Eternity 6 Posted September 10, 2015 Report Share Posted September 10, 2015 Introducing : Here : http://cnc-comm.com/community/index.php?PHPSESSID=6fu87109gnm83capeh827ebmm7&topic=4441.0 What do you think of this project ? Opinions ? 0 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted September 10, 2015 Report Share Posted September 10, 2015 Isn't the name OpenRA already taken? 0 Quote Link to comment Share on other sites More sharing options...
Isaac The Madd Posted September 10, 2015 Report Share Posted September 10, 2015 (edited) That is why they are calling it RedAlert++ instead. The name change was quite recent so the have yet to change the banners. Edited September 10, 2015 by Isaac The Madd 0 Quote Link to comment Share on other sites More sharing options...
ChopBam Posted September 10, 2015 Report Share Posted September 10, 2015 How does it differ from OpenRA? Will it try to be actually similar instead of going its own direction like OpenRA did? 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted September 10, 2015 Report Share Posted September 10, 2015 Apparently the goal is to accurately recreate the engine of RA, so it isn't going in its own direction. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted September 10, 2015 Report Share Posted September 10, 2015 high resolution PortableRA has this! Works great actually! It's the most complete version of original RA that I've been able to find so far. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted September 11, 2015 Report Share Posted September 11, 2015 Same reason here! I like the "lost files" videos. They are perfectly integrated in this one and even compressed I believe. Normally they cause some issues....Also the ant missions are bug free as well! Lots of versions of RA have a bug that prevents you from loading the 2nd or 3rd (can't remember) ant map. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted September 11, 2015 Report Share Posted September 11, 2015 That he is! (check my sig lol) And also another, who goes by "iran". Though it isn't the same one from the BHP forums (i asked him).... 0 Quote Link to comment Share on other sites More sharing options...
CCHyper Posted September 20, 2015 Report Share Posted September 20, 2015 _ 1 Quote Link to comment Share on other sites More sharing options...
Einstein Posted September 20, 2015 Report Share Posted September 20, 2015 Awesome! Welcome to W3DHub! 0 Quote Link to comment Share on other sites More sharing options...
Omar007 Posted September 20, 2015 Report Share Posted September 20, 2015 Our goal is to recreate the Red Alert engine as close as possible in C++, with the hopes of making the games main executable replacable with our compiled binary. That kinda sounds how OpenTTD worked back in the day; you just had to provide the original TTD data and voilà. In which case, awesome! I'd love to play RA2 with an updated engine so it would work fine on modern platforms. PS. Any chance of fully supporting Linux with said new engine? ;D (asking this because you mention you're going to use SDL, OpenGL and OpenAL but don't explicitly mention Linux) 0 Quote Link to comment Share on other sites More sharing options...
CCHyper Posted September 21, 2015 Report Share Posted September 21, 2015 _ 0 Quote Link to comment Share on other sites More sharing options...
Iran Posted February 12, 2016 Report Share Posted February 12, 2016 (edited) high resolution PortableRA has this! Works great actually! It's the most complete version of original RA that I've been able to find so far. The high resolution code is based on code and research CCHyper, hifi, nyerguds, AlexB and some other people worked on. It has to most complete high resolution support and AFAIK only the WOL menu doesn't have high resolution. I spent a lot of time fixing the skirmish and LAN menu to be centered instead of sitting in the top left corner, and I made the WOL menu inaccessible. The high resolution code is based on hifi's public code which he collaborated on with CCHyper and nyerguds. I did some simple reverse engineering of AlexB's ARDA code he wrote for the high resolution sidebar, and wrote my own implementation of that (harder than it sounds, very low level). And I fixed up some other high resolution things. There's a lot of other code from CCHyper in the patch, including mouse wheel sidebar scrolling which he wrote. Edited February 12, 2016 by Iran 0 Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted February 12, 2016 Report Share Posted February 12, 2016 Hopefully this project has better performance than OpenRA. OpenRA really starts to lag even on modern hardware which is pretty rediculous considering the original game could run on a pentium II just fine. 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted February 13, 2016 Report Share Posted February 13, 2016 OpenRA is far more powerful though. So much in-fact that a few TS and RA2 mods recently moved to that engine as it gives much more flexible support than either TS or RA2. 0 Quote Link to comment Share on other sites More sharing options...
dblaney1 Posted February 14, 2016 Report Share Posted February 14, 2016 (edited) Hey W3DHub, I browse here from time to time, but never made an account! Thanks for the news post! How does it differ from OpenRA? Will it try to be actually similar instead of going its own direction like OpenRA did? Our goal is to recreate the Red Alert engine as close as possible in C++, with the hopes of making the games main executable replacable with our compiled binary. Some people have mentioned that this is in in fact created in spit of the OpenRA project, but we have different goals (mostly personal as I started this project sometime in '07/'08). I speak with the OpenRA developers form time to time and we hope to help each other in the future. Hey CChyper. I remember you from PPM. My username on there is blackhand1001. Edited February 14, 2016 by dblaney1 0 Quote Link to comment Share on other sites More sharing options...
CCHyper Posted February 17, 2016 Report Share Posted February 17, 2016 _ 0 Quote Link to comment Share on other sites More sharing options...
GeneralCamo Posted February 17, 2016 Report Share Posted February 17, 2016 Considering that code compiling significantly improved over the last two decades, I could see it running even faster thanks to modern efficiency. 0 Quote Link to comment Share on other sites More sharing options...
saberhawk Posted February 17, 2016 Report Share Posted February 17, 2016 Considering that code compiling significantly improved over the last two decades, I could see it running even faster thanks to modern efficiency. This. Have often seen performance improvements just by cloning old code from optimized Renegade binaries. 0 Quote Link to comment Share on other sites More sharing options...
CCHyper Posted February 17, 2016 Report Share Posted February 17, 2016 _ 0 Quote Link to comment Share on other sites More sharing options...
Blade Posted February 24, 2016 Report Share Posted February 24, 2016 The crypto functions were a big pain, I'd been working on them on and off for ages, but it's nice to be able to decrypt the mix files without relying on external libraries or the XCC code. We've recently got scenario files loading, hopefully that will lead to us having basic map drawing working soon so we'll have pretty pictures to start showing. 0 Quote Link to comment Share on other sites More sharing options...
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