I am not sure if this counts, but it looks like GOG got the beta patch for Battlezone: Combat Commander. It shows updated on GOGDB. Guessing you can only download with galaxy.
Battlezone: Combat Commander Beta patch BZCC PATCH NOTES 2.0.193
Attention Pilots: we have a new update for the Battlezone community with more than 200+ fixes and changes! We would like to give a special thanks to the Battlezone: Combat Commander community and the Beta Testing team, who have put a great deal of effort into helping with this patch and moving it forward.
If you'd like to join in you can do so by the following steps:
Right click Battlezone: Combat Commander in your Steam Library
Click Properties on the pop up menu
Click on the BETAS tab the window that appears
In the dropdown box, select "community - Builds approved for community testing"
Steam will update the patch and the game should then be possible to run
Don't forget to unselect the beta option using the same steps as above when you're done with this branch.
If you'd like to help provide feedback, report bugs, etc, you can join the Community Discord:
https://discord.gg/zTQ9P6C Here are the changes released in this patch:
General
Changes:
Changed Screenshots to save in PNG format.
Increased max FOV to 135. This allows proper aspect ratio for ultra wide resolutions.
Fixes:
Fixed View Camera getting stuck in the Factory or Satellite view if their Pilot died while logged into it.
Fixed Target Camera not taking FOV into account.
Fixed Taunts not appearing at the start of Instant Action.
Fixed changing Volume settings not updating all sounds that are currently playing.
Fixed mod list truncating - mods with more than 9 Asset Packages failing to join in GOG vs Steam. Mod downloads are now done as a two stage event: first it downloads the config mod, then reads and downloads the list of Asset Packages from the mod's ini. Does not queue items for download that are already flagged as “ready”.
Fixed bug in Shell if a player is using GOG and joins via command line “-connect”, leaving the main menu and multiplayer menu both active at the same time (ShellMulti now fades out ShellMain if it's somehow still active).
Fixed items with a Deploy, Undeploy, and Loop animation not working correctly after a save or a load, such that it would re-play the deploy animation on load of a saved game.
Fixed visual stutter when Targeting an AI unit.
Fixed BZVIEW cheat not working.
Multiplayer
Changes:
Added Team chat option buttons to non-team play to support Team chat in ST FFA mode.
Added GamePrefs setting EnableServerLaunchedMessage = true. If true, it enables the "Server Has Launched!" message, if false, disables it.
Added a new Player Friendly Fire option so that Hosts can set AI Friendly Fire separately from Player Friendly Fire (Friendly Fire options now relocated into the Game Options menu).
Added Factory Dropoff and Flag Stands to the list of preloaded ODFs. This prevents custom factions from triggering "uh-oh, late loading ..." messages for these common items when they are used in Multiplayer.
Server Message can now handle up to double the amount of chars.
Fixes:
Fixed the multiplayer chat being able to send blank strings, thus preventing players from accidentally sending a blank message to everyone by pressing enter, without something already typed.
Fixed Shell becoming unresponsive/disappearing if you clicked Cancel when downloading mods while joining a Multiplayer Game.
Fixed MP lobby list squishing the bottom most entry if the list is full.
Fixed readability of the most recent chat message in MP Escape Menu (added the style NOSELECTION to the chat box cfg).
Fixed readability of MP End Game score screen. Added black backdrop and rollover highlight.
Fixed MP Lobby "My Mod" string being cutoff when there was still plenty of space available.
Fixed the /nick command being able to duplicate someone's name by adding spaces at the end.
Fixed /info chat command not properly displaying the team group in Teamplay games.
Fixed hard lockup in CheckPlayerName() when 3+ people used the same /nick command.
Fixed AllowOffMapFiring code not updating the weapon's origin position in Multiplayer.
Fixed Host Migration not working properly with different TPS rates set on the receiving client causing the game to continuously resync.
Fixed GamePrefs GameBasePortNumber not being used in some places. Fixes hosts using different ports for games not working properly.
Fixed error in console related to obsolete unpn commands when creating a game in Multiplayer.
Fixed /nobodyhome triggering in Multiplayer map load.
Fixed Server Browser crashing if the data was corrupted.
Fixed units having slightly jittery movement in Multiplayer unless they were Targeted.
Fixed ODF feature [CraftClass]::NavIsDropped = true not working correctly in Multiplayer.
Fixed QuakeBlast spawning duplicate explosions in Multiplayer.
Fixed Scavengers with doDrop = true warping in Multiplayer caused by Silo class objects not being flagged as important in render culling.
Fixed warping in AI units when they change strafe direction in Multiplayer.
Fixed Recycler "double scrap" cost bug in Multiplayer. Ensures that the Recycler is not already building something before it starts the build/charges scrap.
Fixed Deployed / Packed VO messages for deployable vehicles not playing in Multiplayer.
Fixed DeathMatch 1-shot kill mode not triggering when sniping AI Bot Ships.
Fixed Deathmatch Craft Only mode not killing AI Bot Pilots.
Fixed Deathmatch counting Gun Towers as empty ships for players (fixes CTF:FlagFort GunTower Walls being deleted after players hop in and out of them).
Fixed Deathmatch Rabbit mode spamming if the Rabbit player hopped out of their ship, or when there's only one Rabbit.
Fixed obtaining negative Score from Team 0 objects in Rabbit mode.
Fixed FFA Team Chat not working correctly in-shell after the Host pressed Launch.
Fixed Capture the Flag related functions not working correctly if TeamPlay is off.
Fixed FFA mode being able to reserve too many F-Slots.
Missions
ISDF Mission 05:
Fixed ISDF Power Plant not having the correct ambient sound.
Fixed a mission stall point if the player stopped the Constructor build process. Made it so the user can’t interact with the Recycler during the build process.
ISDF Mission 08:
Fixed top of the sky “pinching” visual and the incorrect Dome UVSpeed.
ISDF Mission 10:
Fixed snow and rain FX “snapping” on Chill, DM Bane, and MPI Island. They now properly transition on.
ISDF Mission 11:
Fixed fbrecy1.odf not having the correct values for Health.
ISDF Mission 14:
Fixed lava damaging the ISDF Wrecked Carrier, where if the mission went on too long, it would get destroyed.
Fixed the Burns object sliding down into the Wreckage, by making the terrain around the Carrier raised up slightly.
Fixed build area around the player's closest base pool not allowing you to build alongside the pool.
Scion Mission 07:
Fixed underground Lava tiles causing damage to buildings in certain buildable locations.
Demo Mission:
Intro Cutscene now works properly.
Fixed units spawning on top of the DropShip.
Fixed Non Commander mode triggering the player to go to the dropship too early.
Fixed player's starting load out to match the original Demo mission.
Fixed missing mission Fail objectives if you take too long.
Menus and Interfaces
Changes:
Raised the Single Player debrief filename limit used in SucceedMission() / FailMission() up to 64 characters. The limit was 14 characters and files with longer file names simply showed a blank debrief screen.
Expanded the Single Player mission description window to fill the space available.
Added settings to GamePrefs to control the color of the Ground reticle. These work similar to CockpitRadarColor parameters: gameprefs.GroundSpriteColorR = 0.0f, gameprefs.GroundSpriteColorG = 0.2f, gameprefs.GroundSpriteColorB = 1.0f.
Restored the various Play_* and Edit_* Map and Cockpit Radar size and position settings in GamePrefs.ini. Also added TargetView* and GroundSpriteColor settings. See comments above them for more info.
Added support for separate icons for pilot weapons hp_pack and hp_hand. These previously used hp_gun and hp_spec icons.
Added a new stock cursor image "cursorHD.tga", which works with the Cursor scaling and is 60 FPS instead of 15 FPS. Made a compatible version of cursor.tga for existing Addon Mods with non-scaling cursors to use.
Changed the Instant Action Launch button to be hidden until a map is selected (the same way that the Multiplayer Launch button behaves).
Changed Escape menu Load Game delete button to match the other buttons (changed to the “OUTLINE” style).
Fixes:
Fixed the Ammo bar on the Team Panel covering up the bottom half of the "C" for Commander icon.
Fixed the player’s direction line indicator on the Radar Mini Map not scaling with the rest of the minimap in HUD scale.
Fixed the Single Player menu Technology and Mail lists crashing if more than 3 items were in them.
Fixed Shell Music trying to stop playing the menu music "mire22_4.wav", when the Instant Action launch button is pressed when no map is selected.
Fixed Single Player stopping the music in mods with continuous shell music between main and single player menus (due to the menu always thinking a pre-mission movie existed).
Fixed the missing “BackStarField” image on the Mods menu and Single Player Debrief screens.
Fixed the mouse wheel scrolling behaving inverted for checklists.
Fixed the Addon Mod preview image appearing White when no Addon Mod is selected, or when Deactivating an Addon mod within the Addon Mod Menu.
Fixed the MP Scoreboard Toggle not working properly after opening and closing the Escape menu.
Fixed in-game Scores Background appearing after closing the “Escape Menu” if the GamePrefs option for scoreboard Background is disabled.
Fixed in-game Score screen background overlapping the Time message.
Fixed the aspect ratio of MissionRequest popups if the Escape menu is not already up.
Fixed FactoryPanel and SatellitePanel getting stuck if the user has the Escape Menu up (made ViewManager::SimClearCurrentView() able to deactivate the desired view even if it's not on the top of the view stack).
Fixed Turret Compass icons flickering if the turret is perfectly aligned (e.g, pressing the deploy key in a “turrettank” or “walker” class vehicle).
Fixed mouse cursor not scaling with the rest of the UI. It now scales the same way colorize.tga scales. It will look for versions of the cursor image with _x1_5, _x2_0, _x2_5, _x3_0, _x3_5, _x4_0, _x4_5, and _x5_0 appended.
Fixed the shell’s Movie Player using WRAP instead of CLAMP drawing mode. This fixes pixels along the edges being drawn from the opposite side. Noticeable on movies that are lower resolution.
Fixed the shell’s Background using WRAP instead of CLAMP, so that it corrects the edges of background images being drawn on the opposite side.
Fixed Satellite and Editor minimap mouse clicking becomes stuck if a Camera() sequence is triggered while clicking on the minimap. Activate() clears the button click state.
Fixed Clients having a password set via GamePrefs.ini defaultPassword setting, or otherwise via console, causing Bad Password when joining a game that didn’t have a password set.
Fixed Clients joining a game running a different Mod failing to restore the server list if the join failed (bad password, timeout, etc)
Fixed implementation of iface.shellresx / iface.shellresy feature. Mods can once again set the base resolution used by the cfg system.
Fixed game.debugaip not working without vid.framerate also being enabled. Split them into separate items.
Fixed game.framerate not working.
Fixed /nick and SetObjectiveName() being able to set %n where the UI and rest of the code displayed it as %d.
Fixed code reference to UI elements EscapePlay.Absolute and EscapePlay.Leveling not matching the cfg changes in BZCC. These are supposed to be hidden in Multiplayer game modes.
Fixed UI Edit element caret position being off if iface.shellexpandfont is set to false.
Fixed UI SysBtnClose, used in Windows with Style TitleBar / ThinTitleBar, not rendering properly.
Fixed UI Ticker text not being drawn in the correct position. Added PauseTimer(0) to control how long the text pauses in the middle.
Fixed UI Timer not having pollInterval setup on initialization, causing the timer to trigger instantly on first run.
Fixed several UI Errors not specifying which Control is causing the error. (Slider var out of range, Align not found, Poll interval must not be negative) Also updated Log message about missing Images and bad Parameters from DIAG to WARN.
Fixed UI Menu not being able to calibrate each menu AddItem() via an ItemConfig() before it. Also added an optional second Text parameter to AddItem() parameter.
Fixed issue with backing out of the mission debrief screen after campaign ChangeSide() is used causing a newly created pilot to switch sides. Made the Pilot Login properly clear the temp campaign “switchSide” variable.
Fixed bzgame_keys.cfg not being executed in the correct scale mode.
When a saved game fails to load, it now lists the full file path of the saved game instead of truncating it.
Fixed Factory Panel not taking weaponGroup# into account when showing weapon customization groups.
Updated missing .cfg message to reference BZCC instead of BZ2 / validate files instead of reinstalling.
Fixed FactoryPanel crashing if the weapon Powerup points to an invalid ODF.
Fixed Duplicate Asset warning / UI not working on Addon, Config, and Asset Package Mods.
Localization
Changes:
Added command line argument /loclogging, which if this is set, it will log missing Localization items to the Log file.
Fixes:
Fixed some localization translations incorrectly translating "..." trailing periods as "#".
Fixed incorrect German translation for "Satchel Charge".
Fixed items in the Command Panel not being Localized properly.
Fixed Factory/Armory Dropoff Nav name not being Localized properly.
Fixed missing Localization of the word "Players" in the Loading menu when it lists Waiting On # Players, when the list of players is too long.
Fixed missing Localization of the object name in the Target Camera.
Fixed missing Localization of the object name in chat messages when objects die.
Fixed missing Localization of ModeText# items
Fixed PlayerManager::BootInit using potentially uninitialized Localization strings (random translations appeared in Console when joining/leaving MP games during Mod Restart).