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Releases: Vinifera-Developers/Vinifera

Release v0.1.0.0

09 Jul 18:18
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The first official stable release of Vinifera.
Documentation is available here.

New features:

  • Implement CurleyShuffle for AircraftTypes (by CCHyper/tomsons26)
  • Implement ReloadRate for AircraftTypes (by CCHyper/tomsons26)
  • Implement AILegalTarget for TechnoTypes (by CCHyper/tomsons26)
  • Add support for up to 32767 waypoints to be used in scenarios (by CCHyper, tomsons26, ZivDero, secsome)
  • Implement the loading of Tutorial messages from scenarios (by CCHyper/tomsons26)
  • Add IceStrength to Rules, and IceDestructionEnabled scenario option (by Rampastring)
  • Allow the remap color of Neutral and Special houses to be overridden in multiplayer games (by CCHyper/tomsons26)
  • Add RequiredAddon to Theme control types (by CCHyper/tomsons26)
  • Implement IntroMovie for Campaigns (by CCHyper/tomsons26)
  • Implement DebugOnly for Campaigns (by CCHyper/tomsons26)
  • Implement developer commands for instant superweapon recharge (by CCHyper/tomsons26)
  • Add support for PNG images as an alternative to PCX images (by CCHyper/tomsons26)
  • Implement option to display the super weapon recharge timer on the tactical view (by CCHyper/tomsons26)
  • Implement CanPassiveAcquire for TechnoTypes (by CCHyper/tomsons26)
  • Implement CanRetaliate for TechnoTypes (by CCHyper/tomsons26)
  • Add loading of MPLAYER.INI and MPLAYERFS.INI to override Rules data for multiplayer games (by CCHyper/tomsons26)
  • Allow the game's Window title, Cursor and Icon to be overridden (by CCHyper/tomsons26)
  • Implement IdleRate, StartIdleFrame and IdleFrames for TechnoTypes (by CCHyper/tomsons26)
  • Add loading of GENERIC.MIX and ISOGEN.MIX mixfiles (by CCHyper/tomsons26)
  • The game will no longer fail to start if the startup mix files are not found (by CCHyper/tomsons26)
  • Implement support for new custom theater types (by CCHyper/tomsons26)
  • Adds loading of ELOCAL(00-99).MIX expansion mixfiles (by CCHyper/tomsons26)
  • Add Rules INI selection dialog for Developer Mode (by CCHyper/tomsons26)
  • Implement the "Build Off Ally" feature from Red Alert 2 (by CCHyper/tomsons26)
  • Add background fill behind in-game user typed messages (by CCHyper/tomsons26)
  • Implement JumpCamera (North, South, East and West) commands (by CCHyper/tomsons26)
  • Implement EnterTransportSound and LeaveTransportSound for TechnoTypes (by CCHyper/tomsons26)
  • Hardcode shroud and fog graphics to circumvent cheating in multiplayer games (by CCHyper/tomsons26)
  • Implement Mechanic and OmniHealer for InfantryTypes (by CCHyper/tomsons26)
  • Add support for 8-bit PCX and PNG cameos (by CCHyper/tomsons26)
  • Implement Soylent for TechnoTypes (by CCHyper/tomsons26)
  • Implement SpawnDelay for BulletTypes (by CCHyper/tomsons26)
  • Implement Suicide and DeleteOnSuicide for WeaponTypes (by CCHyper/tomsons26)
  • Implement VoiceHarvest, VoiceDeploy, VoiceEnter, and VoiceCapture for TechnoTypes (by CCHyper/tomsons26)
  • Implement various Red Alert 2 AnimType features (by CCHyper/tomsons26)
  • Add game options to allow MCV's to auto-deploy on game start and to pre-place construction yards instead of spawning an MCV (by CCHyper/tomsons26)
  • Add developer commands for placing and removing Tiberium from a cell (by CCHyper/tomsons26)
  • Implement Electric Bolts for WeaponTypes (by CCHyper/tomsons26)
  • Make the position of the health bar graphic on unit selection boxes customizable (by CCHyper/tomsons26)
  • Output screenshots to their own sub-directory (by CCHyper/tomsons26)
  • Echo the user's sent messages back to them as confirmation they were sent (by CCHyper/tomsons26)
  • Reimplement the command line argument -CD from Red Alert to allow file search path override logic (by CCHyper/tomsons26)
  • Allow the score screen to be skipped at the end of a multiplayer game (by CCHyper/tomsons26)
  • Add warning notification if a NULL house instance is detected during the game loading screen (by CCHyper/tomsons26)
  • Implement light sources for TerrainTypes (by CCHyper/tomsons26)
  • Add command line options to skip to specific game modes and to skip startup movies (by CCHyper/tomsons26)
  • Implement diagonal scroll commands (by CCHyper/tomsons26)
  • Add keyboard commands for playing previous and next music tracks in the jukebox (by CCHyper/tomsons26)
  • Implement CloakSound and UncloakSound for TechnoTypes (by CCHyper/tomsons26)
  • Restore the screen shake when a strong unit or building is destroyed (by CCHyper/tomsons26)
  • Implement various Red Alert 2 WarheadType features (by CCHyper/tomsons26)
  • Add reading of Weapons list from RULES.INI (by CCHyper/tomsons26)
  • Allow WalkRate to be optionally loaded from ART.INI image entries (by CCHyper/tomsons26)
  • Add gate rising and lowering sound overrides for buildings (by CCHyper/tomsons26)
  • Add UnitType flag to prevent a vehicle from being picked up by a Carryall (by CCHyper/tomsons26)
  • Add support for a custom unloading class when a harvester is unloading at a refinery (by CCHyper/tomsons26)
  • Implement ToggleAIControlCommandClass (by CCHyper/tomsons26)
  • Add support for more graphic facings for UnitTypes and various associated items (by CCHyper/tomsons26)
  • Add ImmuneToEMP to TechnoTypes (by Rampastring)
  • Implement ToggleFrameStepCommandClass (by CCHyper/tomsons26)
  • Thicken the waypoint and rally point lines and adds stroke/outline to the waypoint number (by CCHyper/tomsons26)
  • Implement hotkey command to enter the manual placement mode (by CCHyper/tomsons26)
  • Allow harvesters to be considered when executing the "Guard" command (by CCHyper/tomsons26)
  • Harvesters now auto harvest when built from the war factory (by CCHyper/tomsons26)
  • Patch to allow Skirmish games to be started with no AI house(s) (by CCHyper/tomsons26)
  • Implement the Produce Cash logic for BuildingTypes (by CCHyper/tomsons26)
  • Add various developer mode hotkey commands (by CCHyper/tomsons26)
  • Add a "Load Game" button to the retry dialog on mission failure (by CCHyper/tomsons26)
  • Save screenshots as a PNG file instead of PCX file (by CCHyper/tomsons26)
  • Add support for playing the renamed intro movies from The First Decade and Freeware TS installations (by CCHyper/tomsons26)
  • Implement the Blowfish algorithm and removes the requirement for BLOWFISH.DLL (by CCHyper/tomsons26)
  • Allow the game to continue if the side specific mix files are not found (by CCHyper/tomsons26)
  • Change the default value of AllowHiResModes to true (by CCHyper/tomsons26)
  • Implement CnCNet4 support (by CCHyper/tomsons26)
  • Implement CnCNet5 support (by CCHyper/tomsons26)
  • Adds keyboard commands to reproduce the last items that were built (by CCHyper/tomsons26)
  • Allow customizing the pips used for Tiberiums in unit storage, as well as their draw order (by ZivDero)
  • Buildings now show their storage with the proper pips, instead of showing pip 1 for all tiberiums (by ZivDero)
  • The pip used to diplay weeds can now be customized via [AudioVisual]->WeedPipIndex (by ZivDero)
  • Technos can have a custom pip be drawn in the same place as the medic pip using [TechnoType]->SpecialPipIndex (by ZivDero)
  • The location of the control group number and veterancy pips can now be customized in UI.ini (by ZivDero)
  • MaxPips can now we customized (by ZivDero)
  • Change starting unit placement to be the same as Red Alert 2 (by CCHyper/tomsons26)
  • Make it possible to assign rally points to service depots (by Rampastring)
  • Allow adding new Tiberiums and customizing their Image (by ZivDero)
  • Tooltips for objects on the sidebar will now show their name, as well as a custom description (by Rampastring)
  • Implement a new sidebar with tabs (by ZivDero)
  • Add the ability to queue/dequeue 5 units at a time, or dequeue all units instantly (by ZivDero)
  • Make OverlayTypes 27 to 38 (fourth Tiberium images) passable by infantry (by AlexB)
  • Implement the support for new ArmorTypes and allow forbidding force-fire, passive-acquire and retaliation versus specific armor types (by ZivDero/CCHyper)
  • Add a developer command to dump all heaps to the log (by ZivDero)
  • Make harvesters drop the Tiberium type they're carrying on death, instead of Tiberium Riparius (by ZivDero)
  • Make it so that it is no longer required to list all Tiberiums in a map to override some Tiberium's properties (by ZivDero)
  • Add TransformsInto and TransformRequiresFullCharge to UnitTypes (by Rampastring)
  • Add developer command to dump all existing triggers, tags, and local and global variables to the log output (by Rampastring)
  • Add PipWrap (by ZivDero)
  • Implement developer mode command to reload Rules and Art files (by CCHyper/tomsons26)
  • Implement various controls to customise the band box selection (by CCHyper/tomsons26)
  • Implement various controls to customise action lines (by CCHyper/tomsons26)
  • Implement various controls to customise target lasers line (by CCHyper/tomsons26)
  • Implement various controls to show and customise NavCom queue lines (by CCHyper/tomsons26)
  • Implement FilterFromBandBoxSelection (by ZivDero/Rampastring)
  • Add the possibility to customize the UI and Tooltip colors per-side (by Rampastring/ZivDero)
  • Add per-side crew customization (by ZivDero)
  • Reimplement aircraft carriers and missile launchers from Red Alert 2 (by ZivDero)
  • Implement DontScore (by ZivDero)
  • Harvesters' refinery-seeking algorithm now considers both free and occupied refineries when figuring out which refinery to unload at (by Rampastring)
  • Harvesters now consider distance to refinery when moving from one Tiberium patch to another (by Rampastring)
  • Implement the Torpedo logic from Red Alert 1 for BulletTypes (by Rampastring)
  • Allow scenarios to have custom score screen bar colors (by Rampastring)
  • Allow customizing the hunter-seeker unit type per side (by ZivDero)
  • Allow customizing power plants per side (by ZivDero)
  • Imp...
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