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Forum: Mod Release Forum
 Topic: [Map] C&C_Cairo_Day
[Map] C&C_Cairo_Day [message #483771] Wed, 02 October 2013 14:24
Lazy5686  is currently offline Lazy5686  
Messages: 254
Registered: November 2007
Recruit
From: *dhcp-dynamic.FibreOp.ns.bellaliant.net
The original map Cairo is not my creation, I simply made this new version of the map with a few changes. The original creator is Titan1x77 who made this back in 2003 (2004?) http://www.renegadeforums.com/index.php?t=usrinfo&id=133&
He has allowed me to modify and release it.

Reaver11 of Exodus allowed me to use the Hover MRLS model from his NitroMod but the original creator is Sgtmayer.
The orca bomber is not mine either but was borrowed from the map C&C_IslandsEVOS1.mix which is not even a flying map for some reason.

I did a fair amount of testing on most of the tweaks and additions. The biggest change would be a massive increase in the radius at which stealth tanks can be seen. This is a huge map, and they would be incredibly overpowered otherwise. Stealth black hands can also be seen at a larger distance.

Place the C&C_Cairo_Day.mix file in your Renegade data folder to use it. Although if you are running Tiberian Technologies' Scripts 4.0 then most major servers should be set up so that your client will automatically download the map when you try to join them. http://www.tiberiantechnologies.org/



EDIT: I'm going to make a few tweaks. Hover MRLS and TOW humvees have quite the long range. TOW humvees also have quite a bit of speed and do a lot of damage at range, I want to keep them about 450 credits so they will be slowed down a little bit and their range brought down to a more reasonable distance.

[Updated on: Tue, 08 October 2013 05:09]


The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
http://i.imgur.com/7RiVG.jpg
 Topic: Renegade MP demo v1.05 hacked EXE
Renegade MP demo v1.05 hacked EXE [message #483028] Fri, 09 August 2013 05:07
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This is the Renegade MP demo v1.05 EXE hacked to remove the "gameplay pending" and to allow you to select and use maps other than C&C_Under. There are the following bugs:

1. When joining a server the name shown under the "Host:" info is your name instead of the owner's name. I had to break this to get joining servers running maps other than C&C_Under working.
2. Map looping is always enabled.
3. If you join a server and the map ends later on, your game will reload the current map instead of the next map. This causes your client to desync with the server if the next map isn't the same as the current map. This is because the MP demo doesn't send the next map info over the network, it always uses C&C_Under.

You need to have the MP demo v1.05 installed to use this exe. You can download the v1.05 demo here:

http://www.gamearena.com.au/downloads/details.php/command-and-conquer-renegade-m ultiplayer-demo



[Updated on: Fri, 09 August 2013 11:55]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Building Revival Console Commands v2.0
[SSGM 4.0 Plugin] Building Revival Console Commands v2.0 [message #482927] Fri, 02 August 2013 10:22
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
BuildingRevivalConsoleCommands SSGM 4.0 plugin v2.0

This plugin adds console commands for reviving buildings to the FDS. There are console commands for every building and two special console commands to revive a building by preset name and by object ID. Reviving buildings on maps with multiple buildings of the same type (e.g. two Obelisk) is supported too. Note there are two issues with this plugin, an inconvenient one requiring clients to rejoin the server and a potential issue on servers or maps running special scripts/code on buildings (e.g. custom repair scripts). These issues are explained in the following paragraphs.

If during building revival after the building is restored the Ref is alive and harvester is dead a new harvester will be requested. All console commands except ReviveBuildingByID will revive the first dead building found of a type. If there are two Obelisks on the map the first dead one will be revived when these commands are executed. ReviveBuildingByID will revive a building by its ID so you can use it to decide what building to revive if there are multiple structures with the same preset name.

The plugin handles the Obelisk and AGT weapons correctly now (in v1.0 they were bugged). After reviving the building any object create hooks are executed for the building. You need to make sure the code on the server supports this properly. For example code that assumes a building only gets the object create hook called for it only once per level load might act up.

The building revival code does a bit of hackery to make sure the right scripts are attached to the building when it is revived (and hopefully in the right state). This might break special scripts on buildings like the building repair scripts on buildings on C&C_Cairo and custom code attaching scripts to buildings, beware.

ON MAPS WITH SPECIAL REPAIR SCRIPTS ON BUILDINGS REVIVING A BUILDING WILL PROBABLY BREAK THE REPAIR SCRIPT. THIS HAPPENS ON C&C_Cairo FOR EXAMPLE.

After reviving a building I've noticed the following bugs appearing on clients:
1.) If the building is destroyed again no death announcement is played.
2.) If the building is a production facility clients can't build from that facility anymore
3.) If the building is a Communication Centre which controls radar, the radar will stay off-line

These bugs go away after the client restarts his game. They happen because the client doesn't sync the 'is destroyed' setting for a building with the server after building revival (on the server the building is no longer destroyed but on clients it's still destroyed). Hopefully TT will add the following client-side fix I wrote to Scripts 4.0 patch 2:
http://www.renegadeforums.com/index.php?t=msg&th=40362&start=0&rid=2 5967#msg_num_12

All revive console commands except ReviveBuildingByPreset and ReviveBuildingByID might not be able to revive a building type or they might REVIVE THE WRONG BUILDING TYPE on CUSTOM MAPS WITH REALLY NON-STANDARD BUILDING PRESET NAMES OR BUILDING TYPE SET ON BUILDING. If that's the case use ReviveBuildingByPreset or ReviveBuildingByID. I HAVEN'T SEEN THIS HAPPEN YET BUT IT IS A POSSIBILITY.

One way to get the object ID of a building is by opening the map in LevelEdit, checking the ID set on the building controller for that building.

The following console commands are added by this plugin:

REVIVEBUILDINGBYID <OBJECTID> - Revives a building by its object ID.
REVIVEBUILDINGBYPRESET <PRESET NAME> - Revives a building by it's preset name.

REVIVEBAR - Revives the GDI Barracks.
REVIVEHON - Revives the Hand of Nod.
REVIVEGDIPP - Revives the GDI Power Plant.
REVIVENODPP - Revives the Nod Power Plant.
REVIVEGDICONYARD - Revives the GDI Construction Yard.
REVIVENODCONYARD - Revives the Nod Construction Yard.
REVIVEGDIREF - Revives the GDI Refinery.
REVIVENODREF - Revives the Nod Refinery.
REVIVEGDIREPBAY - Revives the GDI Repair Bay.
REVIVENODREPBAY - Revives the Nod Repair Bay.
REVIVEWF - Revives the GDI Weapons Factory.
REVIVEAIR - Revives the Nod Airstrip.
REVIVEGDICOMMCENTER - Revives the GDI Communications Center.
REVIVENODCOMMCENTER - Revives the Nod Communications Center.
REVIVEAGT - Revives the GDI Advanced Guard Tower.
REVIVEOB - Revives the Nod Obelisk.
REVIVENODSILO - Revives the Nod Tiberium Silo.
REVIVEGDISILO - Revives the GDI Tiberium Silo.
REVIVENODHELIPAD - Revives the Nod Helipad.
REVIVEGDIHELIPAD - Revives the GDI Helipad.
REVIVESHRINE - Revives the Shrine of Nod.


To install place 'BuildingRevivalConsoleCommands.dll' in the root FDS folder and add an entry for it in SSGM.ini under the [Plugins] section.

You can contact me by PM'ing me on renegadeforums.com under the name "iRANian" or on the usual IRC servers under the nick "Iran".


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [CODE]m00_BuildingStateSoundSpeaker sound fix
[CODE]m00_BuildingStateSoundSpeaker sound fix [message #482877] Tue, 30 July 2013 15:15
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This script and its controller script handle ambient (and announcment?) sounds added to buildings. It doesn't work properly when you're not a host in online games because the scripts loop ambient sounds starting from the start of the map. If you join or rejoin after map start the sounds stop working and they will also randomly not work even if you were on a map at map start.

This code is for a replacement scripts which registers itself as the original m00_ scripts. I did some quick testing with Aircraftkiller more than a year ago and it seems to work, no guarantees though.

void Iran_BuildingStateSoundSpeaker::Created(GameObject *obj)
{

//	Console_Output("Custom BuildingStateSoundSpeaker created\n"); // DEBUG CRAP
	destroyed = false;
	explode = true;
	GameObject *object = Commands->Find_Object(Get_Int_Parameter("BuildingController_ID"));
	if (object)
	{
		char s[18];
		sprintf(s,"%d",Commands->Get_ID(obj));
		Commands->Attach_Script(object, "JFW_BuildingStateSoundController",s);
	}
	if (Get_Int_Parameter("Frequency_Min") == -1)
	{
		Timer_Expired(obj,0);
	}
	else
	{
		float random = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"),Get_Float_Parameter("Frequency_Max"));
		Commands->Start_Timer(obj,this,random,0);
	}
	Commands->Start_Timer(obj,this, 60.f,1);
}

void Iran_BuildingStateSoundSpeaker::Custom(GameObject *obj,int type,int param,GameObject *sender)
{
	switch (type)
	{
	case CUSTOM_EVENT_SOUND_ENDED:
		if (destroyed)
		{
			if (Get_Int_Parameter("Frequency_Min_Destroyed") != -1)
			{
				float min = Get_Float_Parameter("Frequency_Min_Destroyed");
				float max = Get_Float_Parameter("Frequency_Max_Destroyed");
				float frequency = Commands->Get_Random(min,max);
				Commands->Start_Timer(obj,this,frequency,0);
			}
		}
		else
		{
			if (Get_Int_Parameter("Frequency_Min") != -1)
			{
				float min = Get_Float_Parameter("Frequency_Min");
				float max = Get_Float_Parameter("Frequency_Max");
				float frequency = Commands->Get_Random(min,max);
				Commands->Start_Timer(obj,this,frequency,0);
			}
		}
		break;
	case 9026:
		if (param == 1)
		{
			Commands->Stop_Sound(sound,1);
			destroyed = true;
			Timer_Expired(obj,0);
		}
		break;
	case 9027:
		if (explode)
		{
			Vector3 v = Commands->Get_Position(obj);
			v.X += Commands->Get_Random(2.0,5.0);
			v.Y += Commands->Get_Random(2.0,5.0);
			v.Z += Commands->Get_Random(2.0,5.0);
			Commands->Create_Explosion(Get_Parameter("Explosion_Name"),v,0);
			Commands->Send_Custom_Event(obj,obj,9027,1,Commands->Get_Random(3.0,6.0));
		}
		break;
	case 9028:
		explode = false;
		break;
	case 9029:
		explode = true;
		break;
	case 9030:
		Commands->Stop_Sound(sound,1);
		Timer_Expired(obj,0);
		break;
	}
}

void Iran_BuildingStateSoundSpeaker::Timer_Expired(GameObject *obj,int number)
{
	if ( (number == 1) && (Get_Int_Parameter("Frequency_Min") == -1) )
	{
		Commands->Start_Timer(obj,this, 60.f,1);
		Commands->Stop_Sound(sound,1);
	}
	if (destroyed)
	{
		bool is3d = Get_Int_Parameter("Is_3D_Destroyed");
		Vector3 pos = Commands->Get_Position(obj);
		Vector3 offset = Get_Vector3_Parameter("Offset_Destroyed");
		pos.X += offset.X;
		pos.Y += offset.Y;
		pos.Z += offset.Z;
		offset = Get_Vector3_Parameter("Offset_Randomness_Destroyed");
		pos.X += Commands->Get_Random(offset.X,-offset.X);
		pos.Y += Commands->Get_Random(offset.Y,-offset.Y);
		pos.Z += Commands->Get_Random(offset.Z,-offset.Z);
		if (is3d)
		{
			sound = Commands->Create_Sound(Get_Parameter("Sound_Destroyed"),pos,obj);
		}
		else
		{
			sound = Commands->Create_2D_Sound(Get_Parameter("Sound_Destroyed"));
		}
	//	Console_Output("Playing dead: %s\n", Get_Parameter("Sound_Destroyed"));
	}
	else
	{
		bool is3d = Get_Int_Parameter("Is_3D");
		Vector3 pos = Commands->Get_Position(obj);
		Vector3 offset = Get_Vector3_Parameter("Offset");
		pos.X += offset.X;
		pos.Y += offset.Y;
		pos.Z += offset.Z;
		offset = Get_Vector3_Parameter("Offset_Randomness");
		pos.X += Commands->Get_Random(offset.X,-offset.X);
		pos.Y += Commands->Get_Random(offset.Y,-offset.Y);
		pos.Z += Commands->Get_Random(offset.Z,-offset.Z);
		if (is3d)
		{
			sound = Commands->Create_Sound(Get_Parameter("Sound_Normal"),pos,obj);
		//	Console_Output("Playing alive 3D: %s\n", Get_Parameter("Sound_Normal"));
		}
		else
		{
			sound = Commands->Create_2D_Sound(Get_Parameter("Sound_Normal"));
		//	Console_Output("Playing alive 2D: %s\n", Get_Parameter("Sound_Normal"));
		}
		
	}
	Commands->Monitor_Sound(obj,sound);
}

void Iran_BuildingStateSoundSpeaker::Register_Auto_Save_Variables()
{
	Auto_Save_Variable(&sound,4,1);
	Auto_Save_Variable(&destroyed,1,3);
}

void Iran_BuildingStateSoundController::Created(GameObject *obj)
{
	speakerid = Get_Int_Parameter("BuildingSpeaker_ID");
//	Commands->Start_Timer(obj,this,60.f,1);
}

void Iran_BuildingStateSoundController::Killed(GameObject *obj,GameObject *killer)
{
	GameObject *object = Commands->Find_Object(speakerid);
	if (object)
	{
		Commands->Send_Custom_Event(obj,object,9026,1,0);
		Commands->Send_Custom_Event(obj,object,9027,1,0);
	}
	Destroy_Script();
}


void Iran_BuildingStateSoundController::Timer_Expired(GameObject *obj,int number)
{
	if (number == 1)
	{
		GameObject *object = Commands->Find_Object(speakerid);
		if (object)
		{
			Commands->Send_Custom_Event(obj,object,9030,1,0);
		}
	}
}

void Iran_BuildingStateSoundController::Custom(GameObject *obj,int type,int param,GameObject *sender)
{
	if (type == 9028)
	{
		GameObject *object = Commands->Find_Object(speakerid);
		if (object)
		{
			Commands->Send_Custom_Event(obj,object,9028,1,0);
		}
	}
	if (type == 9029)
	{
		GameObject *object = Commands->Find_Object(speakerid);
		if (object)
		{
			Commands->Send_Custom_Event(obj,object,9029,1,0);
		}
	}
}

void Iran_BuildingStateSoundController::Register_Auto_Save_Variables()
{
	Auto_Save_Variable(&speakerid,4,1);
}

ScriptRegistrant<Iran_BuildingStateSoundSpeaker> M00_BuildingStateSoundSpeaker_Registrant("M00_BuildingStateSoundSpeaker","Sound_Normal:string,Sound_Destroyed:string,BuildingController_ID:int,Is_3D=1:int,Offset:vector3,Offset_Randomness:vector3,Frequency_Min=-1:float,Frequency_Max:float,Is_3D_Destroyed=1:int,Offset_Destroyed:vector3,Offset_Randomness_Destroyed:vector3,Frequency_Min_Destroyed=-1:float,Frequency_Max_Destroyed:float,Explosion_Name:string");

ScriptRegistrant<Iran_BuildingStateSoundController> M00_BuildingStateSoundController_Registrant("M00_BuildingStateSoundController","BuildingSpeaker_ID:int");

[Updated on: Tue, 30 July 2013 15:16]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] MAPCH Console Command
[SSGM 4.0 Plugin] MAPCH Console Command [message #482874] Tue, 30 July 2013 11:07
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
I've had this one on my HDD for ages, it's being used by the large servers for more than a year or so now, it should be fine.

This re-adds the MAPCH console command to the 4.0 FDS.

[Updated on: Tue, 30 July 2013 11:11]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: Dragonade 1.0.1
Dragonade 1.0.1 [message #478066] Sun, 16 December 2012 17:42
Whitedragon  is currently offline Whitedragon  
Messages: 787
Registered: February 2003
Location: California
Colonel

From: *lsanca.dsl-w.verizon.net
Dragonade

Minor bug fix version.

Quote:

Version 1.0.1:
Bug Fixes:
- Added missing cPlayer exports that would cause some plugins to not load correctly.
- Fixed crash that occurred on certain fan maps with Tiberium Silos.
- Fixed one of the examples in the example plugin not working.



http://black-cell.net/DA1.4.zip

[Updated on: Fri, 09 August 2013 02:24]


Black-Cell.net
Network Administrator (2003 - )

DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )

Dragonade, Renegade's first server side modification
Lead coder (2005 - )

DragonGuard, Renegade's first server side anti-cheat
Creator and lead coder (2006 - 2008)

SSAOW/SSGM, Renegade's most used piece of software
Lead coder (2005 - 2008)
 Topic: [SSGM 4.0 Plugin] Win By Kills
[SSGM 4.0 Plugin] Win By Kills [message #476526] Sat, 27 October 2012 16:28
zunnie  is currently offline zunnie  
Messages: 2767
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *upc-e.chello.nl
http://www.multiplayerforums.com/index.php?/files/file/102-win-by-kills/

This plugin enables you to set a target amount of kills required for a player to win the game.
When you set Required_Kills to 10, the first player to get 10 kills will win the game and gets the Reward_Points set in ssgm.ini
Set Reward_Points to like 5000 or something so they will get MVP too Smile
Players can lookup their kills left by typing !kills

To use plugin add it under the [Plugins] in ssgm.ini like for example:
[Plugins]
00=BanSystem.dll
01=Mute.dll
02=mpf_win_by_kills.dll


At the bottom of ssgm.ini add a section containing this to configure a global setting:
[Win_By_Kills]
Required_Kills=15
Reward_Points=5000


Then you can configure it per map by adding entries like this for every map (mapnames are ALL lowercase):
[c&c_islands.mix_WBK]
Required_Kills=100
Reward_Points=5000


Have fun !

[Updated on: Sat, 27 October 2012 16:44]


http://www.mpf-games.com/images/devmpf.png
 Topic: [SSGM 4.0 Plugin] TaggingSystem
[SSGM 4.0 Plugin] TaggingSystem [message #476523] Sat, 27 October 2012 07:33
roszek  is currently offline roszek  
Messages: 168
Registered: June 2010
Recruit
From: *twcny.res.rr.com
This is a very simple tagging plugin that I made for the map/mod test server that I use.

It seems to do what I want it to but if there is something wrong with the code I'm sure someone will let me know. keep in mind I know very little of making ssgm plugins.

How it works:

Basically it keeps track of scores over a period of a month and tags a player based on the scores they have accumulated; the tags are updated when a player joins or when a new level loads.

The scores and current month are stored in a file in the server folder called scores.txt; this file gets created if it does not exist.

At the beginning of a new month all data gets deleted.

The scores (which cause the tag updates), and the tag titles are read from the ssgm.ini file so that they can easily be changed.

The source code:

Stack.h
I created a custom stack class because I had trouble working with the engine_vector.
Toggle Code


TaggingSystem.h
Toggle Code


TaggingSystem.cpp
Toggle Code


This goes in the ssgm.ini
Toggle Code


All the files are included in the *.rar

[Updated on: Tue, 30 October 2012 10:13]


http://webzoom.freewebs.com/myren/pics/rosz_mpf_sig4.gif
 Topic: [CODE] How to get the current SFPS
[CODE] How to get the current SFPS [message #476522] Sat, 27 October 2012 06:07
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Really simple, but not included as a scripts.dll function and I think it could be useful:

REF_DEF2(cNetwork_FPS, int, 0x0081FF70, 0x0081FF70);

int Get_SFPS()
{
	return cNetwork_FPS;
}

[Updated on: Sat, 27 October 2012 06:07]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Leave Deaths Exploit Fix
[SSGM 4.0 Plugin] Leave Deaths Exploit Fix [message #472006] Fri, 20 July 2012 02:59
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin fixes an exploit where if you leave the game after dying but before respawning your death count doesn't get incremented. The following simple code is used:

void LeaveDeathsExploitFix::OnPlayerLeave(int PlayerID)
{
	GameObject *obj = Get_GameObj(PlayerID);

	if ( Commands->Get_Health(obj) == 0.0f ) 
	{ 
		Find_Player(PlayerID)->Set_Deaths(Find_Player(PlayerID)->Get_Deaths()+1); 
	}
}


To install place 'LeaveDeathsExploitFix.dll' inside the root FDS and add an entry for it under [Plugins] in SSGM.ini.

You can contact me on renegadeforums.com under the nick 'iRANian'.

[Updated on: Fri, 20 July 2012 03:00]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Restore Weapons Characters on Join
[SSGM 4.0 Plugin] Restore Weapons Characters on Join [message #472005] Fri, 20 July 2012 02:38
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin will restore the weapons and character a player had before he left the server if he rejoins the server before the match ends. I got the idea from iScripters who told me gz0ne/fnfall had this feature.

You can contact me under the nick 'iRANian' on renegadeforums.com.

To install place 'RestoreWeaponsCharacterOnJoin.dll' in the root FDS folder and add an entry for it under [Plugins] in SSGM.ini.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [CODE] Automatically loaded hash map of weapons and their powerups
[CODE] Automatically loaded hash map of weapons and their powerups [message #472004] Fri, 20 July 2012 01:43
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This code gets run on startup, goes through all powerup definitions and loads a hash map with key = weapon preset, value = powerup preset. It's simple to modify it so the key and value are switched.

Make sure you call the code after the objects preset file has been loaded so in the level load hook or somewhere later, else it can't and won't load shit.
HashTemplateClass<StringClass, StringClass> PowerupTable; // Key is weapon name, value is powerup

 void Load_Powerup_Table()
{
	for (PowerUpGameObjDef *Def = (PowerUpGameObjDef*)DefinitionMgrClass::Get_First(PowerupDefID);Def;Def = (PowerUpGameObjDef*)DefinitionMgrClass::Get_Next(Def,PowerupDefID)) 
	{
		if (Def->GrantWeapon)
		{
			WeaponDefinitionClass* WeaponDef = (WeaponDefinitionClass*)DefinitionMgrClass::Find_Definition(Def->GrantWeaponID, false);
			{
				if (WeaponDef)
				{
//					Console_Output("%s = %s\n", WeaponDef->Get_Name(), Def->Get_Name()); // DEBUG CRAP
					PowerupTable.Insert(WeaponDef->Get_Name(), Def->Get_Name());
				}
			}
		}
	}
}

bool FirstLoad = true;

void RestoreWeaponsCharacterOnJoin::OnLoadLevel()
{
	if (FirstLoad == true)
	{
		FirstLoad = false;

		Load_Powerup_Table();
	}
}


[Updated on: Fri, 20 July 2012 01:43]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Vehicle Kills Command
[SSGM 4.0 Plugin] Vehicle Kills Command [message #471987] Thu, 19 July 2012 12:37
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin adds the !vehkills (alias !vkills) command to the server, this command simply displays the amount of vehicles the players destroyed.

To install place 'VkillsCommand.dll' inside the root FDS folder then add an entry for it under [Plugins] in SSGM.ini.

You can contact me under the nick 'iRANian' on renegadeforums.com.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Chat Aliases
[SSGM 4.0 Plugin] Chat Aliases [message #471986] Thu, 19 July 2012 12:06
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This simple plugin will replace certain text typed by players with a different message (e.g. "repref" getting replaced with "Repair the Refinery"), I saw this feature listed on BlackIntel's website as part of their server-side mods and thought it would be cool to make a clone of it.

You can contact me under the nick 'iRANian' on renegadeforums.com.

To install place 'ChatAliases.dll' in your root FDS folder and add an entry for it under [Plugins] in SSGM.ini, then at the bottom of SSGM.ini add and configure:

[ChatAliases_AliasesList]
;List an alias and replacement here, note you can't have "ERR" as replacement text
repref=Repair the Refinery!
.strush=Get Stealth Tanks and let's rush!


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [MAP] C&C_Under server-side fixed
[MAP] C&C_Under server-side fixed [message #471900] Wed, 18 July 2012 10:49
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Based on the Core Patch 2 fixes. The following fixes are included:

-Harvester way paths are modified so they can no longer get stuck in the Tiberium field.
-Vehicle kill zones are added to prevent tanks from getting inside the infantry only area and getting stuck around that area on the hill.
-Infantry kill zones are added to prevent building hop.
-Vehicle kill zones are added to prevent vehicles from getting inside buildings.
-The Pedestal bounding box size has been increased slightly to prevent beacons placed on the Pedestal from not registering correctly (no visual changes).

  • Attachment: C&C_Under.mix
    (Size: 1.98MB, Downloaded 71 time(s))


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Snipers Points Credits Mod
[SSGM 4.0 Plugin] Snipers Points Credits Mod [message #471786] Tue, 17 July 2012 02:29
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin will set the points and credits a sniper gives from hitting a vehicle to 1 credit and 1 point if they do less than 30 damage to the vehicle.

To install place SniperPointsCreditsMod.dll inside your root FDS folder and add an entry for it under [Plugins] in ssgm.ini.

You can contact me on renegadeforums.com under the nick 'iRANian'.

[Updated on: Tue, 17 July 2012 02:29]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Remove Weapon Chat Command
[SSGM 4.0 Plugin] Remove Weapon Chat Command [message #471773] Mon, 16 July 2012 14:14
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin adds the !rweapon (alias !rw) chat command, it'll remove the weapon the player is currently holding if it's not the pistol, c4 or a beacon.

To install place 'RemoveWeaponChatCommand.dll' in the FDS folder and add an entry for it under the [Plugins] section of ssgm.ini.

You can contact me under the nick 'iRANian' on renegadeforums.com.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [SSGM 4.0 Plugin] Time Expired Command
[SSGM 4.0 Plugin] Time Expired Command [message #470836] Fri, 06 July 2012 11:09
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
Really simple plugin that adds the "!time" (alias "!t") command to a server, this command shows the time expired on the current map as HH:MM:SS, e.g. 01:10:10 for 1 hour, 10 minutes and 10 seconds.

[Updated on: Fri, 06 July 2012 11:09]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: Tiberium Crystal War Update 1.51 Available
Tiberium Crystal War Update 1.51 Available [message #470632] Tue, 03 July 2012 06:56
zunnie  is currently offline zunnie  
Messages: 2767
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *upc-g.chello.nl
http://www.tiberiumcrystalwar.com

1.51 UPDATE released this morning, 3 new maps and lots of bugfixes and VETERANCY was added to all units Smile

Some video's:
http://www.youtube.com/watch?v=NglPdIC7Ea8 (Bridge Control)
http://www.youtube.com/watch?v=gd8LsLocc5A (Frost)
http://www.youtube.com/watch?v=c3ZwzTbRz1s (Ferk)


Tiberium Crystal War v1.51

07/03/2012 3:04AM

- Add Character and Vehicle veterancy (done)
- Add new Domination map Frost (done)
- Add new Domination map Bridge Control (done)
- Add new All Our War map Hijkel (done)
- Fix steeringwheel image when in tanks (done)
- Set Tiberium Spike capture time to 15 seconds (done)
- Add extra health to current health for unit upgrades rather than require repairs to full health for benefit (done)
- Add defenses to Mediterranean (done)
- Fix defenses granting veteran points (done)
- Fix Commando C4 message/sound (done)
- New music for Cruiser attacks on Center Point by Tessa (done)
- Fix Secondary Ammo for Hero Mammoth tanks to Rockets (done)
- Set Vehicles to the team that last exited it for 10 seconds for vet-points (done)
- Increase Superweapon Charge time to 4 minutes (done)
- Unteam Domination CP Vehicles (done)
- Add PowerPacks Upgrade to the game (done)
- Change color for unit upgrade messages to blue (done)
- Update all maps for compatibility with the new Veterancy System (done)

[Updated on: Tue, 03 July 2012 06:57]


http://www.mpf-games.com/images/devmpf.png
 Topic: [SSGM 4.0 Plugin] RR Client Anti-cheat Messages Support
[SSGM 4.0 Plugin] RR Client Anti-cheat Messages Support [message #470404] Sun, 01 July 2012 06:28
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This plugin adds support for the anti-cheat messages that the RR client sends to servers, e.g. when someone is running the client with *cheat name removed*enabled. Note that I'm modifying a hooked 4.0 function in a delicate way, which means that this plugin might crash future versions of the 4.0 server software. Make sure to test this plugin by joining your server running RR+RGH whenever a new version of 4.0 is released.

The following messages are output to the console:

[RR Anticheat]%S is running RR with an aimbot
[RR Anticheat]%S is running RR with RGH
[RR Anticheat]%S is running RR with Azazelbot (NOTE THERE ARE SOME FALSE POSITIVES FOR THIS)

To install place RR_Anticheat_Support.dll inside your root FDS folder and add an entry for it under the [Plugins] section in SSGM.ini.

You can contact me under the nick "iRANian" on renfegadeorums.com

Thanks to:

Hex - for releasing the original code to do this
cAmpA - giving me the info to support Azazelbot detection.


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [CODE] Game start auto-team change functions hooks
[CODE] Game start auto-team change functions hooks [message #470387] Sun, 01 July 2012 02:43
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
These hooks hook 4.0's hooks/replacements of the team change functions that get called when the game starts. You'll have to re-implement all the code for them as I'm too lazy to. The following functions are replaced:

Remix_Team_Sides() -- changes the player type of every in-game player with a shitty rand() call
Rebalance_Team_Sides() -- gets called after Remix_Team_Sides(), it rebalances the team sides as Remix_Team_Sides() just randomly sets the player type of every players
Swap_Team_Sides() -- this function swaps the team of every player, don't think this is called on laddered servers.

Hook *RemixTeamSidesHook = new Hook;
int TTTeamRemixHookAddress = 0;

void Remix_Team_Sides_Replace()
{
	Console_Output("Remix_Team_Sides_Replace() called\n");
}

Hook *SwapTeamSidesHook = new Hook;
int TTSwapTeamsHookAddress = 0;

void Swap_Team_Sides_Replace()
{
	Console_Output("Swap_Team_Sides_Replace() called\n");
}

Hook *RebalanceTeamSidesHook = new Hook;
int TTRebalanceTeamsHookAddress = 0;

void Rebalance_Team_Sides_Replace()
{
	Console_Output("Rebalance_Team_Sides_Replace() called\n");
}

int Calculate_Address_From_Displacement(int JMPStartAddress)
{
	char OpCodes[5];
	int Displacement, Address;

	Hooking::ReadMemory(JMPStartAddress, OpCodes, 5); // 0x004B4910 is where the JMP opcode (E9) starts, next 4 are the displacement/relative address

	memcpy(&Displacement, OpCodes+1, sizeof(char)*4); // OpCodeBuffer+1 or we'll also read the JMP opcode

	Address = JMPStartAddress + 5 + Displacement;
	return Address;
}

/* in the installation function add: */

	TTTeamRemixHookAddress = Calculate_Address_From_Displacement(0x00471D60);
	Console_Output("TT Team Remix Hook address = 0x%X\n", TTTeamRemixHookAddress);
	RemixTeamSidesHook->Install('\xE9', TTTeamRemixHookAddress, (int)&Remix_Team_Sides_Replace, "");

	TTSwapTeamsHookAddress = Calculate_Address_From_Displacement(0x00471A10);
	Console_Output("TT Swap Teams Hook address = 0x%X\n", TTSwapTeamsHookAddress);
	SwapTeamSidesHook->Install('\xE9', TTSwapTeamsHookAddress, (int)&Swap_Team_Sides_Replace, "");

	TTRebalanceTeamsHookAddress = Calculate_Address_From_Displacement(0x00471E70);
	Console_Output("TT Rebalance Teams Hook address = 0x%X\n", TTRebalanceTeamsHookAddress);
	RebalanceTeamSidesHook->Install('\xE9', TTRebalanceTeamsHookAddress, (int)&Rebalance_Team_Sides_Replace, "");

/* end installation function */
}

[Updated on: Sun, 01 July 2012 02:54]


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [CODE] Vehicle enter hook
[CODE] Vehicle enter hook [message #470378] Sun, 01 July 2012 01:22
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This hook hooks two functions, TransitionInstanceClass::Start() and TransitionInstanceClass::End(). I based this off Hex' hook from his OnOeS regulator bot. This one is a lot hackier so you should check if it doesn't have any issues, I haven't checked if this hook breaks ladder or anything. The Start() function teleports the player into the "thing" he transitions into, like a ladder or vehicle, so the hook needs to teleport him back to his old position in the End() hook if you don't want a guy to enter a vehicle.

Hook *TransitionInstanceClass_End = new Hook;
Matrix3D OldTransform;

bool Vehicle_Enter_Hook(SoldierGameObj *Soldier, ReferencerClass Vehicle)
{
	Console_Output("Soldier = %s, Vehicle = %s\n",
		Commands->Get_Preset_Name(Soldier), Commands->Get_Preset_Name(Vehicle));

	return true;
}

void _stdcall TransitionInstanceClass_Glue(SoldierGameObj *Sender)
{
	VehicleGameObj *Vehicle;
	_asm { mov Vehicle, ecx}

	if (Vehicle_Enter_Hook(Sender, Vehicle) == true)
	{
		_asm
		{
			mov ecx, Vehicle
			push Sender
			mov eax, 0x0067AB20 // call VehicleGameObj::Add_Occupant()
			call eax
		}
	}
	else // If false is returned we need to teleport the player to his old position
	{ // or he will be teleported inside the vehicle
		Set_Transform(Sender, OldTransform);
	}
}

Hook *TransitionInstanceClass_Patch = new Hook;

void _stdcall TransitionInstanceClassPatch(Matrix3D &Transform)
{
	PhysicalGameObj *Sender;
	_asm{ mov Sender, ecx };
	OldTransform = Get_Transform(Sender->As_ScriptableGameObj());
	Set_Transform(Sender->As_ScriptableGameObj(), Transform);
}
/* add the following to the hook installation function: */

	TransitionInstanceClass_End->Install('\xE8', 0x006D47C8, (int)&TransitionInstanceClass_Glue, "");
	TransitionInstanceClass_Patch->Install('\xE8', 0x006D45A3, (int)&TransitionInstanceClassPatch, "");

/* end installation function shit */


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: [CODE] 4.0 server damage hook
[CODE] 4.0 server damage hook [message #470315] Sat, 30 June 2012 12:38
iRANian  is currently offline iRANian  
Messages: 3950
Registered: April 2011
General (3 Stars)
From: *cm-5-3b.dynamic.ziggo.nl
This hooks the start of 4.0's DefenseObjectClass::Apply_Damage() hook, executes its code and then jumps 8 byte down 4.0's hook (so the 4.0 code is executed like normally). All damage done should pass through this hook but I'm not sure. I didn't include the definition of some of the hooking functions I use because I'm lazy. Took me a bit to find an Apply_Damage() function that hit my breakpoint..

int Calculate_Address_From_Displacement(int JMPStartAddress)
{
	char OpCodes[5];
	int Displacement, Address;

	Hooking::ReadMemory(JMPStartAddress, OpCodes, 5); // 0x004B4910 is where the JMP opcode (E9) starts, next 4 are the displacement/relative address

	memcpy(&Displacement, OpCodes+1, sizeof(char)*4); // OpCodeBuffer+1 or we'll also read the JMP opcode

	Address = JMPStartAddress + 5 + Displacement;
	return Address;
}

Hook *ApplyDamageHook = new Hook;
int TTApplyDamageAddress = 0;
int TTApplyDamageJMPAddress = 0;

bool _cdecl Apply_Damage_Hook(DefenseObjectClass *Defense, OffenseObjectClass *Offense, float DamageMultiplier, int Unk1)
{
	Console_Output("Warhead = %d\n",Offense->Get_Warhead());
	Console_Output("Unk1 = %d\n", Unk1);
	Console_Output("Health = %f\n", Defense->Get_Health());
	Console_Output("Damage = %f\n", Offense->Get_Damage());
	Console_Output("Multiplier = %f\n", DamageMultiplier);
	Console_Output("Damager = %s, Victim = %s\n", Commands->Get_Preset_Name(Offense->Get_Owner()), Commands->Get_Preset_Name(Defense->Get_Owner()));

	return true;
}

void _declspec(naked) ApplyDamageHook_Glue()
{
	_asm
	{
		push ebp
		mov ebp, esp
		push ecx // save ecx
		push [ebp+0x10]
		push [ebp+0xC]
		push [ebp+8]
		push ecx
		call Apply_Damage_Hook
		add esp, 16

		pop ecx // restore ecx
	
		test al, al
		jz NoDamage

		pop ebp
		mov al, 1
		mov edi, TTApplyDamageJMPAddress
		jmp edi

NoDamage:
		pop ebp
		retn 0ch
	}
}

/* in your installation function add: */

	TTApplyDamageAddress = Calculate_Address_From_Displacement(0x00689780); // Hook from  DefenseObjectClass::Apply_Damage
	TTApplyDamageJMPAddress = TTApplyDamageAddress + 8;
	Console_Output("TT Apply Damage address = 0x%X\n", TTApplyDamageAddress);
	ApplyDamageHook->Install('\xE9', TTApplyDamageAddress, (int)&ApplyDamageHook_Glue, ""); // jump hook
	
/* end installation function */


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
 Topic: Command & Conquer: Tiberium Crystal War v1.50 Released
Command & Conquer: Tiberium Crystal War v1.50 Released [message #469720] Sun, 24 June 2012 13:56
zunnie  is currently offline zunnie  
Messages: 2767
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *upc-g.chello.nl
http://www.tiberiumcrystalwar.com/images/TCW_W3D_Banner.png

:::R E L E A S E D::: Command & Conquer: Tiberium Crystal War 1.50 :::R E L E A S E D:::

Official Website: http://www.tiberiumcrystalwar.com
IndieDB Profile & Updates: http://www.indiedb.com/games/tcw-w3d
Download Mirrors for the Game, Dedicated server and Development Kit listed below:

Game Download Mirror 1 (New York USA): http://www.tiberiumcrystalwar.com/downloads/TiberiumCrystalWar150.exe (100MBit)
Game Download Mirror 2 (Dallas USA): http://www.game-maps.org/downloads/tcw/TiberiumCrystalWar150.exe (100MBit)
Game Download Mirror 3 (Amsterdam NL): http://213.206.252.47/~zunnie/TiberiumCrystalWar150.exe (100MBit)
Game Download Mirror 4 (Berlin DE): http://188.138.84.233/tcw/TiberiumCrystalWar150.exe (100MBit)
Game Download Mirror 5: (United States): http://www.indiedb.com/games/tcw-w3d/downloads/tiberium-crystal-war-150-game

Dedicated Server Download Mirror 1 (New York USA): http://www.tiberiumcrystalwar.com/downloads/TCW_Dedicated_Server_v150.zip (100MBit)
Dedicated Server Download Mirror 2 (Dallas USA): http://www.game-maps.org/downloads/tcw/server/TCW_Dedicated_Server_v150.zip (100MBit)
Dedicated Server Download Mirror 3 (Amsterdam NL): http://213.206.252.47/~zunnie/TCW_Dedicated_Server_v150.zip (100MBit)
Dedicated Server Download Mirror 4 (Berlin DE): http://188.138.84.233/tcw/TCW_Dedicated_Server_v150.zip (100MBit)
Dedicated Server Download Mirror 5 (United States): http://www.indiedb.com/games/tcw-w3d/downloads/tiberium-crystal-war-150-dedicate d-server

TCW Development Kit Download Mirror 1 (New York USA): http://www.tiberiumcrystalwar.com/downloads/TCWSDK_v150.exe (100MBit)
TCW Development Kit Download Mirror 2 (Dallas USA): http://www.game-maps.org/downloads/tcw/TCWSDK_v150.exe (100MBit)
TCW Development Kit Download Mirror 3 (Amsterdam NL): http://213.206.252.47/~zunnie/TCWSDK_v150.exe (100MBit)
TCW Development Kit Download Mirror 4 (Berlin DE): http://188.138.84.233/tcw/TCWSDK_v150.exe (100MBit)
TCW Development Kit Download Mirror 5 (United States): http://www.indiedb.com/games/tcw-w3d/downloads/tiberium-crystal-war-150-sdk


What is it?
An awesome total standalone conversion of the Renegade W3D Engine with CnC3
structures, units, sounds and assets in a First Person Shooter environment.

Is it free and/or stand alone?
Yes! It is 100% FREE. You install it into its OWN folder and can run it standalone.

Got any screenshots or video's?
Official Video Trailer: http://www.youtube.com/watch?v=IvuFhUev0h0
Screenshot Spikewar Map: http://www.tiberiumcrystalwar.com/images/promo/tcw_spikewar_full.png
Screenshot Temple Map: http://www.tiberiumcrystalwar.com/images/promo/tcw_temple_full.png
Screenshot Tropical Map: http://www.tiberiumcrystalwar.com/images/promo/tcw_tropical_full.png
Screenshot Mediterranean Map: http://www.tiberiumcrystalwar.com/images/promo/tcw_mediterranean_full.png

What's new?
Updated code the latest TT 4.0 Beta 5
Update the Launcher with the latest version in a slick CnC3 style
Added Vehicle unit veterancy
Fix Orca purchase locations on Cruising
Add defenses to map Tropical
Add the new launcher from CireX
Redo all PT icons
Fix hijack sound on Dominatrix for Nod Chinook
Fix rare bug with Beacons not being available when they should be
Fix music message on Tropical not displaying the correct song title
Change music on Tropical to Frank Klepacki - Roll Out
Button for Online Manual is now present in the Launcher
Fixed all presets their SightArc in objects.ddb which was bugged by a previous version of tt
You get slightly more credits for attacking and repairing
The Tiberium Crystal War Client and Server code is now available for modders to create custom mods for TCW 1.50
Stealth Effect skins are blocked by the anti cheat, all other skins should work fine
Cheat protected various core TCW files and maps to prevent known cheats to take effect
Rebalanced all Timed C4's used in the game
It takes 8 Standard Timed C4 to destroy a War Factory
It takes 3 Shadow Timed C4 to destroy a War Factory
It takes 4 Soldier Timed C4 to destroy a War Factory
It takes 1 Commando Timed C4 to destroy a War Factory or any other building
GDI Rifle Soldiers and Nod Militant Rifle Soldiers now have a Timed C4 too which detonates after 20 seconds
GDI Guardian Cannon made 50% smaller than the testversion by Goldy58
New Purchase Terminal icons by Hunter-Seeker
You can no longer exit flying vehicles on top of the rocks in the Nod base on the Coop map TCW_Cruising
Reduced the superweapon charging time to 3 minutes instead of 7 minutes
Added new radio commands with the voice of SgtSavage67
Fixed a repairbug on the map Center_Point with the Control Point
Fixed vehicles not respawning in Domination mode when they were killed after capturing a point
Fixed the "Control Point Lost" sound for enemy repaired points when they were not teamed to your team
Fixed a bug in the Domination code where teamed points would team to the other team when you slightly damaged the point and immediately after repaired it again
Added new Coop map TCW_MCV_Escort where you must escort a MCV to the GDI Base, Music by Epic Games - Go Down
The maps Temple, The Moon, Snow, Dominatrix, Nodewar, Tropical and Centre now have base defenses
All characters had a +25hp on their health, some +50hp
Re-arranged Always*.dat files with DDS formats rather than TGA reducing filesizes significantly which results in faster loadtimes
Enemy tanks now trigger a "Hijacked" sound once when stolen by the opposing team
Fixed a few purchase sound/text errors
Unit Lost sound now displays what type of unit was lost
Changed music on Dominatrix to an Epic Games track called Strident
New Taunts: coffee, rage, hunter, indeed, madness, sparta
Composite Armor Upgrade now grants Missile Soldiers, Rifle Soldiers and Grenadiers an additional +75hp
Unit purchase sounds are now somewhat more random
Free Dedicated Server executable updated with a nice TCW icon
New icon for the TCW Level Editor: An Engineer
Chat and Teamchat fontsize increased by 2 pixels so it is easier to read on large and widescreen monitors
Tiberium Spikes now play a sound when they are lost and destroyed
Changed Secondary keys for Sniperrifle zooming to G and H
Reduce Orca rockets to 6 like in CnC3. Adjust damage done.
Add PowerPacks Upgrade to the game, code is done and working (needs PT W3D Texture)
Change music on Tropical to Frank Klepacki - Roll Out
Change zonetrooper clipsize to 5
Increase Spawn repair rate a bit
Add Unit Veterancy to vehicles
Adjust Explosion damage from tanks to infantry
Adjust health/armor of the flamerguy a little higher
Finalize the map Yulapo

Thanks
Thanks for downloading Tiberium Crystal War Smile Seeya ingame Very Happy

Greetz the TCW Dev Team

http://www.multiplayerforums.com


http://www.mpf-games.com/images/devmpf.png
 Topic: Tiberium Crystal War 1.40 Installer Update
Tiberium Crystal War 1.40 Installer Update [message #469207] Wed, 13 June 2012 05:16
zunnie  is currently offline zunnie  
Messages: 2767
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *upc-g.chello.nl
I decided to update the 1.40 version Installer to our new system. Since it will be a while before we got 1.50 ready
which will be using it, people can already benefit from the new system installing 1.40 Smile
All mirrors were updated (the torrents were NOT updated). A full list of mirrors can be found on our official site at:
http://www.tiberiumcrystalwar.com

Pro's:

  • Alot faster installing the tcw files
  • Does not get stuck on install screen (not responding) so people don't think it crashed and close it
  • Create and Read from registry keys and strings
  • TCW Tools will work as soon as this installer installed tcw because of the Registry Key creation ability

Con's:

  • Installer size is a bit bigger +60MB
  • No Uninstaller

FAQ:
I already have the VC++ files installed, what do i do when the TCW installer starts it up?
-- If you are sure it is installed you can cancel it
I already have the .NET FX 4.0 installed, what do i do when the TCW installer starts it up?
-- If you are sure it is installed you can cancel it
I already got the most up2date DirectX files installed. What do i do when TCW installer starts up the DirectX update?
-- It is absolutely best if you DO install this one, it installs additional files which are required specifically by TCW



What does the new installer look like:
http://www.zunnie.net/tcw/new_installer/Image1.png
http://www.zunnie.net/tcw/new_installer/Image2.png
http://www.zunnie.net/tcw/new_installer/Image3.png
http://www.zunnie.net/tcw/new_installer/Image4.png
http://www.zunnie.net/tcw/new_installer/Image5.png
http://www.zunnie.net/tcw/new_installer/Image6.png
http://www.zunnie.net/tcw/new_installer/Image7.png

Have fun playing Tiberium Crystal War!


http://www.mpf-games.com/images/devmpf.png
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