Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Sep 30, 2010 7:04 am Post subject:
Command & Conquer '95 v1.06c released!
It's finally here... more than 2 years after the release of patch 1.06b, and almost a year after its last update revision.
Command & Conquer '95 v1.06c
The patch focuses mainly on expanding mission making and modding. Besides that, there are of course actual game fixes too though:
The messed up colours problem on Windows Vista and Windows 7 has been fixed, by putting the game in DirextX compatibility mode.
The problematic Funpark mode has been removed, and, using the new mission making functions, the dinosaur missions have been added into the New Missions menu as two campaign launcher items, one for GDI and one for Nod.
Using the arrow keys on the main menu now lets you go through the options in the right order.
The damage percentage calculated on armour is no longer 255/256 when it should be 100%
The firing sound of the SAM site has been fixed.
The computer opponent can no longer capture your Advanced Communications Center.
There's a LOT more where that came from though. Here's a quick overview of the new mission making and modding features:
New mission options allow changing house colours, making a building type (un)capturable in just one mission, changing the sidebar logo, unlocking the multiplayer-only units, and a lot more.
The number of missions in the New Missions menu has been expanded from 79 items per side to 979 items per side (20-999).
The New Missions Menu now has a system to add multiple missions as one menu item, to be played as campaign.
The number of multiplayer maps has been expanded from 99 to 256.
An entire dynamic language changing system allows adding new languages to the game.
A new modding system allows mods to be launched by the game. This means a mod's files put in the game folder will not affect the game unless the game is specifically launched to use them.
As showcase of the new modding system, I'm rereleasing my C&C Meets Star Wars mod. For those who haven't seen it before, this mod does not change gameplay in any way; it just replaces all graphics and sounds in the game to become Star Wars themed. It also contains an entire playlist of Star Wars themed music.
The patch, its language packs, and the C&C2SW mod, can all be found here:
Note that there is no full game download for 1.06c yet. It is of course perfectly possible to patch the full game install of 1.06b revision 2, which is still available on the site.
At this moment, the French and German game readmes are not yet available. They will be added later though. _________________ Last edited by Nyerguds on Fri Oct 01, 2010 8:43 am; edited 2 times in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Oct 01, 2010 6:09 am Post subject:
Some bugs have been identified in patch 1.06c, concerning units without icons or graphics with strange names showing up in the sidebar, and odd behaviour of the nuke superweapon. These things were incomplete experiments I forgot to remove when releasing the patch. They will be fixed in revision 1, which you can expect within a few days.
Regulus wrote:
So, you plan on EVERYTHING being INI based?
I thought "As a start of the implementation of an ini-rules system" kinda implied that, yes.
The themes.ini shows the general format I'll follow (basically, the TS format), though for the other types it's possible that the main items list will be hardcoded in the game, and only the item properties will be editable. This is necessary because the game contains tons of exceptions that apply directly to the ID of a unit / structure / animation / warhead, and giving the list would allow you to change the IDs by changing their order on the list. Since we're talking about exceptions like harvester unloading & spawning, the hovercraft, chinook and Nod airstrip reinforcements, gunboat patrol logic, MCV deploying to CY, and the Fire warhead setting things on fire, it's really vital that those IDs can't be edited. I'm currently researching the cloning of the Fire effects, but so far I have only been able to recreate parts of it.
I'll obviously still give the DATA of these items to edit of course, AND an empty list on which you can add MORE items _________________ Last edited by Nyerguds on Sat Oct 02, 2010 12:11 pm; edited 1 time in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sat Oct 02, 2010 6:56 am Post subject:
It's exactly what it says. It changes the game strings and briefing text so you'll get the Global Defence initiative sending out armoured vehicles _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Oct 03, 2010 12:12 am Post subject:
Seems there were still some more bugs in it... but releasing new revisions this fast is really a pain, so until I can create a complete bug-free revision 2, I'm working with a system of hotfixes. The site will always have the latest hotfix, with a date next to it.
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