The currently released version of the patch, v106b revision 2, can be downloaded here. This is the thread for the development of the next version.
That's right. I'm being swamped with school projects, but despite that, I do find some time to edit good old C&C95 from time to time. So here we go...

Here's the current features list:
Implemented (in reverse chronological order, so you might want to start reading at the bottom):
- The highest multiplayer map number read by the game has been increased from from 99 to 255
- People can now change the music of special scenes (score/map/menu screens) in rules.ini
- Added the ForceBriefScreen option for missions, which forces the game to show a text briefing screen
- Expanded the Warheads array, for modding purposes
- Changed music settings in the dinosaur missions from "Untamed Land" to its internal code "J1", so it will still play the correct theme if the game is set to a language in which the theme names are translated
- Removed the ability to start a multiplayer game with a random theme, since it caused game desynchronization errors.
- The damage percentage calculated on armour is no longer 255/256 when it should be 100%
- RemoveBuildExceptions option for a mission removes all restrictions the game puts on single player build trees. This unlocks the Nod helipad, APC, MLRS etc, and allows captured construction yards to produce the other side's superweapons. Note that even with this key, normal build level restrictions still apply
- Moved all special options from the [Advanced] and [Music] sections in conquer.ini to a new rules.ini (inside updatec.mix), to separate user settings from game settings
- Fixed reading order of mixfiles, so sc*.mix mod addons can override the updat*.mix files added by the patch
- Fixed the firing sound of the SAM site
- The steel crate pickup animation now plays for both sides
- Removed the special dinosaur death sound logic from the game, and linked the death sound to their dying animations instead
- Player-controlled visceroids now respond using dinosaur voices instead of normal unit voices
- The computer opponent can no longer capture your Advanced Communications Center
- The Advanced Communications Center is no longer capturable in multiplayer games
- Specified building types can now be made capturable in specific missions
- Renamed the Covert Ops and Special Ops mission files so they all have consecutive mission numbers, so fan-made missions can't show up in between the official ones
- Dinosaur campaigns added as two mini-campaigns (one for GDI, one for Nod), and put at the top of the New Missions list
- Radar logo can be overridden through the mission file
- NoEgoScreen option (to disable the score screen after the mission) can now be added in the mission file
- Mini-campaigns of up to 10 missions: missions started from the New Missions menu will now try to continue to their other variants (EB, EC, ED...)
- Official Japanese language from console versions added to the game (unit and EVA sounds only)
- Mission-specific house colour changes, controlled with ini keys in the mission file
- New language system that is 100% independent from settings in the exe file, allowing anyone to add new language addons. This system allows the names of multiplayer maps and missions from the New Missions menu to be overridden by the ones specified in the briefings file (normally mission.ini)
- Added numbers before the multiplayer game mode, so people see there are 4 of them (for example: "[2/4] Capture The Flag")
- Changed the fact helicopters stay passive in Nod mission 7 to an option in the mission's ini file, so people can use it in their own missions
- Added 3 new destroyable triggers for mission programming, bringing the total up to 6. You can now destroy triggers named UUUU, VVVV, WWWW, XXXX, YYYY and ZZZZ. This should facilitate multiplayer scripting since it's possible to make one destroyable trigger for each multi-House (typically, for "All Destroyed".)
Todo:
- Add power balance on the tooltip you get when you hold your mouse over the power bar (e.g. "Power Output: 480/700")
- Implement Nod-specific EVA option, and possible VoiceID option in missions. Maybe allow several other EVAs?
Add controls for the exception that prevents Nod from building helipads, so it can be disabled in missionsMove all special options to a rules.iniMake capturability of Advanced Comm Center into an ini key of the same kind as the PATSUX modeAllow mission-controlled radar logo image

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