Bah... The downtime was the only reason I didn't use this forum for the Grand Official Release of my patch :(
As you prolly all know by now, the current version of my patch (v1.06a) is available
here, and as some of you might know, I'm already working on the next big update, version 1.06b.
Information about that can be found on the official C&C boards:
http://forums.commandandconquer.com/jforum...s/list/501.pageHighlights so far:-Fixed all problems related to the loading of Funpark campaign savegames
-Fixed the crash caused by finishing a mission where the player side is set to something else than GDI or Nod
-Fixed the bug that causes the game to hang when no music can be found when starting a mission (a common problem with NoCD setups)
-Added & enabled the previously-unused Nod map and score themes that were included in DOS C&C
-Added mission-specific special features like showing true civilian names, enabling MCV undeploy, and the infamous Playstation mission's Laser Orcas. These are all saved & loaded correctly from savegames, too.
-Added an option in the configuration file to disable the allying of AI opponents in multiplayer/skirmish
-Added functions to set the way the game determines the starting theme of a mission, either by just changing the default track to something else than Act On Instinct, or by making it randomize the track or adapt it to the campaign mission number
-Added No-CD controls in the configuration file
-files (savegames, and the high scores file "hallfame.dat") are no longer saved in uppercase filenames
-Added full language control in the configuration file. One small ini edit will fully
(*) change the game to French or German.
(*) - All game strings, error messages, unit voices, EVA voices, interface elements, build icons, mission names and mission briefings are added in 3 languages. Videos obviously aren't, but can be added if you have them and use a NoCD setup; the game's NoCD system in conquer.ini includes an option to use a different folder as CD for each separate language. This allows users to fully separate the videos by putting any language-specific videos as bare VQA/VQP pair into a folder with the same name as the language code (eng/ger/fre). This will cause them to override the default ones in movies.mix (which, using the TFD structure, would typically be in the game folder) if that language is selected.
Currently working on:-Making the side selection screen read the first campaign mission files to determine which video to play when selecting a side, instead of using hardcoded internal video names. I could just disable that system completely and let the mission start logic take care of playing the videos, but that messes up the smooth transition from the static screen to the video, so I don't want to do that. (the game actually initializes the videos before the side selection screen animation starts playing, to ensure a smooth transition)
-Finishing the cleanup of the mess WW caused by testing the player's side ID instead of the campaign ID in several parts of the game (like the savegames I mentioned in relation to Funpark. Savegames now save the campaign ID to prevent all problems).
Planned at the moment:-looking into network traffic design to make the Number of Players and the disabling of allying AI players into real game options that can be changed in the game setup and will get transmitted to joined players for compatibility
-adding an extra dialog before the creation of a new LAN game to allow the user to set the number of players
-implementing the expansion of the New Missions list, as described above
This post has been edited by Nyerguds: Jan 21 2009, 07:19 AM