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
warheadsPCX Loading Screen support
Custom
DiskLaser
radiusExtended tooltips
Building upgrades enhancement
Option to hide health bar
Sidebar.GDIPosition
Help with
CellSpread
Blowfish.dll
-related errors fixZero 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
Docs dark theme switcher
Fix position and layer of info tip and reveal production cameo on selected building
Fix a glitch related to incorrect target setting for missiles
Ability to disable shadow for debris & meteor animations
Kerbiter (Metadorius):
Building 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
Initial jumpjet facing fix
Migration utility
GitHub Actions setup
Official docs
VSCode configs
Code style
Customizable ElectricBolt Arcs
Ability to disable shadow for debris & meteor animations
Voxel light source position customization
UseFixedVoxelLighting
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
Original
Arcing
elevation inaccuracy fixOfficial CN docs for Build#29 and previous versions
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
Original
Arcing
elevation inaccuracy fixDehardcode 255 limit of
OverlayType
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 bugfixDebris & meteor impact behaviour settings
Upgrade logic to allow altering of
SpySat
statusAres detection and integration
Help with custom locomotors
Extension class optimization
Overload characteristic dehardcoded
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
Override target under EMP attack behavior
AI Aircraft docks fix
Shared ammo logic
Customizable FLH when infantry is prone or deployed
Initial strength for cloned infantry
Map Events 604 & 605 for checking if a specific Techno enters in a cell
Warhead that can not kill
Pips.HideIfNoStrength
andSelfHealing.EnabledBy
additions for shields
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
fixDisplay damage numbers hotkey command
TransactMoney.Display
Building-provided self-heal customization
AI deploy script
DeploysInto
fixPassable & buildable-upon TerrainTypes
Automatic passenger owner change toggle
Interceptor improvements
OpenTopped
transport behaviour customizationsAnimation damage / weapon improvements
Warhead self-damaging toggle
Trailer animation owner inheritance
Warhead detonation on all objects on map
Animated TerrainTypes extension
TerrainType damage & crumbling frames
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 delayBibShape
drawing during buildup fixSpawner spawn delay customization
Cluster
scatter distance customizationFlakScatter
distance customizationDebris & 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 customizationExtension class optimization
Additional sync logging
Original
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
toggleMisc. singleplayer mission improvements
Weapon effect obstacle interaction fix
Fire particle rotation coordinate adjust toggle
AmbientDamage
warhead & main target ignore customizationProjectile return weapon
Aircraft landing / docking direction
DeploysInto
cursor desync fixMinor crate logic improvements
Custom tint effects
Revenge weapons
AttachEffect
Air unit tracking fix for large range /
CellSpread
Extra tint intensity for Iron Curtain & Force Shield
Option to enable parsing 8-bit RGB values from
[ColorAdd]
instead of RGB565Customizing height and speed at which subterranean units travel
AI superweapon delay timer customization
Disabling
MultipleFactory
bonus from specific BuildingTypeCustomizable ChronoSphere teleport delays for units
Allowed and disallowed types for
FactoryPlant
Forbidding parallel AI queues for specific TechnoTypes
Nonprovocative Warheads
Customizing effect of level lighting on air units
Reimplemented
Airburst
&Splits
logic with more customization optionsBuildings considered as destroyable pathfinding obstacles
Animation visibility customization settings
Light effect customizations
Building unit repair customizations
Build area customizations
Scorch
/Flamer
fire animation customizationEM Pulse cannon logic improvements
<Player @ X>
as owner for pre-placed objectsCustom exit cell for infantry factory
Vehicles keeping target on move command
IsSonic
wave drawing crash fixCustomizable electric bolt duration and electric bolt-related fixes
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
601 House owns TechnoType
and602 House doesn't own TechnoType
trigger eventsVoxel light source position customization
Extending
Power
to all TechnoTypesHelp 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 regardless of
TiltCrashJumpjet
Forbid firing when crashing
OmniFire.TurnToTarget
Strafing aircraft weapon customization
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 Create Building At...
’s auto-repairability dehardcodePower delta counter : blackout indication mark
Harvester counter
Income money string indication upon ore dump
Warhead superweapon launch logic
TechnoType conversion placeholder
606 The shield of the attached object is broken
trigger eventRadialIndicator
observer visibilityCloaked 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 grindingAllow 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
Powered anims on buildings cease playing upon capture by different house fix
TechnoType conversion placeholder
TechnoType conversion upon ownership change
EIP 00529A14 crash fix on Linux
Teleport timer reset after load game fix
Teleport, Tunnel and Fly loco visual tilt fix
Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow
Skip units’ turret rotation and jumpjets’ wobbling under EMP
Droppod properties dehardcode
Deployer = yes->no
infantry conversion sequence fixWaypoint entering building together with engineer/agent bug fix
Skippable game save on scenario start
InfDeath=9
versus jumpjet infantry 0 damage fixSkip rally point line drawing when undeploying a building
Ares’
SW.Shots
hint on extended tooltipsAres’ Abductor weapon fix
Suppress Ares’ swizzle warning when parsing tags and taskforces
Better fix for Ares academy not working on the initial payloads of vehicles built from a war factory
Fix Ares’ InitialPayload for teams spawned by trigger actions
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
Fix
AltNextScenario
not taking effectFix
Hospital=yes
building can’t kick out infantry after loading a saveEdit/Clear Hate-Value
Trigger ActionSet Force Enemy
Trigger ActionFix the issue where computer players did not search for new enemies after defeating them or forming alliances with them
Customize the damage taken when falling from a bridge
600 The shield of the attached object is broken
bug fix for the triggered event
NetsuNegi:
Forbidding parallel AI queues by type
Jumpjet crash speed fix when crashing onto building
Disguised units not using the correct palette if target has custom palette bugfix
Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
Assign Super Weapon cameo to any sidebar tab
Fix impassable invisible barrier created by chronosphere on uncrushable unit
FreeUnit
uses its ownSpeedType
to determine where to spawnFix the bug where naval ships set to
AllowedToStartInMultiplayer=yes
may spawn incorrectly on landFix the bug where pathfinding issues occur when a building performs undeploy
Fix amphibious harvesters can not automatically return to refineries with
WaterBound
Fix EIP 004C2C19 concerning the electric bolt
Fix
DefaultDisguise
showing wrong house colors for different playersTaking over Ares’ AlphaImage respawn logic to reduce lags from it
Allow voxel projectiles to use
AnimPalette
andFirersPalette
Customize damaged speed ratio of drive/ship loco
Customize overpower logic
Fix the bug that
EnterBioReactorSound
,LeaveBioReactorSound
,EnterGrinderSound
on technotype does not usedFix the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yes
warheadFix an issue that units on the slope tilted at an excessive angle
Enhanced reveal & gap warhead
Fix an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash
Fix wrong shadow when a vehicle has hover locomotor and is being lifted by
IsLocomotor=yes
warheadFix the bug that a unit can overlap with
Teleport
units after it’s been damaged by a fallen unit lifted byIsLocomotor=yes
warheadsCustomize parasite culling targets
Customize harvester dump amount
Select box logic
Customize airstrike targets
Separate the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues
Fix the bug that buildings will always be tinted as airstrike owner
Fix the bug that
AllowAirstrike=no
cannot completely prevent air strikes from being launched against itFix the bug that infantry ignored
Passengers
andSizeLimit
when entering buildingsTiberium eater logic
Fix the bug that ships can travel on elevated bridges
Arcing
elevation inaccuracy fix
Apollo - Translucent SHP drawing patches
ststl:
Customizable
ShowTimer
priority of superweaponsIron Curtain effects customization on infantries and organic units
Use
CustomPalette
for animations withTiled=yes
Unlimited
AlternateFLH
entriesBuild limit group
Customizing whether passengers are kicked out when an aircraft fires
New SuperWeapon Type template
TwinkleStar:
Custom slaves free sound
Jumpjet crash rotation control
Vehicle voxel turret shadows & body multi-section shadows
TurretOffset
support for SHP vehiclesCustomizable rocker amplitude
Customizable wake anim
Initial effort on optimization for crates’ random distribution
Customizable spawns queue
Initial spawns number
Fryone:
Customizable ElectricBolt Arcs
Sound entry on unit’s creation
Auto-deploy/Deploy block on ammo change
Flashing Technos on selecting
Promotion animation
Damaged unit image changes
VoiceDeploy
through hot-key/command bar fix
ZivDero:
Re-enable the Veinhole Monster and Weeds from TS
Recreate the weed-charging of SWs like the TS Chemical Missile
Allow to change the speed of gas particles
Fix a jumpjet crash related to voxel shadow drawing
Replace
BLOWFISH.DLL
using Red Alert source code
CrimRecya:
Fix
LimboKill
not working reliablyAllow using waypoints, area guard and attack move with aircraft
Fix
Stop
command not working so well in many casesFix aircraft
MovementZone
andSpeedType
inconsistenciesUse 2D distance instead of 3D to check whether in air team members have arrived destination
No rearm and reload in EMP or temporal
Enhanced Straight trajectory
Enable Building Production Queue
Fix for sidebar not updating queued unit numbers when on hold
New Parabola trajectory
Enhanced Bombard trajectory
No turret unit turn to the target
Damage multiplier for different houses
Extended gattling rate down logic
Sell or undeploy building on impact
Draw visual effects for airburst weapons
Technos recount current burst index when change the firing weapon
Units will not always stuck in the factory
Technos can maintain a suitable distance after firing
Projectile subject to ground check before firing
Delay automatic attack on the controlled unit
Fast access vehicle
Fix an issue that some amphibious technos being unable to enter on water structures
Fix an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own
Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges
Fix an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge
Fix an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge
Laser, electric bolt and rad beam scatter
Fix an issue that laser, electric bolt and rad beam not support
Inviso=true
projectiles withFlakScatter=true
to scatterFix an issue that units on the slope tilted at an excessive angle
Fix an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding
Fix an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles
Fix an issue that MCV will self-destruct when using trigger 107 to teleport
Fix an issue that moving MCV with Teleport locomotion will cause reconnection error
Jumpjet Tilts While Moving
Fix an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead
Fix an issue that game crashes when spawnee has been removed and is not real dead
Aggressive attack move mission
Amphibious access vehicle
Fix an issue that spawned
Strafe
aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing
Ollerus:
Build limit group enhancement
Customizable rocker amplitude
Allowed
AuxBuilding
and Ares’SW.Aux/NegBuildings
to count building upgradesType select for buildings (doc)
Enhanced Bombard trajectory
Shield armor inheritance customization
Fix
DefaultDisguise
showing wrong house colors for different playersFire weapon when Warhead kills something
Promotion animation deglobalization
Forcing specific weapon by range
Passenger-based insignias
Use
InsigniaType
to set the properties of insignia in a batch
NaotoYuuki - Vertical & meteor trajectory projectile prototypes
handama - AI script action to
16005 Jump Back To Previous Script
TaranDahl (航味麻酱):
Skirmish AI “sell all buildings and set all technos to hunt” behavior dehardcode
Skirmish AI “gather when MCV deploy” behavior dehardcode
Global value of
RepairBaseNodes
Skip anim delay for burst fire
Type select for buildings (code)
Raise alert when technos are taking damage
Toggle waypoint for building
Parasite returning bug fix
Bunkerable checks dehardcode
Prevent the units with locomotors that cause problems from entering the tank bunker
No turret unit turn to the target
Units are now unable to kick out from a factory that is in construction process
Fix issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles)
Recycle spawner in long-range
Play an anim when recycling a spawner
Recycle the spawner on other FLH
Fix the bug that spawned can not return to buildings with foundation bigger than 1x1
BombParachute
deglobalizationSinkablity and sinking speed customization
Fix an issue where
FireAngle
would not work properly under certain circumstancesFix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges
Fix the bug that healing weapons could not automatically acquire aerial targets
Fix an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc
Prone speed customization
RadarInvisible for non-enemy house
Allow miners do area guard
Make harvesters do addtional scan after unload
tyuah8:
Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
Destroyed unit leaves sensors bugfix
Aephiex - initial fix for Ares academy not working on the initial payloads of vehicles built from a war factory
Multfinite - Allow to toggle main exception handler via command line argument
-ExceptionHandler=boolean
hejiajun107, Xkein - Fix a jumpjet crash related to voxel shadow drawing
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, NaotoYuuki, 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 for Build#24
Noble Fish - some minor fixes, established Community Chinese docs, took over and completely rewrite the Official Chinese docs during Build#46
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, knowledge about voxel lighting model
Xkein - general assistance, YRpp edits
mevitar - honorary shield tester triple award
Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, Terumasa, Zhelin) - extensive and thorough testing
Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, Tobiichi Origami, Feiron, W_S502, Ailink, AbrahamMikhail, Tide, Fnfalsc, Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, TientsinWind) - extensive and thorough testing
Damfoos - extensive and thorough testing
Dmitry Volkov - extensive and thorough testing
Rise of the East community - extensive playtesting of in-dev features