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1.5 & 1.6 C&C Patch?
mattig89ch posted a topic in Tech Discussion & SupportHello Everyone, To be honest, I actually didn't know I had a profile on this forum till today. Anywho, I re-discovered my C&C the first decade install disc after moving. I'm trying to install it on my old Linux laptop, but the Lutris installer is saying it needs the 1.5 & 1.6 patch. I found the 1.6 patch on this site, but I can't find anything about the 1.5 patch. Does anyone know anything about the 1.5 patch? This is the script btw: https://lutris.net/games/command-and-conquer-the-first-decade/
C&C Tiberian Dawn Redux Patch v1.43 Released!
sgtmyers88 posted a topic in Generals / Zero Hour Maps & Modding***STATUS UPDATE FROM THE BATTLEFIELD*** The third official patch to C&C Tiberian Dawn Redux v1.4. (Patch v1.43) has been released! DOWNLOAD NOW! This patch includes 8 additional singleplayer missions and several fixes were also made to the existing campaign missions. This brings the grand total of missions to 26. This patch also reworks and fixes several general gameplay bugs as well. GENERAL GAMEPLAY CHANGELIST: 8 additional campaign missions completed with their respective intro videos Fixed an AI exploit preventing tank machine guns from damaging aircraft M110 Artillery (Nod) speed slightly decreased Assault APC price increased from $500 to $800 (pre-loaded with two Rocket Soldiers now) Airfields (excluding Nod Airstrip) reduced from $2000 to $1000 Grenadiers made more powerful and more accurate (to encourage use over rocket soldiers) Both vehicle missile and machine gun upgrades reduced from $1000 to $600 Power Plant HP increased from 800 to 1000 Tiberium Silo Auto Deposit Amount reduced from $200 to $75 Mammoth Tank Armor and speed slightly decreased (including Adv. Mammoth) Mammoth Tusk Missile Firing Rate slightly decreased Flame Tank Armor slightly increased Helicopter and fighter jet locomotors slowed to reduce graphical and gameplay glitches Tiberium income amounts reduced slightly Tiberium growth rate significantly reduced (to reduce lag and game crashes from overpopulation) Weapons can now fire over low profile structures without exploding over them (Helipad, Repair Bay, .etc) Guard Tower damage and firing rate slightly increased APC machine gun firing burst rate decreased (does not apply to Assault APC) Bradley (Light Tank) speed slightly decreased Grand Canyon Skirmish Map rebalanced and reduced to 3 players to fix AI issues Dynamite Dunes Skirmish Map rebalanced Armored Assault Skirmish Map rebalanced Framerate improvements on the Tiberium Gardens Skirmish Map Framerate improvements to GDI SPEC OPS Mission #1 Framerate improvements to GDI Mission #8 Fixed an issue preventing players from finishing Nod Mission #4 Engineers can now hijack and not simply disable unarmed vehicles (MCV and Harvester) Tank and Missile projectile splash damage reduced Several models have been reworked and retextured Also note that the campaign cutscenes have also been edited and updated. You can download the complete set which will be needed for future releases HERE.
Tiberian Technologies releases community patch for C&C Renegade
EvilWhiteDragon posted a topic in C&C Community NewsTiberian Technologies releases community patch for C&C Renegade Today, at the 11th anniversary of C&C Renegade, we've got a present for ya! Today, we release the first final release of the Tiberian Technologies patch. This patch fixes countless bugs in the original game and offers numerous improvements. Let's start at the beginning. In 2002, C&C Renegade was released: the only FPS based on the C&C Tiberian-universe, created by Westwood Studios. The game was (and still is) unique as it combines aspects of typical RTS games such as the economy system and buildings in a FPS game. With skilled teams this leads to intense and complex games. Unfortunately, at the time of release, Renegade contained significant bugs that had serious impact on the game mechanics. This, together with the static and poorly scripted single player, caused Renegade to get low ratings in reviews. After the 1.037 patch, the game received no more updates, and the community had to survive by itself. Over the years, several initiatives popped up to improve Renegade by providing unofficial patches that added functionality, fixed bugs, and guarded against cheaters. Notable examples are RenGuard, SSAOW, BIATCH and RR. These projects were mostly written by different developers, sometimes incompatible, and were often only used by part of the community. This especially hampered client-side modifications, because they required players to install them manually, and deal with updates, incompatibilities, and so on. In December 2007 an initiative was started to merge our efforts, for the benefits of Renegade. Six months later the first public announcement was made about the new group, called Tiberian Technologies. Development was complicated and therefore did not progress as fast as we hoped, but in November 2010 we were doing the first public tests of the overhauled renegade engine, and released the first beta in September 2011. This was a big milestone and was celebrated by the community, but also showed that there was plenty of bug hunting to do. Today, finally, the patch is ready. Renegade is now more stable, faster, and has more features than ever! In the future we hope to get EA to release this community patch through the official patch mechanism, so that everyone can enjoy the improvements made for Renegade. Now, onto the fresh and new goodies. What did we fix? Listing all changes would result in a cumbersomely long and boring list, as we have made 5276 changes since we started counting in 2008. Below are a few highlights. Built-in anti-cheat Automatic downloading of maps and other content Better compatibility with programs which use overlays Countless engine bugfixes and performance enhancements Easy installation (install TT on any version of Renegade, regardless of whether it was just installed or heavily modified) Automatic updates Most prominent bugfixes: "Blue hell" fix Purchase Terminals no longer broken after rejoin The pistol now starts out loaded when you spawn You will no longer be killed on some maps if you are standing right next to the weapons factory and someone buys a vehicle Taking a screenshot no longer causes hiccups Fixed various types of lag; e.g. when snipers were in scope, players hugging walls, slowly rotating turrets, etc. Enhancements: Support for using the left and right side buttons on mice with more than 3 buttons The weapon back and forward keys will now skip weapons that are out of ammo. You can still access those weapons by pressing the number keys to select the specific weapon New feature on empty vehicles that calculates damage points based on last occupant Points fix - fixes an error in the way points are calculated when attacking vehicles with green health. Against all other targets, points are directly proportionate to damage, but not green-health vehicles due to a coding mistake. This is why, for example, snipers could get illogically high points for attacking heavy vehicles they did very little damage to. Renegade now properly supports wide-screen displays Resource manager Tiberian Technologies' patch has the ability to download new maps from a server's remote file repository. The idea is that when a player is missing the map the server is running it will be automatically downloaded and installed on the client, after which the client can immediately play the map. The game does not require a restart as it previously did. This makes playing fan maps much easier, as one does not have to manually download the map and restart the game to play on a particular server. The resource manager will make sure you will have the required maps and possibly other packages with skins, models, or soundpacks at the server owner's discretion. Downloads and mod tools You can download the patch at http://www.tiberiantechnologies.org/downloads or, if you have a previous version of the patch installed, just start the game and let the auto-updater do its job. The download page also contains the server files, scripts.dll source code, and some mod-tools. More information can be found at the following websites. We appreciate any questions, issues, or remarks on our official forums! Official website: http://www.tiberiantechnologies.org Official wiki: http://www.tiberiantechnologies.org/wiki Official forums: http://www.renegadeforums.com/index.php?t=thread&frm_id=52
The Red Alert Patch 1.1 Released
Plok posted a topic in Command & Conquer NewsCNC Labs have released version 1.1 of their Red Alert 3 mod, The Red Alert. It fixes many bugs and balance issues previously mentioned in their change log. You can update your 1.0 copy with the patch found here, or if you don't have the mod installed yet, there is also a standalone release available for download as well.
C&C95 Patch 1.06c Revision 2 Released
Nyerguds posted a topic in Command & Conquer NewsCommand & Conquer Project 1.06 has finally been updated, more than a year after the previous release. Combining the classic EXE hacking with the external CnC-DDraw dll gives this new release a huge list of new features. Read the ModDB release article for a full overview of the new features. Here's a quick overview of the major additions: Free resolution control; you can play in any resolution you want Videos can be stretched without black horizontal lines in them Videos can be stretched to fullscreen in higher resolutions A windowed mode is available Better support for maps with less than 6 starting points A new configuration tool combining the settings of both CnC-DDraw and the game itself into one set of easy options. Some of the smaller features: A beep is now played when receiving a message in multiplayer The radar minimap is no longer zoomed in by default All game fonts have been updated to correct errors Colour errors in the stretching of the Nod map selection screens have been fixed The new patch can be downloaded at the Project 1.06 website, while the full release notes can be found here.
The Red Alert Patch 1.1 Announced
Plok posted a topic in Command & Conquer NewsCNC Labs, the creators of The Red Alert mod for Red Alert 3, have announced patch 1.1, with a full changelog already posted. They are hoping to release it before Christmas, and there is already a group of testers playing the preliminary versions. Here's a part of the changelog: You can read the full changelog right here. In other news, The Red Alert has been downloaded over 30,000 times from various mirrors in only three months. You can follow the mod through their website or ModDB profile.