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 Forum index » Modding Central » C&C: Remastered Collection Editing Forums
Discoveries in the new patch
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jonwil
Grenadier


Joined: 24 Jul 2005

PostPosted: Fri Aug 07, 2020 12:27 am    Post subject:  Discoveries in the new patch Reply with quote

Here are my observations after digging into the new patch.
Files that have changed in the patch:
Added a bunch of .NET dll files (presumably to make sure that they are there and the editor will work)
Add some map ini files for the community-made maps that are now being supported in Quick Match.
Change the game exe files.
Change the source code (see https://github.com/electronicarts/CnC_Remastered_Collection/commit/ae72fce5ddd6a12bf48d00e0db8a400b821c2529 for details of what they changed)
Changed CONFIG.MEG, SFX2D_ALL.MEG, SFX3D.MEG, TEXTURES_PATCHES_SRGB.MEG, TEXTURES_RA_SRGB.MEG, TEXTURES_SRGB.MEG.

To come later:
Notes on changes inside the .meg files.
Notes on changes in the map editor.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Aug 07, 2020 12:48 am    Post subject: Reply with quote

The added .NET DLL files where added to fix a issue for users who use older builds of Windows 10.

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jonwil
Grenadier


Joined: 24 Jul 2005

PostPosted: Fri Aug 07, 2020 12:58 am    Post subject: Reply with quote

Changes in the .MEG files:
Changes to the GUI XMLs and data stuff (new files, edited files)
Add a ANIM_RADARSTATIC.DDS (not sure what it is)
Add some textures for the community maps
Update the MT_COMMANDBAR_COMMON texture file (containing the unit icons and some other UI stuff)
Rename some CR*.SNO textures for some reason.
Other UI texture changes.
Changes to the string table text files
Change to AUDIO_GUI.XML
Add a new music event TDB_MUS_TD_PSX to MUSICEVENTS.XML
Change some priorities in SFXEVENTSLOCALIZED.XML
Some changes to SFXEVENTSNONLOCALIZED.XML that match with the AUDIO_GUI.XML change
New entries in CNCMAPPREVIEWDATA.XML for the community maps.
Change the ground speed for hard difficulty in RA
New entry in GAMECONSTANTS.XML for ore/tiberium regrowth stuff
Some stuff in GAMECONSTANTS.XML that looks to support adding new theaters (although its not clear exactly how it works and I think its still got bugs which is why its not mentioned officially in the patch notes)
New entry in INPUTTRANSLATORCONFIGURATIONS.XML for a quick load hotkey
Some new entry in INSTANCES.XML for a music track.
Entries for the community maps in INSTANCES.XML
Fake Sub Pen and Wood Fence entries added to RABUILDABLES.XML
Some changes to RADARMAP.XML to remove a reference to the MT_commandbar_common texture
Additional map tile patch stuff
Change to RA_TERRAIN_SNOW.XML to handle the renamed texture files.
Remove audio files TDR_SFX_BED2.WAV, TDR_SFX_XPLOBIG4.WAV and _BONUS_CONTENT_AUDIO_TEST.WAV for some reason.

I will post about changes to the map editor soon.

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jonwil
Grenadier


Joined: 24 Jul 2005

PostPosted: Fri Aug 07, 2020 12:43 pm    Post subject: Reply with quote

Changes I observed comparing the decompiled map editor with the previous patch: (most of these are mentioned in the patch notes)
The preview window at the bottom of the template placement dialog is now correctly sized (and there is now a splitter bar between the list of templates that the preview window so you can resize the preview window)
A change for units so it will pick "guard" as the default instead of "sleep".
A change so the placement dialogs will no longer disappear under the windows taskbar or otherwise go off screen.
The BuildLevel setting under "basic" is now only supported for TD (which I believe is correct since only TD has that setting)
Support for the MaxInfantry, MaxVessel, TechLevel and IQ keywords for different houses/teams in Red Alert.
Change so that "OK" is now the default button on the "new map" dialog.
Change to report an error if a team name is too long (8 for TD, 23 for RA) or if you create a team with the same name as an existing team name.
Some other trigger related changes I can't figure out.
Something to make certain smudges render properly.
Logic to prevent fixed wing aircraft (RA badger, mig, yak and spyplane and TD A10 and cargo plane) from showing up in the unit list in the map editor (and hence being placeable in the editor)
Change so that the missile silo and various civilian buildings can't be placed on red alert interior maps (they shouldn't have been placeable since they have no art in the interior theater)
Change so that the haystacks and farmers fields can be placed as buildings as well as overlays (they exist as buildings in the game source code/data files and exist as such in the original missions)
Change so that mission briefings correctly handle the @ character as a newline.
Correct the size of map tile p15.
Some improvements to how the map bounds resizing works.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Aug 08, 2020 1:22 am    Post subject: Reply with quote

CR*.SNO changes were for a bug fix of some overlay/smudges not showing up ingame.

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jonwil
Grenadier


Joined: 24 Jul 2005

PostPosted: Wed Aug 12, 2020 10:16 pm    Post subject: Reply with quote

Changes made in the hotfix patch:
Change the game EXE files
Change the source code per https://github.com/electronicarts/CnC_Remastered_Collection/commit/1f6350fe6e0a720dcf9cdf31fc39f77e198d7802
Change config.meg
Change one UI file in config.meg
No changes to the map editor other than the digital signature (probably standard practice to re-sign all the binaries as part of a release)

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