Credits
This page lists all the individual contributions to the project by their author.
Belonit (Gluk-v48):
Disable empty spawn positions
gamemd.exeicon customizationFull-color non-paletted PCX support
Initial
SpySat,BigGap,TransactMoneywarheadsPCX Loading Screen support
Custom
DiskLaserradiusExtended tooltips
Building upgrades enhancement
Option to hide health bar
Sidebar.GDIPositionHelp with
CellSpreadBlowfish.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
TurretOffsetenhancementCustomizable 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
UseFixedVoxelLightingMP saves support for quicksave command and savegame trigger action
Ported XNA CnCNet Client MP save handling
Retint fix toggle
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
NoManualMoveWeapon target house filtering
DeathWeaponfixRe-enable obsolete
[JumpjetControls]AITriggerBuilding Upgrades supportWall-Gate links
Ability for deployed infantry to use both weapons
Observer PCX loading screen
Original
Arcingelevation 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.PickRandomMoveToCellfixUnlimited waypoints
Build Attrigger action buildup anim fixUndeploy building into a unit plays
EVA_NewRallyPointEstablishedfixCustom ore gathering anim
TemporalClassrelated 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
Arcingelevation inaccuracy fix
Otamaa (Fahroni, BoredEXE):
Help with CellSpread
Ported and fixed custom RadType code
Togglable ElectricBolt bolts
Customizable Chrono Locomotor properties per TechnoClass
Building Placement Preview
DebrisMaximumsfixesAnim-to-Unit
NotHumananim sequences improvementsCustomizable
OpenToppedPropertiesHooks for ScriptType Actions 92 & 93
Ore stage threshold for
HideIfNoOreOccupied building
MuzzleFlashXbugfixEnemyUINamefor other TechnoTypesTerrainType
DestroyAnim&DestroySoundLaser trails for VoxelAnims
MakeInfantrylogic on BombClass bugfixDebris & meteor impact behaviour settings
Upgrade logic to allow altering of
SpySatstatusAres detection and integration
Help with custom locomotors
Extension class optimization
FS-21:
Dump Object Info enhancements
Powered.KillSpawnsSpawner.LimitRangeMajority of ScriptType actions
MC deployer fixes
Help with docs
Automatic Passenger Deletion logic
Fire SW At Location/WaypointTrigger 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
Map Events 604 & 605 for checking if a specific Techno enters in a cell
Starkku:
Misc. minor bugfixes & improvements
AI script actions:
Chronoshift to Enemy Base
Warhead shield penetration & breaking
Strafing aircraft weapon customization
Vehicle
DeployFirefixes/improvementsStationary VehicleTypes
Burst logic improvements
TechnoType auto-firing weapons
Secondary weapon fallback customization
Weapon target type filtering
AreaFiretargeting customizationCreateUnitimprovementsAttached animation & jumpjet unit layer customization
IsSimpleDeployerimprovementsShield modification warheads
Warhead decloaking toggle
Warp(In/Out)WeaponGrinder 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
BrightfixDisplay damage numbers hotkey command
TransactMoney.DisplayBuilding-provided self-heal customization
AI deploy script
DeploysIntofixPassable & buildable-upon TerrainTypes
Automatic passenger owner change toggle
Interceptor improvements
OpenToppedtransport 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
ROFrandom delayBibShapedrawing during buildup fixSpawner spawn delay customization
Clusterscatter distance customizationFlakScatterdistance 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
AnimListon 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
ZShapePointMovebuildup toggleUndeploysIntobuilding 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
PipScalepip size & ammo pip frame customizationExtension class optimization
Additional sync logging
Original
Arcingelevation inaccuracy fixEMPulseCannonprojectile 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/PercentAtMaxtoggleMisc. singleplayer mission improvements
Weapon effect obstacle interaction fix
Fire particle rotation coordinate adjust toggle
AmbientDamagewarhead & main target ignore customizationProjectile return weapon
Aircraft landing / docking direction
DeploysIntocursor desync fixMinor crate logic improvements
Custom tint effects
Revenge weapons
AttachEffect
Air unit tracking fix for large range /
CellSpreadExtra 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
MultipleFactorybonus from specific BuildingTypeCustomizable ChronoSphere teleport delays for units
Allowed and disallowed types for
FactoryPlantForbidding parallel AI queues for specific TechnoTypes
Nonprovocative Warheads
Customizing effect of level lighting on air units
Reimplemented
Airburst&Splitslogic with more customization optionsBuildings considered as destroyable pathfinding obstacles
Animation visibility customization settings
Light effect customizations
Building unit repair customizations
Build area customizations
Scorch/Flamerfire animation customizationEM Pulse cannon logic improvements
<Player @ X>as owner for pre-placed objectsIsSonicwave drawing crash fixCustomizable electric bolt duration and electric bolt-related fixes
Bugfixes to map trigger action
125 Build At...Owner change during buildup bugfix
Morton (MortonPL):
XDrawOffsetfor animationsShield passthrough & absorption
Building
LimboDeliverylogicFix for
Imagein 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 TechnoTypeand602 House doesn't own TechnoTypetrigger eventsVoxel light source position customization
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/UndeploysIntoSeveral jumpjet fixes:
Facing towards target even if not omni-firing
Turret direction in idle state fix
Sensor fix
Allow to tilt regardless of
TiltCrashJumpjetForbid firing when crashing
OmniFire.TurnToTargetStrafing 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_StructureSoldandSellSounddehardcodeRestore
EVA_StructureSoldfor buildings withUndeploysIntoRedeployable MCV in campaigns
Allow buildings with
UndeploysIntoto be sold ifUnsellable=noeven if not conyardTrigger actions that allow/forbid MCV to redeploy in game
AlternateFLHof vehicles inOpenToppedtransport.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 Build 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 brokentrigger eventRadialIndicatorobserver visibilityCloaked objects from allies displaying to player in singleplayer campaigns
Skip
NaturalParticleSystemdisplaying from in-map pre-placed structuresRandom crate generation limited to land option, optimization for crates’ random sampling
ImmuneToCritfor shieldsForbidding parallel AI queues by type
The option to allow
DieSound/VoiceDiebeing played when grindingAllow iron-curtain effects on infantry
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->noinfantry conversion sequence fixWaypoint entering building together with engineer/agent bug fix
Skippable game save on scenario start
InfDeath=9versus jumpjet infantry 0 damage fixSkip rally point line drawing when undeploying a building
Ares’
SW.Shotshint 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
AltNextScenarionot taking effectFix
Hospital=yesbuilding can’t kick out infantry after loading a save600 The shield of the attached object is brokenbug fix for the triggered eventFix an issue where a portion of Ares’s trigger event 75/77 was determined unsuccessfully
Second weapon with
ElectricAssault=yeswill not unconditionally attack your building withOverpowerable=yesFix the issue where some units crashed after the deployment transformation
Engineers can enter buildings normally when they don’t need to be repaired (or you can force it by pressing Alt)
Player-controlled spies are not forced to perform other tasks while attacking buildings
If
BombDisarm=yesis not present for all weapon warheads, then the engineer will no longer use the appropriate mouse actionFix an unusual use of DeployFireWeapon for InfantryType
Fix the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target
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
FreeUnituses its ownSpeedTypeto determine where to spawnFix the bug where naval ships set to
AllowedToStartInMultiplayer=yesmay 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
WaterBoundFix EIP 004C2C19 concerning the electric bolt
Fix
DefaultDisguiseshowing wrong house colors for different playersAllow voxel projectiles to use
AnimPaletteandFirersPaletteFix the bug that
EnterBioReactorSound,LeaveBioReactorSound,EnterGrinderSoundon technotype does not usedFix the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yeswarheadFix an issue that units on the slope tilted at an excessive angle
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=yeswarheadTaking over Ares’ AlphaImage respawn logic to reduce lags from it
Fix the bug that infantry ignored
PassengersandSizeLimitwhen entering buildingsFix the bug that ships can travel on elevated bridges
Original
Arcingelevation inaccuracy fixFix the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it
Fix the bug that AlphaImage remained after unit entered tunnel
Fix the bug that
DamageSelfandAllowDamageOnSelfare ineffective on airforceFix the bug that passengers’ Temporal attacks wouldn’t stop when an OpenTopped vehicle was frozen by a Temporal warhead
Fix the bug that vehicle owned by computer will scatter when cloaking
Fix the bug that submarine always turn left after changed owner by map event
Fix the bug that occupyable structure won’t redraw when press deploy hotkey to release all occupants
Fix the bug that Locomotor warhead won’t stop working when the attacker is being affected by
Temporal=yeswarheadFix the bug that
IsLocomotor=yeswarhead rendering hover units unselectable and undamageable on elevated bridgeFix the bug that Locomotor warhead won’t stop working when firer (except for vehicle) stop firing
Fix the bug that hover vehicle will sink if destroyed on bridge
Fix the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads
Allow setting whether
AlternateFLHapplies to vehicle passengers in the transport unit
Apollo - Translucent SHP drawing patches
ststl:
Customizable
ShowTimerpriority of superweaponsIron Curtain effects customization on infantry and organic units
Use
CustomPalettefor animations withTiled=yesUnlimited
AlternateFLHentriesBuild limit group
Customizing whether passengers are kicked out when an aircraft fires
Fix the issue where some units crashed after the deployment transformation
TwinkleStar:
Custom slaves free sound
Jumpjet crash rotation control
Vehicle voxel turret shadows & body multi-section shadows
TurretOffsetsupport for SHP vehiclesCustomizable rocker amplitude
Customizable wake anim
Fryone:
Customizable ElectricBolt Arcs
Sound entry on unit’s creation
Auto-deploy/Deploy block on ammo change
Flashing Technos on selecting
Promotion animation
VoiceDeploythrough 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
CrimRecya:
Fix
LimboKillnot working reliablyFix
Stopcommand not working so well in many casesFix aircraft
MovementZoneandSpeedTypeinconsistenciesDraw visual effects for airburst weapons
Units will not always stuck in the factory
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
Fix 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
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
Fix an issue that spawned
Strafeaircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landingFix an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case
Fix incorrect position of of
VoxelAnim’sTrailerAnimFix an issue that
MovementZone=Flyharvesters can not be able to enter refinery buildings manuallyFix an issue that jumpjet harvester cannot automatically go mining when leaving the weapons factory
Fix an issue that jumpjet harvester will overlap when manually entering refinery buildings and cause game crashes
Fix an issue that
Spawnedaircraft will fly towards the edge of the map when itsSpawneris under EMPFix an issue that if the garrison unload occupants when there is no open space around it would result in the disappearance of the occupants
Fix an issue where Ares’
Convert.Deploytriggers repeatedly when the unit is turning or movingFix for pathfinding crashes on big maps due to too small pathfinding node buffer
Ollerus:
Build limit group enhancement
Customizable rocker amplitude
Fix
DefaultDisguiseshowing wrong house colors for different players
NaotoYuuki - Vertical & meteor trajectory projectile prototypes
handama - AI script action to
16005 Jump Back To Previous ScriptTaranDahl (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
RepairBaseNodesParasite returning bug fix
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)
Fix an issue where
FireAnglewould 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
Fix the bug that
OpenToppedWarpDistanceis calculated incorrectly for building targetSkip target scanning function calling for unarmed technos (code)
solar-III (凤九歌)
Skip target scanning function calling for unarmed technos (documentation)
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
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 improvements and 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
Phobos CN Tester Group (Reedom, Mantis, Swim Wing, Takitoru, 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) - 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