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Westwood 3D and S.A.G.E. Engine Source Code Modernization
Pedeca posted a topic in Command & Conquer
For the engineers out there who has been wanting to figure out how to modernize the Westwood 3D and/or Strategy Action Game Engine, this is for you. I have decided to impart all that I've scrounged up on both engines in the hopes it will be useful to someone in the community at large. A brief history of WW3D Engines begin somewhere, and for Westwood Studios' first 3D engine, they built theirs off an existing 3D engine. That engine was the SurRender 3D engine by Hybrid Graphics (now Umbra under Amazon). That was a 5 year odyssey that started in 1997 with Project "Commando" and ended (after two delays) in 2002 with C&C Renegade. The longest game development in Westwood Studios history (C&C Tib Dawn and Tiberian Sun were each 4 years by comparison), but, to be fair, it was both Westwood's first fully 3D project and first person shooter (and a hybrid one at that). When Westwood Pacific (EA Pacific/EALA) was looking to make a new 3D engine for RTS games, they considered multiple engines such as id Software's id Tech 3 (the "Quake III engine"), Epic Games' Unreal Tech Engine (likely Unreal 2), and Monolith Productions' LithTech, but settled on an in-house engine they already owned for SAGE. After Westwood was shuttered and reborn as Petroglyph Games, they too built their Alamo Engine based on the Westwood 3D engine, and then their modern GlyphX Engine after that. Yes, GlyphX is the most modern implementation of the WW3D engine, though GlyphX is more like a fusion of the capabilities of WW3D and SAGE/Alamo. So it's for more than RTS games. So, with that out of the way, let's take a look under the hood. The Westwood 3D Engine Genealogy At A Glance It's best to start with a visual aide to see how these engines branched off and what Application Programming Interface (API) they use. Attached is a simple flowchart I made that tracks the evolution of the engine from SurRender 3D all the way to SAGE2 and GlyphX. If the image (for whatever reason) never loads or is lost in the future, the genealogy looks like the below: [SurRender 3D (OpenGL)] -> [WW3D (DirectX8.1)] -> [SAGE 1 (DirectX9)] & [Alamo Engine (DirectX9)] -> [SAGE 2 (DirectX10)] & [GlyphX Engine (DirectX10, 11, 12)] Yes, that is correct, the engine originated with the OpenGL API before immediately switching to the DirectX API. This was done because Westwood had more experience working with the Windows API than others at that point. This could suggest that the main game code for WW3D and SAGE is API agnostic, but there is much of the code that was built for MS Windows programs which entails extra work to create something that also works on other OS's like Unix/Linux (though Steam already wraps all games in a wrapper that allows them to run in the Unix/Linux environment regardless). The Graphical API (the Construction Yard of the engine) So with that, the first and most obvious improvement for the engine lies with the graphical API. Renegade was built on DX8.1, the same API that the DirectX Box (Xbox OG) was built on and C&C Generals was built on the next iteration with DX9, the same version of the API used for the Xbox 360. Now, most of you are probably chomping at the bit, wanting to use the most recent iteration of DirectX as the chosen upgrade. I do not advise that. DirectX12, like with Vulkan, is a low level graphical API that is built with C, unlike older DirectX versions and OpenGL, which both are built in C++. So there is a whole learning curve to overcome that even some developers have struggled with. Hence, the best choice would be DirectX11 since it's still in C++ and you can use it as a fallback renderer for when you do choose to implement DX12 (like most companies do). A similar dual API technique is done with OpenGL and Vulkan (like how id Software implemented id Tech 6). With the API upgraded, we can have access to many modern features, such as superior texture compression (BC6 and BC7) and material shaders in line with the most recent version of WW3D (GlpyhX). Although DX8.1 and DX9 do have texture compression (via DXT) and can do material shaders, they are comparatively primitive and restrictive. So if you choose to continue to use the old API, I'm just letting you know that you can still do some advanced tricks. All versions of DirectX can be downloaded directly from Microsoft's site. OpenGL and Vulkan can be downloaded form Khronos Group's site. All can be integrated within Visual Studio. All necessary for compiling new .dll files for the engine. Some DX11 samples and tutorials: DirectX SDK Samples Wiki RAD Tools and Their RADical Uses (and their replacements) RAD Tools were some of the most popular proprietary engine tools of their time.... that was until Epic Games bought them out and they were surpassed in multiple aspects. Thus it's not all too necessary to replace all of them, but one in particular will need an urgent replacement. WW3D and SAGE both use them, so let's evaluate each one individually. BINK Video (for Cutscenes and EVA Unit videos that play in the Radar) When you need to compress a video file so that it fits on a CD/DVD disk, you either have to create your own method of compression, or use someone else's. For many, that solution is BINK Video. You've probably seen the little twister logo on many a game splash screen on start up, well I'm here to tell you that BINK is for real time video compression and file reading. Like a file zipper/unzipper for video files. BINK comes in two versions: BINK 1 (.bik files) and BINK 2 (.bk2/.bik2 files). BINK 1 is what all WW3D, SAGE 1, and Alamo games used for their video files, while SAGE 2 and GlyphX started using BINK 2. The major difference between the two versions of BINK is that the second edition requires that your engine's Math library contains SSE (specifically SSE2 or later if I recall correctly) in order for it to work (oh and BINK 2 is of a higher quality and compression than BINK 1). That's not a calculation that either WW3D nor SAGE can do (as they have the same WestWood Math library). This will be expanded in a later section regarding the Math Library and Physics Library. So if you want to continue to use BINK, you're in luck! It's still the industry standard for video compression (found natively in Unreal and Unity) so it's not too difficult to implement. There is, however, one catch: BINK is propriety software, and thus you will have to pay for it if you choose to sell your game/project on the market. If not? Well then you can download the tool and SDK and use them as you please, but do be mindful that if you are to go commercial, you will need a license to continue using it. The running price for a BINK license is $11,000 USD per game and per platform. No free lunch. [BINK Link] If that's too many credits, then I do have an alternative for you open source adherents and it's the WebM format! It's open source, free to use, and offers superior compression than BINK 2! However, you will have to adapt the source code to replace the all the BINK code references with WebM (and update the Math Library all the same). Not too hard, but work all the same. Companies like Valve have replaced BINK with WebM in Source 2, so there's your big dev implementation. [WebM site (go to Codec for source code)] The Miles Sound System (for epic SFX, Spacial Audio, and the Soundtrack output) [DEFUNCT] Westwood Studios games, and EALA by extension, are well known for their awesome audio. Great sound mixing, rich SFX, and even 3D audio for that EAX (Environmental Audio Extensions) experience that allows for echos and accurate audio depiction. This was all accomplished in WW3D and SAGE with the the Miles Sound System... which has been retired as of 2022 and is no longer offered nor downloadable from RAD Tools. This also means updating the Assimp3 code (misspelled as "Asimp3"). [Assimp] That's short for "Asset Importer," stop laughing. However, modern audio implementation may have better solutions to use for asset importing. Thus a replacement is necessary. So here are some great alternatives: MSS Alternatives List System Price External Links Wwise Depends on the license ($0-$40K) Wwise (Audiokinetic) FMOD FREE FMOD Steam Audio FREE Steam Audio Source Code (Valve) OpenAL FREE OpenAL OK, this needs a bit of explaining. Wwise and FMOD are the audio tools that you use to make your soundscapes, SFX, and everything audio that will go into your game (formatting and such). The MSS replacement. Steam Audio and OpenAL are the source code that implements that audio in real time for your game. WW3D and SAGE use Westwood Audio for implementing audio, but it will need to be adjusted to work with Wwise or FMOD and those source code libraries have the code to implement that change (handy!) Why Wwise? It's the best audio tool on the market used in all the biggest games. It has a variable license depending on the size of your project (which also means variable access to the program's capabilities). You can download the Wwise program free like the programs and source codes on the list, you will just have to apply for a license when it comes to making anything you intend to make money with. Otherwise (heh) it's free to use for small scale stuff. FMOD is still there if you need it. Oodle and Telemetry (the other tools you may or may not need) Oodle is a file size optimizer tool that helps you keep your game as small as possible. If you have ever seen the octopus Oodle logo on a game splash screen, that's what it's there for. There are alternatives like ZLIB (which SAGE uses, not a bad thing to add to WW3D), so you have options. Oodle costs $11,000 USD per game per platform. [Oodle Link] Telemetry is a tool that helps you optimize your game by showing you how it's performing in real time (you know, like showing you the Frames Per Second count). SAGE natively used BYTEmark for telemetry (we'll talk about this again later). There are others out there, including natively in-built telemetry tools in engines such as id Tech and Panda3D if you want to borrow other's tools via source code. And of course there are likely many others on the market to choose from. Telemetry costs $9,500 USD per game per platform. [Telemetry Link] As a reminder, both Oodle and Telemetry, as with any RAD Game Tool, are free to use so long as you are not charging anything for your game. NVidia functions (our first obsolete code!) [OBSOLETE] NVidia, when they got into the video game ecosystem, added new features that helped support the industry. Those tools and source code were distributed by NVidia for use by every company. They were so useful that they were integrated directly into Graphical APIs. Which means that the code that WW3D includes from NVidia is completely obsolete as it's handled natively by the DirectX API (and even OpenGL and Vulkan). It really shows WW3D's age and how long it took to develop Renegade. NvDXTLib (the oldest way to implement real time texture compression) [OBSOLETE for WW3D] Back before DXT compression was added natively to DirectX, this library in combination with NVidia's online tools were the only way to implement real-time texture compression. Since at least DirectX9, this is no longer needed. Just remove it from the WW3D code like SAGE did. Any modern API like DirectX11/12 and OpenGL/Vulkan have native texture compression built in, so you will never have to bother with this part of the source once you upgrade the graphical API. NVASM (HLSL the old fashioned way) [OBSOLETE for SAGE] Once again, back before the High-Level Shader Language became native, this was the only way to add the component to APIs like DirectX8.1. "But wait! SAGE is built on DirectX9!" I know, it's really weird to see this in SAGE given that API base. Perhaps it wasn't native to DX9 at the time, but it was definitely soon made obsolete by later versions of the code. So, yet again this is the case of a useful code base provided by NVidia that became a standard feature in modern graphical APIs like DirectX, OpenGL, and Vulkan. You can remove this code as soon as you update SAGE's graphical API. Lightscape and 3DSMax (3D asset importers, and what to do about them) All those who work with WW3D and SAGE know about the Westwood3D (.w3d) model format, but video game engines also include other asset formats to maximize the use of the modelling programs that they use to create 3D models in. For WW3D and SAGE, the other kind of assets include the Maya Binary (.mb) and 3DSMax (.MAX) model formats for static objects (though I cannot be certain if WW3D also had GMAX file compatibility, not that you would want it). Lightscape was an old software that Westwood used for making environments in Renegade with the lighting included. This was to import assets from programs like GMAX (the old game specific version of 3DS Max) without needing any conversion. SAGE replaced Lightscape with 3DSMax's asset importer. Later, SAGE 2 seems to have replaced 3DSMax with Maya (as shown with the behind the scenes for Tiberum Twilight). When it comes to source code involving 3DSMax and Maya, you will have to need to contact Autodesk directly to get that and possibly a license. Not much you can do about that. Unless, of course, you decide to use other model formats. You have a great variety of model formats to choose from: Filmbox Object (.fbx), Wavefront Object (.obj), LightWave Object (.lwo, Westwood made their 3D animated cutscenes in LightWave3D), COLLADA (.dae "digital asset exchange"), Extendable 3D (.X3D), Universal Scene Descriptor (.usd or .usdz), and gITF (.gLTF and .glb). So you have options outside of Autodesk's proprietary formats to use in your version of WW3D or SAGE (and you can just use as many as you want! The sky's the limit!) Many of these formats have their importer/exporter source code online. Do note that only some formats include animation data like .W3D, such as .lwo (hence why id Software's id Tech engine still use it alongside .md6), .X3D, .usd/.usdz, and .gLTF/.glb. Knowing that, it begins to make sense why companies made their own 3D formats to contain both 3D model data, animation data, and other properties like for particle emission. BYTEmark (aka NBench, the BYTE Magazine benchmark tool) OK, now we can talk about SAGE's telemetry. SAGE added BYTEmark (aka NBench) to the code for checking the performance of the game while it's operating. It's still very usable for WW3D and SAGE when it comes to testing your levels. You can get it here: [BYTEmark Link] [NBench Link and others]You can read more here: NBench (aka BYTEmark) BYTEmark has the following features: Numeric sort - Sorts an array of long integers. String sort - Sorts an array of strings of arbitrary length. Bitfield - Executes a variety of bit manipulation functions. Emulated floating-point - A small software floating-point package. Fourier coefficients - A numerical analysis routine for calculating series approximations of waveforms. Assignment algorithm - A well-known task allocation algorithm. Huffman compression - A well-known text and graphics compression algorithm. IDEA encryption - A relatively new block cipher algorithm. Neural Net - A small but functional back-propagation network simulator. LU Decomposition - A robust algorithm for solving linear equations. However, BYTEmark is outdated as a telemetry and has the following shortcomings: It cannot access the GPU (it was made when the CPU was still the common processor for graphics in the 1990s). These benchmarks are meant to expose the theoretical upper limit of the CPU, FPU, and memory architecture of a system It cannot measure video, disk (not like we're distributing on disks, more on that later), or network throughput (those are the domains of a different set of benchmarks) NBench (BYTEmark) is single-threaded. Currently, each benchmark test uses only a single execution thread. However, most modern operating systems have some multitasking component. How a system "scales" as more tasks are run simultaneously is an effect that NBench does not explore. So rather out of date with modern architecture So, if you seriously want to make a modern game on WW3D or SAGE, you will need a modern telemetry tool that can access modern hardware and networking. There are multiple available telemetry options available. The aforementioned Telemetry by RAD Tools, but there are also others out there that are specific to certain metrics (like networking) that can be used in tandem with BYTEmark. Maybe the community will create some kind of new solution out of existing telemetry code bases. This one is definitely a undertaking knowing how many WW3D and SAGE mods are multiplayer-centric. Might not hurt to ask what either Petroglyph or EA uses for their games. STLport (the multiplatform ANSI C++ Standard Library) [OUTDATED] STLport was a C++ library extension first introduced open source back in 1997. It's a library of standardized operations that work across multiple platforms, similar to Microsoft's STL library, but faster. There's a lot of useful tools in the library, such as those for networking. This was added to SAGE and likely was still used in SAGE 2. The version SAGE 1 used was STLport 4.5.3, but you'll want the most latest release of STLport which you can get here: [STLport 5.2.1] You can also get the older STLport that SAGE 1 used here [STLport 4.5.3] However, STLport is antiquated. Users started using alternatives since before 2014, and its last update was in 2019. Some users reported that it's not compatible with C++17 standards or above. That's not good when you're modernizing the source code. So this too will need to be replaced with a more modern implementation. Lucky for us there are many available to choose from. First up is Electronic Arts' very own EASTL library. The very same used in the Frostbite Engine: [EASTL source] No doubt if there ever was a SAGE 3 it would have used it, just like the Generals 2 project was using it (because it was using Frostbite). This library is up to date and maintained by EA, so that works for us. Another replacement option is the Boost library [Boost Library] which could be a possible consideration. Most users of STLport replaced it with CXX [CXX Tools] which might work as well. Lastly there is also the Qt library [Qt Base] which might also be considered. Umbra Occlusion Culling (how the camera renders what's in view) WW3D inherits SurRender3D's Umbra occlusion culling solution for the game camera's frustum in-view rendering. That means WW3D uses Umbra to render what's visible and not render what's not visible [Umbra Occlusion Culling Explanation]. Umbra is still used in the industry, but it's proprietary under Umbra (formerly Hybrid Graphics) and owned by Amazon. This means you would have to get in contact with Amazon if you want to use Umbra via a license. Umbra is still used as a middleware for modern implementation of occlusion culling (even id Software used it) so it's worth checking out if you can get a license. [DOOM2016 Graphics Study] SAGE is the evolution of WW3D, but it does not use Umbra, likely to avoid royalties, but also because new solutions were quickly coming about that were more useful for RTS games. That said, SAGE's occlusion culling is the obvious replacement for Umbra, but we shouldn't stop there. Newer occlusion culling solutions have appeared that supersede older methods due to superior rendering speed and efficiency. Doom 2016 uses the highly efficient Clustered Forward Rendering method that might be a perfect natural upgrade for WW3D and SAGE (using SAGE's code as the base). In the meantime, it might be just as useful to borrow id Tech's occlusion culling code for id Tech 4 as well [id Git for all open source id Tech][modernized Doom 3 BFG using Vulkan and DirectX12] Bonus: here's a solution someone made to combat wall hacking [Corner Culling anti-hack]. Might be useful for those who work with competitive multiplayer. GameSpy SDK (RIP GameSpy) [DEFUNCT] When GameSpy went down, it took all the multiplayer servers with it. C&C was heavily dependent on it for providing reliable multiplayer. As such it will have to be replaced in order for multiplayer to function. Luckily, GameSpy was used with so many games that there were multiple replacements made for it. You have options to consider: OpenSpy [OpenSpy client code] UniSpy [UniSpy SDK] Valve's Steam Networking SDK [Game Networking Sockets SDK] Finally, there's also working with the C&C Online team to fully integrate their C&C network hooking solution into the source code directly. [CNC Online] GNU Regex (open source regular expressions) [OUTDATED for WW3D] WW3D uses the GNU Regular Expressions library for its code. This particular library was likely used for the POSIX functions, which are now fully integrated with modern C libraries. Yet another thing that shows the age of WW3D. You can remove this code just like EALA did for SAGE's implementation. What's POSIX? Well it's more for UNIX/Linux compatibility [What is Posix?] SafeDisk API (Remember when you had to enter the CD Key?) [OBSOLETE] Both WW3D and SAGE used to use SafeDisk to prevent illegal copying. By Windows 7, this API was on its way out needing backwards compatibility and by Windows 10 it is no longer compatible. Honestly, with the rise of online game clients like Steam and GOG (and C&C fan sites), are we really selling computer games on disks anymore? You can completely remove all the code related to the SafeDisk API in WW3D and SAGE without ever looking back. It's no longer needed. That aside, the API was proprietary and now it's no longer offered. Microsoft Cab Archive (for compressing data) [OUTDATED for WW3D] WW3D used the MS Cabinet Archive Library to compress files into the .CAB format. It's a bit different from zip files in compression method, but in the end it's for the same reason. You can find some code online for .CAB extractors, but SAGE replaced this with the ZLIB library to use zip files instead. So that's probably the best option as well. ZLIB (Zip files for gaming) [The SAGE Solution] SAGE uses the ZLIB library [ZLIB 1.3.1] and it's code for using it should be copied into WW3D. It's a logical upgrade. That aside, if you wish for superior file compression, Oodle from the RAD Game Tools is also available at different levels of compression. Though zip files should serve you decent until you start making your game rather large. LZH-Light Compression (additional compression option) [OUTDATED for SAGE] SAGE also includes the LZH-Light compression library [LZH-Light Code]. It's an old one and needs to be replaced because there are no recent releases for it and thus it's not compatible with modern C++ standards. [What is LZH-Light?] It's part of a family of LHA (originally "LHarc") archiving programs made by Haruyasu "Yoshi" Yoshizaki. Luckily LHA is still around, even if Oodle has replaced most compression methods for games, and you can get source code for it here: [LHAsa source] There are other versions out there as well for various OSes since the 90s, so there's an interesting assortment to dig around to find alternatives [LHA Wiki with further links] RTPatch Library (for updating the game via Patches) WW3D uses the RTPatch library for patching the game code. This is a proprietary library that was used by practically all the major companies back in the day. You might be able to get a modern implementation of it from Pocket Soft [Pocket Soft Contact]. Though it would appear that SAGE replaced it (as did many companies with their later engines), so it's a good bet that you could probably just use what SAGE uses. Or any modern patch solution really. The source code only exists to decode the RTP patch format. There is a modern patching solution that EA uses called Known Version Patching (KVP) [KVP] that makes use of Amazon services to do the patching [The Amazon Component]. I'm not sure if EA does licensing for it, but it wouldn't hurt to ask. Then there is the custom patching route. You can pay for a lifetime license to use a customizable game patcher for either WW3D or SAGE [Game Patch Creator] It's worth consideration. Java Runtime Headers (for online servers in WW3D) This is one is the easiest to do. Just grab the most recent Java Runtime Header library and add it in [Oracle Java Downloads] However, this is an old way of handling online. SAGE replaced this fully with its version of the GameSpy implementation, and with WW3D also having GameSpy probably means that the Java code was a transitional backup. All the same, it doesn't have to be removed, and can simply be there as backup still. Math and Physics Updates (Modernization Options for WW3D and SAGE) It's not necessary to update the Westwood Math and Westwood Physics libraries in order to compile your code, however, it is a major upgrade to get more out of the engine. You cannot use image compression like BINK2 without scalable vector graphics, which requires the SSE math function at version 2 or higher. [Image Processing Libraries that contain SSE4.2] <-(might be necessary if the below math libraries do not include SSE4.2) When EALA transitioned from SAGE 1 to SAGE 2 with Red Alert 3, they didn't just change the graphical API from DX9 to DX10, they also replaced the Westwood Math and Physics libraries with RenderWare's Math and Physics libraries. Unfortunately, Criterion's RenderWare Engine is still proprietary with currently no way to license it despite EA removing engine restrictions for their devs. So that means we need alternatives to either splice into the Westwood libraries, or to replace them. There are many options to choose from for C++ math libraries, so it's not that hard to find one that works. Here's a few: DirectX's XNA Math Library [XNA programming guide], OpenGL Math (Not just for OpenGL) [GL Math], Sony's Vector Math Library [Sony Vector Math], and Eigen (the math library that Panda3D uses) [Eigen Main Site]. As for physics, there are multiple solutions: Havok (outperformed by other libraries) [Havok Physics], Bullet [Bullet Physics 3.0], ODE [ODE Physics (old and used to fill gaps in Bullet)], and Jolt (doesn't have impulse, but has everything else) [Jolt Physics]. (Personally, I support using Jolt) The Final Hurdle for either WW3D or SAGE As described in the Renegade and Generals source codes (compiling section), you will have to update the .dsw file (old Visual Studio file) to the modern Visual Studio format. This will be a pain in the butt, however it is necessary. I wish the best to whoever has to do that process, because it will be slow. Anyway, thank you for reading this. I hope this ends up being useful to someone. -
View File Goldeneye Crosshair replaces the hd reticle dds. put this single file in ur data folder, witch is inside Renegade folder. Submitter erik93203 Submitted 07/22/2025 Category Custom Textures
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I would like to thank Unstoppable, dblaney1 and cyberarm for their contributions to 4.8 Update 4 (If I missed anyone else who contributed to 4.8 Update 4, sorry). [blurb]Added new features, scripts, bug fixes, and more![/blurb] New scripts and changes to existing scripts by Jerad2142. New scripts and changes to existing scripts by Unstoppable. Added preliminary support for controllers - enjoy smooth vehicle steering! Added a potential fix for vehicle limits randomly breaking after custom maps. Added a new LevelEdit setting, “HideTeamBattlefieldInformation”, which will make the building icon not show up on battle field and team information screens. Added a copy constructor and equals operator overload to HashTemplateClass. (Credits to Tuna for figuring out). Added the engine call Set_Enable_Foot_Steps which can enable or disable the footstep effects and sounds of a specific infantry. Added the tt.ini keyword ReplaceBeaconWithEquipment which turns the Beacon object in the PT into an equipment menu. Added PDDUMP and PODUMP console commands that dump information about player data, objects and vehicles. Added the engine call Trigger_Smooth_Skeleton_Height_Resize which allows the programmer to make a soldier’s skeleton smoothly rescale at a set speed without spamming the network. Added PCC, PCCT and PCCP console commands to print text to client's console. Detect if FDS is running under Wine on Linux and fix console output if so. Changed how the TRAIN_TRACK_COLLISION_GROUP works (now only collides with itself). Changed how the TRAIN_COLLISION_GROUP works (now only collides with TRAIN_TRACK, SOLDIER, DEFAULT, BULLET, and C4 Improved the equipment menu to now check if your weapon is full, in which case it will block you buying more. Soldiers will have to reload guns as it only fills your bag rounds unless you don’t have the gun at all. This is unfortunately just the way powerups work and I wasn’t going to rework the system. The gameover command can now be used in single player to end the level. Note: this will result in 3 stars at best. Fixes so team GDI can now own an Obelisk. Fixed Giant Kane Hologram’s mouth movement in single player so he talks once more. Fixes for the Remote FDS Console and the opening if the F8 console is active. Vehicle Management Dialog now shows the name of AI in your vehicle instead of “None” Removed outdated code from the equipment menu that would block beacons from being purchasable unless settings had been chosen on the server. Fix PLAYER_INFO not printing some players when the player limit changes and there are more players than player limit. Fixed an issue with hearing sounds ahead of the player when game ends or if the player leaves while zoomed in with a scope. Custom Scripts Requests (That I know of): Added JMG_Utility_Zone_Damage_While_In_Zone for Mortalc13 Added JMG_Utility_Visible_Vehicle_Occupants for rackz Added JMG_Utility_Zone_Disable_Specific_Weapon_Presets for rackz Added JMG_Utility_Zone_Damage_While_In_Zone_Presets for ExEric3
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untilJoin Rencorner's Anniversary Server to participate in Renegade's 23rd Birthday After Party!
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untilJoin Rencorner's Anniversary Server to participate in Renegade's 23rd Birthday Party!
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[blurb]On June 8th at 7PM GMT[/blurb]
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View File eddie's skyline from need for speed Underground 1 This replaces the Sadan. This is the car that is on the cover of Need for speed underground 1, also known as eddie's skyline. this took me about 2 weeks, or at least 22 hrs total with adjusting imagines and testing them and recreating them again. Please leave a like or comment so i know u guys like them and i could do more. Submitter erik93203 Submitted 03/22/2024 Category Custom Textures
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Version 1.0.1
349 downloads
This replaces the Sadan. This is the car that is on the cover of Need for speed underground 1, also known as eddie's skyline. this took me about 2 weeks, or at least 22 hrs total with adjusting imagines and testing them and recreating them again. Please leave a like or comment so i know u guys like them and i could do more. -
untilRenegade's 22nd Anniversary Event, Day Eight: He's taller!
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untilRenegade's 22nd Anniversary Event, Day Three: Get back here!
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untilRenegade's 22nd Anniversary Event, Day One: Havoc!
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Version 1.0.0
654 downloads
A blast from the past, the Ottoman Sound Pack has returned! Created for Tiberian Sun: Reborn, this pack is also compatible with Interim Apex and base Renegade! Just extract the audio files to your chosen games data folder, and hop ingame. Now, the radio commands (issued via Ctrl/Alt + num) will properly capture the panic of battle and the atmosphere of Renegade. It's an absolute blast to play with!- 1 comment
- 1 review
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- Renegade
- Interim Apex
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View File Fixed & Better Weapon Models Introduction: This is a refresh of an old project started by Gen Blacky (aka Mr. Z) with help from Slave and ErroR. It is a project that converted the first person weapon models to replace the original Westwood third person and back carried models. Read Description for complete list of changes. Batch script for personalizing/customizing, and Readme.rtf are included. In this refresh of the project, there are multiple fixes: Global Weapon Fixes and Changes: 1. Used the first person models (as is without scaling) for third person, back carried, and pickups to fix scaling inconsistencies 2. Welded all the vertices on the weapon polygons; doing this fixed micro gaps 3. Brightened the beams, displays, flares, and lights for first and third person models 4. Added reflection to all digital displays, laser beams, rifle scopes, and laser rifle's crystal (in XXXX_alt folders) 5. Removed all beams, display textures, flares, and lights from back carried models for proper (not in use/powered down) appearance 6. Made all the weapon flares, and lights cam-parallel 7. Made the weapon muzzle flashes that weren't in separate mz_xxxx#.w3d files brighter and cam-parallel 8. Fixed the smoothing groups; doing this fixed poorly shaded and visible triangles 9. Fixed all the back carried models' rotation and pivots Auto Rifle: 10. Added the missing front faces and texture 11. Fixed texture wrapping on the weapon's chassis 12. Fixed texture wrapping on clip 13. Fixed third person hand position C4-Proximity: 14. Fixed the back carried model's orientation to match the original model's ***Included an alternate model with the arms fully extended out C4-Remote: 15. Fixed the straps not being 2-sided on the side opposite to the remote 16. Fixed the back carried model's orientation to match those of the other weapons C4-Timed: 17. Fixed the rotation of the third person model so that the C4 now appears upright 18. Fixed the back carried model's orientation to match those of the other weapons Chain Gun: 19. Moved the back and front meshes closer to the weapon's chassis to remove small gaps 20. Fixed texture inconsistencies on the chain belt and gun handle 21. Scaled the chain mesh by -0.55% to appear more fitted 22. Fixed the chain mesh not having inner faces 23. Adjusted the chain texture's VPerSec from 7.0 to 10.0 to match the rotation speed of the weapon's barrels 24. Modified the non-rotating cylindrical meshes to rotate with the barrels Chem Sprayer: 25. Fixed texture inconsistencies 26. Removed gaps between the tip, top bridge, and canister 27. Fixed goo mesh's texture inconsistencies, they are now seamlessly wrapped 28. Scaled canister's goo1 mesh by -0.80% to appear more fitted 29. Fixed the reload animation, pc000 and pc001 weren't removing with the clip f_cm_chem due to not having checked only export geometry and unchecking transform bone 30. Fixed the back carried model to have the goo1 and goo2 mesh texture 31. Fixed third person hand position ***Included an alternate model with reflective glass over the clip canister Flamethrower: 32. Made the torch2 flame muzzle cam-parallel 33. Enhanced the brightness of the torch flame 34. Fixed the trigger missing faces on the right side of the weapon 35. Fixed third person hand position Grenade Launcher: 36. Removed a gap between compressor canister and launcher chassis 37. Resized the clip to remove large gaps and appear fitted 38. Resized the f_cm_gren clip to match Ion Cannon Beacon: 39. Moved the locks closer to the center to remove gaps 40. Moved the panel pieces on third person model to remove gaps 41. Rotated the third person model to match the remote C4's hand position 42. Rotated the back carried model to match the C4'(s) facing ***Included an alternate model that has the locks and dish parts fully extended, now matches the deploying animation ***Included an alternate model with the missing lock lights added back in Laser Chain Gun: 43. Removed a gap between gun barrel rotor and gun chassis 44. Changed the topbeam texture's VPerSec from 1 to 10 to match the barrel rotation speed 45. Fixed the firing animation to match the rate of fire, to behave more like a chain gun, and removed gaps and mesh clipping seen in the original animation Laser Rifle: 46. Made the crystal's color more saturated to prevent the reflective layer from washing out the color Nuclear Strike Beacon: 47. Moved feet vertices to fix overlapping/clipping 48. Extended the 4 receivers out on third person/world model Personal Ion Cannon: 49. Removed a gap between the scope and gun chassis 50. Fixed clipping between the rotor and scope 51. Fixed the muzzle flash for first person but it doesn't appear after every shot 52. Fixed third person hand position Pistol: 53. Fixed the reload animation, the clip wouldn't drop from the weapon due to having an incorrect pivot hierarchy order 54. Fixed broken vertices on clip 55. Fixed bad texture wrapping on clip Rail Gun: 56. Removed a small gap between suppressor support and barrel Ramjet Rifle: 57. Removed a small gap between hydraulic and gun barrel 58. Fixed third person hand position Repair Gun: 59. Removed gaps between canisters and tubes 60. Fixed the third person model's muzzle flash so that the two smaller flashes are no longer cam parallel and fixed their rotation, so they don't clip through the weapon Rocket Launcher: 61. Removed a small gap between screen and launcher chassis 62. Resized the launcher loader to remove large gaps Shotgun: 63. Centered the back carried model 64. Fixed third person hand position ***Included an alternate model that has no stock ***Included an alternate back carried model that has the stock folded to match the original back carried model Sniper Rifle: 65. Changed the white light back to red to match the original model 66. Removed a gap between scope and rifle chassis 67. Fixed the texture wrapping on the clip 68. Replaced the individual clip model f_cm_snip with the one that's actually used on the weapon 69. Fixed third person hand position ***Included an alternate back carried model with the scope lid in the closed position Tiberium Auto Rifle: 70. Changed the white lights back to green to match the original model ***Included an alternate model with an edited texture that has the canister's color changed to grayscale, added an animated goo mesh over the canister similar to the effect on the Chem Sprayer Tiberium Flechette Gun: 71. Removed unnecessary faces from the inside of the weapon model ***Made the clip glass clear and reflective Volt Auto Rifle: 72. Fixed the animated electric texture on the right side of the weapon 73. Removed gaps between the electric currents and the weapon's chassis 74. Made the electric currents 2-sided 75. Fixed the pivot orientation of the flares on the first person model ***Included an alternate model with a glass cover over the electric currents ***Included an alternate model with a red beam styled to Westwood's original model This package contains a batch file for easy install/customization, and a Readme for installation. Please enjoy and if you should use this in any mod or on a server please give credit to everyone involved in this project. ***Update 03/31/2022: Fixed credits for Gen Blacky and ErroR, misspelled names in credits.txt; Added another alternate Volt Auto Rifle that has a red beam styled to the original Westwood version. ***Update 04/04/2022: Adjusted the height of the p_bone for pickup models to prevent spawned weapons from falling through the ground (only noticed this happening on some maps). ***Update 04/08/2022: Adjusted the height of both the p_bone and worldbox for pickup models (centered them directly to the model) to fix multiplayer weapon spawners. ***Update 08/19/2022: Fixed Alpha channel bug on the Laser Rifle's crystal, added 2 more alternate models: 1-Alternate for Chem Sprayer with reflective glass over the clip canister; 2-Alternate for Ion Cannon Beacon with the missing lock lights restored, Extended the 4 receivers on the Nuclear Strike Beacon out further, wrote a batch script to help personalize/customize the installation, merged changelog.txt and credits.txt into the Readme.rtf file. Submitter Mortalc13 Submitted 08/20/2022 Category Misc. Files
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Version 1.0.4
353 downloads
Introduction: This is a refresh of an old project started by Gen Blacky (aka Mr. Z) with help from Slave and ErroR. It is a project that converted the first person weapon models to replace the original Westwood third person and back carried models. Read Description for complete list of changes. Batch script for personalizing/customizing, and Readme.rtf are included. In this refresh of the project, there are multiple fixes: Global Weapon Fixes and Changes: 1. Used the first person models (as is without scaling) for third person, back carried, and pickups to fix scaling inconsistencies 2. Welded all the vertices on the weapon polygons; doing this fixed micro gaps 3. Brightened the beams, displays, flares, and lights for first and third person models 4. Added reflection to all digital displays, laser beams, rifle scopes, and laser rifle's crystal (in XXXX_alt folders) 5. Removed all beams, display textures, flares, and lights from back carried models for proper (not in use/powered down) appearance 6. Made all the weapon flares, and lights cam-parallel 7. Made the weapon muzzle flashes that weren't in separate mz_xxxx#.w3d files brighter and cam-parallel 8. Fixed the smoothing groups; doing this fixed poorly shaded and visible triangles 9. Fixed all the back carried models' rotation and pivots Auto Rifle: 10. Added the missing front faces and texture 11. Fixed texture wrapping on the weapon's chassis 12. Fixed texture wrapping on clip 13. Fixed third person hand position C4-Proximity: 14. Fixed the back carried model's orientation to match the original model's ***Included an alternate model with the arms fully extended out C4-Remote: 15. Fixed the straps not being 2-sided on the side opposite to the remote 16. Fixed the back carried model's orientation to match those of the other weapons C4-Timed: 17. Fixed the rotation of the third person model so that the C4 now appears upright 18. Fixed the back carried model's orientation to match those of the other weapons Chain Gun: 19. Moved the back and front meshes closer to the weapon's chassis to remove small gaps 20. Fixed texture inconsistencies on the chain belt and gun handle 21. Scaled the chain mesh by -0.55% to appear more fitted 22. Fixed the chain mesh not having inner faces 23. Adjusted the chain texture's VPerSec from 7.0 to 10.0 to match the rotation speed of the weapon's barrels 24. Modified the non-rotating cylindrical meshes to rotate with the barrels Chem Sprayer: 25. Fixed texture inconsistencies 26. Removed gaps between the tip, top bridge, and canister 27. Fixed goo mesh's texture inconsistencies, they are now seamlessly wrapped 28. Scaled canister's goo1 mesh by -0.80% to appear more fitted 29. Fixed the reload animation, pc000 and pc001 weren't removing with the clip f_cm_chem due to not having checked only export geometry and unchecking transform bone 30. Fixed the back carried model to have the goo1 and goo2 mesh texture 31. Fixed third person hand position ***Included an alternate model with reflective glass over the clip canister Flamethrower: 32. Made the torch2 flame muzzle cam-parallel 33. Enhanced the brightness of the torch flame 34. Fixed the trigger missing faces on the right side of the weapon 35. Fixed third person hand position Grenade Launcher: 36. Removed a gap between compressor canister and launcher chassis 37. Resized the clip to remove large gaps and appear fitted 38. Resized the f_cm_gren clip to match Ion Cannon Beacon: 39. Moved the locks closer to the center to remove gaps 40. Moved the panel pieces on third person model to remove gaps 41. Rotated the third person model to match the remote C4's hand position 42. Rotated the back carried model to match the C4'(s) facing ***Included an alternate model that has the locks and dish parts fully extended, now matches the deploying animation ***Included an alternate model with the missing lock lights added back in Laser Chain Gun: 43. Removed a gap between gun barrel rotor and gun chassis 44. Changed the topbeam texture's VPerSec from 1 to 10 to match the barrel rotation speed 45. Fixed the firing animation to match the rate of fire, to behave more like a chain gun, and removed gaps and mesh clipping seen in the original animation Laser Rifle: 46. Made the crystal's color more saturated to prevent the reflective layer from washing out the color Nuclear Strike Beacon: 47. Moved feet vertices to fix overlapping/clipping 48. Extended the 4 receivers out on third person/world model Personal Ion Cannon: 49. Removed a gap between the scope and gun chassis 50. Fixed clipping between the rotor and scope 51. Fixed the muzzle flash for first person but it doesn't appear after every shot 52. Fixed third person hand position Pistol: 53. Fixed the reload animation, the clip wouldn't drop from the weapon due to having an incorrect pivot hierarchy order 54. Fixed broken vertices on clip 55. Fixed bad texture wrapping on clip Rail Gun: 56. Removed a small gap between suppressor support and barrel Ramjet Rifle: 57. Removed a small gap between hydraulic and gun barrel 58. Fixed third person hand position Repair Gun: 59. Removed gaps between canisters and tubes 60. Fixed the third person model's muzzle flash so that the two smaller flashes are no longer cam parallel and fixed their rotation, so they don't clip through the weapon Rocket Launcher: 61. Removed a small gap between screen and launcher chassis 62. Resized the launcher loader to remove large gaps Shotgun: 63. Centered the back carried model 64. Fixed third person hand position ***Included an alternate model that has no stock ***Included an alternate back carried model that has the stock folded to match the original back carried model Sniper Rifle: 65. Changed the white light back to red to match the original model 66. Removed a gap between scope and rifle chassis 67. Fixed the texture wrapping on the clip 68. Replaced the individual clip model f_cm_snip with the one that's actually used on the weapon 69. Fixed third person hand position ***Included an alternate back carried model with the scope lid in the closed position Tiberium Auto Rifle: 70. Changed the white lights back to green to match the original model ***Included an alternate model with an edited texture that has the canister's color changed to grayscale, added an animated goo mesh over the canister similar to the effect on the Chem Sprayer Tiberium Flechette Gun: 71. Removed unnecessary faces from the inside of the weapon model ***Made the clip glass clear and reflective Volt Auto Rifle: 72. Fixed the animated electric texture on the right side of the weapon 73. Removed gaps between the electric currents and the weapon's chassis 74. Made the electric currents 2-sided 75. Fixed the pivot orientation of the flares on the first person model ***Included an alternate model with a glass cover over the electric currents ***Included an alternate model with a red beam styled to Westwood's original model This package contains a batch file for easy install/customization, and a Readme for installation. Please enjoy and if you should use this in any mod or on a server please give credit to everyone involved in this project. ***Update 03/31/2022: Fixed credits for Gen Blacky and ErroR, misspelled names in credits.txt; Added another alternate Volt Auto Rifle that has a red beam styled to the original Westwood version. ***Update 04/04/2022: Adjusted the height of the p_bone for pickup models to prevent spawned weapons from falling through the ground (only noticed this happening on some maps). ***Update 04/08/2022: Adjusted the height of both the p_bone and worldbox for pickup models (centered them directly to the model) to fix multiplayer weapon spawners. ***Update 08/19/2022: Fixed Alpha channel bug on the Laser Rifle's crystal, added 2 more alternate models: 1-Alternate for Chem Sprayer with reflective glass over the clip canister; 2-Alternate for Ion Cannon Beacon with the missing lock lights restored, Extended the 4 receivers on the Nuclear Strike Beacon out further, wrote a batch script to help personalize/customize the installation, merged changelog.txt and credits.txt into the Readme.rtf file. -
if you have recorded games you can post it here
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- interimapex
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http://www.moddb.com/mods/cc-assault http://en.ccassault.com Commando Assault is a mod which was first released in 2010 for C&C Renegade. And it allows to build up base from scratch on Westwood 3D game engine. Inspired by Battlezone series of videogames. Has its separate music (including Frank Klepacki's works that he exclusively approved for this mod, some of my remakes of his famous songs and even my new melodies) and unique features. Want to speed up construction rate to reduce time you are waiting for new purchase that you made? To capture existing building or steal it while it is not deployed yet (or even MCV)? To drop player-controlled tanks in the rear of enemy base? To win with one useless structure? You have all in one. Welcome back again, commander, crush your enemies with your own 3D-hands and lead your forces to fight. More tactics, more fun, more teamplay. Some videos are under spoiler: Feel free to discuss and share this stuff =)
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- C&C
- Command & Conquer
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Today (Saturday the 26th of September) marks the 25th anniversary of Command & Conquer. And in the immortal words of GDI Commando Nick "Havoc" Parker "I Got a Present For Ya". After a long wait, I am finally releasing scripts 4.7 (the latest version of the Tiberian Technologies unofficial patch for C&C Renegade) to the world. Sever owners be sure to read the information at the bottom as it is important. Also note that in this release we have dropped support for Windows XP/server 2003 and Windows Vista/Server 2008. Windows 7/Server 2008 R2 is now the minumum required version. This will allow us to move to a newer better compiler in the future. (should we get feedback that there are people still stuck on these ancient/long-out-of-support versions of Windows who have no way to upgrade we will re-consider the decision to drop support but no-one should be connecting a Windows XP machine to the internet anyway given all the potential security issues that arise from doing so.) I would like to thank Jerad2142, Dghelneshi, Moonsense715 , Neijwiert and dblaney for their contributions to 4.7 (If I missed anyone else who contributed to 4.7, sorry) Changes made since 4.6 update 9: Various bug fixes. Added EnableVis TT.ini keyword to enable or disable vis. Added support for the Korean language (you can select it in the installer and it will switch your Renegade to Korean (or if you already have Korean Renegade installed, it will install on top of it) New scripts and fixes to existing scripts by Jerad2142. Fix an issue with one of the files in the Japanese version. If you already have Japanese Renegade installed and select Japanese in the installer, it will install the correct file. Fix a bug with animations. Fix to the anti-cheat (details withheld to not aid cheaters) Fix memory leaks in Log_Killed_Message and Get_Player_Name engine calls. Added bot logic written by Moonsense715. New scripts and fixes to existing scripts by Moonsense715. New scripts and fixes to existing scripts by dblaney. New scripts and fixes to existing scripts by jonwil. Add new console command botcount to let you turn on the bot logic and set how many bots you want (and optionally add them all to one team) Add new engine call Get_Multiplayer_Spawn_Location to obtain a spawn location for a soldier object. Add new engine call Is_Pathfind_Generated to verify that the current map has valid pathfinding. Add new engine call Get_Closest_Pathfind_Spot to determine the closest pathfind spot to a position. Add new engine cal Get_Closest_Pathfind_Spot_Size to determine the closest pathfind spot to a position given a minumum sector size. Add new engine call Get_Radio_Command_String to obtain the string ID for a radio command given its index. Add new engine call Is_Sidebar_Enabled to determine if the sidebar logic is enabled (as opposed to the regular stock PT logic) Add new engine calls Can_Build_Ground, Can_Build_Air and Can_Build_Naval to determine if a given team is able to build a ground unit, an air unit or a naval unit at this point, i.e. is the factory alive and not busy) Add new engine call Is_Soldier_Busy to determine if a soldier is currently busy (i.e. doing an action of some sort) Add new engine call Get_Script_Parameters to get information about the parameters to a script. Add new engine calls Get_Enlisted_Purchase_Items and Get_Purchase_Items to obtain the purchase items from the purchase settings. Add new engine calls Is_Infantry_Purchaseable and Is_Vehicle_Purchaseable to determine if an infantry/vehicle is currently purchaseable. Add new engine call Kill_Messages_Disabled to determine if kill messages are disabled via the tt.ini keyword Add new engine call Is_Extras_Enabled to determine if the extra/secret PT pages are enabled or not. Add new engine call Set_Emot_Icon to display the emot icon for a radio command over the head of a given soldier. Fix an issue with the per-map polygon budget settings that could cause crashes in some cases. Add new engine call Can_Generic_Soldier_Teleport that will test if a soldier is able to teleport to a given position or not. Add new engine call Find_Closest_Poly_Position that will find the closest polygon for a building given a position. Add new engine call Find_All_Vehicles_By_Distance that will find all of the vehicles in a level sorted by how far away they are from a given position. Change various sound creation engine calls so they return an int which can then be passed to Commands->Stop_Sound to stop the sound. Works over the network. There is also Stop_Sound_Player and Stop_Sound_Team. Add new engine call Enable_Spawners_By_Name to enable/disable all spawners on the map given a preset name. Add new engine calls Say_Dynamic_Dialogue, Say_Dynamic_Dialogue_Team and Say_Dynamic_Dialogue_Player to allow you to trigger the dialogue system (complete with face movements) over the network. Commands->Enable_Letterbox now works over the network to enable the black bars at the top and bottom of the screen (as used in some single player missions for in-game cutscenes). There is also Enable_Letterbox_Player for a per-player version. New engine calls Set_Max_Health_Without_Healing and Set_Max_Shield_Strength_Without_Healing that set the max health/shield but do not change the current health/shield. Fix a typo preventing the Create_Explosion function in cinematic text scripts from working. Bots/AI now correctly handle gravity-affected/lobbed projectiles. Fixed a crash if your GPU has a name longer than 128 characters. New physics class DynamicProjectorPhysClass which is the same as DynamicAnimPhysClass except its got projector settings like StaticAnimPhysClass. Fix an issue with the scripts M00_Play_Sound and JFW_Play_Sound that caused them to constantly spam sounds. Fix so that if the AI code is targeting a soldier and that soldier is in a vehicle, it will use the vehicle as a target instead of the soldier (this was causing issues in cases where the soldier's actual location was outside the pathfind grid) Fix an issue with tracked vehicle bots driving backwards. Add new versions of Get_Team_Cost and Get_Cost engine calls that take a preset ID instead of a preset name. Fix an issue with choosing the sound file to use with a sound preset. Fix a bug in SysTimeClass::Get Fix so track movement and track wheels work correctly at any frame rate. Add new engine call Test_Raycast_Collision that will test if there are any objects between 2 points in space and optionally test if the object you hit is a specific object you passed to Test_Raycast_Collision. Add new engine call Is_Inside_AABox to determine if a position is inside an aabox. Add new engine call Does_Beacon_Placement_End_Game to identify if beacon placement ends game is enabled. Add new engine call Is_On_Enemy_Pedestal to identify if a beacon object is on the enemy pedestal. Add new engine calls Set_Subobject_Animation and Set_Subobject_Animation_Player to set an animation on a subobject of another object. Fix a bug in LineSegClass::Set Add TimeScale console command. Allows you to fast forward and run the game in slow-mo. It automatically syncs to clients. Scripts can also set the time scale with the Set_Time_Scale engine call and there is also a TimeScale tt.ini keyword. Fixes to animations for text cinematic scripts. Removed the ability to use weapon scopes on ladders (allowed you to aim and shoot anywhere, even though your character was facing forward with gun up in the air). Add new engine call Write_File_Async that will write to a file without blocking waiting for the write to complete. Doors that allow vehicles to open them will open for AI soldiers as they don't have portals generated in pathfind. Added a 'C EYES' bone which can override the line of sight from the 'C HEAD' bone in case the head bone is not where you need the eyes to be. Jump landing animations now use unused stock Renegade landing animations, this will reduce the amount of times players shoot the ground at end of jump (which in turn will improve server synchronization). Fixed a bug that caused soldier bot weapon tilt to go to extreme up, extreme down, or middle; it now smoothly moves between them. Fixed bugs causing AI that operate vehicles not facing the turret the correct direction on-line. Improvements to lighting code. To enable new lighting where intensity affects dynamic object put NewLighting=true in your tt.ini under the general section. To enable the new specular lighting feature put AllowSpecular=true in your tt.ini under the general section. Its strongly recommended that NewLighting be enabled when using specular. Restored the smooth harvester credit dump that was seen in stock Renegade, this was broken if the server was running more than 30 FPS and was removed in 4.x for bandwidth issues. It has now been re-added: Single player skirmish displays the default (but fixed) dump. LAN now dumps at a rate of 10 times a second. Online now dumps at a rate of 5 times a second, but can be configured with the server.ini setting of HarvesterDumpRatePerSecond, this setting has a few alt modes: If 0 it works as it did 4.x – 4.6 (credits stop flowing until dump finishes) If -1 it will basically send all the updates possible, making a nice smooth, if not bandwidth intensive update to the player If > 0 it will update that many times a second. Per map tt.ini files will now only update data loaded from tt.ini, per map will no longer completely replace server tt.ini settings. Add LinearImpulseScale and AngularImpulseScale tt.ini entries. This allows you to scale the amount of impulse applied when vehicles collide. Regenerate pathfinding on all the stock multiplayer maps so the bots created by Moonsense715 can function properly on those maps (fixes issues with doors and with pathfinding around nod turrets) Fix vis glitches on the single player mission "Evolution of Evil". Fix glitches with some looping wind sounds so they loop properly. If you are running 4.6 Update 9 (or any earlier version) you will be automatically updated to 4.7. Due to some changes (mostly the fixes to the maps), the update will run the scripts installer again. Just select the appropriate options and it will install. People wanting a full installer (to install from scratch or to do a full reinstall), a server download or a tools download can find them on the Tiberian Technologies website (www.tiberiantechnologies.org) in the downloads section. Appropriate source code for 4.7 as well as the source files for the map fixes in 4.7 can also be found on the site. People who wish to use the excellent AI bots created by Moonsense715 on their server just need to use the botcount console command to set the number of bots they want (and optionally which team they want the bots on). Set to 0 to turn bots off completly. These tutorials https://w3dhub.com/forum/topic/416719-ai-bots-advanced-1/ and https://w3dhub.com/forum/topic/416724-ai-bots-advanced-2/ give details on how to customize maps and add more fleshed out support for AI bots to those maps beyond the support you get if you just turn bots on. Server owners will need to make sure they copy over all the updated map mix files, the updated always3.dat and the update anticheat.ini. If you have a modified version of anticheat.ini and want to know what's changed in the one in scripts 4.7, open the 4.7 anticheat.ini and search for the line b3b5a7faa502f747d3bc8ff5c63a99cb=M00_Tutorial.mix in the file. Copy that line and everything down to the end of the file and paste it into your anticheat.ini file. The source lvl files for our fixed maps are available on the Tiberian Technologies web site as mentioned above in case people want to modify them for some reason. People who need Dragonade will have to wait for a compatible version of Dragonade to be released.
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