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> Patch History, From 1.08 to 2.03...
SeekSomethingNew
post Oct 20 2007, 12:06 PM
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=================================================
Introduction
=================================================

This topic had every patch that was released for Tiberian Sun and Firestorm, including the Demo. The only thing missing is the Firestorm beta test, not much is known about this version. The list starts at 1.08, what is the ship version of Tiberian Sun, normally known as the vanilla version, and the list ends at 2.03, out current patch. At this moment I will not be including ETS versions, but that is subject to change.

The download links are obsolete at this moment, the URL's will be fixed soon as possible.

=================================================
Patch Revisions
=================================================


Patch Revision: 1.08
Release Date: July 23, 1999
Extra Information: Ship version of Tiberian Sun



Patch Revision: 1.13
Release Date: September 29, 1999
Download Links: English (US): Download
Change Log:
QUOTE
Changes in V. 1.13
------------------

- Nod Artillery: Rate of fire decreased
Damage decreased, approximately 20%
Less effective against infantry

- Nod SAM site: Power requirements are now double.

- GDI Disc throwers: Disc throwers now explode when killed
and damage any nearby units.

- Concrete and Firestorm walls: These walls now build like
laser fences. If you place one wall section and then
place a second, a line is drawn indicating that a wall
segment will be built between the two sections. You are
only charged for the cost of the end pieces of the wall,
not the connecting pieces. Also, walls can be sold but
you will not receive money for sold sections.
Note: If there is an obstacle such as a unit or structure
that appears between the sections during placement, the
two sections will not connect.

- Structures cannot be built off of laser fence posts.

- If you wall your MCV in and undeploy it, it no longer
disappears.

- Holding down 'X' (scatter) key or any other keyboard
'event' generating command causes disconnect in modem or
dialup internet game.

- Hunter Seeker code prioritizes targets that could affect
end-game situations in multiplayer.

- When harvester truce is enabled, hunter-seekers will no
longer destroy harvesters.

- Trainer programs can no longer cheat to unshroud the map.

- Trainer programs cannot be used to disable Fog of War
during a game where Fog of War has been enabled.

- When the message 'Computer has been defeated' is printed
when an AI loses, the message is printed in the color that
matches the AI's units.

- The crash caused when an engineer captures a construction
yard while the building placement cursor is active is fixed.

- Banshees can now fire on enemy units or force-fire on the
ground within the area of effect of a stealth generator.

- When ordering air units to travel to the top few spaces of
a map where there is a lot of water, aircraft now land on
the nearest spot of dry land rather than directly on the water.

- The Firestorm defense no longer stays up indefinitely when
power goes low.

- The crash when destroying a vein hole monster has been fixed.
This crash usually only happened after an extended period of
gameplay once the vein hole monster has been killed.

- The game can now run from any valid CD drive, not just the one
with the first drive letter.

- French and German sidebar text no longer overflows onto
sidebar icons.

- Ping meters are no longer partially covered by the scrollbars
in the WOL lobby.

- Find game dialog has been sped up.

- Occasionally when joining a full game channel an incorrect
error message was displayed in your message window. This
no longer happens.




Patch Revision:1.15
Release Date: October 23, 1999
Extra Information: This was a Beta Test of the new online features for Tiberian Sun, Hyperwire On-line Enhancements, nicknamed
Hyperwire. Original website URL for information of this feature was found here
http://www.westwood.com/hyperwire, but is now offline after the Westwood -> EA incorporation.
Change Log: See V1.16a.1 Change Log.



Patch Revision: 1.15c
Release Date: Unknown
Extra Information: This version number was compiled for the Tiberian Sun Demo. It is not known if the executable has changed since 1.13.
Download Links:

English (US): Download
English (European): Download



Patch Revision: 1.16a.1
Release Date: December 6, 1999
Extra Information: This was first official release of the new online features for Tiberian Sun, Hyperwire On-line Enhancements, nicknamed Hyperwire. Original website URL for information of this feature was found here http://www.westwood.com/hyperwire, but is now offline after the Westwood -> EA incorporation. See below for the new features added in the Hyperwire patch
Change Log:

Copy of a Email sent by VT...

QUOTE
Here is what Hyperwire does...

... LOTS. Here's a brief rundown of some of the additional HyperWire features included...

- A new "game speed" slider on Internet Game setup screen.
This allows players to set the initial game speed. A game
speed slider added to in-game options top level so that
it is easier to access.

- A new and improved game setup screen layout (Random map
is now a button under multiplay map).

- The map select screen now includes a new map preview.

- A new game-latency tolerance setting in the game options
screen allows players to increase the tolerance of network latency on laggy connections.

- New granularity of game speed slider (now has a 45 fps setting).
The slider now has the following settings in Internet multiplay.
15 fps (middle) 20 fps (default) 30 fps 45 fps (new) 60 fps (max).

- Advanced code to evaluate and manipulate slow or high latency
connections. ping times are now calculated to optimize gameplay.

- New programming to reduce bandwidth used when game
speed is set to 30 fps (one notch above the default) or
above. This results in a 50% reduction in network traffic.

- Generally reduced bandwidth in multiplayer game.

- Combined with the above feature, the game now consumes
about 30% of the network bandwidth compared to earlier
versions (a 70% reduction!)

- New "locale" setting on login dialog so that you can set
your geographic location. This will eventually be used in
a future new feature on our web site and in the tournament ladders.

- New server select dialog. Many players were not aware that
they could change the Westwood Online server to which they
were initially connected. To address this, we have
inserted a "select server" dialog immediately after
the login dialog. The game remembers if you change the default
and will select that server as default for subsequent logins.

- New "short game" option added. This mode results in a loss when
all buildings are lost and leads to a more decisive result when a
shorter game is desired. The MCV counts as a building for game over
purposes.

- Up to 32 nicknames can be now stored on the login dialog box.

- Immediate feedback when giving a move order in multiplayer.

- Added harvester logic to allow redirection to an alternative refinery.

- Added notification to other players when game speed or latency
settings are changed.

- Improved initial packet sending logic to start gameplay more
quickly than before.

- Added packet CRC check in internet and network games to address
problems some users were experiencing with packet corruption with
some types of network card. (We have not been able to repeat this
internally, but RealTek cards seem to be common culprits.)

- Many other general modifications have been made to further
increase game reliability in multiplayer mode.

-VT


QUOTE
Changes in V. 1.16a.1
---------------------

- Fixed bug where harvester truce could be on in a skirmish game.

- Tweak to improve unit response time at the start of the game.

- If the host of an internet game is using a modified or user
created map, the guests will now get a warning message instead
of just a blank preview.

- Fix for occasional 'Packet received too late' or 'Reconnection
error' at the end of an internet game.

- Fix for possible 'Packet received too late' or 'Reconnection
error' when playing a LAN game right after playing an internet game.

- Fix for bug which would allow mixed game versions to start a
LAN game with subsequent bad behavior.

- Fix for a bug where the player could get stuck in building
placement mode if they lost their last construction yard.

- A new "game speed" slider on Internet Game setup screen. This
allows players to set the initial game speed. A game speed
slider has also been added to the in-game options top level so
that it is easier to access.

- An improved game setup screen layout (Random map is now a
button under multiplay map).

- The map select screen now includes a new map preview.

- A new game-latency tolerance setting in the game options screen
allows players to increase the tolerance of network latency on
laggy connections.

- New granularity of game speed slider (now has a 45 fps setting).
The slider now has the following settings in Internet multiplay.
15 fps (middle) 20 fps (default) 30 fps 45 fps (new) 60 fps (max).

- Advanced code to evaluate and manipulate slow or high latency
connections. The game now uses the ping times from the lobby/game
options screen to set up multiplayer timing values for the game. You
should notice that the game runs faster at the start of the game (if
you have a good connection) than it used to.

- New code to reduce bandwidth used when game speed is set to 30
fps (one notch above the default) or above.

- Generally reduced bandwidth in multiplayer game. Combined with the
above feature, the game now consumes significantly less network
bandwidth compared to earlier versions.

- Out of sync due to certain turrets is fixed.

- Fixed a crash in modem disconnect code after playing a game.

- New "locale" setting on login dialog so that you can set your
geographic location. This will eventually be used in a future new
feature on our web site and in the tournament ladders.

- New server select dialog. Many players were not aware that they
could change the Westwood Online server to which they were initially
connected. To address this, we have inserted a "select server" dialog
immediately after the login dialog. The game remembers if you change
the default and will select that server as default for subsequent logins.

- New "short game" option added. This mode results in a loss when all
buildings are lost and leads to a more decisive result when a shorter
game is desired. The MCV counts as a building for game over purposes.

- Up to 32 nicknames can be now stored on the login dialog box.

- Immediate feedback when giving a move order in multiplayer.

- Added harvester logic to allow redirection to an alternative refinery.

- Added notification to other players when game speed or latency settings
are changed.

- Added packet CRC check in Internet and network games to address
problems some users were experiencing with packet corruption with some
types of network card. (We have not been able to repeat this internally,
but RealTek cards seem to be common culprits.)




Patch Revision: 1.17
Release Date: December 8, 1999
Extra Information: None
Download Links:
English (US): Download
German: Download
Spanish: Download
French: Download
Change Log:

QUOTE
Changes in V. 1.17
------------------

- Fix for possible disconnect or packet received too late
condition at the end of a multiplayer game.

- New 'Multi Engineer' option for multiplayer games gives
Red Alert style engineer behavior to address engineer rush
concerns.

- Fix for a bug that caused internal errors or reconnection
errors during multiplayer games.

- Railgun force fire no longer damages buildings multiple
times.

- Server list no longer displays duplicate servers.




Patch Revision: 1.17a
Release Date: December 9, 1999
Download Links:
English (US): Download
German: Download
Spanish: Download
French: Download
Change Log:

QUOTE
Changes in V. 1.17a
-------------------

- Fixed bug where buildings could be built in arbitrary
locations.[font="Verdana"]




Patch Revision: Unknown
Release Date:
Unknown
Extra Information: Multiplayer Beta test of Firestorm



Patch Revision: 2.00
Release Date: January 19, 2000
Extra Information: Ship version of Firestorm
Download Links:
English (US): Download
German: Download
Spanish: Download
French: Download
Change Log:

QUOTE
Changes in V. 2.0
-----------------
- Skirmish games may now be saved.

- Ability to select all units of a type or types on screen that
are currently selected. Functionality must be assigned to a key
manually in 'Options - Keyboard' menu under 'Selection Category
- Select Same Type'.

- New main menu allows faster access to different game types
(except in the Spanish version).

- Location and server selection integrated into Westwood
Online login dialog.

- User locations are displayed in the Westwood Online user
list tooltips.

- Full games are greyed out in the Westwood Online games
list.

- Battleclan and Firestorm ladders are now browsable in the
Westwood Online ladder screen.

- Host location filter added to Westwood Online find game
screen.




Patch Revision: 2.02
Release Date: March 4, 2000 (not sure if exact date)
Download Links:
English (US): Download
German: Download
Spanish: Download
French: Download
Change Log:

QUOTE
Changes in V. 2.02
------------------
- Out of sync between Tiberian Sun and Firestorm in Tiberian
Sun mode is fixed.

- Technicians being incorrectly substituted for engineers in
various circumstances in non-English Firestorm is fixed.

- World Domination Tour map settings don't get changed with
"Surprise Me".




Patch Revision: 2.03
Release Date: May 31, 2000
Extra Information: This is the latest patch available.
Download Links:
English (US): Download
German: Download
Spanish: Download
French: Download
Change Log:

QUOTE
Changes in V. 2.03
------------------
- Fixed bug that could have a negative impact on game
performance at the beginning of a multiplayer game.

- Fixed bug that could cause the game to lock up if a player
sold their last building after surrendering.

- Fixed bug that allowed cheating players to lock their opponent's
harvesters out of their own refineries.

- Mammoth Mk II hit points changed from 800 to 1200.

- Fixed a condition where a multiplayer disconnect would
occasionally fail to be reported.


This post has been edited by TSHyper: Nov 22 2007, 06:34 PM


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Team Black
post Oct 20 2007, 08:08 PM
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Nice info, Hyper

Somewhere along here we lost functional air transports (they worked with the un-patched TS IIRC).
I wonder if we could backtrack through the patches and find out what the problem was hmm.gif


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SMIFFGIG
post Mar 17 2009, 08:12 PM
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QUOTE (Team Black @ Oct 20 2007, 08:08 PM) *
Nice info, Hyper

Somewhere along here we lost functional air transports (they worked with the un-patched TS IIRC).
I wonder if we could backtrack through the patches and find out what the problem was hmm.gif


Patch 1.13
QUOTE (TSHyper @ Oct 20 2007, 12:06 PM) *
- When ordering air units to travel to the top few spaces of
a map where there is a lot of water, aircraft now land on
the nearest spot of dry land rather than directly on the water.

However there was also another problem that was fixed that seems to be un-documented. It was that at the top of a map offscreen there are a few additional out of play tiles/cells (as anyone who has used FinalSun will know)
Before patch 1.13 aircraft would occasionally land on these cells and thus become unselectable (strange i thought this problem was documented in the patch log)

QUOTE (TSHyper @ Oct 20 2007, 12:06 PM) *
- Hunter Seeker code prioritizes targets that could affect
end-game situations in multiplayer.

Now this is strange, there was another "Fix" which also seems to be undocumented (Hyper are you sure these are the full change logs ?)
Prior to v.1.13 Hunter Seekers would give civilian buildings/units as much priority as enemy buildings/units and thus where pretty useless
This was however a feature originally, as when you build the Threat Rating Node the HS would then only target enemy units but as the TRN was removed then this "feature" then became a bug
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Wess
post Mar 17 2009, 11:59 PM
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anyone remember those BIG craters you could make with Nod arty? i miss that a little bit, Nod arty was a defensive player's wet dream!
hated that you could not save your game in skirmish tho.

i played alot of vanilla, back when i had no internet. ha memories, love u TS wink1.gif
that's like 8 or 9 years ago! TS is my most played game ever!
think about all the soldiers we have lost/killed blink.gif



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ORCACommander
post Mar 18 2009, 01:57 AM
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QUOTE (Wess @ Mar 17 2009, 06:59 PM) *
anyone remember those BIG craters you could make with Nod arty? i miss that a little bit, Nod arty was a defensive player's wet dream!
hated that you could not save your game in skirmish tho.

i played alot of vanilla, back when i had no Internet. ha memories, love u TS wink1.gif
that's like 8 or 9 years ago! TS is my most played game ever!
think about all the soldiers we have lost/killed blink.gif

you still can in Singleplayer for some odd reason.

Lets see spread out among my various rts games I have set 3.5 million men and women to their deaths and spent 4.3 trillion credits on warfare and related technologies where applicable.


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Crimsonum
post Mar 18 2009, 02:14 PM
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QUOTE (BloodReign @ Mar 18 2009, 03:57 AM) *
you still can in Singleplayer for some odd reason.


IIRC, the mission where you first get your hands on the Adv. Artilery (I still remember CABAL's down-looking comment wink1.gif), the range of the artillery was nearly doubled, and the damage fairly increased from its skirmish settings.
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Revolutionary
post Mar 18 2009, 04:42 PM
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Dont hurt me if im wrong but wasnt there something implanted so the patches wouldnt change the mission eg if a patch cut the artillarys range the range would not be cut in the mission so it wouldnt destroy the campain


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I_Am
post Mar 19 2009, 02:55 AM
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If the singleplayer map had the ini in it normal rules changes wouldn't change it. Now WestWood can change the rules in the map as well.
As to the artillery making huge craters, it is a simple rules ini edit I think. There is a option to turn it off or max level I think.


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Lin Kuei Ominae
post Mar 16 2010, 09:13 PM
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All the download links are broken. Can someone (Hyper or a mod/admin) fix them please?

This post has been edited by Lin Kuei Ominae: Mar 16 2010, 09:16 PM


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SeekSomethingNew
post Mar 16 2010, 10:44 PM
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http://cchyper.cncsector.net/index.php?dir.../patch/ts/misc/

Its everything i have left.


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