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Fill the docs with previously implemented fixes and features (#1064)
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# Bugfixes | ||
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This page lists all vanilla bugs fixed by Vinifera. | ||
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- Fix HouseType `Nod` having the `Prefix=B` and `Side=GDI` in vanilla `rules.ini` by setting them to `N` and `Nod`, respectively. | ||
- Fix a bug where VQA files could not be loaded from the root directory or local search paths. | ||
- Fix a bug where the player could issue a harvester to begin harvesting Tiberium that is below a bridge while the mouse is over the bridge itself. | ||
- Fix a bug where the values of `RandomRate` were not stored correctly. In addition to this, negative values will also be converted to absolute numbers. | ||
- Fix a bug where the `FSMENU` theme would incorrectly play instead of the `INTRO` theme when in Tiberian Sun mode after returning to the main menu. | ||
- Fix a bug where the game would crash when a trigger with the action "Wakeup group..." is executed and the requested Group was not found. | ||
- Fix a bug where animations with a `DetailLevel` value greater than 2 would not show in-game. | ||
- Fix a bug where `EngineerDamage` was incorrectly loaded with `EngineerCaptureLevel`. | ||
- Fix a bug where `EngineerDamage` was not used to calculate the engineer damage. | ||
- Fix a bug where `EngineerCaptureLevel` was not considered when checking the target building. | ||
- Fix a bug where air transports are unable to land when given a move order. | ||
- Fix the position of the health bar graphic on unit selection boxes. | ||
- Fix a bug where the agme would crash when attempting to generate a random map if the `Neutral` or `Special` HouseTypes are not found. | ||
- Fix a bug where the agme would crash when attempting to generate a random map if there are fewer than 4 HouseTypes defined. | ||
- Fix a limitation where the game could only choose between the first two HouseTypes for the AI players. Now, all HouseTypes with `Multiplay=yes` will be considered. | ||
- Fix a bug where the `Cloakable=yes` had no effect on AircraftTypes. | ||
- Fix a bug where `CloakStop` had no effect on the cloaking behaviour. | ||
- Fix a bug where pre-placed crates and crates spawned by a destroyed truck will trigger a respawn when they are picked up. | ||
- Increase the string buffer size from 128 to 2048 characters for when reading and writing Owners from INI. | ||
- Fix bugs where the Jumpjet uses the wrong animation sequence when firing and in the air. | ||
- Fix a bug where the wrong palette is used to draw the cameo above an enemy spied factory building. | ||
- Fix the animation speed of Waypoint and Rally Point lines so they are normalised and no longer subjected to the game speed setting. | ||
- Fix a limitation where returning to the Skirmish dialog after a game clamps the chosen side between 0 (GDI) and 1 (Nod). | ||
- Fix a bug where the user is able to place a building anywhere on the map by taking advantage of the sidebar. | ||
- Fix division by zero crashes when ShakeScreen is set to 0. | ||
- Increase the IsoMapPack5 buffer size when decoding a map. | ||
- Fix a bug where looping animations incorrectly use the unsynchronized RNG, which would cause the game to randomly crash during online games. | ||
- Fix a bug where `IsTrainable` is not checked when an object picks up a veteracy crate. | ||
- Fix a bug where `IsInsignificant` was not checked when a unit dies. | ||
- Fix the incorrect (RA legacy) cell calculation for the "move to cell" team script. | ||
- Fix a bug where the sidebar mouse wheel scrolling "error" sound can be heard at the main menu. | ||
- Fix a bug with TriggerTypes not setting difficulty flags correctly when reading from INI. | ||
- Fix a bug with triggers enabled via other triggers ignoring difficulty settings. | ||
- Fix MultiMission `MaxPlayers` incorrectly loaded with `MinPlayers`. | ||
- Fix to maintain aspect ratio when scaling movies/videos. | ||
- Fix incorrect spelling of "Loser" on the multiplayer score screen debug output. | ||
- Fix incorrect stretching of the main menu transition movies. | ||
- Fix mouse cursor not being displayed in the Dropship Loadout menu. |
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# Mapping | ||
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This page describes all mapping-related additions and changes introduced by Vinifera. | ||
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## Bugfixes and Miscellaneous | ||
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- The game now supports reading and using up to 32767 waypoints in scenarios. | ||
- Tutorial messages are now loaded from scenarios. This can be used to replace/update an existing entry from `TUTORIAL.INI`, or to add a new tutorial message index which can be used by trigger actions. | ||
- Remove a hardcoded limitation where the remap color of `Neutral` and `Special` could not be overridden in multiplayer games. Due to the inconsistencies between the official maps, values of `Grey` and `LightGrey` will be forced to `LightGrey`. | ||
- `[Basic]->SkipScore` is now considered when showing the multiplayer score screen. Setting to `SkipScore=yes` in the map file will now be all that is required for skip the score screen. | ||
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## Campaign Settings | ||
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### Intro Movie | ||
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- `IntroMovie` can now be set for campaigns, allowing the customisation of the intro movie that plays before the campaign path starts. | ||
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In `BATTLE.INI`: | ||
```ini | ||
[Campaign] | ||
IntroMovie=<string> ; The intro movie name (without the .VQA extension) to play at the start of the campaign? Defaults to <none>. | ||
``` | ||
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### DebugOnly | ||
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- `DebugOnly` can now be set for campaigns, which adds the prefix of "[Debug]" to the campaign description. In addition to this, it also makes the campaign only available Developer mode. | ||
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In `BATTLE.INI`: | ||
```ini | ||
[Campaign] | ||
DebugOnly=<boolean> ; Is this campaign only available in Developer mode? Defaults to no. | ||
``` | ||
For testing/debugging versions of the Tiberian Sun and Firestorm campaigns, download [BATTLE_DEBUG_CAMPAIGN.INI](https://github.com/Vinifera-Developers/Vinifera-Files/blob/master/files/BATTLE_DEBUG_CAMPAIGN.INI) and place it in your game install directory. | ||
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## Scenario Settings | ||
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### Ice Destruction | ||
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- Ice destruction can now be disabled. | ||
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In a scenario file: | ||
```ini | ||
[Basic] | ||
IceDestructionEnabled=<boolean> ; Can ice tiles be destroyed in the scenario? Defaults to yes. | ||
``` | ||
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## Script Actions | ||
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## Trigger Actions |
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