimType features.

    • Add game options to allow MCV’s to auto-deploy on game start and to pre-place construction yards instead of spawning an MCV.

    • Add developer commands for placing and removing Tiberium from a cell.

    • Implement Electric Bolts for WeaponTypes.

    • Fix the position of the health bar graphic on unit selection boxes.

    • Make the position of the health bar graphic on unit selection boxes customizable.

    • Output screenshots to their own sub-directory.

    • Echo the user’s sent messages back to them as confirmation they were sent.

    • Reimplement the command line argument -CD from Red Alert to allow file search path override logic.

    • Allow the score screen to be skipped at the end of a multiplayer game.

    • Add warning notification if a NULL house instance is detected during the game loading screen.

    • Implement light sources for TerrainTypes.

    • Fix a bug where the agme would crash when attempting to generate a random map if the Neutral or Special HouseTypes are not found.

    • Fix a bug where the agme would crash when attempting to generate a random map if there are fewer than 4 HouseTypes defined.

    • Fix a limitation where the game could only choose between the first two HouseTypes for the AI players.

    • Add command line options to skip to specific game modes and to skip startup movies.

    • Implement diagonal scroll commands.

    • Fix a bug where the Cloakable=yes had no effect on AircraftTypes.

    • Add keyboard commands for playing previous and next music tracks in the jukebox.

    • Implement CloakSound and UncloakSound for TechnoTypes.

    • Restore the screen shake when a strong unit or building is destroyed.

    • Implement various Red Alert 2 WarheadType features.

    • Add reading of Weapons list from RULES.INI.

    • Allow WalkRate to be optionally loaded from ART.INI image entries.

    • Fix a bug where CloakStop had no effect on the cloaking behaviour.

    • Add gate rising and lowering sound overrides for buildings.

    • Add UnitType flag to prevent a vehicle from being picked up by a Carryall.

    • Add support for a custom unloading class when a harvester is unloading at a refinery.

    • Implement ToggleAIControlCommandClass.

    • Add support for more graphic facings for UnitTypes and various associated items.

    • Implement ToggleFrameStepCommandClass.

    • Fix a bug where pre-placed crates and crates spawned by a destroyed truck will trigger a respawn when they are picked up.

    • Increase the string buffer size from 128 to 2048 characters for when reading and writing Owners from INI.

    • Thicken the waypoint and rally point lines and adds stroke/outline to the waypoint number.

    • Fix bugs where the Jumpjet uses the wrong animation sequence when firing and in the air.

    • Fix a bug where the wrong palette is used to draw the cameo above an enemy spied factory building.

    • Fix the animation speed of Waypoint and Rally Point lines so they are normalised and no longer subjected to the game speed setting.

    • Fix a limitation where returning to the Skirmish dialog after a game clamps the chosen side between 0 (GDI) and 1 (Nod).

    • Fix a bug where the user is able to place a building anywhere on the map by taking advantage of the sidebar.

    • Implement hotkey command to enter the manual placement mode.

    • Allow harvesters to be considered when executing the “Guard” command.

    • Fix division by zero crashes when ShakeScreen is set to 0.

    • Increase the IsoMapPack5 buffer size when decoding a map.

    • Fix a bug where looping animations incorrectly use the unsynchronized RNG.

    • Fix a bug where IsTrainable is not checked when an object picks up a veteracy crate.

    • Harvesters now auto harvest when built from the war factory.

    • Patch to allow Skirmish games to be started with no AI house(s).

    • Fix a bug where IsInsignificant was not checked when a unit dies.

    • Implement the Produce Cash logic for BuildingTypes.

    • Fix the incorrect (RA legacy) cell calculation for the “move to cell” team script.

    • Fix a bug where the sidebar mouse wheel scrolling “error” sound can be heard at the main menu.

    • Fix a bug with TriggerTypes not setting difficulty flags correctly when reading from INI.

    • Fix a bug with triggers enabled via other triggers ignoring difficulty settings.

    • Fix MultiMission MaxPlayers incorrectly loaded with MinPlayers.

    • Fix to maintain aspect ratio when scaling movies/videos.

    • Fix incorrect spelling of “Loser” on the multiplayer score screen debug output.

    • Fix incorrect stretching of the main menu transition movies.

    • Bugfixes and improvements for the Dropship Loadout menu.

    • Add various developer mode hotkey commands.

    • Add a “Load Game” button to the retry dialog on mission failure.

    • Save screenshots as a PNG file instead of PCX file.

    • Add support for playing the renamed intro movies from The First Decade and Freeware TS installations.

    • Implement the Blowfish algorithm and removes the requirement for BLOWFISH.DLL.

    • Allow the game to continue if the side specific mix files are not found.

    • Change the default value of AllowHiResModes to true.

    • Implement CnCNet4 support.

    • Implement CnCNet5 support.

    • Adds keyboard commands to reproduce the last items that were built.

    • Change starting unit placement to be the same as Red Alert 2.

    • Add the framework for new ArmorTypes.

    • Implement developer mode command to reload Rules and Art files.

    • Implement various controls to customise the band box selection.

    • Implement various controls to customise action lines.

    • Implement various controls to customise target lasers line.

    • Implement various controls to show and customise NavCom queue lines.

    • Implement customizable mouse cursors and actions.

    • Implement a feature for animations to spawn additional animations.

    • Help with implementing Jumpjet Locomotion improvements.

    • Implement naval yard rally points, AI naval yard base spacing.

    • Implement exclusive factories.

    • Change the behavior MultipleFactory and implements build speed overrides.

    • Implement StopSound for AnimTypes and VoxelAnimTypes.

    • Implement ‘OmniFire’ for WeaponTypes.

    • Implement MeteorShowerCommandClass and MeteorImpactCommandClass.

    • Add the “Underground” layer to the tactical display Next and Prev search.

  • Kerbiter (Metadorius):

    • Initial documentation setup.

  • Noble Fish:

    • Document proofreading and formatting/styling assistance.

  • MarkJFox:

    • Graphics for the new sidebar fitting vanilla sidebar.

  • Phobos Contributors:

    • DirStruct implementation.

  • Rampastring:

    • Add IceStrength to Rules, and IceDestructionEnabled scenario option.

    • Add ImmuneToEMP to TechnoTypes.

    • Add TransformsInto and TransformRequiresFullCharge to UnitTypes.

    • Add extended descriptions in tooltips for objects on the sidebar.

    • Add developer command to dump all existing triggers, tags, and local and global variables to the log output.

    • Make it possible to assign rally points to service depots.

    • Fix the economy score in the score screen. Dead players also have a score and the score is a percentage of the credits spent by the player who spent the most credits.

    • Fix a bug where players were only able to queue up to (BuildLimit - 1) objects when an object has BuildLimit > 0. (Fix ported from Ares)

    • Fix an issue where losers were not marked as defeated in multiplayer when using TACTION_WIN or TACTION_LOSE to end the game.

    • Fix a bug where the game could read Infantry DoControls out of bounds, potentially causing a desync error in multiplayer.

    • Fix a bug where pre-placed powered-down superweapon buildings had their superweapons enabled on scenario start.

    • Fix a bug where the AI would sell off buildings with Artillary=yes, TickTank=yes or IsJuggernaut=yes that had UndeploysInto=none when they were fired at by something outside of their weapon range.

    • Fix a bug where harvesters on large maps could prefer unloading at refineries that were the longest distance away from the harvesters.

    • Fix a bug where the camera kept following a followed object when a trigger or script told it to center on a waypoint or team.

    • Fix a bug where aircraft are unable to attack shrouded targets in campaign games and instead get stuck in mid-air.

    • Fix a bug where the player was able to input keyboard commands while input was locked through a trigger action.

    • Fix a bug where a vehicle transport could end up attached to its own cargo, causing the transport to disappear upon unloading.

    • Fix a bug where a harvester could be ordered to dock with a refinery that wasn’t listed in the harvester’s Dock= key.

    • Fix a bug where house firepower bonus, veterancy and crate upgrade damage modifiers were not applied to railgun AmbientDamage=.

    • Implement FilterFromBandBoxSelection.

    • Add the possibility to customize the UI and Tooltip colors per-side.

    • Harvesters’ refinery-seeking algorithm now considers both free and occupied refineries when figuring out which refinery to unload at.

    • Harvesters now consider distance to refinery when moving from one Tiberium patch to another.

    • Implement the Torpedo logic from Red Alert 1 for BulletTypes.

    • Allow scenarios to have custom score screen bar colors.

    • Add Inaccuracy to RocketTypes.

    • Add TargetZoneScan to TechnoTypes.

    • Fix a bug where a visceroid was spawned when poison gas destroyed a non-crewed vehicle, building, or terrain object.

    • Fix a bug where it was impossible to tell infantry to enter cloaked allied transports.

    • Implement ExplosionDamage for animations.

    • Implement naval yard rally points.

  • secsome:

    • Add support for up to 32767 waypoints to be used in scenarios.

  • Starkku:

    • Add TargetZoneScan to TechnoTypes.

    • Original implementation of a separate AI naval production queue in Phobos.

  • 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.

    • 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.

    • Fix the map glitching around when scrolling if the map is not large enough to fill the entire screen.

    • Implement DecloakToFire.

    • Implement CellSpread and PercentAtMax.

    • Implement ScorchChance, CraterChance and CellAnimChance.

    • Implement ExplosionDamage for animations.

    • Implement InfantryMultiplier, VehicleMultiplier, AircraftMultiplier, BuildingMultiplier, TerrainMultiplier.

    • Implement Volumetric, SnapToCellCenter.

    • Animations now use their Warhead to deal damage, if one is specified.

    • Super Weapons with Type=MultiMissile and Type=ChemMissile now fire using their own weapon when fired from a building.

    • Super Weapons with Type=MultiMissile and Type=ChemMissile now have the building display Special animations.

    • Allow customizing “Missile Launched” voice per super weapon.

    • Add Shadow for animations.

    • Add DamageRate for animations.

    • Add HideDuringSpecialAnim for buildings.

    • Add RoofDeployingAnim and UnderRoofDoorAnim for buildings.

    • Add SpawnsParticleOffset.

    • Implement Jumpjet Locomotion improvements.

    • Fix a crash when a Jumpjet infantry is flying or trying to take off just when an Ion Storm starts.

    • Allow up to 65535 OverlayTypes in maps using NewINIFormat=5.

    • Implement naval yards.

    • Implement OpportunityFire.

    • Implement prerequisite groups.

    • Fix a bug where upgrades did not always work properly as prerequisites.

    • Fix a bug where upgrades did not work as AuxBuilding on Super Weapons.

    • Fix a bug where you could use a stop command to reset a unit’s burst.

    • Allow customizing which Tiberiums can grow on a tile.

    • Allow customizing which Smudges can appear on a tile.

    • Allow customizing if Veins can grow on a tile.

    • Factories now hold their object if there is no war factory available for the unit to exit from instead of refuding construction.

    • Fix building light sources no longer being attached to the building after loading the game.

    • Fix shroud looking bugged if you attempt to reveal too many cells at once.