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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

#281
post #40

Earlier quoted context omitted.

Would be nice. But they all work just fine with wine and/or proton.

Did they eventually fix the game desync bug that would happen when you have a multi-core CPU? We used to play Generals at LAN parties all the time - but once multicore CPUs hit the market, it was difficult to just get to the end of a game, because peers would desync and you'd suddenly find yourself playing singleplayer. Its clearly some race condition in the game engine which makes the game non-deterministic in a mul…

I'm going to be nice to the net code and say that it has issues because of its age, but multicore CPUs don't cause any issues as far as I know: https://www.youtube.com/watch?v=tS0UL9QC2c4

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

#282
post #205

Earlier quoted context omitted.

Between 2025-02-26 at 10:20 and 24 hours later, there were 10563 posts to HN. So it is simply not humanly possible.

That's only 7.34 posts per minute so someone with insomnia might be able to do it. Dang could also filter for @dang and similar references since no matter how often people tell them to use email that's what many users will default to.

It would be easy enough for you to validate. Just start with the “comments” tab and keep up for one day.

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

#283

Earlier quoted context omitted.

I'm sure there are lots of large groups of devs who are undone by an upstart kid with a fresh perspective and no fear

Can confirm. I've been on both sides of that fence. I worked on a product about a decade ago which had an unnecessarily complicated custom layout system written in javascript. CSS was missing a lot of features at the time, so we figured we'd roll our own. It was crazy complicated - and it had all these weird easy to reproduce bugs. For fun, some pesky kid on twitter took our insanely layout system and reimplemented 9…

> 95%

I feel like the naysayers have a point too. 95% done? Only 95% left to go!

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

#284
post #201

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!

I made some games as a teenager and had the experience that I was basically forced to stop projects because they got too complex. Game Maker had only limited support for things like variable scoping; you really need to isolate components and have them all do their own defined thing to make it not grow too complex or you'll fix one bug and cause two new ones. Even more so as a team, I can only imagine, though I never…

Gamedev here. The process I have to go through to make a good core is never a linear thing.

I'm making a custom netcode right now. I started from a blank folder. I had some design decisions worked out before I started, like I wanted udp transport for messages that didn't require responses (ie inputs), an isomorphic client/server simulation and state snapshot diffs and checksum validation. I had an idea what I wanted the syntax of creating a new request to be, but the rest I knew I'd just figure out as I went.

The way everything fits together has taken a lot of refactoring, and I've disregared 3 prototype sim components. I've written a good 40% of the base types twice over to make it all click better. It's kind of sad how few libraries I've found for a fixed point physics simulation. I've been using one I stubbed together and it may end up growing into something permanent if I don't find something better that checks my boxes. That's just the way it goes.

The only way I get top tier code is if I budget time to do controlled burns as I get a crufty feelings. There's never enough time to do it like that the whole way through a project, but I find that if you're aggressive about doing that the first 30% of the way into a thing, you have a good enough core to hang your less elegant ornaments off of and it wont collapse into a tangle.

Another valuable process when writing things from scratch is finding compact archetypal islands that force your systems into a good versatile shape. Something simple like a boids simulation requires you have so much stuff worked out that if you write it first and stir it around and firm up the foundation, you'll build most of the tools you need for many different kinds of games.

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

#285

>To use the compiled binaries, you must own the game. The C&C Remastered Collection is available for purchase on EA App or Steam. Mind you EA released [some of] the games as freeware back in 2008 so no, you don't have to buy them for the graphics, art, sound, and music assets Tiberian Dawn GDI https://web.archive.org/web/20110927141135/http://na.llnet.c... Tiberian Dawn NOD https://web.archive.org/web/20111104060230/…

.......and there goes my weekend :)

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

#286
post #234

For real, CnC Generals was the game that has taught me the most about the frivolity of war: there are no winners, both sides lose, it's just a grand burning of resources... for nothing. You build a wonderful base and war machine, only to watch it burn. If this was "required playing" to all kids, I would be greatly surprised if war would still be a thing... it basically mocks war. In the most fun way possible! Look up…

Sachs is a moron. Here are some reasons why.

https://voxukraine.org/en/open-letter-to-jeffrey-sachs

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

#287

Found this gem in Recorder.cpp of generals: //Kris: Patch 1.01 November 10, 2003 (integrated changes from Matt Campbell) // Since we don't seem to have any *visible* desyncs when replaying games, but get this warning // virtually every replay, the assumption is our CRC checking is faulty. Since we're at the // tail end of patch season, let's just disable the message, and hope the users believe the // problem is fixed…

Hahaha. We used to get desyncs on networked games of Generals pretty regularly. I remember if a game took more than 30-40 mins I'd start to get a spidey sense things were about to go wrong

Generals was one of our favorite LAN games. It seemed that as time went on this problem got worse and worse somehow, to the point where we gave up trying to play it at all. I have fresh hope again that this might one day be fixed!

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

#288

Earlier quoted context omitted.

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.

says who?

I recently had a PR rejected because I used the name of a fictional character from a 90's movie in my tests. Keep in mind the character itself was not controversial. The reason given was that it's not professional.

Tbf, I chalked it up to a one singular cantankerous reviewer rather than the whole company.

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

#289
Neat! I am going to have to play with this for fun in my free time. C&C Red Alert was one of the first things that got me interested in programming and developing software, there was an ini file somewhere where you could control all the stats/wepons of the units. I had a blast making crazy units mods to units and it made me want to learn how to create games and software generally.
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