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C&C Remastered Collection: Final patch has been released!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Sep 16, 2020 8:03 pm    Post subject:  C&C Remastered Collection: Final patch has been released!
Subject description: Jim Vessella's Vision, Jim Vessella's Purpose!
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The last official patch for C&C: Remastered Collection has been released today. It includes many interesting features for the game, such as 6 player support for Tiberian Dawn, loading screen with more details, a beacon system for multiplayer,  local replay support, countless bug fixes and the ability for modders to override cncrules.xml, create customizable hotkeys, etc. The patch notes that we are replicating here was originally posted on reddit.


Jim Vessella wrote:
Fellow Command & Conquer fans,

Today we’ll be launching our third major update for the Command & Conquer Remastered Collection. As I described in my post last week here, we feel this patch will have achieved the vision we had for the game when we first started development. As such, we wanted to let the community know we anticipate this will be the last patch for the game. The goal for this patch was to deliver some final touches we had originally envisioned for the player experience, and further position the game for the community to have the resources available to make enhancements in the long-term.

Below you will find the key improvements in this update along with the detailed full list of Patch Notes.

Loading Screen Details:

As requested by the community since launch, this update includes key information now displayed on the loading screen for Multiplayer and Skirmish games. The loading screen will display the Minimap, your starting location, and the players in the match. We hope this improvement helps orient players when they start a match, plan their opening strategy, and get a sense of who they’re facing off against in Quickmatch games.

Beacon System:

We’ve added a Beacon system so teammates can ping each other during the course of a match. Players can place a Beacon by tapping the new button above the minimap or using the associated hotkey. Each player can have one Beacon placed at a time, and the latest placed Beacon will last 30 seconds.

6 Player Support for Tiberian Dawn:

We’ve officially added 6 player support for Tiberian Dawn Skirmishes and Multiplayer. Maps which previously supported greater than 4 starting locations are eligible for the new player count, which should carry over into User Maps as well. Some of our community members have also expressed an eagerness of trying to mod larger map sizes and up to 8 player games with the new code built into this patch.

Local Replay Support:

A new tab has been added to the Replays / Observer menu for “Local Replays”. This will display all the replays you have present in your local replays folder and allow you to play the replays while offline. This should provide a viable flow for players to host / share replays within the community and view them long into the future.

Map Editor under GPL:

As you may have seen last week, the Map Editor has now been released under the GPL version 3.0 license. In addition to being available on Github, this patch provides the code in the local install folder alongside the TiberianDawn.dll and RedAlert.dll files.

Ladder Reset and Matchmaking:

Once we have confirmed the stability of the patch release, we will be resetting the ladder in both games. This time around, we will also be resetting each player’s Matchmaking Rating, which should effectively set everyone back to pre-launch status. We are also rolling back the Matchmaking search range and timings to the June launch settings. We hope these changes provide for a better Quickmatch experience in Season 3. Again, this reset will likely happen in the next few days.

Mod Compatibility:

I’ll then reiterate this message from our previous Patch Notes. Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that some previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop.

Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:

   Disable the mod in the Mods Menu

   Unsubscribe from the mod in the in-game Workshop Mods menu

   Quit and restart the game

   Re-subscribe to the mod via the Workshop Mods menu

   Activate the mod and restart the game as prompted

   The updated mod should then work as intended

Players may experience some issues if they try to activate mods which are not updated to the patch version.

Detailed Patch Notes:

With those items in mind, please see below for all the updates made in this patch:

New Features:

   Added Loading Screen details. Key information has been added to the Loading Screen for Skirmish and Multiplayer matches. The loading screen will display the Minimap, your starting location, and the players in the match. We hope this improvement helps orient players when they start a match, plan their opening strategy, and get a sense of who they’re facing off against in Quickmatch games.

   Added 6 player support in Tiberian Dawn for maps with greater than 4 spawn points. This should apply to both Official and User Maps.

   Added a Beacon System for players to ping teammates during Multiplayer. Players can place a Beacon by tapping the new button above the minimap or using the associated hotkey. Each player can have one Beacon placed at a time, and the latest placed Beacon will last 30 seconds.

   Added Local Replay support. A new tab in the Replays / Observer menu will display all the replays you have present in your local replays folder and allow you to play the replays while offline. This should provide a viable flow for players to host / share replays within the community and view them long into the future.

   Map Editor released under GPL. The Map Editor has now been released under the GPL version 3.0 license. In addition to being available on Github, this patch provides the code in the local install folder alongside the TiberianDawn.dll and RedAlert.dll files.

Quality of Life Improvements:

   Increased the viable range of the Map View Scroll Speed. The first several ticks now represent the previous settings, with the ability to scroll 3x faster at the new max speed.

   Engineers should no longer be able to capture buildings during their sell animation

   Reduced the brightness of the Nuke explosion and added a ramp up / ramp down

   Made it so hitting the [ESC] key will now close dialog boxes in the Map Editor

   Added the ability to have Intro, Win, and Lose videos in User Maps for Tiberian Dawn

   Replays should now pause when hitting the [ESC] key

   Added the ability to override the CNCRULES.XML file

   Added the ability to force the Remastered graphics mode for mod flexibility

   Added the ability for Mods to create customizable hotkeys

   Adjusted the second player default team color in Quickmatch Red Alert to Light Blue for better text legibility

   Updated several German translations based on feedback from the community members at United-Forum.de

Bug Fixes:

   Fixed an issue where the Mobile Gap Generator was permanently replacing shroud

   Fixed an issue where the game was forgetting your previous Skirmish settings upon returning to the Skirmish menu

   Fixed an issue on Tournament Ore Rift where players could capture the Church building with Engineers

   Fixed an issue where User Maps were not being downloaded if attempted multiple times

   Fixed an issue where not all the units were being selected with the “Select All Units” hotkey

   Fixed an issue where the Orca would sometimes switch to a single-shot instead of a burst

   Fixed an issue on the Load Game menu where the mission names were incorrectly shown in localized languages

   Fixed a crash on the “Blackout” missions

   Fixed an issue on Nod Mission 13 where the Airstrike would only occur once

   Fixed a crash when quitting a replay session

   Fixed an issue where the Player Requires Map text was misaligned

   Fixed an issue where the mouse click SFX was heard twice in the Mods menu

   Fixed an issue where spawn points of a previously selected map were appearing on User Maps in the lobby screen

   Fixed an issue where players would receive a “Syncing Map Failed” dialog when joining a game with a User Map

   Fixed an issue where a User Map title was not being displayed in the Observer menu

   Fixed an issue where Ore was regrowing even when the Ore Regrowth slider was set to zero

   Fixed an issue where a guest player was unable to join a LAN game which was switching between official and User Maps

   Fixed a crash when player certain User Maps online

   Fixed an issue where the Stealth Tank would display a selection box around the unit in legacy graphics mode

   Fixed an issue where selling a building right as its destroyed will generate both units from the selling and destruction action

   Fixed an issue where the “PlayerControl” ini key was getting removed in the Map Editor

   Fixed an issue where vehicles being built after a Tesla Coil were occasionally taking less damage

   Fixed an issue where the building deployment area was not updating properly in legacy graphics

   Fixed an issue where the Tiberium / Ore regrowth was shown incorrectly for Quickmatch games in the Replay / Observer menu

   Fixed an issue where the Obelisk of Light laser would get stuck on the screen

   Fixed an issue in the Map Editor where player owned pre-placed buildings were getting incorrectly assigned to the AI

   Fixed an issue where a black screen was observed when deleting a saved game

   Fixed an issue where the Sellable and Rebuild options were missing in the Map Editor

   Fixed an issue where certain mods were not getting updated in the mods list after subscribing

   Fixed an issue where “Base under attack” was heard when some neutral buildings were attacked

   Fixed an issue where the Credits tooltip was not displaying for certain modded units or structures

   Fixed an issue in the Map Editor when dragging objects out of the available map space

   Fixed an issue in the Map Editor where waypoints Flare and Home were shown incorrectly

   Fixed an issue when searching for a Replay with a space in the player’s name

   Fixed a crash when sometimes clicking on the Launch button in Observer mode

   Fixed an issue where there explosion sound effect was not playing for Advanced Guard Tower and Mammoth Tank rockets

   Fixed a crash where sometimes the server would receive an out of memory error

   Fixed an issue where enemy AI units would sometimes wander to the top left corner of the map

Quickmatch:

   Alongside the Ladder reset, we are then making the following Map Pool adjustments based on community feedback:

       Tiberian Dawn

       Removing “One Pass Fits All” from the pool

We hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support over the course of the project, and we look forward to seeing what the community continues to create in the months and years ahead.

Cheers,

Jim Vessella

Jimtern

This announcement and roadmap may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.



Remember to merge the code of your mods with the latest code at EA's C&C GIT repository in order to make your mod compatible useful again once the user updates the game with this patch.


Key Words: #News #CommandAndConquerRemastered #RedAlertRemastered #CnCRemasteredCollection 

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Fri Sep 18, 2020 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
6 Player Support for Tiberian Dawn:

We’ve officially added 6 player support for Tiberian Dawn Skirmishes and Multiplayer. Maps which previously supported greater than 4 starting locations are eligible for the new player count, which should carry over into User Maps as well. Some of our community members have also expressed an eagerness of trying to mod larger map sizes and up to 8 player games with the new code built into this patch.


This one I am really happy to see, I will have to try this at some point, I wish they would have went 8... And I wish they would have just allowed for bigger map sizes. But its progress, shame its the last patch.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Sep 28, 2020 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper already has code for the larger map size for TD, just needs tidying up and releasing. Would have been nice for them to include it in the final patch so its was part of the base game, but I guess it would have cause issues with save game compatibility that they didn't want to deal with.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Sep 29, 2020 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

don't want to be asshole but i guess i have to be
the bigger maps and more players in skirmish should have been
feature since game was released in 1st place ...

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Oct 01, 2020 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bigger maps for the TD engine was a feature of sole survivor, but since there is no sign of sole as part of the remasters we can assume that they didn't have the source for it or didn't want to bother with it and did the bare minimum to get the games building as dll files with most engineering work going into getting the remaster graphics working with glyphx.

I agree that at least 6 players should have been in there from the start given the original game supported it.

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Mar 20, 2021 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

can this patch be downloaded separately from game somewhere ?

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