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@ -0,0 +1,361 @@
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ProTA 4.5 changelog (test version)
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------------------------------------
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GUI notes:
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- Edited title screen
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- Edited build menu side panel
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- Fixed campaign build menu glitches
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- Re-enabled unit limit slider in battleroom
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Gameplay notes:
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- Fixed campaign AI not building
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- Fixed Core Mission 1, now has 1080p support
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- Added missing special damages for seaplanes to Phoenix/Hurricane's laser
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- Added missing special damages for seaplanes to Krogoth's rocket
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- Fixed Core Adv Kbot Lab yardmap to allow units to leave from the sides better
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- Improved Arm Hammer delay before firing
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- Added .exe hacks:
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- Fix "Necro: Resurrection failed" misspelling
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- Prevent reclaiming feature sound from looping until finished (only plays it once)
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- Correct the reclaim sound when VTOL starts reclaiming a unit
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- Always show all player data at final scoreboard, even if they left
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- Allow AI to build and fire nukes/anti nukes
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- Prevent AI from infinitely queueing stockpile weapons
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- Allow AI to turn off any energy-hungry appliances when energy is low
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- Increase number of build units (labs + construction + Commander himself) before AI Commanders go into repair patrol mode, from 5 to 10
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Other notes:
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- CnC-DDraw 5.1.0.0 by FunkyFr3sh included in install
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- WGMUS 0.0.17 by MnHebi included in install
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- Moved CTRL+F2 menu to Settings.ini and ChatMacro.ini
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Commanders
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------------------------------------
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Arm Commander:
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Increased death explosion AOE (550->580)
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Core Commander:
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Increased death explosion AOE (550->580)
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Buildings
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------------------------------------
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Arm Metal Storage:
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Reduced metal cost (320->256)
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Core Metal Storage:
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Reduced metal cost (305->244)
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Arm Hovercraft Platform:
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Reduced energy cost (3166->2111)
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Reduced metal cost (1364->1254)
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Core Hovercraft Platform:
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Reduced energy cost (3252->2168)
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Reduced metal cost (1327->1210)
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Arm Underwater Metal Extractor:
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Reduced energy cost (1037->881)
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Reduced metal cost (100->91)
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Reduced health (330->280)
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Core Underwater Metal Extractor:
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Reduced build time (4587->4357)
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Reduced energy cost (1059->900)
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Reduced metal cost (95->87)
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Reduced health (355->275)
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Arm Underwater Metal Storage:
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Reduced metal cost (360->288)
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Core Underwater Metal Storage:
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Reduced metal cost (350->280)
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Arm Sentinel:
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Increased health (1200->1250)
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Reduced range (550->500)
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Core Gaat Gun:
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Increased health (1230->1280)
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Reduced range (550->500)
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Kbots
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------------------------------------
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Arm Construction Kbot:
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Increased build time (3358->3638)
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Core Construction Kbot:
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Increased build time (3490->3782)
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Arm Rocko:
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Removed guidance
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Core Storm:
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Removed guidance
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Vehicles
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------------------------------------
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Arm Jeffy:
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Increased aim speed (90->180)
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Core Weasel:
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Increased aim speed (90->180)
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Aircraft
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------------------------------------
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Arm Thunder:
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Reduced speed (9->8.6)
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Increased attack run length (120->160)
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Hovercraft
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------------------------------------
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Arm Construction Hovercraft:
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Reduced energy cost (3059->2841)
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Reduced metal cost (277->267)
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Reduced build time (6977->6296)
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Core Construction Hovercraft:
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Reduced energy cost (3118->2896)
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Reduced metal cost (273->263)
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Reduced build time (7333->6617)
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Arm Skimmer:
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Increased aim speed (150->240)
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Core Scrubber:
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Increased aim speed (150->240)
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Arm Anaconda:
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Reduced build time (4463->4058)
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Increased aiming speed (170->255)
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Core Snapper:
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Reduced build time (4710->4282)
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Increased aiming speed (150->235)
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Arm Swatter:
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Reduced build time (3747->3372)
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Core Slinger:
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Reduced build time (3747->3372)
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Arm Wombat:
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Reduced build time (5972->5380)
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Core Nixer:
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Reduced build time (6368->5737)
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Seaplanes
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------------------------------------
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Arm Albatross:
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Changed death explosion (BIG_UNITEX -> SMALL_UNITEX) (50 damage, 110 AOE -> 30 damage, 30 AOE)
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Core Typhoon:
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Changed death explosion (BIG_UNITEX -> SMALL_UNITEX) (50 damage, 110 AOE -> 30 damage, 30 AOE)
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Advanced Buildings
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------------------------------------
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Arm Adv. Aircraft Plant
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Increased metal cost (2210->2341)
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Core Adv. Aircraft Plant
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Increased metal cost (2191->2410)
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Arm Moho Mine:
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Increased energy cost (2897->4350)
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Increased metal cost (502->754)
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Increased build time (11905->17875)
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Core Moho Mine:
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Increased energy cost (3010->4561)
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Increased metal cost (483->725)
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Increased build time (10823->16250)
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Arm Cloakable Fusion Reactor:
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Increased energy cost (42058->52573)
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Increased metal cost (5420->6775)
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Increased build time (105487->131859)
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Increased energy production (1000->1250)
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Core Cloakable Fusion Reactor:
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Increased energy cost (46225->57781)
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Increased metal cost (5321->6651)
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Increased build time (111874->139843)
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Increased energy production (1050->1300)
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Arm Big Bertha:
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Increased reload time (7.5->8)
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Core Intimidator:
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Increased accuracy (750->625)
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Increased reload time (8->8.5)
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Arm Annihilator:
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Reduced energy per shot (2000->1500)
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Increased health (2820->2960)
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Arm Stunner:
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Increased area of effect (512->640)
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Core Neutron:
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Increased area of effect (512->640)
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Arm Retaliator:
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Increased area of effect (512->640)
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Core Silencer:
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Increased area of effect (512->640)
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Advanced Kbots
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------------------------------------
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Core Pyro:
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Reduced health (1400->1350)
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Core Gimp:
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Changed AA missile to AA only
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Reduced missile reload time (4->2)
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Increased missile damage to air (80->90)
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Increased weapon velocity (900->1000)
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Increased weapon acceleration (300->350)
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Reduced turn rate (700->600)
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Arm Fido:
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Reduced build time (8661->8120)
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Increased health (1250->1300)
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Converted to triple shot burst weapon
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Reduced damage per shot (140->65)
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Increased DPS (53.85->75)
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Reduced bullet velocity (400->350)
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Core Morty:
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Reduced damage per shot (80->65)
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Reduced reload time (1.6->1.45)
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Reduced DPS (50->44.82)
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Core Can:
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Increased speed (0.8->0.85)
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Core Dominator:
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Increased build time (10382->11420)
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Reduced speed (1.1->1)
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Reduced turn rate (700->600)
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Reduced health (1550->1500)
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Arm Shooter:
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Increased energy cost (8976->10309)
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Reduced damage per shot (1500->1250)
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Reduced reload time (10->9)
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Reduced DPS (150->138.88)
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Core Sumo:
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Increased energy cost (5987->11974)
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Increased build time (15365->19206)
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Reduced health (5500->5000)
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Reduced damage per shot (420->400)
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Increased reload time (1.75->2)
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Reduced DPS (240->200)
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Advanced Vehicles
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------------------------------------
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Arm Panther:
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Reduced range (200->190)
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Arm Triton:
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Reduced health (2400->2276)
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Core Crock:
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Reduced health (2288->2174)
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Core Diplomat:
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Increased rocket weapon velocity (575->600)
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Increased rocket weapon acceleration (76->80)
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Arm Penetrator:
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Increased energy cost (6991->11360)
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Core Goliath:
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Increased build time (12947->13410)
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Increased energy cost (3906->7812)
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Increased turn rate (206->270)
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Increased aim speed (80->115)
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Arm Phalanx:
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Increased health (1273->1397)
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Core Copperhead:
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Increased health (1404->1541)
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Advanced Aircraft
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------------------------------------
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Arm Phoenix:
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Increased energy cost (7624->8768)
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Increased build time (16064->17670)
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Core Hurricane:
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Increased energy cost (8050->8855)
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Increased build time (16269->17896)
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Arm Lancet:
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Increased turn rate (420->462)
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Increased weapon velocity (150->175)
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Reduced reload time (8.5->4.25)
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Core Titan:
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Increased turn rate (409->450)
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Increased weapon velocity (150->175)
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Reduced reload time (9->4.5)
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Advanced Ships
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------------------------------------
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Arm Ranger:
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Increased radar distance (0->1250)
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Increased missile weapon velocity (450->650)
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Increased missile start velocity (430->450)
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Reduced rocket reload time (12->10)
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Increased brake rate (0.032->0.064)
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Core Hydra:
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Increased missile weapon velocity (450->650)
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Increased missile start velocity (400->450)
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Reduced rocket reload time (11->9)
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Increased brake rate (0.03->0.06)
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Arm Archer:
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Increased missile weapon velocity (450->650)
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Increased missile start velocity (430->450)
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Core Shredder:
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Increased missile weapon velocity (450->650)
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Increased missile start velocity (430->450)
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Arm Piranha:
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Reduced build time (17767->15102)
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Core Shark:
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Reduced build time (17529->14900)
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@ -0,0 +1,278 @@
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; ProTA 4.5 settings
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[Settings]
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; Use a different order for autoclick queues when the footprint is set to 2
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; Construction units will spend ever so slightly less time building lines of Dragon Teeth this way
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OptimizeDTEnabled=1
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; Creates a full ring queue when the footprints of the structure being queued and the structure you
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; are queuing around don't match up
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FullRingsEnabled=0
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; The code for the key that controls the whiteboard features
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WhiteboardKey=220
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; The code for the key that toggles the full screen megamap mode
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MegaMapKey=115
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; The code for the key that controls the autoclick features
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BuildLinesRingsKey=88
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; The color of the regions outside of the megamap area
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; Setting this to anything other than black highlights the edge of the playable area when unmapped
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; Set to 95 as default which is a dark grey
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MegaMapEmptyRegionColor=95
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; The position of the income display box
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; This will update itself when moved in game
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IncomePosX=1749
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IncomePosY=32
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; Fully solid background color behind the income display box
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IncomeBackgroundEnabled=0
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; Change the color of the fully solid background colour behind the income display box
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IncomeBackgroundColor=95
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; Text only background behind the income display box
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IncomeTextBackgroundEnabled=1
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; Change the color of the text only background behind the income display box
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IncomeTextBackgroundColor=95
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------------------------------------------------------------------------------------------------------
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; ProTA 4.5 advanced settings
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; Windowed mode will disable many TA v3.9.02 features (including some of these) and is not recommended
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[Preferences] ; custom settings, if any entry is disabled the "TA v3.9.02 default" values will be used
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; Disabled in tdraw.dll
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;UseVideoMemory = TRUE;
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; Unit limit per player
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; Set from 20 - 6553 (setting higher than 1500 may cause instability)
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; TA v3.1 default is 250
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; TA v3.9.02 default is 1500
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; ProTA 4.5 default is 1500
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; Broken atm (*playx overwrites this setting forcibly to 1500)
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UnitLimit = 1500;
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; Pathfinding cycles
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; Setting too low (such as TA v3.1 default) ruins pathfinding but setting extremely high lowers fps
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; TA v3.1 default is 1333
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; TA v3.9.02 default is 66650
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; ProTA 4.5 default is 66650
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AISearchMapEntries = 66650;
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; Special effects limit (smoke, etc.)
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; Setting too low (such as TA v3.1 default) will degrade visual quality
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; This setting is still experimental, if you experience visual issues set to 400
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; TA v3.1 default is 400
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||||||
|
; TA v3.9.02 default is 20480
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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)
|
||||||
|
; ProTA 4.5 default is FALSE
|
||||||
|
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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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=252; ;Default is 227 ProTA 4.5 default is 252
|
||||||
|
Player2DotColors=249; ;Default is 212 ProTA 4.5 default is 249
|
||||||
|
Player3DotColors=80; ;Default is 80 ProTA 4.5 default is 80
|
||||||
|
Player4DotColors=250; ;Default is 235 ProTA 4.5 default is 250
|
||||||
|
Player5DotColors=66; ;Default is 108 ProTA 4.5 default is 66
|
||||||
|
Player6DotColors=148; ;Default is 219 ProTA 4.5 default is 148
|
||||||
|
Player7DotColors=208; ;Default is 208 ProTA 4.5 default is 208
|
||||||
|
Player8DotColors=0; ;Default is 93 ProTA 4.5 default is 0
|
||||||
|
Player9DotColors=210; ;Default is 130 ProTA 4.5 default is 210
|
||||||
|
Player10DotColors=33; ;Default is 67 ProTA 4.5 default is 33
|
||||||
|
|
||||||
|
; 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)
|
||||||
|
; ProTA 4.5 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)
|
||||||
|
; ProTA 4.5 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)
|
||||||
|
; ProTA 4.5 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)
|
||||||
|
; ProTA 4.5 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)
|
||||||
|
; ProTA 4.5 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
|
||||||
|
; ProTA 4.5 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)
|
||||||
|
; ProTA 4.5 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
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -0,0 +1,30 @@
|
|||||||
|
/***************************************************************************/
|
||||||
|
|
||||||
|
WGMUS.DLL (WARGAME MUSIC DLL) IS DESIGNED FOR USE WITH TOTAL ANNIHILATION TO ENABLE MUSIC PLAYBACK FROM FILES ON HARD DRIVE, OR FROM CD AS OF NOW, PLAYBACK IS SUPPORTED VIA BASS ( https://www.un4seen.com/ ) AND ADDON BASS CD PLANS FOR SUPPORTING AUDIERE, OPENAL, WINMM, AND DIRECTSHOW. PARTIALLY BASED ON OGG-WINMM https://github.com/hifi-unmaintained/ogg-winmm
|
||||||
|
|
||||||
|
PLACE INTO TOTAL ANNIHILATION DIRECTORY, AND REGEDIT TOTALA.EXE REPLACE MENTION OF WINMM.DLL, or WIN32.DLL DEPENDING ON RELEASE WITH WGMUS.DLL
|
||||||
|
|
||||||
|
DEFAULT MUSIC FOLDER NAME IS tamus IT IS ADVISED TO NAME TRACKS IN A MANNER THAT IS CONSISTENT FOR EXAMPLE, 00.mp3, 01.mp3, AND SO FORTH NOT 1.mp3 to 9.mp3, THEN 10 to 16 MP3 AS THEY WILL BE LOADED IN THE "WRONG" ORDER.
|
||||||
|
|
||||||
|
SETTINGS ARE CONTROLLED VIA wgmus.ini
|
||||||
|
|
||||||
|
SPECIAL THANKS:
|
||||||
|
THALDREN,
|
||||||
|
KEVIN HAKE,
|
||||||
|
ARMOURED FISH
|
||||||
|
|
||||||
|
COPYRIGHT MENTIONS:
|
||||||
|
ogg-winmm
|
||||||
|
Copyright (c) 2012 Toni Spets <toni.spets@iki.fi>
|
||||||
|
BASS 2.4
|
||||||
|
Copyright (c) 1999-2022 Un4seen Developments Ltd. All rights reserved.
|
||||||
|
BASSCD 2.4
|
||||||
|
Copyright (c) 2003-2022 Un4seen Developments Ltd. All rights reserved.
|
||||||
|
BASSFLAC 2.4
|
||||||
|
Copyright (c) 2004-2023 Un4seen Developments Ltd. All rights reserved.
|
||||||
|
BASSmix 2.4
|
||||||
|
Copyright (c) 2005-2022 Un4seen Developments Ltd. All rights reserved.
|
||||||
|
BASSWASAPI 2.4
|
||||||
|
Copyright (c) 2009-2020 Un4seen Developments Ltd. All rights reserved.
|
||||||
|
|
||||||
|
/***************************************************************************/
|
||||||
Loading…
Reference in new issue