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EA Open Sources Command and Conquer: Red Alert, along with other games

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Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#211
post #153

Alas, no red alert 2 (the best, IMO). But still this is such great news. Huge props to EA for this.

I don't know why they're stalling, I wonder if there still any revenues from the game or if it's IP issue.

Some possible explanations: https://news.ycombinator.com/item?id=40506894

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#212

Earlier quoted context omitted.

I don't know why they're stalling, I wonder if there still any revenues from the game or if it's IP issue.

This stuff is decades old. It's completely legitimate that they may simply have lost the source code during a server migration or whatnot.

They didn’t announce it, the most likely explanation I’ve heard is that the original code is lost, along with Tiberian Sun

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#213

If anyone used to play Zero Hour, there is still an active community. They still have tournaments and world series. A guy called Dominator on Youtube casts it all and its a pretty entertaining blast from the past. I recommend checking out his channel.

I'm pretty sure there was a weird bug in the original C&C generals where the game engine 'tick rate' was somehow tied to CPU cycles and assumed single-threading or something.

I remember going back and trying to play it many years after it came out, and it was basically broken because the entire game moved at like... 2-3x the maximum speed it was ever meant to run at

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#214

I only glanced at the code in ANIM.CPP but for a C++ program from 1997 it looks kinda nice, right? The methods are all short, with some descriptive comments at the top of each one. Inputs and outputs described. Nice index at the top of the file. I’ve seen worse!

Yeah, I was looking at infantry.cpp, and the quality is actually very good for 90s game code. The documentation is good, it's decently well-formatted, and there are assertions. Nice counterexample to the "all successful games have terrible code" conventional wisdom.

I think survivor bias is at play here. C&C had many sequels, ports, expansion packs that helped make it popular. So of course it had nice code, otherwise we wouldn't have seen such a wide berth of reuse for that code.

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#215
post #81

Earlier quoted context omitted.

This one made me laugh, mostly because the variable names are so dumb // our RNG is basically shit -- horribly nonrandom at the start of the sequence. // get a few values at random to get rid of the dreck. // there's no mathematical basis for this, but empirically, it helps a lot. UnsignedInt silly = GetGameLogicRandomSeed() % 7; for (Int poo = 0; poo { GameLogicRandomValue(0, 1); // ignore result }

I spent some time browing curiosities about old games, and what strikes me is that the code sometimes was quite personal. You could see the joy, the anger, the disappointment, the satisfaction. Nowadays it would never fly to name a variable "poo", you need to stay professional at all times.

Still today, I tend to increase my motivation of writing unit tests by using some non-serious names and strings in the tests.

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#216
I was a young teen when Command & Conquer came out. It was so damn cool. Westwood was at their peak: they made hit after hit after hit. The Kyrandia point & click series. The Eye of the Beholder series. Lands of Lore. Dune II. Everything they made was gold.

They came in and made an RTS when we didn't have a term for this. It had a cool, modern soundtrack. It had a cool world and a story fleshed out in high production value FMV. Cutting edge CGI.

We all know how Westwood died. Then the series had disappointing sequels, and a sad mobile title, and it all died until the remaster. The remaster felt like a well-executed effort, and a way to enjoy the classics on modern systems.

Today's release of the source code is so exciting. A recognition that C&C is worth preserving. That its community is still excited for it. It allows the series to live on forever. For fans to go crazy. For all sorts of mods and tweaks to be enjoyed on Steam.

It finally feels like after a decade and a half, C&C has a future. No longer a great old RTS, but one that has lots of excellent campaigns available on modern systems, moddable, and evergreen.

Battle control... online :)

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#217

> If you wish to rebuild the source code and tools successfully you will need to find or write new replacements (or remove the code using them entirely) for the following libraries; Take the hint, Valve. And Epic (UT99). Having third-party code is not an excuse.

I thought about this recently - probably Valve is reluctant to because people are still licensing both the GoldSource and Source engines (I think the last GoldSource engine license was in 2020 but the game hasn't even been announced; I think four Source engine games are due this year). If EA released the Nightfire engine code (very advanced GoldSource engine fork) that would be great though!

But it's sad that John Carmack's example has not been widely followed.

Re: EA Open Sources Command and Conquer: Red Alert, along with other games

#218
post #143
post #73

Earlier quoted context omitted.

wouldn't surprise me if dang is notified when he's mentioned :D

He's not. He's mentioned that.

Yeah. That said, if I were him and I were notified I’d probably publicly claim that wasn’t the case to cut down on abuse! (Not saying that’s what’s going on just saying what I’d do)
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