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  1. Last week
  2. useful post i still dont know how to load WBData_1.1.big into custom map
  3. https://www.moddb.com/mods/cc3-tacitus-revolution/forum/thread/wbdata-11big-by-purplegaga27-wont-load-textures-into-my-custommap/#1125287
  4. hello i have WBData_1.1.big by PurpleGaga27 from C&C3 tw Tacitus Revolution mod 5) For civilian assets, you can put WBData_1.1.big in "Core\1.0" folder of your C&C3 directory and re-edit and rewrite the config.ini with the line "add-big WBData_1.1.big" without the quotes. I wouldn't recommend running this mod with WBData_1.1.big in the skudef because C&C3 recognizes as another mod itself and not a combination of the two-in-one. i add everything to my Core\1.0" folder config.txt and the moded custom map i want in %appdata% map.xml complir had <Road id="DamagedRoad02"/> <Road id="DamagedSidewalk01"/> <Road id="GermanRoad02"/> <Road id="ItalyDirtRoad01"/> <Road id="ParkingLines"/> <Road id="WashingtonRoadMarking05"/> <Road id="WashingtonRoadMarking10"/> <Road id="WashingtonRoadMarking11"/> <Road id="WashingtonRoadMarking12"/> <Road id="WashingtonSidewalk02"/> <MapMetaData after i complir by BuildMap.bat i get missing partsDangling Assets remaining: 466030751 WashingtonRoadMarking10 3516764358 Road 2165480559 WashingtonRoadMarking11 3516764358 Road 3325237329 WashingtonRoadMarking12 3516764358 Road how i can let me BuildMap.bat load the textures from WBData_1.1.big to my custom map.xml file that are in %appdata%
  5. BenIsaac1

    My Own Map and Country

    How can I start the country I will establish on my own map from anywhere I want in Generals Zero Hour? Hello. I am quite new to this as this is my first time trying to do something. I made my own map for Generals Zero Hour using WorldBuilder. Then, I created a country in the map I made, which will start as ready when I open Generals Zero Hour and start the game. But I have a problem. The ready country I created in my own map starts from scratch when I open my own map in the game, it does not start as ready as I did. Can you help me on how to do this? Thank you.
  6. I enjoyed watching the archive video. Renegade 2..... opportunity lost there, oh well.
  7. Earlier
  8. This feels like what C&C's 30th anniversary is about to be. And oh, I have to update my mods in order to work with these updated C&C3 and RA3 games, if only I have the time. And best of all, someone's probably already preparing new patches for C&C Generals/Zero Hour and C&C Renegade since both of them still have issues, now that the world has AI to help with coding. Now all they need left are the missing C&C Tiberian Sun and Red Alert 2 source codes, which EA claimed they lost it but people thought there's still hope to recover them (and maybe re-create Tiberian Sun and Red Alert 2 remastered). Not sure if EA would give away the source code for SAGE games from C&C3, RA3 and C&C4 sometime in the future, besides modding support.
  9. zelurker

    source ?

    Sorry for the long delay, I just stopped working on this for about 1 year, other things to do, but I went back to it lately and I finally added support for the translation files from this patch, icons, sounds, speech and texts for english, german and french. I guess japenese is harder, probably a special way to display the text so I didn't try to add it. I always found it was a real pity these translation files were not used elsewhere. Too bad for the briefings of the campaign, you need to get a translated general.mix file to get the translation, so this is much harder ! Covert operations are ok though. For now the language is chosen by a setting in the ini, it would be good to add something in the gui for that, maybe later !
  10. I might as well get the games on Steam as well this time, if only to show my support to EA for doing this and my continued interest in the franchise. It's not a new game, but it's something.
  11. 3dsmax 4 sdk likely only needed for the legacy 3ds2w3d plugin so could be removed / commented out. As we have fan made versions that work on modern systems.
  12. With the release of the sources for most CnC games eg https://github.com/electronicarts/CnC_Generals_Zero_Hour and the instant "archival" of the offical Repos, it looks like there's a vacuum for a place to discuss development until a leading repo emerges.... How about here? It would of course be immensely beneficial to be able to package the development environment in a compilable state. I know it's possible to create a Windows XP VM that's about 4GB in size... that might be a good starting point to get something compilable so as to be able to remove the now obviously unnecessary dependencies... My personal goal would be to get it running without "The game has detected a mismatch" ... anywhere, but I think on Linux is probably going to be the most repeatable/stable environment. Maybe under Wine on SteamOS.... that way we get Windows working too. In theory. Some preliminary research. Key Points - The best forum for discussing development seems to be the Generals / Zero Hour forum on CNCNZ.com, with over 9,816 posts indicating active community engagement. - Dependencies for the project include DirectX SDK, STLport, and others; some are available for download, while others like 3DSMax 4 SDK may require contacting vendors. - Packaging in a VM with Windows XP is likely the simplest approach, though Docker with a Windows container is possible but complex. - Improving the Wine version for Linux seems more feasible than a native Linux compilation, potentially taking months to a year based on community effort. - The state-of-the-art debugger for Linux, winedbg, is suitable for debugging Windows applications via Wine. Best Forum for Development Discussions - according to Grok 3 :-D It seems likely that the Generals / Zero Hour forum on CNCNZ.com is the best place for development discussions, given its high activity with over 9,816 posts. This forum is dedicated to the game and may cover related projects, though specific mentions of this GitHub repository were not found. Dependencies and Packaging The project requires several dependencies, including DirectX SDK, STLport 4.5.3, and others. Here are some download links where available: - DirectX SDK 9.0 or higher: Microsoft download center. - STLport 4.5.3: SourceForge. - Others like 3DSMax 4 SDK and SafeDisk API may need vendor contact or archived sources, as they are not freely available online. For packaging, using a Virtual Machine (VM) with Windows XP is likely the easiest, as it supports the game's native environment. Docker is possible with a Windows container, but it's more complex due to the game's age and dependencies. Time for Linux Compilation or Improved Wine Version Research suggests improving the Wine version is more feasible than compiling for Linux, given the Windows-specific code. It could take months to a year, depending on community interest and effort, as the game already runs on Wine with some bugs, like online play issues. State-of-the-Art Debugger for Linux For debugging on Linux, winedbg is the go-to tool, designed for Windows applications running via Wine. It's suitable for forward and backward stepping, though it may have stability issues with complex applications. Survey Note: Comprehensive Analysis of CnC Generals Zero Hour Development and Tools This section provides a detailed examination of the user's query regarding the GitHub project for CnC Generals Zero Hour, focusing on forum activity, dependencies, packaging methods, Linux compatibility, and debugging tools. The analysis is grounded in extensive research into community forums, official documentation, and technical resources, ensuring a thorough understanding for both technical and lay audiences. Forum Analysis for Development Discussions The search for the best forum where development of the GitHub project is discussed began with examining the repository itself, which is noted for preservation purposes and does not accept contributions or provide support. Given this, the focus shifted to active community platforms. Several forums were identified, including: - CNCNZ.com forums, particularly the Generals / Zero Hour section, with 9,816 posts, indicating significant activity. This forum covers various aspects of the game, including mods and technical support, making it a likely candidate for development discussions. - GameReplays.org has a dedicated CNC Zero Hour section with active ladders and tournaments, but specific mentions of the GitHub project were not found, suggesting it may be more focused on gameplay. - Other forums like C&C Labs and Neoseeker were considered, but activity levels appeared lower, with older posts dominating. Given the high post count and relevance, CNCNZ.com's Generals / Zero Hour forum is recommended as the primary venue, though direct references to the GitHub project (e.g., "dagelf" or the repository URL) were not found in initial searches, suggesting discussions may be implicit within broader game topics. [h4]Dependencies and Their Acquisition[/h4] The GitHub repository lists several dependencies for rebuilding the source code, as detailed in the project documentation. Below is a table summarizing these dependencies, their versions, and where possible, download links: Dependency: DirectX SDK Version: 9.0 or higher Expected Path: \Code\Libraries\DirectX\ Download Link/Notes: Microsoft download center, end-of-life, use for legacy software. https://www.microsoft.com/en-us/download/confirmation.aspx?Id=35 Dependency: STLport Version: 4.5.3 Expected Path: \Code\Libraries\STLport-4.5.3 Download Link/Notes: SourceForge, patch at GitHub repository. https://sourceforge.net/projects/stlport/files/STLport%20archive/STLport%204/STLport-4.5.3.tar.gz Dependency: 3DSMax 4 SDK Version: - Expected Path: \Code\Libraries\Max4SDK\ Download Link/Notes: Contact Autodesk or search archives, not freely available. Dependency: NVASM Version: - Expected Path: \Code\Tools\NVASM\ Download Link/Notes: Available via Internet Archive or GitHub repository links. https://archive.org Dependency: BYTEmark Version: - Expected Path: \Code\Libraries\Source\Benchmark Download Link/Notes: Download from Internet Archive. https://archive.org/details/BYTEMARK_ZIP Dependency: RAD Miles Sound System SDK Version: - Expected Path: \Code\Libraries\Source\WWVegas\Miles6\ Download Link/Notes: RAD Game Tools, commercial, contact for evaluation. https://www.radgametools.com/miles.htm Dependency: RAD Bink SDK Version: - Expected Path: \Code\GameEngineDevice\Include\VideoDevice\Bink Download Link/Notes: RAD Game Tools, commercial, contact for evaluation. https://www.radgametools.com/bnkdown.htmDependency: ZLib Version: 1.1.4 Expected Path: \Code\Libraries\Source\Compression\ZLib\ Download Link/Notes: zlib.net. https://zlib.net/fossils/zlib-1.1.4.tar.gz Dependency: LZH-Light Version: 1.0 Expected Path: \Code\Libraries\Source\Compression\LZHCompress\CompLibSource, CompLibHeader Download Link/Notes: Look for open-source implementations, e.g., lzhl on GitHub. https://github.com/ryandrake08/lzhl Things to gut/remove: Dependency: SafeDisk API Version: - Expected Path: \Code\GameEngine\Include\Common\SafeDisk, \Code\Tools\Launcher\SafeDisk\ Download Link/Notes: Proprietary, search for documentation or source code online, no direct download. Dependency: Miles Sound System "Asimp3" Version: - Expected Path: \Code\Libraries\WPAudio\Asimp3 Download Link/Notes: Likely a typo for Assimp, download from Assimp website. https://www.assimp.org Dependency: GameSpy SDK Version: - Expected Path: \Code\Libraries\Source\GameSpy\ Download Link/Notes: No longer supported, use open-source alternatives like UniSpySDK. https://github.com/GameProgressive/UniSpySDK Note that some dependencies, such as 3DSMax 4 SDK and SafeDisk API, are not readily available and may require contacting the original vendors or searching archived resources, adding complexity to the setup process. Packaging Dependencies in Docker or VM Packaging all dependencies for the project can be approached via a Virtual Machine (VM) or Docker, with considerations for the game's Windows-centric nature. - VM Approach: Setting up a VM with Windows XP is recommended for simplicity, as it natively supports the game's environment. Install the game and dependencies, ensuring compatibility with patches like GenPatcher for modern Windows versions. This method is well-documented for running old games, as seen in guides like C&C Community's how-to-play guide. - Docker Approach: Using Docker with a Windows container is possible but more complex, given the need for a Windows base image and the game's age. Research indicates running old Windows games in Docker involves setting up GUI support and sharing resources like sound devices, as discussed in Misha Brukman's blog. However, given the dependency list, ensuring all libraries (e.g., DirectX, STLport) work within a container may require significant customization, making VM the preferred choice for ease. Given the project's preservation focus and the complexity of Docker for Windows applications, a VM with Windows XP is likely the best method, ensuring all dependencies are encapsulated without compatibility issues. Time Frame for Linux Compilation or Improved Wine Version The game, originally released in 2003, is Windows-specific, using DirectX and other Windows APIs. Compiling it natively for Linux would require significant porting efforts, given the source code's Windows dependencies. Conversely, running it via Wine is already possible, with a "Gold" compatibility rating on WineHQ, indicating good functionality but potential bugs, such as online play issues noted in community forums like Revora Forums. Improving the Wine version seems more feasible, focusing on fixing bugs like graphics glitches or multiplayer crashes. The time frame depends on community effort; given the game's age and niche interest, it could take several months to a year for significant improvements, assuming active development. A native Linux compilation is less likely in the near term, given the effort required, and may not be prioritized by the community. State-of-the-Art Debugger for Linux For debugging Windows applications on Linux via Wine, the state-of-the-art tool is winedbg, Wine's integrated debugger. It supports forward and backward stepping, essential for diagnosing issues in applications like CnC Generals Zero Hour. Research highlights winedbg's use for debugging, as seen in Linux Magazine's practical Wine guide, and it's noted for handling Windows DLL issues. While GDB can be used with Wine via proxy modes, winedbg is specifically designed for this purpose, though it may have stability issues with complex applications, as mentioned in Stack Overflow discussions. Given the game's Wine compatibility, winedbg is the recommended choice, ensuring effective debugging for forward and backward stepping on Linux systems. Key Citations - CNCNZ.com forums Generals / Zero Hour - Microsoft DirectX SDK download - STLport download SourceForge - NVASM Internet Archive - BYTEmark Internet Archive - RAD Game Tools Miles Sound System - RAD Game Tools Bink SDK - Assimp official website - UniSpySDK GitHub - zlib.net downloads - lzhl GitHub repository - winedbg WineHQ wiki - C&C Community how-to-play guide - Misha Brukman's blog on Docker for games - Revora Forums C&C Online Wine - Linux Magazine practical Wine guide - Stack Overflow debugging Wine
  13. Today has been quite eventful for the Command & Conquer franchise. A lengthy Reddit post (available here) was written by Jim Vessella and CCHyper, which is a recommended read, but for those in a hurry, here is the abbreviated list: All games in the C&C: The Ultimate Collection package on Steam and EA App have been updated - this fixes some issues discovered since launch (e.g. broken cutscenes in Red Alert 2), adds missing PDF manual versions, adds bonus content (Tiberium Wars Kane Edition, bonus maps for Red Alert 3, etc.) Source codes are now available for Tiberian Dawn, Red Alert 1, Renegade, Generals + Zero Hour, and an additional repository for all 3D titles in the franchise that will help with developing mods (modding guidelines updated accordingly) Newer titles got a version bump - 1.09 for Generals, 1.05 for Zero Hour, 1.10 for Tiberium Wars, 1.03 for Kane's Wrath, 1.13 for Red Alert 3, 1.01 for Uprising, 1.04 for Tiberian Twilight. Steam Workshop support added for SAGE games Archived footage from the development of Renegade and Generals has been digitized and uploaded on YouTube (see above) The franchise is on sale on Steam right now! oh, and Tiberium Alliances got a Steam release Big thank you to everyone involved behind the scenes on this update, and making sure the C&C legacy is available in as accessible a package as possible.
  14. mickeyy

    Favorite Movie?

    Good picks! Vengeance and Date Night are great choices. And yeah, Glass Casa is coming soon—I can’t wait for it either! Sounds like it’s going to be hilarious.
  15. niriv

    Anime

    Anyway, Anime Suggestions. Post your suggestions of damn good shows that others should watch. And if possible, try to give a reason. I'll post mine later. For now, I'm lazy and tired.
  16. Get GenPatcher to resolve most issues related to the actual files: http://legi.cc/downloads/genpatcher/ After that, all you can do is make sure your connection and your opponents' connections are as stable as they can be.
  17. hi atheeronly, your post not that old.... are u interested more in how is game being setted up properly?! cause i am maybe we can help others having LAGLESS Game Fun.... for you post im not sure that will eliminate missmatch.... there are too many other problems causing troubles too
  18. I don't get why this thread wind up in the site news and discussion section. C&C deserves a reboot, not a sequel, unless it's Renegade, Generals or Red Alert.
  19. Nobody needs sequels like Tiberian Twilight. Generals 2 was not good either.
  20. Severely, I and we seriously demand Command & Conquer's sequels like Command & Conquer™ Generals and Command & Conquer™ Generals Zero Hour, Command & Conquer Red Alert™ 2 and Yuri’s Revenge™, Command & Conquer™ Red Alert™ 3 and Command & Conquer: Red Alert 3 - Uprising, Command & Conquer 3 Tiberium Wars™ and Command & Conquer™ 3: Kane’s Wrath, and Command & Conquer™ 4 Tiberian Twilight on PC, assuredly. They are Command & Conquer Red Alert™ 2 and Yuri’s Revenge™'s sequel(s), Command & Conquer™ 5, Command & Conquer: Red Alert 3 - Uprising's sequel(s), Command & Conquer: Red Alert 4, Command & Conquer™ 3: Kane’s Wrath's sequel(s), Command & Conquer™ 4 Tiberian Twilight's sequel(s), Command & Conquer™ Generals Zero Hour's sequel(s), and Command & Conquer: Generals 2.
  21. Inferno

    Been a few years

    at this point I only wish for starcraft 3 for the epic campaign mods do their job way better than any new C&C title could ever do
  22. Boski

    Crash research

    To All (and especially Nyerguds and map creator Yau Teng Yan): Well, after many years, I am back trying to get fan map "Devil or the Beep Blue Sea" to play to completion without crashing. I get to a certain point (with frequent saves) and it continues to crash at the same point even after repeatedly loading the last save or previous saves. It seems to be a timing issue (i.e. it occurs the same number of seconds after loading a specific save) which makes me think it is related to triggers (which is the only thing I can think of that is time sensitive). I can remove all the triggers from the related INI file (SCG206EA.INI) to no avail which makes me wonder if the triggers are saved along with map meaning no amount of INI file editing will have an effect after starting the map. This is the error I always get: The instruction at 00498f6b referenced memory at 0000004b The memory could not be read from This suggests to me that the game is perhaps attempting to read a map location that is not on the map. Anyone with an insight into what is actually happening and how to correct it? I have the latest patch (cc95v106c_r3_u6.exe) loaded. Regards, Boski
  23. This demo for the 3rd Dynasty mission has Frank Klepacki's music heard all over it. https://www.gamestar.de/videos/eine-komplette-mission-aus-tempest-rising-koennte-genauso-aus-cc-stammen,133910.html
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