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CCHyper

Chronoshift Developer
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About CCHyper

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  1. Its getting a bit out of hand here, I asked SG in a private message to show me something that that could not be faked. As far as the binaries/exe's he has, this is a legitimate beta version of Red Alert 1 that SG has. While there is no proof I have seen the files that come with it are authentic, it would be safe to say that after what I asked to see, this actually authentic. So let's for a start stop pressuring SG.
  2. No, RA2 beta was never released as it never existed, only a fake was attempted to be passed off as authentic, that was my exact point... It's obvious you don't want to share RA1 beta this with the community.
  3. It's nothing personal towards you, but there is a history of people in the community faking "beta" versions of the C&C games. Tiberian Sun, Red Alert 2, Renegade 2, the list goes on... If it is legitimate as you say, then it would be something the community would love to test and discover, but if you want to keep it to yourself for whatever reason, did you post this topic other than to gain the attention of the community? I sent you two PM's in case you didn't want to discuss these things publicly and offering a trade, out of respect, but you have not replied to my messages so I take this as you are not interested in sharing this with the community at all. I do hope I am wrong and you are willing to share what you have with the greater community. There are many people in the community that can help you pull the game apart to find MANY more things than you would be able to find. Debug/Development options and settings? This is something I could locate and enable for example.
  4. Are you at least willing to share the EXEs so I can validate them (Over PM if you wish)? Otherwise there isnt any proof that this is legit.
  5. It has been a few years since I have been active in the community forums, but I have been active behind the scenes on CNCNet (spending all my free time working on Chronoshift of course). So in the New Year, I will be spending a few evenings a week for a couple of months playing online and joining in the games. It would be great to hear what the competitive players of both C&C and RA would like to see in the Remasters. So if you do see me in the game lobby, do say Hi! I am also a part of the Remasters Community Council, and I would also just like to mirror what @Torehas said, and I would like to add that we are here to make sure people have a direct line of communion with the developers. While we won't be able to provide you with the answers to these questions, I want people to have confidence that your voice is being heard and we will make sure we represent the CNCNet community in the best way, after all, we all want to ensure the Remasters turn out to be a game that all players can enjoy.
  6. 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!
  7. That is one of LKO's renders, there was a topic years ago at PPM.
  8. I asked this question to one of the programmers on Tiberian Sun and hes reponse in breif was that they removed the feature becuase 2.5 dimentional games just do not agree with a fixed camera scale, and they found that playtesters actually chose not to use the feature becuase of this.
  9. We have asked a long time ago. EA drove a lot to a landfill. The Westwood assets EA lost while moving from Vegas to LA are all that exists now at this point unless someone saved everything from the landfill before it was buried under tons of garbage. That almost physically hurt to read. Any source? Various email conversations I have had with key people. I cannot share the content, but the brief overview of the two main events are; Almost all Westwood digital assets where lost when transfering from one location to another around 2004~. And the Victory Games studio offices where completly emptied out (except computers and some documentation). As you can see, Superweapon Games Twitter link, Amer Ajami managed to salvage that from the skips (I got the impression that he got the heads up from someone).
  10. Any how would we support loading a mix file already encrypted (be it from WW or XCC)?
  11. We don't want to encrypt them within RA++, but need to be able to read/open them, as the original RA did. But it also allows OmniBlade to extend he's tool to make encrypted MIX files the same way WW would have.
  12. TL;DR - We did use a public, open source library for RSA (The encryption the mix files use), now we have our own implimentation that OmniBlade has written based on research. Now this is complete, we are no longer tied to any other external librarys and/or licenses!
  13. Just a remark, the INI engine the C&C games allows 1, true, yes for bools, so you do not have to use 1 to respresent a "true" value. Just to make it easier to read
  14. Congratulations and well done on reaching a milestone that most indie games never reach, it's playable! I sense a lot of influence from the first C&C with a remix of Generals added in, but you have pulled this off pretty well while keeping it realistic. I would love to hear more about the trials and errors of your journey!
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