CCHyper

Command & Patch
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About CCHyper

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    Agent x86
  • Birthday 11/10/88

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  1. Hey Plokite_Wolf, nice to see some familar faces still around! Like Question 2 covers in the FAQ, we are the spiritual successor to the original OpenRedAlert, as Damien mentioned to us he does not have the time to support such a large project anymore, so it seemed fit for us to continue hes project, but starting from scratch so we can focus on our goals of recreating the game engine with great attention to the core mechanics.
  2. Introducing An open source re-implementation of the C&C Red Alert engine. Written from scratch in C++. www.openredalert.org www.twitter.com/OpenRedAlert RedAlert++ is a project to create an accurate reimplementation of the game engine used for the classic Westwood Studios RTS, Command & Conquer: Red Alert in C++. The team developing this are fans of the game who want to see it preserved and ensure it can be enjoyed properly on modern platforms. They do not have access to any of the original source code, and the project is being developed from scratch through careful examination and comparison to the original. This is to ensure that the new engine is as true to the original engine as possible, guarantee an authentically retro gaming experience. The project is not endorsed, sponsored or in any other way connected to EA/Electronic Arts and and has no intention to profit from the endeavour. In the coming months, we will be posting regular updates and working towards a public release in the near future. - Utilises the latest open source graphic and audio libraries (SDL, OpenGL and OpenAL). - - Fully compatable with the original game, allowing you to run the compiled binary as a direct replacement of your original installation. - - Fixes bugs that appear in the original game, without losing gameplay authenticity. - - Built on years of thorough research into core gameplay dynamics to deliver a genuine experience. - - Allows you to continue playing your favourite RTS on a device of your choice. - Q: Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC and OpenRA... A: FreeRA and FreeCNC are far from complete and appear to be abandoned while OpenRA is focusing on re-imagining the classic Westwood RTS titles with modern era twists such as features found later Command and Conquer titles or other RTS games. Our focus is on a classic recreation with great attention to detail on the core mechanics, more akin to OpenDUNE, hence the new project. Q: Why is it called OpenRedAlert, wasn't there already existing project called OpenRedAlert? A: Correct, but the project has been inactive for some years now. We approached the creator, Damien some time ago now and asked the status of the project, and if it was currently inactive, could we use the name OpenRedAlert. Damien's project is still being developed in private and he has given us permission to use the name and hopfully in the future we can bring him on board to help with development. Q: Where to download latest version of OpenRedAlert? A: At the moment, OpenRedAlert is being developed in private so we can ensure the basic engine works as required. Once we are happy with the state of the engine, we will release a public build and also create a public repository on GitHub. Q: What do I need to run OpenRedAlert? A: It's simple! - All you will need is a installation of the original C&C Red Alert (patched to 3.03), and a compiled binary from the OpenRedAlert source code, be that from a preview build or from the public repository yourself. EA released C&C Red Alert as Freeware in celebration of the release of Red Alert 3 and it is now possible to legally download a copy from the EA servers or official mirrors. CCHyper Core Engine Programmer - C&C Engine Researcher - OmniBlade Core Engine Programmer - SDL and OpenGL - - Cryptography & Algorithms - - Cross Platform Deployment - Additional Contributions tomsons26 - Branding Artwork and Design Tore - Web Technical Support Grant - Web Technical Support CNCNet Network - Website Hosting If you are a fan of using social media, you can also or for updates and other information.
  3. Everything C&C is under the BioWare studios/team at the moment, and lots of ideas are being thrown about. And there is only one poor soul that is handling it internally.
  4. Why did you not use Get_String() and pass it onto HouseTypeClass::From_Name()? So that way you have Country=England or such...
  5. It is possible to add an auto-save, but to be honest, making the game write a save game for every new mission (as RA2 does) would be much better. Adding a house that allows you to be an observer is possible though, and it could be possible to abuse the Attraction feature to save replays of games, but this would have to be enabled from the start of the match and then stopped on scenario finish.
  6. Wait, where did that document come from...
  7. Hex Workshop has a smart Compare, very good feature that i use all the time.
  8. Nice, i did this to create to create my avatar, but never finished it up in a higher resolution. Good job, got a slight web 2.0 gradient going on!
  9. No one has ever explored the game in this much detail? Myself and Nyerguds were messing with this feature a few years back, it even exists in Tiberian Sun... Attraction mode actually writes the same data the game sends over Network/WOL into a file. So really, its like its receiving data from another player, pretty cool idea in my mind. The Movie Capture feature works too. But it can cause extreme lag if not set right. It was used in conjunction with a Hot Key and was for snapping a event in a sequence, this is how they produced the screenshots for RA in the first place.
  10. Incorrect. They were developed around the same time as each other, possibilty of parallel to each other. Nothing is broken from C&C1 as RA is not built from it.
  11. Aye this is the problem I had. Also, just so you know the term used by WW. Template is a collection of tiles to produce a object, where a single tile inside a template or on its own is called an Icon (Cell Icon).
  12. I have a version in a much higher resolution, that i will not be making public and a lot of people like to take my work and use it as their own. Little do they know that i made small differences so i can catch said people out. The base is in vector, then with some gradient effects in Illustrator too, and the rest is done in Photoshop. As i said above, it was intended to look different slightly, and the longer "arms" on the ampersand is my trademark of my recreation for just the C&C logo, this is how i knows its mine of course. The field manual page is what i used to finish up my logo, but i already made the vector years ago.
  13. I'm trying to find some high enough resolution RA1 renders, but it seems they released nothing over 1024x768. What is a shame as i want to create a poster. Would be cool to get the 'RA Guy' is high resolution... Quite proud of the outcome actually.
  14. Just encase your still after one, i finally got around to finishing up my RA logo, to look much more closer to the original.
  15. Sonarpulse, that GitHub link was a test... But I suppose this is a good place to mention that HyperPatch (not 2.04, UMP has taken over that for now) will be open source in assembly form.