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▀▀▀▀▀▀▀▀▀▀ ▀▀▀▀▀▀▀▀▀▀ ■.
T h e N o v a T e a m
_____________________________________·_________________________________SN/TNT_
⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐
│ Presents: │
│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│
│ │
│ Flashpoint Germany v1.04 Update *RIP* │
│ │
│ (c)2005 Matrix Games │
│ │
└──────────────────────────────────────┴──────────────────────────────────────⌡
┌─────────────────────────────────────────────────────────────────────────────┐
│ │
│ Supplied By : TEAM TNT Release Date : 06/24/2005 │
│ Cracked By : TEAM TNT Protection : Serial Check │
│ What is it? : Protected Update OS Required : WinXX │
│ Packaged By : TEAM TNT # of Files : 08 x 5.00 Meg │
│ │
├─────────────────────────────────────────────────────────────────────────────┤
│ Requirements : The Game │
└─────────────────────────────────────────────────────────────────────────────┘
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Release Notes ■
~~~~~~~~~~~~~~~~~
NOTES:
The Update Installer does a Serial Number check before it will install the
Updated files. Since the scene releases do not contain Serial Numbers,
our release is needed for both ISO and RIP users.
Also, this is Standalone. You will not need previous patches. We included
all previous patch content.
* PS: good thinking Matrix Games.
-END NOTES
Update Info:
------------
2005 JUN 24 - Flashpoint Germany Patch v1.04
New and Improved Features:
* New Feature: The area between the mini-map in the top right corner and the
Unit Description Panel (UDP) in the bottom right corner now features a four
tabbed notebook. There are tabs each for the familiar Chain of Command tree
and also the Tactical Operations Center staff diary for the current turn.
There is now also a tab showing all the expected reinforcements and
withdrawals for the game for your side. These are grouped by turn and you
can click on the name of a unit to see it described in the UDP below. The
entry location for reinforcements is also flashed three times as a visual
indicator. The fourth tab contains a summary of what victory points are on
offer grouped by sector. This makes it a lot easier for a player to
correlate objectives and requirements with the main map beside it.
* New Feature: During turn resolution both the number of turns remaining and
also the number of turns already played are now shown in the center of the
status bar at the bottom of the screen. This will make it easier to tie the
current time to the expected arrival of reinforcements or the forced loss of
withdrawals.
* New Feature: The player will sometimes want to know the NBC (nuclear -
biological - chemical) protection rating of his units. The NBC rating is
actually determined vehicle by vehicle (ie. At the subunit or platform level)
but a summary now appears in the unit SitRep in the Unit Description Panel in
the bottom right corner of the screen. A new line shows `All / Mixed / No
NBC protection' for the unit in question.
* New Feature: The "I" (information) key changes the counter captions to a
variety of different values in a strict rotation. You can now reverse the
order of values by using Shift-I instead.
Fixes:
* Windows GDI resource usage (which is important under Windows 98 SE / ME) has
been drastically slashed by some heroic code refactoring. Note: to further
minimize GDI usage the `use non-generic unit icons' and also the `show line
of fire' menu items have been disabled for Windows 98 and ME users. These
operating systems can only handle so many graphical resources at a time and
we have had to draw the line here.
* There was a problem with enemy minefields being visible during the pre-game
setup when they shouldn't have been. They were also sometimes stopping their
location from being selected as an artillery target once the game began.
This has now been fixed.
* The line of sight calculation routine was sometimes dropping marginal
locations when running in one direction and not dropping them when running in
the opposite direction. Thanks to Chris Hobbes for spotting this. The
offending routine has been spanked and will behave properly from now on.
* The Chain of Command tree was not updating properly when a scenario ended and
a new one was begun immediately. The old force structure would remain in the
tree! Thanks to Chevla for pointing that one out. Fixed.
* There was a debugging message box that was coming up in the 1.03 release
version ("Quadrants to Corners") that has been more thoroughly suppressed.
2005 JUN 9 - Flashpoint Germany Patch v1.03
New and Improved Features:
* The "sudden death" rule is now an option that can be turned on or off via
the Setup / Game Options page. Look for the item "Game Over when either
Side < 20% Line Strength". Further, if you choose to leave sudden death
enabled you will be asked whether or not you want to continue the game when
it is invoked. In that case use the "Cancel" button to continue on to the
bitter end. In either case the rules relating to the claiming of VPs in
proportion of line strengths as described on page 73 in the user manual will
NOT apply to the final victory calculation.
* The supply of specialized artillery ammo types is now somewhat limited.
Sorry folks, but the era of free unlimited FASCAM (minelets), smoke, improved
conventional munitions (ICM), and chemical munitions has drawn to a close.
The concept now is that each artillery unit capable of firing anything other
than HE rounds has a chance - depending on nationality and type of round - of
running out of that type immediately after any given use. The percent
chances of running out are listed below. Doing it this way imposes a
reasonable limit without descending into viewpoint-inconsistent
micromanagement and bookkeeping. Please note that HE is not subject to this
limitation - it just runs out when the final rounds of ammo are used up.
Nation FASCAM Smoke Chemical ICM
United States 10% 6 20 2
Britain 20 5 20 5
West Germany 20 10 20 3.5
Soviet Union 33 3.3 50 20
This means that, for example, any time a particular American artillery unit
shoots FASCAM, there is a 10% chance that the unit will have just exhausted
its supply of FASCAM rounds. It will not be able to fire any more until
after it has remained undisturbed on Rest and Refit orders for at least 30
minutes.
Emergency resupply does not count! This will compel the player to evaluate
the overall situation more rationally and not try to carpet everything on
the map with gas and minelets. Please note that ICM (improved conventional
munitions) are not selectable by the player but are used as needed by the
units depending on the target in question. Since they have roughly 10x the
effectiveness of conventional HE rounds they are extremely important for the
NATO forces to have.
* If a unit runs out of an ammo type then an entry will be made in the staff
diary and a combat hint will also be displayed if combat hints are enabled.
To further emphasize the issue, the unit badge in the UDP will have the words
"Out of chemical", etc in yellow letters on it.
* Map visualization changes:
* New map overlay: Max Combat Range. This overlay shows the area covered by
longest range weapon in the unit. If that weapon is an indirect fire
weapon then all locations within range are highlighted. If it is a direct
fire weapon then all locations within the LOS and range are highlighted.
Note: in the circumstances this may extend past current visible range -
this is intentional.
* New map overlay: Max Spottable Range. This is the surrounding area from
which the friendly unit can be seen by a potential enemy unit. If an enemy
unit is not in one of the highlighted squares, then the friendly unit in
question is not spottable. Bear in mind though that even if there is an
enemy in a spottable location it may not see you for other reasons...
* There is now a new intermediate twilight map layer in addition to the day
/ night layers. Twilight occurs for the hour before sunrise and the hour
after sunset. The visible change is automatic and helps to highlight the
new visible range limit.
* The original `P' (Path) command used to show a series of little yellow
triangles denoting the exact proposed unit path but it did not the location
of the unit waypoints. In contrast, the `W' (All Friendly Waypoints)
command showed all the waypoints but not the actual paths - just arbitrary
lines connecting the dots. Upon reflection we have changed this so that
the `P' command shows the exact path for the current unit (only) using an
alpha blended and anti-aliased yellow (default) line from location to
location on the actual path together with the usual yellow dots at the
waypoints. The revised `W' command shows the same thing for all friendly
units at once - but at the risk of some confusion if the paths cross too
much. The `P' and `W' commands are now mutually exclusive.
* From time to time there has been a request that we simply draw a line
between the two units currently engaged in combat. This feature has been
implemented but is turned off by default. To enable it look for a menu
item Game / Show Line From Attacker to Defender. Both units must be on the
map - this routine does not work for off-map units. It is now crystal
clear who is engaging who. This is particularly helpful if the attacker is
unspotted. He will still be unspotted but this new fire line will show you
where the fire is coming from.
* A new color selection screen has been created so that individual map
overlay, grid line and other colors can be edited by the player and
established as new game defaults. The level of color transparency can also
be changed. This will allow the player, for example, to create a
distinctly different hue for each kind of overlay so that he can easily
tell which is in effect at any given time. Look for menu item View / Set
Map Overlay Colors. Yes, it is possible to create unsightly or even
invisible colors. If you want to experiment with this you might want to
consider keeping a copy of the original FPG_Colors.c32 file handy!
* There is now a small `Victory Bar' located to the right of the Radio Message
Level indicators. The purpose of this indicator is to show which way the
current VP balance is swinging given the facts as you know them. This is to
help players realize they are in trouble on a timely basis! A percentage
number is superimposed over top and is calculated in terms of whoever is
ahead at that point. If the bar is mainly blue and it reads "90%" then the
NATO player has 90% of the VPs collected so far. If the bar is mainly red
then it is the Warsaw Pact player that has 90% of the points. NOTE: If you
are playing with full fog of war you may be misled by this number since the
enemy VPs will probably not be tallied in full - that would give too much
away. This is meant as a current indicator and planning guide and not an
infallible judgment. It will agree with what you see on the Staff Summary as
the game progresses and like it, is subject to revision at game end!
* You now have the option to turn off the combat reports of `unspotted kills'
e.g. for minefields and arty where the target unit is not actually spotted by
any friendly unit. Look for the new menu item Game / Reveal Unspotted Kills
and leave it unchecked to obtain this effect. Hit animations and also the
combat hint reporting the kill will be suppressed.
* There was a request for an option to abbreviate the display of artillery
barrages on the grounds that they slowed the pacing of the turn resolution
unduly. A new option has been created that will reduce the SFX to a single
token animation and explosion no matter what the intensity called for. Look
for a menu item Game / Abbreviate Artillery SFX. This value is set to False
by default.
* A new combat hint and staff diary entry are created to reflect losses taken
by off-map arty units during turn resolution to CB fire. The losses were
being taken as of version 1.02 but not formally reported until now
* The unit popup menu had Barrage as a possible artillery order. Barrage now
has a submenu for the various types of barrage (Harassing, Neutralizing,
Smoke, etc) as an alternative to digging down into the combobox on the Unit
Description Panel. Either way of specifying the barrage type works equally
well.
* Blank Mission Briefing html files and supporting graphics have been included
so that you can create your own Mission Briefings. These can be found in the
Templates directory. You will need an html editor and some knowledge of how
to work with these kinds of files, but if you do then nothing is stopping
you. To start, copy these template files over to a new directory such as
\Scenarios\MyFirst. There will be separate NATO and WP subdirectories needed
beneath that. Then modify the files to suit your needs. When you are ready
to bundle them up, go into the extended Scenario Editor and point the
directory lookup comboboxes on the `Briefing Files / Notes' page. All files
in those two directories will be zipped up as `.b0' and `.b1' briefing files
for your scenario. These files were provided by Ron Meier and the map files
were done by Jim Snyder. Also available soon on the Flashpoint website will
be another set of default files by contributor Mark Bliss.
Fixes:
* There have been over 40 tweaks and adjustments to the game AI. Amongst other
things unit doctrine will now be enforced a little more rigorously and more
units will have to move back during turn resolution to conform to
requirements. The unit involuntary movement ("scooting") rules have been
extensively rewritten too.
* When resupplying a unit with Rest and Refit orders you used to get a
standard 18 (NATO) or 12 (WP) resupply ammo points. Now if the specific unit
type can be found in the unit data table you will get the specified Ammo
amount instead. This may be larger or smaller in the circumstances but
represents a `proper refill'.
* The accuracy and range attenuation formulas have been carefully reworked.
The net effect is that there will be somewhat fewer kills at the longer
ranges and that units will be able to move somewhat better while under long
range fire.
* Hints for arty, air, nuke "waypoints" now say "TRP" instead so as to not be
confused with a movement waypoint hint.
* Sometimes the Arty and Nuclear toolbar buttons were enabled but using them
would not fetch an eligible unit. This was the result of two different tests
being applied and has been straightened out now.
* The Setup Boundary boxes are now shown in blue for the NATO player and in red
for the Warsaw Pact player.
* The intermittent `crash on program exit' and a few other minor skinning
problems have all been fixed.
* In version 1.02 at the conclusion of a PBEM game the surviving enemy units
would initially be visible for the post mortem but would then disappear if
clicked on or scrolled off map. This was a flagging problem that has been
fixed.
* The Windows file "thumbs.db" is continuing to cause a problem from time to
time in the two briefings directories. Now whenever a new briefing is opened
all pre-existing files (including thumbs.db) in both briefings directories
are deleted.
* In version 1.02 when a scenario was started that had enemy minefields as
part of the initial setup, the mines were visible to the other player during
the pre-game setup phase. Fixed.
* Radio message traffic. Formerly all messages were counted on the grounds
that they would be relayed up to supreme HQ as a matter of course. This has
been changed so that they are batched and only the messages from the direct
reports of the supreme HQ count against the traffic total.
* Units under AI control that run out of ammo will go to rest and refit right
away instead of at the end of the turn as before.
* When giving group orders it sometimes happened that the previous group was
not always being cleared and that the new orders would be applied to them
too. This was behind the `tanks with barrage orders' bug. I believe this
also was responsible for various units inexplicably not moving when they were
supposed to during turn resolution. Fixed.
* Shift clicking on a unit adds (or subtracts) it to a group and does not also
toggle the LOS overlay any more if it was active.
* Scenario Editor. By default the `XX Force Selection / Data Source / Append
to Existing Force' checkbox will be checked from now on. This means that any
force selected by the player will be added to the existing force and not
replace the existing force as before.
* A new menu item has been added to directly disband a currently selected
group: Game / Disband Current Group. If you have assembled a group entirely
composed of off-map units then this is the only way to disband it again.
v1.02
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Installation ■
~~~~~~~~~~~~~~~~~
1. UnZIP all archives to a temporary directory.
2. Update your game version:
UnRAR UPDATE.RAR to your game directory, overwriting any existing files.
Always unRAR with full paths!
3. Import TNT.REG into your Windows Registry.
4. To start the game, run or make a shortcut in Windows for:
FlashpointGermany.exe
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ TNT News ■
~~~~~~~~~~~~~~~~~
We are the REAL original TNT. Any other groups who have tried to front as
TNT over the years were just imposters.
TNT knows that you all love the original SFV data in our NFO files.
Too many "new" sites, using cookie-cutter scripts and that god-awful
zipscript-c (aka project-zs), ruin all the nice SFV files in the scene!
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ TNT Members ■
~~~~~~~~~~~~~~~~~
You know who we are. And we know who you are.
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ The Greets ■
~~~~~~~~~~~~~~~~~
Groups : None (all alone in the night)
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ TNT Sites ■
~~~~~~~~~~~~~~~~~
Try to find them..
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Joining TNT ■
~~~~~~~~~~~~~~~~~
TNT works in all languages.
We seek like-minded individuals who are able to provide or create software in
any language for release into the scene.
Like most 'respectable' groups, TNT is non-profit.
We release for the challenge of reverse engineering, the excitement of the
race to win against other groups, and the spirit of fair competition.
Positions are open for the following.
Crackers : Experienced programmers and debuggers with assembly language
knowledge who can produce Cracks, such as NoCDs & the removal of
commercial protections, for games and applications.
Coders : Experienced programmers who can produce KeyMakers, Game Trainers,
or SavedGame file editors. (Assembly or C language is required)
Game Ripper: Create ripped versions of full games. Rips retain game
functionality while having non-essential data (such as movies or
music) stripped out. People, especially those on slower dial-up
connections, can try out a game rip before deciding to buy the
full version.
Scanning : Printed Box Art, CDs, & Manuals for new games and applications.
FileHacker : Create All Access Enabled (Unlocked) SavedGames.
Modify game data files to enable Cheated Stats.
Scan game executables to locate Cheat Codes (no web thieves).
Suppliers : Provide retail versions of new unreleased software, either games
or applications.
Siteops : 10mbit or faster sites on linux/unix with at least 100gigs space.
Preference is for sites with sections of 0day, iso, dox, pda,
or console exclusively.
Before contacting us, please consider that Movie/Video or MP3
sections are not desirable to us. Big movie/mp3 sites that have
iso, 0day, or dox as an afterthought are not for TNT. Sorry.
What TNT does not need:
Couriers, Pre Whores, Site/Bot Scripters, Thieves, Group Hoppers, Leechers,
Narqs, Narcs, nor undercover agents.
·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·
■ Contact TNT ■
~~~~~~~~~~~~~~~~~
Those who seek TNT will find a way to get in touch with us.
Just ask around for the #1 Dox group.
TNT has no email address, nor a web site. Any you find are surely fake.
┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐
│ Header Logo : Super Nova [TNT] ║ NFO Layout : Super Nova │
│ ╩ │
└────────────────────────────> Last Update by [Super Nova] <───[01/18/2005]───⌡
" There can be only one! "
---------------------------------TNT DIR INFO---------------------------------
Flashpoint_Germany_v1.04_Update_RIP-TNT
---------------------------------END TNT INFO---------------------------------