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.gitattributes vendored

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TADEMO.UFO filter=lfs diff=lfs merge=lfs -text
online.dll filter=lfs diff=lfs merge=lfs -text
rev31.gp3 filter=lfs diff=lfs merge=lfs -text
TotalA.exe filter=lfs diff=lfs merge=lfs -text

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Beta 58
Summary of changes:
Complete build menu overhaul: Added new, bigger menus (12 units per page instead of 6), and new hotkeys, custom crafted by TA:T's own ChaoStorm! Thanks Chao!
NOTE: There may still be some bugs, missing hot keys, etc., so let us know if you find an issue.
Arm Peewee and Core A.K. speed and range increased and armor reduced.
NOTE: Despite being the "standard/basic" level 1 Kbot, Peewees/A.K.s were being outperformed by most of the other Kbots in most situations, but didn't have something they were overly good at in comparison.
This change has them trading armor for speed and damage for range, allowing them to close the distance to a target more quickly and come into range sooner, but at the cost of doing less damage and being easier to destroy. They should be a better overall swarm unit; light, fast, built cheaply, and destroyed easily.
Arm and Core Sabotage Mine/Micro Nuke build time increased.
NOTE: This means it will take one second for a Spy Kbot to build the micro-nuke. This is enough time to decloak to build it and have it destroy something before the spy is destroyed, but long enough that it can't be rapidly clicked on a large gantry unit and used 5 to 10 times before the spy is destroyed.
Arm Rocko and Core Storm weapon area of effect reduced.
Arm Janus reload and damage reduced and tolerance increased.
Core Krogtaar weapon velocity increased.
Core Reapers and Pyros now take half damage from [TREEBURN] and [SHRUBBURN] weapons.
Arm Infiltrator and Core Parasite weapon range increased.
Added anti-mine rockets to the Arm Valiant and Core Limiter.
Arm Moho Twilight now has a defensive paralysis weapon.
NOTE: The weapon is a burst of EMP grenades that spray out in a circle in random directions, hopefully paralyzing its enemies. It defaults to Return Fire, so that if enemies go by without noticing it, it won't reveal itself unnecessarily. Of course, you can set it to Fire at Will or Hold Fire, if you so choose.

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Beta 59
Summary of changes:
Arm and Core construction and advanced construction Kbots make 1/3 less energy and metal. This matches their costs being reduced by 1/3 from their original cost back in Beta 25.
Arm Penetrator armor reduced by 50%, reload reduced to 2, damage roughly cut in half, and area of effect increased.
NOTE: This should help balance out the Arm Penetrator as compared to the Core Banisher. The Penetrator does more damage and fires more rapidly, but has less armor and requires energy to fire. The Banisher has tracking and a much bigger blast radius and doesn't require energy to fire, but fires much more slowly and does less damage per second (though not per shot).
Arm Annihilator and Core Doomsday and Gargoyle primary weapon area of effect increased.
NOTE: These are all Tachyon weapons, so they have a bigger area of effect than a mere laser.
Arm and Core Repair Nanolathe Turret metal cost reduced to 50 (130).
Fixed some missing units from build menus and added Shark's Teeth and Floating Radars to Arm Beaver and Core Muskrat.
All minelayers (vehicles, kbots, and ships) cost doubled.
NOTE: Previously, minelayers had twice the build power of an equivalent construction unit and cost half as much to build, giving them four times the build power per cost of a construction unit. Now they still have double the build power, but cost the same as a construction unit, keeping them effective for assisting construction units or rapidly putting up mines and basic level 1 defenses, but as much as before.
All gunships (Except the Core Krow) had their 360° firing arc reduce to the front 180°. This should help them not shoot down chasing fighters so easily.

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Beta 60
Summary of changes:
Arm Penetrator armor increased and reload increased.
Arm Freedom Fighters and Core Avengers weapons have bigger area of effect.
All gunships (Except the Core Krow) had their 360° firing arc reduced to roughly the front 180°. This wasn't done right in Beta 59, but should work now.
Arm Blade and Core Blackdawn speed reduced.
Arm MERL and Core Diplomat weapon velocity increased.
Arm Big Bertha and Core Intimidator weapons area of effect increased and (in)accuracy reduced.
NOTE: This makes Big Berthas and Intimidators more appealing compared to saving up for a Vulcan or Buzzsaw, given they have a bigger area of effect and are more accurate.
Arm Bee and Core Bladewing armor reduced.
NOTE: Drones are cheap and effective, but not well armored.
Arm Mercury and Core Screamer weapon reload reduced and damage reduced.
Arm Demolisher turret turn rate increased, reload reduced, damage reduced, and area of effect increased.
Arm Marauder secondary missile weapon turret turn rate increased.
Arm Rector and Death Cavalry and Core Necro and Grim Reaper energy costs doubled.
NOTE: Resurrecting units can be very powerful, so this makes them more energy intensive to build.

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Beta 61
Summary of changes:
Arm Bulldog and Core Goliath reload and damage reduced.
Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat rockets given tracking.
NOTE: This gives tracking to the weapons of most vertically launched rocket units (Except the Arm Ranger and Core Messenger). The idea is to allow them to fire on incoming units with some effect, but not necessarily great effect, similar to artillery units, instead of relegating them almost exclusively to firing on stationary targets.
Arm Panther weapon [PANTHER_MISSILE] area of effect increased to 96 (12).
Core Leveler weapon [CORLEVLR_WEAPON] explosionart changed to explode3 (explode2).
NOTE: This is purely cosmetic and just reduces the visual explosion somewhat to more closely match the damage being dealt. Before it was using the same explosion art that the Guardian/Punisher use, but the damage isn't anywhere close to that.
Arm Marauder armor reduced and damage increased, and primary weapon given slight tracking.
NOTE: Halved the Marauder's armor and doubles its firepower, similar to the Core Shiva, and gives the Marauder's primary weapon a slight bit of tracking (The same as Flash tanks and Peewees have) to help them hit a bit better at range.

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Beta 85
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Fixed build menu bugs for Arm Gantry Constructor and Arm/Core Strategic/Tactical nuclear silos
Removed CTRL_G hotkeys from Arm and Core Construction Hovercraft.
Arm and Core Nexus can now only transport 2x2 footprint units (Was 3x3 units).
Arm and Core Advanced Construction Sub can now build the Amphibious Complex.

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Beta 86
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
The new TADR release is included in this beta, which includes the +autoteam command, metal extractor and wreckage "snap" functionality, etc. This includes a new totala.exe and .dlls to allow for the new functionality. For details, see tdraw.txt.
Depthcharges now continue to track targets outside their range, like missiles, making it harder for subs (Or other units) to outrun them.
Doubled the metal "weight" for being carried in multi-unit air transports (Arm Condor and Core Vindicator) for Arm Lemmings and Invaders and Core Roaches and Skuttles, so you can only carry half as many (10 Lemmings instead of 20, etc.).
Arm Gremlin mincloakdistance increased to 50 (25).
NOTE: This makes them easier to decloak, since it was really difficult before. Now a unit that comes within about a Gremlin's width of the Gremlin should decloak it.
Tripled the energy costs for the Arm Epoch and Core Black Hydra.
NOTE: Previously, Epochs and Black Hydras had the same energy to metal ratio as the Millenium and Warlord, despite the former being Gantry-level ships. Now their energy cost is tripled like other Gantry units.
Core Cauterizer attack run length and turnrate reduced.
NOTE: This should help "chain-bombing" to be less abuseable with the Cauterizer, especially while trying to change directions during it.
Arm Hermes cost reduced, armor increased, and firepower reduced to 1/2. They now use the Arm Chainsaw weapon.
Minelayer vehicles, Kbots, and ships now take 20% normal damage from mines (5% normal damage).
Arm and Core Nexus speed reduced to 1.2 (1.3).
NOTE: This gives them the same speed as Commanders.
Core Tidal Generator footprint changed to 3x3 (4x4), so they take up as little space as an Arm Tidal Generator.

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Beta 91
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Tweaked Arm Guardian and Core Punisher models to help with shots hitting the ground in front of targets.
Added CTRL_W to the Arm Blade and Core Blackdawn and Krow.
Depth charge damage to Commanders reduced to non-amphibious unit levels.
Arm Dragonfly and Core Seahook cruise altitude reduced and Seahook model size increased.
Core Oppressor rocket flighttime increased slightly to fix them not being able to hit targets south of them.
Arm and Core strategic, tactical, and anti-nuke silos are now on the Gantry constuctor build menus (Thanks ChaoStorm).
Defenses that can close or go underground to armor up now all take 1/6 damage, instead of 1/4:
Arm Dragon's Claw
Core Dragon's Maw
Arm PACKO
Arm Pit Bull
Core Viper
Arm Thunderstorm
Arm Ambusher
Core Toaster
Arm Annihilator
Core Doomsday Machine
Arm Vanguard explosion sprite made smaller.
Arm and Core Metal Generators now take 1/4 damage when closed instead of 1/2.
Arm Avatar and Core Mauler weapon shaking reduced.
Line of sight support increased up to 3000 pixels.
Arm Sharpshooter weapon area of effect doubled.
Arm Jeffy and Core Weasel armor reduced and firepower increased.

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Beta 92
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Arm and Core MRUs energy cost increased to match standard energy drain for building advanced vehicles.
The following amphibious units had their energy cost lowered to 50% above baseline instead of 100% above:
Arm Pincer
Arm Pelican
Arm Triton
Arm Marauder
Core Garpike
Core Gimp
Core Shiva
Core Croc
Core Poison Arrow
Arm PomPom and Core Aries had their energy cost increased by 50% and their speed increased by 25% to match the other amphibious units.
Core Gimp speed increased proportionately match the Arm Pelican.
The following advanced tanks have had their armor increased by 50% and their firepower decreased by 50%:
Arm Mumbo
Arm Triton
Arm Demolisher
Core Reaper
Core Poison Arrow
Core Termite
Core Halberd
The Arm Bulldog and Core Goliath have had their armor doubled and their firepower halved.
Arm Sneaky Pete and Veil and Core Castro and Shroud no longer automatically cloak as soon as you start to build them. The T1 and T2 jamming towers were also set to cost twice as much metal and energy as the T1 and T2 radar towers. This reduced the T1 jammers cost and increased the T2 jammers cost.

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Beta 93
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Removed some colors and added others (Thanks ChaoStorm and Venom!).
New Megamap icons (Thanks ChaoStorm and Wiffer!).
Arm Spider and Core Bladewing paralyzes for 1 second per shot instead of 10.
Arm Mumbo weapon damage halved, energy per shot doubled, and it now rolls through things like the Beamer weapon.
Core Termite weapon damage increased 33%, energy per shot doubled, and area of effect increased.
Core Oppressor rockets no longer track.

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Beta 94
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Increased Arm Samson and Core Slasher line of sight and weapon range, reload, velocity, and area of effect.
Increased Arm Swatter, Core Slinger, and Core Exploiter weapon area of effect.
Removed firing ports from Arm Hulk and Core Envoy.
Fixed a script error on the Arm Bear and Core Turtle allowing them to load enemy units.
Arm Guardian and Core Punisher scripts and weapons altered to support weapon switching. The ballistic weapon fires more slowly but with bigger damage and area of effect. Targeting uses X to switch and D to manually fire the ballistic weapon, like the Arm Fido.
Core Punisher armor increased a bit to compensate for it using the same weapons as the Guardian.
Arm Zipper and Core Pyro speeds increased to match Arm Peewee and Core A.K.
Core Pyro, Reaper, and Dragon's Maw weapons damage increased to 100% baseline (Was 50% baseline).
Core Bladewing and Arm Spider costs cut to 1/3.
Core Gimp metal cost increased (This was supposed to have been done in Beta 77, but was missed somehow. The other cost increases (energy, firepower, etc.) were already done then).
All Seaplanes reduced to be the same speed as their advanced aircraft counterparts, instead of being 10% faster.
Arm Phalanx and Archer and Core Copperhead and Shredder weapon area of effect increased.
All flakker weapons set to line of sight instead of ballistic, allowing them to shoot at targets at a very high or low angle they couldn't before.
Arm Gremlin armor halved and firepower doubled.
Arm and Core Minelayer Nanolathe Turret build distance increased to match Fortification Turrets.
Arm Dragon's Claw and Core Dragon's Maw line of sight increased.
Arm Sneaky Pete and Veil and Core Castro and Shroud line of sight increased.
Arm Wombat and MERL and Core Nixer, Dominator, Shiva, and Diplomat weapons had their turn rate reduced to only allow them to hit targets in the outer 25% of their range (Previously the outer 75% of their range).
Core Banisher model altered to increase the height of the turret, allowing it to shoot over obstructions more easily.
Core Banisher weapon changed to allow it to hit an empty spot manually targeted on the ground.

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Beta 95
Summary of changes (For more details and notes, see the full changelog (TAT-v2.0-Beta-Changelog.txt) included in the release):
Fixed the dark green showing up as yellow on the minimap.
Minelaying units now have the same icon as constructors.
Fixed "slow" animations for water explosions.
(Thanks ChaoStorm!)
Fixed Arm Mumbo script to prevent the unit locking up and not firing when under heavy fire.
Arm Mumbo weapon damage increased.
Control G added to Arm Pelican.
Fixed a script bug that prevented Arm Guardians and Core Punishers from firing in ballistic mode until they'd fired at least once in direct-fire mode.
Seaplanes made more expensive and heavier than regular advanced aircraft:
Previously, Seaplanes had the same armor/firepower as advanced aircraft, but cost only 2/3s as much. This changes Seaplanes to cost 25% more than advanced aircraft, but keep the same weapons, so all of the extra cost goes into armor, boosting their armor by about 56% over advanced aircraft. However, they also move about 10% slower. This makes Seaplanes much more heavily armored for a relatively small increase in cost compared to advanced aircraft while keeping the same weapons.
Replaced Arm Sentinel and Core Gaat Gun models with their original OTA models which are shorter, but also target fast-moving units like Flash tanks more effectively.
Core Viper weapon area of effect increased.
Arm Spirit and Core Krow removed from Advanced Air Plants and added to Experimental Gantries.
Arm Spirit cost increased, speed reduced, weapon range reduced, damage increased, and reload reduced.
Core Krow cost increased, speed reduced, weapon range reduced, and damage increased.
Arm Bantha weapon velocity increased to improve accuracy.
Core Cauterizer turn rate increased.
Arm and Core Commander explosion area of effect increased.
Arm and Core Decoy Commander explosion area of effect increased.
NOTE: This increase in the Commander blast area of effect prevents an enemy commander from destroying your commander with his anti-air missile from further away and surviving your blast. As always, remember that Commander blasts only affect units, leaving structures intact.
Arm and Core Micro Fusions cost and output reduced.
NOTE: This puts Micro Fusions at the same metal/energy efficiency as regular fusions, instead of 23% more efficient. They also produce less energy each, meaning they take up more space and are therefore more hazardous to use.
Arm and Core Amphibious Complex costs reduced 2/3 to equal the costs of Hovercraft Platforms.
NOTE: This puts the Amphibious Complexes back to T1.5 level, just like Hover platforms.
Hovers give better than T1 units, and a couple of advanced things like Micro Fusions, but mostly not advanced. Complexes give full-blown advanced units at half the cost of regular advanced, but you get a short list of units across both Kbots and Vehicles, so you'll just have to work with what you get.

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; Megamap Icon Settings
[Option] ; General Settings
FillColor=64; ; The color that will be replaced by the player color
TransparentColor=9; ; The color that will be replaced by transparency
SelectedColor=255; ; The color that will be shown only when the unit is selected
HoverColor=84; ; The color that will show when the icon is hovered on
UseCircleHover=FALSE; ; Enable or disable a drawn ring when hovered on, disabled by default
UseDefaultIcon=FALSE; ; Enable to use default icons, disable to use custom icons
[ICON] ; Custom Icons,One tag per icon, list them in order of which you want to search ofr first e.g "AIRCON" has higher priority than "VTOL"
Unknow=UNKNOWN.PCX;
Nothing=NONE.pcx;
NukeIcon=NUKEICON.pcx;
T3CON=T3CON.pcx
AIRCON2=AIRCONS2.pcx
AIRCON=AIRCONS.pcx
KCON2=KBOTCON2.pcx
KCON=KBOTCON.pcx
VCON2=TANKCON2.pcx
VCON=TANKCON.pcx
CSSHIP=CSSHIP.pcx
CSSUB=CSSUB.pcx
SEAPLANECON=SEAPLANECON.pcx
HOVERCON=HOVERCON.pcx
GANTRY=GANTRY.pcx
T3TANK=T3TANK.pcx
T3MECH=T3MECH.pcx
AAFUS=AAFUS.pcx
CAFUS=CAFUS.pcx
DEEPCORE=DEEPCORE.pcx
SHIP3=SHIP3.pcx
SUB3=SUB3.pcx
BUZZSAW=BUZZSAW.pcx
VULCAN=VULCAN.pcx
NUCLEAR=NUCLEAR.pcx
ANTINUKE=ANTINUKE.pcx
BEHEMOTH=BEHEMOTH.pcx
PRUDE=PRUDE.pcx
MOHOGEOTHERMAL=MOHOGEOTHERMAL.pcx
GEO=GEOTHERMAL.pcx
JUNO=JUNO.pcx
SEAPLANE=SEAPLANE.pcx
VTOL2=AIR2.pcx
KBOT2=KBOTT2.PCX
TANK2=TANK2.PCX
SHIP2=SHIP2.pcx
SUB2=SUB2.pcx
BERTHA=BERTHA.pcx
TIMMY=TIMMY.pcx
ARMFUS=ARMFUS.pcx
CORFUS=CORFUS.pcx
ARMMOHO=ARMMOHO.pcx
CORMOHO=CORMOHO.pcx
VTOL=AIRCRAFTCOMBAT.PCX
KBOT=KBOT.pcx
TANK=TANK.pcx
SHIP=NAVAL.pcx
SUB=SUB.pcx
MICRO=MICRO.pcx
ENERGY=ENERGY.pcx
COREXTRACT=COREXTRACT.pcx
EXTRACTOR=EXTRACTOR.pcx
CONVERTER=CONVERTER.pcx
STORAGE=STORAGE.pcx
GUN=GUN.pcx
ANTIAIR=ANTIAIR.pcx
INFORMATION2=INFORMATION2.pcx
INFORMATION=INFORMATION.pcx
MINE=MINE.pcx
HOVER=HOVER.pcx
VPFACTORY2=VFACTORY2.pcx
VPFACTORY=VFACTORY.pcx
HPFACTORY=HFACTORY.pcx
APFACTORY2=AFACTORY2.pcx
APFACTORY=AFACTORY.pcx
KFACTORY2=KFACTORY2.pcx
KFACTORY=KFACTORY.pcx
SHIPFACTORY2=NFACTORY2.pcx
SHIPFACTORY=NFACTORY.pcx
SPFACTORY=SPFACTORY.pcx
UWFACTORY=UWFACTORY.pcx
PLANT=FACTORY.PCX

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235
TA.ini

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; Total Annihilation v3.9.02 advanced settings
; Windowed mode will disable many TA v3.9.02 features (including some of these) and is not recommended
[Preferences] ; custom settings, if any entry is disabled the "TA v3.9.02 default" values will be used
UseVideoMemory=TRUE;
; Unit limit per player
; Set from 20 - 6553 (setting higher than 1500 may cause instability)
; TA v3.1 default is 250
; TA v3.9.02 default is 1500
UnitLimit = 1500;
; Pathfinding cycles
; Setting too low (such as TA v3.1 default) ruins pathfinding but setting extremely high lowers fps
; TA v3.1 default is 1333
; TA v3.9.02 default is 66650
AISearchMapEntries = 66650;
; Special effects limit (smoke, etc.)
; Setting too low (such as TA v3.1 default) will degrade visual quality
; This setting is still experimental, if you experience visual issues set to 400
; TA v3.1 default is 400
; TA v3.9.02 default is 20480
SfxLimit = 20480;
; Unit model size limit
; Set max width and height for unit model drawing buffer
; TA v3.1 default is 600x600
; TA v3.9.02 default is 1280x1280
X_CompositeBuf = 1280;
Y_CompositeBuf = 1280;
; Unit ID limit
; Set the maximum number of unique unit IDs
; TA v3.1 default is 512
; TA v3.9.02 default is 16000
UnitType = 16000;
; Weapon ID limit
; Set the maximum number of unique weapon IDs
; TA v3.1 default is 256
; TA v3.9.02 default is 16000
WeaponType = 16000;
; Weapon ID multiplayer patch
; Set to TRUE to enable increased Weapon ID limit in multiplayer
; Set to FALSE to allow increased Weapon ID limit only in single player
; TA v3.1 default is FALSE
; TA v3.9.02 default is FALSE (Weapon ID limit increase not yet compatible with Replayer)
MultiGameWeapon = FALSE;
; Double-click selection
; Enable or disable the new "double-click to select all units of the same type on screen" feature
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
DoubleClick = TRUE;
; Expanded Multiplayer Sharing Menu
; Enable or disable the new expanded multiplayer sharing menu
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
ShareDialogExpand = TRUE;
; Main menu resolution adjuster
; Set to FALSE to keep main menu resolution at the default 640x480
; Set to TRUE to match main menu resolution to the in-game resolution set via options menu
; If TRUE, the main menu will not be upscaled to fit increased output resolution
; If resolution is not valid, the game will not start (use resolution overrider below to fix)
; TA v3.1 default is FALSE
; TA v3.9.02 default is FALSE
MenuResolution = FALSE;
; Megamap
; Enable or disable the new megamap
; TA v3.1 default is FALSE
; TA v3.9.02 default is TRUE
FullScreenMinimap = TRUE;
; Megamap FPS Limit
MegamapFpsLimit = 1000;
; Megamap Icon Configuration File
; Set the location of the megamap's icon configuration file
; TA v3.9.02 default is .\Icon\iconcfg.ini
MegaMapConfig = .\Icon\iconcfg.ini;
; Megamap Configuration Settings
; Use the fields below to customize the megamap
; Megamap Mouse Wheel Zooming
; Enable or disable ability to zoom in and out of the megamap with the mouse wheel
; TA v3.9.02 default is TRUE;
WheelZoom = TRUE;
; Megamap Mouse Wheel Zoom In Mode
; Set to TRUE to zoom to the cursor location when rolling the wheel up from the megamap
; Set to FALSE to zoom to the previous camera location when rolling the wheel up from the megamap
; TA v3.9.02 default is TRUE;
WheelMoveMegaMap = TRUE;
; Megamap Double-Click to Zoom Option
; Enable or disable the option to zoom to the cursor location...
; ...when double-clicking terrain on the megamap
; TA v3.9.02 default is FALSE;
DoubleClickMoveMegamap = FALSE;
; Megamap Unit Icon Flashing When Under Attack
; Enable or disable megamap unit icon flashing when under attack
UnderAttackFlash=TRUE;
; Megamap Minimum Sensor Range Ring Distances
; Set the minimum sensor values required to display range rings on the megamap
; These settings could be helpful if you want to eliminate clutter from short-ranged rings
; TA v3.9.02 default is 0 for all sensors
MegamapRadarMinimum = 0;
MegamapSonarMinimum = 0;
MegamapSonarJamMinimum = 0;
MegamapRadarJamMinimum = 0;
MegamapAntiNukeMinimum = 0;
; Player Icon and Line Marker Colors
; Customize the colors of the player minimap/megamap icons and line markers
; Set from 0 to 255 to select colors from the TA indexed color palette
; These settings are disabled by default (remove the semicolons to enable)
Player1DotColors=227; ;Default is 227
Player2DotColors=203; ;Default is 212
Player3DotColors=99; ;Default is 80
Player4DotColors=234; ;Default is 235
Player5DotColors=108 ;Default is 108
Player6DotColors=149; ;Default is 219
Player7DotColors=38; ;Default is 208
Player8DotColors=198; ;Default is 93
Player9DotColors=18; ;Default is 130
Player10DotColors=179; ;Default is 67
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
PerPlayerMarkerWidth=10;
PerPlayerMarkerHeight=10;
PlayerMarkerPcx=Icon\smallcircle.pcx;
[REG] ; registry override settings, if any entry is disabled the last value used will be remembered
; Sound mode
; Set to 0 for no sound, 1 for mono sound, and 2 for 3D positional sound
; When set to 3D, the speaker layout is read from the Windows control panel
; All speaker layouts are supported by the 3D sound engine (stereo, 5.1, 7.1, etc.)
; TA v3.1 default is Mono (dword:1)
; TA v3.9.02 default is 3D (dword:2)
"Sound Mode" = dword:2
; Max number of simultaneous sounds before sounds are cut off
; Set from 2 - 32 for specific limits or 33 or higher for unlimited
; TA v3.1 default is 8 (dword:8)
; TA v3.9.02 default is 128 / unlimited (dword:128)
"MixingBuffers" = dword:128
; Default game speed
; Set from 0 - 20 (corresponding to game speed -10 to +10)
; Use plus and minus keys to adjust while playing
; TA and TA v3.9.02 default is 10 which is equivalent to Normal game speed (dword:10)
"GameSpeed" = dword:10
; Group selection hotkey modifier
; Set to 1 to select unit groups with number key and build menus with ALT + number key
; Set to 0 to select build menus with number key and unit groups with ALT + number key
; TA v3.1 default is 0 (dword:0)
; TA v3.9.02 default is 1 (dword:1)
"SwitchAlt" = dword:1
; Max number of players in skirmish mode
; Set from 2 - 10
; TA v3.1 default is 4 (dword:4)
; TA v3.9.02 default is 10 (dword:10)
"NumSkirmishPlayers" = dword:10
; Default setting for display of chat messages from other players
; Set to 1 to enable and 0 to disable
; Use "+screenchat" command in-game to toggle setting for the current game
; TA and TA v3.9.02 default is 1
"ScreenChat" = dword:1
; Music playback mode
; Set to 1 for Play All, 2 for Random, 3 for Repeat, and 4 for Custom.
; When set to Custom, the game will attempt to use the dynamic build/battle system...
; ...however this mode is buggy and almost never works correctly on modern systems...
; ...resulting in only a single track being played, either stopping thereafter (CD version)...
; ...or looping forever (MP3 version), therefore Random is best for most people
; TA v3.1 default is Custom (dword:4)
; TA v3.9.02 default is Random (dword:2)
"CDMode" = dword:2
; Resolution overrider (disabled by default)
; Use this to override the resolution set in the options menu (remove semicolons to enable)
; All resolutions and aspect ratios supported by your setup are supported by the game...
; ...as long as they are available in 8-bit color depth (if not, create a custom resolution)
; If you set a resolution not supported by your setup (driver or display) the game will crash
; The override is set at game launch, using options menu will defeat override until next launch
; Example: dword:1920 x dword:1080 (1920x1080)
;"DisplayModeWidth" = dword:1920
;"DisplayModeHeight" = dword:1080

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TotalA.exe (Stored with Git LFS)

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rev31.gp3 (Stored with Git LFS)

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