Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Enhanced Modding Capabilities
Showing 1-10 of 31 entries
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Update: Feb 19, 2024 @ 2:31pm

v27,Fixed bug that v26 introduced that didn't refresh the sidepanel when a building that had requisites was destroyed.
Miscellaneous Code Improvements
Width and Height fields added to Animations for hinting in HD-only graphics mods
Sound field in Animations will now pass to Glyphx a soundname if the value specified by the modder is not a built-in one
Animations will now render in HD even if no legacy shape data is available. (SHP not available)
Support Added for GDI Ion Cannon super weapon with multiple ini fields available as a result. See the rules.ini.txt
Fixed up Animation Controls for Buildings moving from EXPERIMENTAL to RELEASE on feature. See rules.ini.txt for new fields that control building anim.
Ion Cannon currently is hardcoded to recharge every minute. will update to be modder-defined in the future.
Radar jammer now affects all buildings that have Logic=DOME
debug.txt will now output when building anim controls have been changed by modder.

Update: Feb 16, 2024 @ 10:01pm

v26,Added debug strings to Aircraft instantiation.
Added ability for the AbstractTypeClass to return ANY battlefield entity type pointer from the 5 classes of types.
Fixed a debug-mode only issue in AnimationTypeClass.onetime
Updated all entity classes to use new entity-type existance datatype
Updated OnSpeech function in audio class to be able to use the ininame of sounds.
Fixed EXPERIMENTAL dump function used to dump the INI database after all parsing completes.
Added IsGapper field to BuildingTypeClass so any buildings can be qualified to be gap generators.
Updated BuildingTypeClass to instantiate with vanilla Animation controls in a way that is more modern.
Exposed EXPERIMENTAL UNTESTED Animation Control fields for Buildings
Refactored parsing function in INI class with new datatype for Prerequisites of battlefield entities.
Modified a litany of classes to support new datatype tracking up to 256 different Building,Vehicle,Vessel,Infantry,Aircraft types - up from 32.
Added new field to GENERAL to toggle harvestor behavior - return to base if the only refinery is destroyed/sold and it completed all harvesting
Updated harvestor behavior so that the harvestor will harvest an ore patch's cells CLOSEST to base, not the richest CELL in range.
Added NON-WORKING IonCannon Super Weapon! Logic partially ported over from TD.
Added NON-WORKING Napalm Strike Super Weapon! Logic less partially ported over from TD.
Added new fields to GENERAL to assign faction (soviets/allies) specific prerequisites (any battlefield entity) to super weapons!!!
Added new fields to GENERAL to assign sound effect "ininame" to any super weapon's states, CHARGING/SUSPEND/READY/IMPATIENT
Updated Prerequisite field datatype of battlefield non-buildings to be able to handle any new buildings the modder adds!!!
Added internal DPS calculating function to weapons and all battlefield entities. This will be used later... in an AI update?

Update: Feb 11, 2024 @ 12:08pm

v25, fixed CTD caused by using new buildings as prerequisites.

Update: Feb 7, 2024 @ 1:45pm

v24, Support V2-like vehicles, turretoffsets for vehicles, MSAM-type vehicles, popup(MLRS) turrets on vehicles, recoils field for all entities

Update: Nov 16, 2022 @ 2:22pm

v23, Fixed a bug with building deconstruction animations being reversed. Added the ability to define new custom naval units. Added new fields/qualifiers to help inform the internal vanilla code to do things that are neat.

Update: Nov 10, 2022 @ 12:34pm

v22, added the ability to use the Obelisk laser, ability to set directional offsets for firing anims, can set the maximum regeneration per unit, added ability to override the testa zap graphic per weapon.

Update: Nov 7, 2022 @ 12:51pm

v0.21 Weapons can now use custom directional firing animation, updated how game logic references the built-in warhead references. Updated how the nuclear missile is referenced. (created a dummy nuke weapon in game code to hold all the data needed)

Update: Oct 31, 2022 @ 5:04pm

v.21, you may now define your own custom Aircraft and Infantry

Update: Oct 29, 2022 @ 3:12pm

v0.20, Added OverlapList field to Buildings

Update: Oct 29, 2022 @ 9:14am

v19, UNSTABLE, rules entities like weapons, warheads, and projectiles and NEW animations are parsed dynamically. Referencing new custom entities of these types in a vehicle or other relevant entity will cause the rules to be parsed for that referenced item, if found, it will be instanced and if the entity has additional references to new custom entities those entities will be recursively parsed. This is all new, and is one of the reasons why this build is marked UNSTABLE. There is no need to list out "NewWeapons" and such anymore. Next release will be a known-issues fix release.