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CCHyper

Chronoshift Developer
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About CCHyper

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  1. 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.
  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. That is one of LKO's renders, there was a topic years ago at PPM.
  4. 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.
  5. 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).
  6. Any how would we support loading a mix file already encrypted (be it from WW or XCC)?
  7. 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.
  8. 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!
  9. 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
  10. 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!
  11. I would love to release something for Christmas, perhaps Blade might finish another of hes tools in time, but there is still more of the core engine code we need to complete and playtest, and we cant rush this. I think that most gamers make the assumption that games are simple to code. Added to the fact that we are not using any existing game or graphics engine or core library to work from, I would say we have have excellent progress so far. As i mentioned, there is so much more for us to do with the core game engine. We like to see the engine in 4 parts; Core: This contains all our base core for performing basic functions, this can be timer systems, file I/O, cryptography and algorithms, data buffers and so on. the Core of the engine is required by pretty much Audio, Visual and Game Logic. Audio: Sounds simple enough (sorry...), but a Audio engine that is capable of mixing various levels of audio and at different rates is a consuming task, and the audio engine is in the last of our prioritys as there is no point in having sound if you have no units on the screen! We will be sticking to SDL for audio and will decide if we need to jump to OpenAL if our requirements are too much. Visual: This is pretty much complete, the only remaining task for the graphics engine is making sure it can handle our requirements. Again, we have decided to stick to SDL for audio and will decide if we need to jump to OpenGL if our requirements are too much. Game Logic: This is our biggest task to tackle. Making sure we incorperate the game system and hierarchy so all objects interact as intended. Aswell as the research required by play testing the original so we can brainstorm way of coding a feature. This part takes time, and we have a good idea how want this part of the engine to operate, but we can not play test the features until we know for sure certain other parts work as required (Map loading, Cell drawing etc).
  12. Disregard what I mentioned, I had no idea what I was looking at!...
  13. It's crashing inside "_Apply_XOR_Delta_To_Page_Or_Viewport". Blade: Address (0x005D5C45) In our RA Database. An interesting thing is that in RA, the line is "xor [offset], al", in C&C, its "mov [offset], al"...
  14. I just want to add to Blades reply; We are still in a heavy process of rewriting and testing various parts of the engine. Making the code public at this moment would be detrimental to the project as it is of no use to anyone other than for literary purposes. As soon as we have something that is suitable for publishing we will be creating a public GitHub for RedAlert++, and we promise to keep you updated! Thank you for your suggestion. I understand what you are trying to achieve and agree that this is a workable solution. However, as mentioned before, we have decided that we will not be supporting legacy save games as we do not want to restrict the code base for just this feature. This means we can take a more professional approach to the project and create a more customisable engine.
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