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Command & Patch
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Everything posted by CCHyper

  1. CCHyper

    Jim Vessella's Update on C&C Remasters

    I decided to channel my motivation and interest in the C&C games into something more constructive and positive, doing my bit keeping the community alive. If people choose to leave, they can not complain that the community is "not what it used to be". It's nice to know people remember all the hard work and research I put in over the past 14+ years, even before these projects existed, it was the foundation that helped Nyerguds produce his C&C patch, and Iran's RA patch was based on my early work before I moved on to work on Chronoshift.
  2. The Chronoshift is now officially open source! NOTE: Chronoshift is the new title for the RedAlert++ project. It has taken almost 10 long years of blood, sweat and tears to get us to this point, but it does not mean we are done just yet! A cleaner version of the codebase which we have been working on for the past couple of years has been pushed to the GitHub repo and we will be continuing to clean up and rewrite our currently private hosted code, and then continue all development of the project publicly on GitHub. As it stands at the moment, Chronoshift requires the original Red Alert 3.03 installation as it hooks our code into the binary and allows us to test with 1:1 accuracy. But as we develop the codebase we will be also writing the code in preparation for when we can build a fully stand-alone binary. You might be asking, "Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC, OpenRedAlert and OpenRA?" FreeRA, FreeCNC and OpenRedAlert are far from complete and appear to be abandoned, while OpenRA is focusing on reimagining 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 Chronoshift project. At this time, Chronoshift has to be built with a specific compiler due to the way it hooks into the original binary, but we are in the process of also setting up an automated build system that will allow you to download the required files without going through the build process, allowing a greater number of people to help us with testing. The Chronoshift project is hosted on GitHub under our group, (which also hosts the Thyme project: https://github.com/TheAssemblyArmada/Thyme) The Assembly Armada, which you can visit here https://github.com/TheAssemblyArmada You can visit Chronoshift on GitHub: https://github.com/TheAssemblyArmada/Chronoshift In the meantime... Join the official Discord server for Chronoshift! Join the Discord Server now!
  3. This has a exactly identical "Info_Win32_final.BuildSettings" as the one I downloaded from a Reddit topic early last year, of that I'm sure is the only version that was released to the public...
  4. I actually quite enjoyed the Juggernauts that had the personality of a chicken.
  5. CCHyper

    Introducing RedAlert++

    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.
  6. CCHyper

    Introducing RedAlert++

    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.
  7. 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.
  8. CCHyper

    PortableRA Beta

    Why did you not use Get_String() and pass it onto HouseTypeClass::From_Name()? So that way you have Country=England or such...
  9. CCHyper

    PortableRA Beta

    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.
  10. CCHyper

    PortableRA Beta

    Wait, where did that document come from...
  11. CCHyper

    PortableRA Beta

    Hex Workshop has a smart Compare, very good feature that i use all the time.
  12. 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!
  13. 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.
  14. 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.
  15. CCHyper

    1.06c development topic

    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).
  16. CCHyper

    PortableRA Beta

    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.
  17. CCHyper

    PortableRA Beta

    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.
  18. CCHyper

    PortableRA Beta

    Just encase your still after one, i finally got around to finishing up my RA logo, to look much more closer to the original.
  19. CCHyper

    What is to be done?

    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.
  20. Howdy! Attached to this post is a "quick fix" for the Disruptor Beam internal error that a majority of Tiberian Sun players experience. Nothing else has been changed on this executable, other than the code that directly handles to Disruptors Beam. The executable has also been compressed to allow easy file transfer if people pass this around. NOTE: This patch does NOT fix the Ion Cannon and Laser internal errors, i am still working on a solid fix for these crashes, in the mean time you can just put the Visual Details level to Medium or Low ingame. Have fun, i hope this helps you out! Lots of feedback is appreciated here, as i have had trouble getting a hold of testers. if people still experience errors with this patch, please upload your EXCEPT.TXT into this topic. Download: Here! Cheers, -Hyper
  21. Update Save Games in Skirmish I recoded the game options menu to allow the Save, Load and Delete Mission buttons to show during a skirmish battle. All 3 sub dialogs work correctly and its possible to create a save game when in a skirmish session. The bad news of this is that the game has a few inbuilt logic's to make sure save games only save data needed for single player campaign, so when loading up a save game from the skirmish battle it will interpret the data as a campaign scenario and this of course causes a few problems. So its halfway there, and hopefully totally possible! Incorporating RA: Retaliation Missions Simple, i'm working on another sub dialog that will be accessible from the main menu, this will allow you to play the RA: Retaliation missions found in "The Lost Files" pack released by Nyerguds. Allowing Non Hardcoded Movies & MPEG Option There is code in the works that will allow any movie filename to be used on mission transitions, currently the game only allows filenames that are defined in a internal list. The game also, from v3.03, has code to play MPEG format videos, but this requires a boolean to be true (it never is because of another logic they introduced). I will recode the whole video searching code to first search for the *FILENAME*.VQA, if this is not located, then it will search for *FILENAME*.MPG, and if neither is found, then no video is played. Higher Resolution Modes I'm starting from scratch with this feature, removed all previous code and will begin to recode this with a much more optimized fashion.
  22. CCHyper

    1.06c development topic

    Sidebar code is pretty much the same.
  23. I have since abandoned RA3.04, as AlexB has took over with hes project. Good though, as this has given me time to work of TS HyperPatch. Congrats on the patch though
  24. CCHyper

    Looking for Testers

    So, pretty much most of what i'm working towards is now done...
  25. CCHyper

    Is this thing on?

    I have my thoughts on this, and have expressed such. But ill let people do what they need to do. 1.06 Patch will basically be high resolution options like C&C95/RA95 now has. There is a bug list, but its not priority until a working connection is complete.