Credits
This page lists all the individual contributions to the project by their author.
Belonit (Gluk-v48):
Disable empty spawn positions
gamemd.exe
icon customizationFull-color non-paletted PCX support
Initial SpySat, BigGap, TransactMoney warheads
PCX Loading Screen support
Custom DiskLaser radius
Extended tooltips
Building upgrades enhancement
Option to hide health bar
Sidebar.GDIPosition
Help with CellSpread
Blowfish.dll-related errors fix
Zero size map previews fix
Semantic locomotor aliases
Shield logic
Non-ASCII input fix
Building Placement Preview Adjustment
Check for Changelog/Documentation/Credits in Pull Requests
Fix position and layer of info tip and reveal production cameo on selected building
Kerbiter (Metadorius):
SHP debris respect
Shadow
fixBuilding upgrades enhancement
Extended tooltips
Selection priority filtering
TurretOffset
enhancementCustomizable ore spawners
Select next idle harvester hotkey
Interceptor enhancement
Zero size map previews fix
LaserTrails port and rework
Laser graphics fixes
Recursive transport killer fix
Custom locomotors example implementation and piggybacking test warheads
Jumpjet initial facing fix
Migration utility
GitHub Actions setup
Official docs
VSCode configs
Code style
Customizable ElectricBolt Arcs
Uranusian (Thrifinesma):
Mind Control enhancement
Custom warhead splash list
Harvester counter
Spawns promotion
Shield logic
Multiple death fix
Customizable missing cameo
Cameo sorting priority
Tab hotkey placement fix
Producing progress indicators
Custom ore gathering anim
NoManualMove
Weapon target house filtering
DeathWeapon
fixRe-enable obsolete
JumpjetControls
AITrigger
Building Upgrades supportWall-Gate links
Ability for deployed infantry to use both weapons
Observer PCX loading screen
Official CN docs
secsome (SEC-SOME):
Debug info dump hotkey
Refactoring & porting of Ares helper code
Disguise removal warhead
Mind Control removal warhead
Mind Control enhancement
Shields logic help
AnimList.PickRandom
MoveToCell
fixUnlimited waypoints
Build At
trigger action buildup anim fixUndeploy building into a unit plays
EVA_NewRallyPointEstablished
fixCustom ore gathering anim
TemporalClass
related crashRetry dialog on mission failure
Default disguise for individual InfantryTypes
PowerPlant Enhancer
SaveGame Trigger Action
QuickSave command
Numeric variables
Custom gravity for projectiles
Retint map actions bugfix
Sharpnel enhancement
Vanilla map preview reading bugfix
Customizable tooltip background
Parts of Ares calling code
Otamaa (Fahroni, BoredEXE):
Help with CellSpread
Ported and fixed custom RadType code
Togglable ElectricBolt bolts
Customizable Chrono Locomotor properties per TechnoClass
Building Placement Preview
DebrisMaximums
fixesAnim-to-Unit
NotHuman
anim sequences improvementsCustomizable
OpenTopped
PropertiesHooks for ScriptType Actions 92 & 93
Ore stage threshold for
HideIfNoOre
Occupied building
MuzzleFlashX
bugfixEnemyUIName=
for other TechnoTypesTerrainType
DestroyAnim
&DestroySound
Laser trails for VoxelAnims
MakeInfantry logic on BombClass bugfix
Debris & meteor impact behaviour settings
Upgrade logic to allow altering of SpySat status
Ares detection and integration
Help with custom locomotors
Extension class optimization
FS-21:
Dump Object Info enhancements
Powered.KillSpawns
Spawner.LimitRange
Majority of ScriptType actions
MC deployer fixes
Help with docs
Automatic Passenger Deletion logic
Fire SW At Location/Waypoint
Trigger ActionKill Object Automatically logic prototype
Customizable resource storage
Override uncloaked underwater attack behavior
AI Aircraft docks fix
Shared ammo logic
Customizable FLH when infantry is prone or deployed
Initial strength for cloned infantry
Starkku:
Misc. minor bugfixes & improvements
AI script actions:
Chronoshift to Enemy Base
Warhead shield penetration & breaking
Strafing aircraft weapon customization
Vehicle
DeployFire
fixes/improvementsStationary VehicleTypes
Burst logic improvements
TechnoType auto-firing weapons
Secondary weapon fallback customization
Weapon target type filtering
AreaFire
targeting customizationCreateUnit
improvementsAttached animation & jumpjet unit layer customization
IsSimpleDeployer
improvementsShield modification warheads
Warhead decloaking toggle
Warp(In/Out)Weapon
Grinder improvements / additions
Attached animation position customization
Critical hit logic additions
Aircraft & jumpjet speed modifiers fix
Local warhead screen shaking
Vehicle custom palette fix
Feedback weapon
TerrainType & ore minimap color customization
Laser fixes & improvements
Mind control indicator animation cloak fix
Warhead / Play animation trigger animation owner fix
Nuke carrier & payload Bright fix
Display damage numbers hotkey command
TransactMoney.Display
Building-provided self-heal customization
AI deploy script DeploysInto fix
Passable & buildable-upon TerrainTypes
Automatic passenger owner change toggle
Interceptor improvements
OpenTopped transport behaviour customizations
Animation damage / weapon improvements
Warhead self-damaging toggle
Trailer animation owner inheritance
Warhead detonation on all objects on map
Animated TerrainTypes extension
Exploding unit passenger killing customization
Railgun particle target coordinate fix
Building target coordinate offset fix
Warhead / weapon detonation at superweapon target cell
Cloaked & disguised objects displaying to observers
Building airstrike target eligibility customization
IvanBomb detonation & image display centered on buildings
Customizable ROF random delay
BibShape drawing during buildup fix
Spawner spawn delay customization
Cluster scatter distance customization
FlakScatter distance customization
Debris & meteor impact behaviour settings
Custom warhead debris animations
Attached particle system for animations
Removal of hardcoded AA & Gattling weapon selection restrictions
Projectile obstacle logic additions
AnimList
on zero damage Warheads toggleAdditions to automatic passenger deletion
Buildings considered as vehicles
TechnoType target evaluation map zone check behaviour customization
CanC4 damage rounding fix & toggle
Option to center pause menu background
Disguise logic improvements
Custom insignias
ZShapePointMove
buildup toggleUndeploysInto
building selling buildup sequence length customizationAI naval vehicle production fix
Crushing tilt and slowdown customization
Extra warhead detonations on weapons
Chrono sparkle animation display customization and improvements
PipScale pip size & ammo pip frame customization
Extension class optimization
Additional sync logging
Arcing
elevation inaccuracy fixEMPulseCannon
projectile gravity fixCustom palette support for wall overlays
Warhead animation improvements
Reloading ammo in transports
Straight projectile trajectory additions
Airstrike & spy plane fixed spawn distance & height
Negative damage
Verses/PercentAtMax
toggle
Morton (MortonPL):
XDrawOffset
for animationsShield passthrough & absorption
Building
LimboDelivery
logicFix for
Image
in art rulesPower delta counter
Super Weapons launching other Super Weapons
SpyEffects expansion, launching Super Weapons on building infiltration
Real time timers
Default campaign game speed override and custom campaign game speed FPS
Including INI files and inheriting INI sections
Ares detection and integration
TechnoType conversion warhead & superweapon
Unlimited skirmish colors
Show designator & inhibitor range
Dump variables to file on scenario end / hotkey
“House owns TechnoType” and “House doesn’t own TechnoType” trigger events
Help with docs
ChrisLv_CN (work relicensed under following permission):
General assistance
Interceptor logic prototype
LaserTrails prototype
Laser fixes prototype
Trsdy
Preserve IronCurtain status upon DeploysInto/UndeploysInto
Several jumpjet fixes:
Facing towards target even if not omni-firing
Turret direction in idle state fix
Sensor fix
Allow to tilt on ground
Forbid firing when crashing
OmniFire.TurnToTarget
Object Self-destruction logic
Misc vanilla suicidal behavior fix
Post-type-conversion update
Units retaining orders after changing ownership bugfix
Several fixes and dehardcode related to building selling/undeploying:
Building
EVA_StructureSold
andSellSound
dehardcodeRestore
EVA_StructureSold
for buildings withUndeploysInto
Redeployable MCV in campaigns
Allow buildings with
UndeploysInto
to be sold ifUnsellable=no
even if not conyardTrigger actions that allow/forbid MCV to redeploy in game
AlternateFLH
of vehicles inOpenTopped
transport.Slaves’ house customization when owner is killed
Trigger Action spawned team IFV/Opentopped logic fix
Singleplayer Campaign AI’s base node/SW-delivered/trigger action 125-delivered structures’ auto-repairability dehardcode
Power delta counter : blackout indication mark
Harvester counter
Income money string indication upon ore dump
Warhead superweapon launch logic
TechnoType conversion placeholder
“Shield is broken” trigger event
RadialIndicator observer visibility
Cloaked objects from allies displaying to player in singleplayer campaigns
Skip
NaturalParticleSystem
displaying from in-map pre-placed structuresRandom crate generation limited to land option, optimization for crates’ random sampling
ImmuneToCrit
for shieldsForbidding parallel AI queues by type
The option to allow DieSound/VoiceDie being played when grinding
Allow iron-curtain effects on infantries
Break the mindcontrol link when capturing a mind-controlled building with engineer
Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured
Building LightSource tint S/L fix
Permanent healthbar display on units targeted by temporal weapons fix
TechnoType conversion placeholder
Misc code refactor & maintenance, CN doc fixes, bugfixes
FlyStar
Campaign load screen PCX support
New condition for automatic self-destruction logic when TechnoTypes exist/don’t exist
NetsuNegi - Forbidding parallel AI queues by type
Apollo - Translucent SHP drawing patches
ststl
Customizable ShowTimer priority of superweapons
Iron Curtain effects customization on infantries and organic units
Use
CustomPalette
for animations withTiled=yes
Unlimited
AlternateFLH
entries
TwinkleStar
Custom slaves free sound
Jumpjet crash rotation control
Vehicle voxel turret shadows & body multi-section shadows
TurretOffset
support for SHP vehicles
Fryone
Customizable ElectricBolt Arcs
Sound entry on unit’s creation
Auto-deploy/Deploy block on ammo change
ZivDero
Allow giving ownership of buildings to players in Skirmish and MP using <Player @ A-H>
Ares developers
YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
unfinished RadTypes code
prototype deployer fixes
Superweapon launch site & availability code
AI vehicle production update code
parts of TechnoType conversion placeholder code
ststl, FlyStar, Saigyouji, JunJacobYoung - Digital Display
SukaHati (Erzoid) - Minimum interceptor guard range
E1 Elite - TileSet 255 and above bridge repair fix
AutoGavy - interceptor logic, Warhead critical hit logic
Chasheen (Chasheenburg) - CN docs help
tomsons26 - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
CCHyper - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
AlexB - Original FlyingStrings implementation
Joshy - Original FlyingStrings implementation
CnCVK - Original custom locomotors experiment
ZΞPHYɌUS - win/lose themes code
Neargye (Daniil Goncharov) - nameof library (MIT)
ayylmao - help with docs, extensive and thorough testing
SMxReaver - help with docs, extensive and thorough testing
4SG - help with docs
thomassneddon - general assistance
Xkein - general assistance, YRpp edits
mevitar - honorary shield tester triple award
Damfoos - extensive and thorough testing
Dmitry Volkov - extensive and thorough testing
Rise of the East community - extensive playtesting of in-dev features