Salty game dev comments, easier mods are in Command and Conquer's source code
arstechnica.com
arstechnica.com
I could easily just buy the game again lol
I think there was even a fan remake in progress at some point. Wonder what the folks over there are thinking now.
It is weird that they didn't open source the Remastered edition which already includes two modernised games that I assume use either new technology in place of deprecated versions, or just newer versions of those.
Seems very odd, I don't understand why they would want to keep private their own modernisation efforts.
If they replaced Miles with Wwise, they still wouldn't be able to release that code.
And if anything the remastered versions might be even more heavily integrated or using even more middleware.
Part of the "value add," I'd think. The source code for the original games are released if you really want to play the old-and-creaky version from your youth, exactly as you remember it, ported onto a Raspberry Pi or whatever. But if you want the modern, "batteries included" remaster, you'll pay for it.
EA being, well, EA, you have to assume someone made the calculated decision that any unofficial port derived from the original source would be a sufficiently "degraded" experience compared to their Remasters so as not to be a financial threat. But perhaps releasing the actual Remastered source would have been.
The physics engine is fun and still innovative - inertia, ballistics, and side damages are implement and can be truly used. Music and sounds effects are all fun while feeling polished. The 3D art is clear while being distinct. The factions are parody exaggerations of our politics real world.
https://github.com/jmarshall2323/CnC_Generals_Zero_Hour/blob...
Note it’s Bluesky so there’s pornhub and sewerslvt (the musician) in the tabs in the screenshot, potentially NSFW.
> Inside the source code are some wonderful reminders of what Windows game development from 1995 to 2003 was really like. One experienced modder posted some gems on Bluesky, like a "HACK ALERT!" text string added just to prevent the Watcom IDE from crashing because of a "magic text heap length" crash: "Who knows why, but it works," wrote that poor soul.
Which links to the bluesky post.
EA Open Sources Command and Conquer: Red Alert, along with other games
https://news.ycombinator.com/item?id=43197131
312 comments
I find that PRs are the best place for rants. I can let out steam while sharing and recording my journey and lessons learned, while not making the code worse off with silly variable names and sloppy comments.
I have once added a comment saying “this was a very painful function to get right. If you change it you will suffer the same fate. See PR#1234 for details.”
Not usually my style but I wouldn't judge it as "not talking it seriously".
Maybe because of this? https://news.ycombinator.com/item?id=36584464
Some people are just immature.
Gamedev used to be a far different culture. Code that would get thrown away after release, short deadlines, gremlin bugs in code written in a convoluted way to eke or another few fps, tons of ill-architected systems interacting with each other in unforseen ways. To quote the kids these days, some of the comments hit me right in those feels.