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Been looking around.   Wondering what improvements might have been made in the CNCNet versions of the games, either by further hacking or patching the old exes or compiling new exes off the source release.  I'm guessing the source release has been a great benefit to OpenRA.  A major issue has always been the idea of expanding with more units, more projectiles, and warheads for them to use, etc, but as I think Iran has said about five years ago, there's just so many hardcoded components and checks in the original game.

Comparatively I got to messing with Doom source ports as far back as 1997, the year Doom's source code was released.  Never edited the source myself.  Just worked on mods and maps utilizing their expanded editing capabilities.  Well I did modify an editing util's source to build a version of that for a different Doom engine game over 20 years ago.  Since Doom's source code release that was a linux version that had to be ported to everything else there's been an insane multitude of different versions, called source ports even if they're not porting to a different platform, which continue to fork into more varied versions even now.  It's strange to see there's not a number of C&C/RA source mods.  I guess people are mostly making a bunch of mods for the remaster.  I was really disappointed to find the remaster didn't support all kinds of cool stuff, map mods, or if they're still called nurples or whatever, made for CNCNet editions with its spawn.mix supplying some original C&C unit gfx for use in RA1.  I would guess with OpenRA probably getting much more accurate, people just don't see the need for compiling new editions of C&C + RA1 off the source.  But still wondering what improvements CNCNet editions might have thanks to it.

Edited by Eisengeist

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