Releases: Vinifera-Developers/Vinifera
Releases · Vinifera-Developers/Vinifera
Release v0.1.0.0
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, andIceDestructionEnabled
scenario option (by Rampastring) - Allow the remap color of
Neutral
andSpecial
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
andMPLAYERFS.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
andIdleFrames
for TechnoTypes (by CCHyper/tomsons26) - Add loading of
GENERIC.MIX
andISOGEN.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
andLeaveTransportSound
for TechnoTypes (by CCHyper/tomsons26) - Hardcode shroud and fog graphics to circumvent cheating in multiplayer games (by CCHyper/tomsons26)
- Implement
Mechanic
andOmniHealer
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
andDeleteOnSuicide
for WeaponTypes (by CCHyper/tomsons26) - Implement
VoiceHarvest
,VoiceDeploy
,VoiceEnter
, andVoiceCapture
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
andTransformRequiresFullCharge
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...