This patch will update Command & Conquer Gold to version 1.06b. This version includes several program bug fixes, graphics updates, mission fixes and new features, like the advanced options in conquer.ini, and a 1024x768 high resolution mode accessible through CCSetup.exe
This is not an official patch. It is created by Nyerguds, who is not responsible if this patch somehow manages to ruin your game, eat your hard disk or set fire to your keyboard.
This file is getting way too big, so this should help you find your way around:
Table of contents:
What's new in 1.06b:
Quite a lot! These are the most important changes of patch 1.06b:
- Fixed a serious bug that could crash the game on missions containing a specific type of tree object
- Missing team 0 bug fixed: The "assign team" function (ctrl+number) now works for the number 0 too, like it did in DOS C&C
- Funpark savegames no longer ask the Nod CD. They can now be loaded with all C&C CDs
- The patch now adds all files needed to utilize the No-CD mode in the configuration file conquer.ini
- Full language changing is implemented: you can now play the game in English, German, French and Spanish, and even get translated mission briefing text and ingame voices
- The original unused Nod-specific map and score screen music is added to the game
- The Red Alert 1 snow theater has been added for mission & map making
- The unique missions from the Playstation and Nintendo 64 versions of C&C are added to the game, and the Playstation's hidden 'PATSUX' mission even has its 'upgraded' Orcas :)
- No-CD controls are added to the conquer.ini configuration file, so you don't have to mess around with shortcuts with command line parameters anymore
- For the people who are tired of starting each mission with the Act On Instinct theme, several music options allow you to change the way the game chooses the starting theme
- Loading Funpark (dinosaur) campaign savegames no longer gives problems when continuing to the next mission
Older upgrades in 1.06a:
- High resolution available through CCSetup.exe
- Covert Operations added, and playable with any C&C CD
- Up to 6-player LAN available
- Dinosaurs are always visible
- Special beta options added to a new [Advanced] section in conquer.ini
- Skirmish play available by starting a LAN game without human players but with AI players enabled
- The ability to easily choose one of four LAN game modes by clicking on the "Bases" button
These are all explained in detail in the sections below; this is just a quick overview:
- The game has some minor problems with missions that are smaller than the game resolution. This will cause some graphical errors.
- Showing the minimap on missions that are smaller than the resolution causes the game to crash. This is normally not a problem, since you can't build a Comm Center in the first missions.
- When playing in high resolution, you can't place buildings with a placement height of only one cell on the lowest row of cells on the map.
- Original resolution savegames can't be used in high resolution.
Q: The high resolution doesn't work! When I start the first GDI mission, the map is simply put in a small box with black around it! I can't scroll, and I see the whole playing field twice!
A: Increasing the game resolution does not magically make the missions bigger. The first campaign missions are simply smaller than the high resolution. This gives a few odd graphical bugs, but if you just touch the side of the screen with your mouse cursor, and then open and close the main menu, most of these errors will disappear. Since C&C missions get bigger as you progress through the campaign, these problems will be completely gone after mission #3.
Q: My savegames are gone!
A: High resolution mode has problems with low-resolution savegames, so I separated them completely. But if you want to continue your campaign progress, savegame packs for hi-res C&C95 are available on the patch website. You can still access your old savegames if you use CCSetup.exe to switch back to low resolution.
Q: The videos / score screens / map choice screens aren't in high resolution! They are just shown in the upper left corner.
A: Indeed they are. I can't make the game stretch these things, and I haven't found the data structures I need to change to center them, so until I do, they'll stay like that. Sorry.
Q: Do I need the music upgrade pack?
A: It depends. If you have The First Decade then you definitely don't need it. If you have the Covert Operations, you can just copy "scores.mix" from the Covert Operations CD to your game directory to get the same effect. If you have neither of those, then yes, it's advised to download the pack, since it will add a vast amount of music and remixes which were made for the game but were never enabled before.
Q: The grenade throw sound annoys me! Can't I disable it somehow?
A: Personally I prefer keeping it, but apparently it annoyed a lot of people. If you want to remove it, all you need to do is delete "update01.mix".
These are the people whose work made this patch possible:
- Scorpio9a, for his LAN patch
- CNCVK for the 1.05 patch
- Komfr, for the stealth crash fix and the original hi-res patch
- Rambo (from the CNCNZ forums) for finding the hidden beta options
- Arsaneus and Reaperrr, for uncensoring the German mission briefings
- Reaperrr (again), for fixing the chem warrior bug, restoring the ß characters in the German briefings, and for giving some other suggestions for fixes
- Darin, for reporting the bug in the original 1.06 release that caused all campaign savegames to ask the Nod CD
- MrFlibble, for fixing the game's briefing font, fixing some mission bugs, and giving me some fixed unit graphics
- burton6747, for reporting that playing single player missions affected the multiplayer tech level configuration
- Rich Nagel, for identifying the 'Scrolling' option, allowing me to fix the code behind it
- AuthenticM, for suggesting the idea of making campaign starting music adapt to the mission number, like in the N64 version of C&C
- Zéphyr and Arsaneus, for the French and German translations of the briefing text of the PATSUX mission from the Playstation version of C&C
- Rusty Le Cyborg, for giving me tools to extract files from the Playstation C&C CDs
- Devalaous, for telling me about an unfixed mission border in the Funpark campaign
- Zenix, for offering to do a Spanish translation of the game, and for finishing practically all translations within a day
- Jafet Kackur, aka 'Jk', for converting the Snow theater from Red Alert
With special thanks to:
- TSHyper, for helping me with the disassembly process, and for creating the enlarged exe file and its hi-res exe icons. I would never even have started this project without his help.
- pd, for his assembler tool which allows me to quickly convert assembler code to byte code
- KoFFiE (my older brother), for advising me to use InnoSetup and providing me with the code examples I needed to get started with it.
- El_Nazgir (my younger brother), who also allowed me to use his PC to test some LAN stuff
Notes on the high resolution:
1. Small mission maps:
The first campaign missions for each side will be smaller than the screen resolution, which gives some odd graphical bugs. Most of these are fixed by just touching the edge of the screen with your cursor (to scroll) and then opening and closing the main menu.
2. Lowest cell row build bug:
A small bug I've recently discovered in high resolution is the inability to place down buildings on the lowest row of cells on the map. Since the actual position where a building is placed is the top left cell of the building, this only affects buildings with a height of one cell though. This means you can't build fences, SAM-sites, turrets or Guard towers there. Advanced Guard towers and Obelisks are technically 2 cells high, so they don't have this problem.
I'm still looking into the cause of this problem. I hope I can fix it soon.
There is an odd bug in the game which makes the sidebar unusable after loading a game that was saved when playing with a different screen width. Because of this, I have decided to completely separate the savegames for the 1024x768 resolution. This means you can't use older savegames in this mode. In fact, The game will not even show them in your list. The new hi-resolution savegames will use the filenames "SAVEG_HI.???" instead of "SAVEGAME.???".
4. minimap crash on small missions:
C&C95 will crash when trying to display a minimap in a mission that is smaller than the screen resolution. This bug doesn't appear in 1024x768 because none of the smaller C&C missions allow you to have a communications center, so it's not a real issue in v1.06b.
Because of this bug, I will not release any patches to play C&C95 in a higher resolution, since it will make the problem occur on campaign missions where you CAN get a minimap.
I will not add any additional resolutions (like, 800x600, or widescreen resolutions) to the game until I manage to fix both the savegame bug and the minimap crashes. I will also never add any ridiculously high resolutions like 1600x1200, since this will cause problems on pretty much every C&C map. The maximum size of a C&C map is only 1488x1488 pixels.
Notes on the Funpark missions:
As most of you probably know, C&C contains a hidden mini-campaign involving dinosaurs; Westwood's little tribute to Jurassic Park. To access these missions, you normally need to start the game with the command line parameter "Funpark".
However, because using command line parameters in a Windows environment is rather annoying, this patch adds a file called Funpark.exe, which will launch C&C95 in the dinosaur missions mode.
Note that if you have the theater mixfiles (desert.mix, temperat.mix and winter.mix) in your game directory, the Funpark.exe launcher will automatically assume you have a NoCD setup, and will run in NoCD mode.
You can also permanently enable Funpark mode in the [Advanced] options in conquer.ini.
To actually start the new dinosaur campaign, simply click Start New Game on the main menu and choose a side. Keep in mind that while you will get all constrution options from both sides, the initial side choice still affects which helicopters you will get on your helipads, and which superweapon you will be allowed to use.
Notes on the new ini options:
1. Conquer.ini options:
When you open conquer.ini and scroll down to the [Advanced] section, you'll see the same options that could already be enabled with my old CCOptions.exe program. These options were always meant to be in conquer.ini, but needed a special string value to be activated. Since these strings were encoded inside the exe file, only one was found so far: the "Scores" option needed to have the value "remix" to activate (the option has now been renamed to "RemixScores" and is moved to the [Music] section).
Rather than searching for all the other encoded strings, I recoded this section into simple booleans. Just put an option to "1" to activate it, and "0" to disable it. The only exception to this is "Players", which actually allows you to set the number of LAN players (2 to 6).
Be careful when changing these options; the ones that actually affect gameplay will most probably cause multiplayer incompatibility. I have indicated in the conquer.ini file which options will not affect gameplay (the User interface options). Note that I'm not sure if the Players option will cause incompatibility or just allow you to make LAN games with a customized limit to the amount of players.
The [CDControl] section allows you to run the game without CD and specify a directory to use as CD (default is the game directory). Note that the added LangPath should be left alone, unless you want to make a full 3-language NoCD setup with all videos in English, German and French. If you are planning to do that, contact me, I've done it ;)
The [Music] section is just a separation of all music-related new options, because the [Advanced] section was getting too big.
The values of the DefaultTheme option are simply the internal filenames of the music files, without extension. By default, this value isn't even used, because the StartMusic option is set to 3 (see conquer.ini for the explanation on that)
2. Mission options:
Another addition in patch 1.06b is the ability to use some of these special options in specific missions. Adding the following ini keys (with value=1) in the [Basic] section of a mission will enable that special option in just that one mission:
- CustomBuildlevel: Will force the game to read and use this mission's BuildLevel setting in the campaign, even if the global CustomBuildlevel option in conquer.ini isn't activated. (Normally, the game always uses the mission number as buildlevel in the campaign)
- TrueNames: Show true names for civilians and civilian buildings
- SeparateHelipad: Build helipads without helicopters, for only $300
- MCVUndeploy: Construction yard undeploys to MCV when you sell it
- NoBibs: Disable concrete foundations under buildings
- Patsux: Laser Orcas. Special upgrade implemented for the PATSUX Playstation mission
These special options will all be saved and loaded correctly from savegames, and disabled when a different game is loaded or started.
Notes on Skirmish and LAN play:
1. Skirmish play:
Skirmish games can be played by starting a network game without additional human players, but with the "AI players" option enabled. Older versions didn't allow LAN games to start without human players, but v1.06 makes an exception if AI players are used instead.
To start a skirmish game, go to Multiplayer Game -> Network and click New to start a new LAN game. On the Network Game Setup screen, select the map and game options you want, enable the AI players option and start the game by clicking the OK button.
When playing in this mode, you must keep these things in mind:
- The AI players have no base, just units. These will attack you one by one, giving you a constant stream of attackers to fend off. You win the game when all enemy units are destroyed.
- If Bases are enabled, you must set starting units to at least 1, otherwise the game will finish right away, since the AI players have no MCV.
- All available player slots will be filled up with AI players. The default number of LAN players in C&C v1.06 is six, meaning you will have five AI players attacking you simultaneously. You can reduce the number of enemies by editing the "Players=" option in the [Advanced] section of conquer.ini
- Unless you enable the ParanoidAI option in conquer.ini, the AI players will not attack eachother. They will team up against you.
- Since this is really just LAN without players, skirmish games can not be paused or saved. So keep in mind that opening the main menu will NOT pause the game.
2. New game modes:
v1.06b offers another enhancement to LAN gameplay: you now have easy access to four game modes. Two of those were very hard to find in the original version, and couldn't be combined with AI players. This change allows you to use all four of them in Skirmish games.
You can access them by clicking on the Bases button in the Network game setup:
||Normal game. Build your base, crush the enemy bases.
||No bases, just a large army on each side. Use it wisely.
||Steal the enemy flag and bring it to your own flag pedestal to win.
||See that little vehicle? YOU are inside it. Protect it at all costs.
Note that AI players will get a Mobile HQ in Capture The Flag mode too, since the AI never has a base, and technically the Mobile HQ mode is simply CTF mode without bases.
Full changes list:
v1.06b Revision 2:
- Funpark launcher program fixed so it doesn't trigger virus scanners (it wasn't a virus though; just some code that looked like one to some scanners)
- Fixed a crash that occured on temperate/winter/snow maps when showing the tree type 'T13' on the minimap after saving the game
- Assigning unit teams to numbers (with [CTRL]+[number]) now works for the number 0 too, like in the DOS version
- The box that appears in network games when the game tries to (re)connect to players is now centered in high resolution
- Fixed the fact that the "Start New Game" function crashed the game if either of the campaign starting missions had no starting videos configured in the mission file
v1.06b Revision 1:
- Funpark launcher program no longer has an inbuilt No-CD mode, since the added theater updates would always make it run in no-CD mode
- Funpark savegames no longer ask the Nod CD. They can now be loaded with all C&C CDs
- Added the missing Winter theater update needed for the Covert Ops mission "Ground Zero". Two tiles from the Temperate theater were converted to Winter theater
- Moved black border tiles for maps to the theater files (they were in updatec.mix before)
- Added more tiles to the Snow theater. It now supports all tiles available in Temperate theater
- Fixed a small bug in the chainlink fence, at the south-to-west connection
- the alternate name of the CHAN unit, "Wissenschaftler", is now spelled correctly in the game
- Funpark launcher program replaced by an exe file (funpark.exe)
- Added a method to control the starting theme, so the game doesn't start with Act On Instinct every time. This system can either just take the default theme (which can be specified by the user), play a random theme or (campaign only) choose a theme based on the mission number
- The ingame playlist now shows the correct length for remix themes instead of just using the normal theme's length
- Dr. Chan's true name is now shown in Nod mission #10, or with TrueNames enabled. In any other case, the unit will still be called "Scientist"
- Special characters in multiplayer map names will now be converted to upper case correctly
- Fixed reading of ZOUNDS.MIX (See sound updates)
- "Surrender" and Multiplayer "Abort Mission" dialogs are now centered vertically too
- Added a full language control system, which uses the previously-unused Language setting in conquer.ini. All three official language releases and an added Spanish language are now available to anyone using this patch
- Added the RA1 snow theater to the game as fourth theater
- In multiplayer mode, the names on the ingame statistics in the sidebar are only abbreviated if they are longer than the allowed length, and not when they reach the allowed length (for example, the french AI player name "Ordinateur" was abbreviated to "Ordinateu.")
- Mission ini files are no longer restricted to 16 kilobytes. The game will now read up to 50 kilobytes
- Fixed problems related to the beta option that disables the concrete bibs under buildings: the option only changes when (re)starting a mission now
- Fixed a power-related bug with the Construction Yard. The building will now produce 15 power units, but not use any
- Changed the method used to disable multiplayer music, so it no longer mutes the music volume for the entire game
- Fixed the savegame-related problems with Funpark savegames. The game will now actually save which campaign a savegame is from, instead of just saving the player side. Note that as a side effect of fixing this bug, any pre-1.06b savegame of which the player side is not GDI or Nod will be identified as a Funpark savegame
- Finishing a mission where the player side is set to something else than GDI or Nod no longer crashes the game because it can't find a score screen for that side. It will now simply skip the score screen
- The game now actually reads the names of the first videos of the campaigns from the mission files rather than using the hardcoded video names "GDI1" and "NOD1PRE"
- Missions ran from the New Missions menu can now have an additional Intro video before the briefing and action sequence, just like normal campaign missions
- The default multiplay tech level is now always 7, even after playing a normal mission (that value got changed because singleplayer and multiplayer build levels are stored at the same memory location)
- Fixed the bug where remix (.VAR) themes didn't show up unless an original (.AUD) file was present, even if that original was disabled in the playlist
- Modified the method that controls which themes appear in the playlist to allow modders to use the "theme first appears on mission ##" setting, and to prevent remixes of looping themes (like the GDI score theme) from appearing on the playlist. (this was previously done with individual exceptions)
- Fixed the code behind the Scrolling option (which prevents scrolling up when your mouse is on the Options or Sidebar button) so the button width is seen as 160 pixels instead of 80 pixels (which is the old DOS C&C value). The option is called SafeScrolling in conquer.ini
- Fixed the bug that causes the game to hang when no music can be found when starting a mission (a common problem with NoCd setups without added music)
- Fixed the bug that causes the game to hang when trying to start another music track when only one theme is available in the playlist and Shuffle mode is activated
- Added an option in conquer.ini to allow buildlevels in campaign missions to be read from the mission file, instead of just using the mission number
- Added an option in conquer.ini that enables the new map and score themes (the Nod variants and the credits theme)
- Added an option in conquer.ini that determines the way the game picks the first music track to play when a mission starts
- Added ini controls for controlling the game's no-CD behaviour
- Changed the names of some of the new settings in conquer.ini (TrueNames, RemixScores, BetaSounds...)
- Added a separate [Music] section for all of the music-related options added by patch 1.06
- Added ini keys for missions, to enable certain special options in just that one mission
- Fixed CCSetup.exe so you can use the keyboard to go through all options in the correct order (in 1.06a there were problems with the added 1024x768 option)
- The ü and Ü characters in the font are fixed, and ß is added
- The Ion Cannon icon is replaced by a much nicer version created from a render released by Westwood
- The Red Alert 1 snow theater has been added to the game. Temperate missions can now be transformed to Snow by changing the Theater setting in the mission's ini file from "Temperate" to "Snow"
- Added icons with Spanish text
- Dr. Chan's name is put back in the game, though he'll still be called "Scientist" in any mission besides Nod #10
- The two cactus types are now actually called "Cactus" instead of "Tree"
- ß characters restored in the German briefings
- The Technology Center is no longer called "Zielgebäude" ("target building")
- String for "Prison" fixed. It now says "Gefängnis" instead of "Gefängis"
- The information on the map selection screen now shows surface area in kmē instead of square miles
- Complete Spanish language added
- scb07ea (destroy village and GDI): fixed map error west of start location
- scb09ea (retake Egypt): fixed the trigger that removes the airstrike after destroying the Communications Center
- scb10ea (assassinate Chan) this mission now works as it was originally intended: you have to destroy the Tech Center to get to Dr. Chan
- scj02ea (Funpark mission 2): filled the map border with black tiles, for hi-res play
- Added all Playstation and Nintendo 64 missions
- scg62ea (PSX Special Ops GDI #3): fixed a bug in the mission programming that prevented a flare from showing up
- scg40ea (Covert Ops "Ground Zero"): is now in Winter theater, for more variety
- scg52ea (N64 Special Ops GDI #2): is now in Snow theater, for more variety
- Added the previously-unused Nod map and score themes
- Added 'Outtakes' credits theme from Frank Klepacki's site (played on the score screen of the last mission)
- Added the remix (Music options, "RemixScores") of "Just Do It Up" from the console versions of C&C
- The beta sounds are now in zounds.mix instead of update03.mix
- Enabled the beta-version of the grenade throw sound if BetaSounds is enabled
- Restored the full-length DOS version of the Commando's "You got it!" voice
- Complete Spanish language units and EVA voices added. All voices were taken from the Spanish version of Tiberian Sun. Any missing EVA voices were reconstructed
v1.06a Revision 2:
- Fixed a bug in the original 1.06a patch which corrupted the side info in savegames, causing all GDI campaign savegames to ask the Nod CD
- Scorpio9a's LAN patch (thipx32.dll)
- Funpark launcher program (funpark.bat) for playing the dinosaur missions
- VK's 1.05 patch (fixes top-of-map reconnaissance crash, adds native XP compatibility)
- Komfr's stealth crash fix (fixes a crash when the stealth animation is played on the right half of the bottom edge of the screen)
- Fixed the "/?" help parameter
- Fixed the empty error box when the game fails to set the video mode (which can happens when setting the game resolution to 640x400)
- High resolution available, with centered menus and a large version of the title screen for a more finished look (no centered vids yet, sorry)
- LAN play expanded to six players
- Default multiplayer tech level set to maximum (7)
- Skirmish mode enabled (note that AI players don't have bases, only units)
- Capture The Flag multiplayer games with AI players are now possible. The "Bases" button now has 4 states: Bases On, Capture The Flag, Bases Off and Mobile HQ (note that AI players get a Mobile HQ in normal Capture The Flag mode too)
- Enabled music in multiplayer (was originally disabled because it was streamed from slow CD-ROM drives, which could cause lag/desyncs)
- Campaign missions will now show briefing text at the start of the mission if no briefing video can be shown
- Fixed a bug that prevented the music from starting when a mission from the New Missions menu had a Briefing video set
- Dinosaur graphics are always visible, even outside of Funpark mode
- The end of the funpark dinosaur campaign no longer exits the game, but goes to the main menu instead
- Chan's name is shown (it now shows "Scientist" instead of "Civilian")
- The Hospital's name is now always visible to the player, even if it is owned by the enemy
- The Hospital can no longer be sold. It wasn't sellable in the original C&C; this was a bug in C&C95
- A primary building can be selected for helipads, so people can prevent newly built helicopters from flying to their base from the edge of the map
- Civilian buildings no longer decay for no reason
- Fixed the Rocket Launcher graphics bleed
- Fixed a Chem Warrior behaviour bug; for some reason it had the civilian behaviour to make it randomly walk around
- When the multiplayer coloured sides are used in single player missions, they no longer show up as grey on the radar
- The missions in the New Missions menu can now be played with any C&C CD
- Added "update*.mix" reading system for updates (same as "sc*.mix" addons)
- Added "updatr*.mix" reading system which disables the read files in the game instead of adding them (same as "ss*.mix" addons)
- Made the hidden beta options editable in conquer.ini, in a new section called [Advanced]
- Added an option in conquer.ini to disable score screens
- Added an option in conquer.ini to enable funpark dinosaur campaign mode
- Added an option in conquer.ini that allows disabling the music in multiplayer (like it was originally)
- The game now uses the strings "Yes" and "No" on the Abort Mission message, instead of "Abort" and "Cancel" (mainly done because of language compatibility issues. Both in French and in German, "abort" and "cancel" translate to the same word)
- Added black tiles for fixing map borders of small missions in high resolution
- Changed internal strings management to read certain previously-hardcoded strings from the external strings file instead
- Shadow of the Construction Yard fixed, so it remains like it is at the end of the MCV deploy animation
- The Rocket Launcher now has its launcher aimed 45 degrees up, as it should
- Nod logo restored on the Hand of Nod
- Several buildings which showed side-sensitive colour instead of real yellow are now fixed:
- Civilian Oil Derrick (V19)
- Advanced Communications Center
- Tiberium Silo
- Fixed green line refresh error on top sidebar icons
- Ion cannon icon rotated so the satellite fires from the correct side
- Fixed Civilian Oil Pump building (ARCO) to fix the bug where the damaged state doesn't show up
- Added icons with german text
- Blood in Infantry and civilian graphics are no longer censored
- Added icons with French text
- Changed "Dr. Chan" to "Scientist", because the unit can spawn from a destroyed tech center. Chan's original name was never visible anyway
- Changed "Attack Helicopter" to "Apache"
- Changed "Transport helicopter" to "Chinook Transport"
- Changed "Med. Tank" to "Medium Tank"
- Changed "Stegasaurus" to "Stegosaurus"
- Changed MCV from "Mobile Construction Yard" to "Mobile Construction Vehicle"
- Changed "Obelisk Guard Tower" to "Obelisk of Light"
- Added some of Frank Klepacki's original track names to the music list
- Added all world map animation strings to the strings file (for language compatibility)
- Unit names are no longer censored
- Translated the "Analysing" string to German ("Analysiere")
- Changed "Stégasaurus" to "Stégosaurus"
- Changed "Obélisque tour de garde" to "Obélisque de Lumière"
- Changed "Entrepôt de Tibérium" to "Silo de Tibérium", to correspond with the EVA voice
- More song names translated to French
- Map animation text "Analysing" translated to French ("Analyse en cours")
- Added the Covert Operations missions
- Added the updated dinosaur missions included in the Covert Operations pack
- Edited the maps of all missions where you could see beyond the map border in 1024x768 so they show black outside the border instead of unreachable terrain
- Fixed some mission files that didn't play their videos due to mistyped video names
- Fixed some missions where the AI's production wasn't started, so it didn't build anything
- scg05ea: re-enabled the Ukraine mission, which was replaced by a duplicate of one of the choices from Germany
- scg08eb (Moebius hospital mission): removed the blossom tree in the village so the "lose when ## civilians are killed" trigger is less random
- scb08ea (capture abandoned GDI base): Moved the build location of the refinery to a place where the AI can actually build it
- scb10ea (destroy mammoth prototypes): fixed map error near start location
- scb13ea (Nod end mission): fixed a mission programming setup that could crash the game
- Mission descriptions are no longer censored
- Mission descriptions are not in capital letters anymore
- "Right Away!" infantry response fixed; was not played due to a mistyped string
- Grenade throw sound restored
- Added the remixes (Music options, "RemixScores") of the tracks No Mercy and Deception (aka "We Will Stop Them") from the console versions of C&C
- Added the beta sounds (which can be enabled in the [Advanced] options)
- Enabled all hidden music (note that some tracks are only available because of the [Music] option "RemixScores", and will disappear if you disable that)
- "Einsatz abgebrochen" EVA voice added
- Death screams are no longer censored