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Twisted Insurrection: Patch 0.6.5 Available
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 29, 2016 12:32 pm    Post subject:  Twisted Insurrection: Patch 0.6.5 Available
Subject description: Auto-update via the Twisted Insurrection client.
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Hello again everybody, we're very pleased to upload and release this patch as we are very happy with the number of new features added to the engine recently (not to mention all of the bug fixes!). Some of these new features include the following:

Code:
============================== 0.6.5 =============================

Added: Applied a hack that makes Veterency and Elite insignias visible without selecting a unit
Added: Applied a hack that allows you to see unit and structure health bars by hovering over them with mouse cursor
Added: Applied a hack that makes harvesters automatically begin harvesting once built from a war factory
Added: Applied a hack that forces harvesters to resume harvesting when put into guard mode
Added: Applied a hack that allows observers to drag select units on the battlefield
Added: Applied a hack that allows observers to view what a player is building by selecting a production structure
Added: Applied a hack that allows observers to view a players power level
Added: Applied a hack that allows observers to view all pipscales of all players
Added: Applied a hack that fixes two bugs in VoxelAnims damage handling
Added: Applied a hack that thoroughly reduces the risk of reconnection errors
Added: Applied a hack that adds a new map trigger (Give credits to a certain player)
Added: Added entries an images for GT, GDI and Nod unloading harvesters
Added: New image for Railgun Platform Prototype
Fixed: Fixed all bugs with Build Off Ally game option
Fixed: Reapplied a hack that unhardcodes the price of walls (somewhere during development this hack went missing)
Fixed: Harvesters are no longer legal targets when Immune Harvesters option is set
Fixed: Fixed a bug that prevented the Nod Refinery from properly showing it's storage animation
Fixed: Behemoth firing sound effect normalized to match other cannon sound effect volumes
Fixed: Behemoth no longer available on GDI Missions 11, 12 and 13 (this was an oversight)
Fixed: Spawned visceroids can now be automatically targetted in all Nod missions
Fixed: The AI no longer wrecklessly attacks walls during the intro of Nod Mission 12: Lost
Fixed: The AI no longer wrecklessly attacks walls during the intro of GDI Mission 11: Insurrection
Fixed: GDI Commando no longer has a firing bug on GDI Mission 11: Insurrection
Fixed: Removed service depot from GDI base on GDI Mission 11: Insurrection to prevent GloboTech units dog-piling it like idiots
Fixed: Improved performance after intro sequence on GDI Mission 01: Last Chance
Fixed: Improved performance after intro sequence on Nod Mission 01: The Messiah Returns
Changed: Increased strength of trucks on GDI Mission 11: Insurrection
Changed: Increased strength of GloboTech Engineers on GDI Mission 11: Insurrection (so they don't accidentally die)
Changed: Scatterpack effectiveness against structures and heavy armour reduced
Changed: Added bulkier version of Nod Vulcan Cyborg
Changed: Added bulkier version of Nod Tachyon Cyborg
Changed: Reduced power of Nod Incinerator explosion
Changed: Changed theme music on Nod Mission 12: Lost
Changed: Updated GDI Mission 07: Deep Blue to use new Railgun Platform prototype image
Changed: All units, infantry and structures are now Nominal=yes (show their names instead of "Enemy Unit" etc.)
Changed: Removed RandomRate / RandomDelay tags from several animations (Reconnection Error prevention)
Changed: Removed Inivisble=yes tags from some Rules.ini entries (Reconnection Error prevention)
Changed: Slightly reduced the rate of which tiberium is spawned via spreaders (added an extra value of 200 to each TrailerSeparation)


For the complete changelog, head on over to this thread.

A massive thank you to AlexB, Rampastring and DKeeton for their hard work as of late and helping to make all of this possible.

You can either auto-update via the client or download the complete package from our ModdB page here.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Nov 29, 2016 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

All servers at moddb still shows 6.4 zip.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Nov 29, 2016 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about now?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Nov 29, 2016 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

One server got 6.5 now, more will follow. I should have waited!

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Kirrim
Vehicle Driver


Joined: 01 Nov 2016
Location: Above the U.S.

PostPosted: Wed Nov 30, 2016 5:33 am    Post subject: Re: Twisted Insurrection: Patch 0.6.5 Available Reply with quote  Mark this post and the followings unread

Aro wrote:
Added: Applied a hack that makes Veterency and Elite insignias visible without selecting a unit
Added: Applied a hack that allows you to see unit and structure health bars by hovering over them with mouse cursor
Added: Applied a hack that makes harvesters automatically begin harvesting once built from a war factory
Added: Added entries an images for GT, GDI and Nod unloading harvesters
Changed: Reduced power of Nod Incinerator explosion
Changed: All units, infantry and structures are now Nominal=yes (show their names instead of "Enemy Unit" etc.)
and other cool stuff.




Thanks Twisted Insurrection Team, AlexB, Rampastring and DKeeton!

I'm not saying that everything else isn't cool, don't interpret it like that everyone!

Red Tiberian Sun Alert 2

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Wed Nov 30, 2016 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, these changes are very nice!

Twisted Insurrection feels a lot more polished than in 0.5. There are only a handful of GDI and Nod buildings left that use placeholders, a lot of relatively minor additions (like the above list) that make all the difference and a gradual reduction of the bugs.
It seems most of the work left now is related to the storyline.

_________________
Tales of War

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