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https://github.com/electronicarts/CnC_Remastered_Collection
Is just the link to the source code, but how it will be connected to the main game ... dont know.
Both source codes mentioned above compile games similar to the original games (same thing, with few code updates mostly), except that instead of generating a exe file, it generates dll. Someone has already generated an exe out of it and played Red Alert 1 just fine.
The answer depends due to the way the original games were coded. Tiberian Dawn had units declared at udata.cpp. If you browse it, you will even find Petroglyph's Nuke Tank sample inside a PETROGLYPH_EXAMPLE_MOD.
Red Alert 1 uses INI files for existing units. So, you will probably not need to recompile the game to change the existing units, however, you may probably need to recompile it to add new ones.
I believe that someone will eventually code some sort of INI reader or XML reader to allow these things to be fetched from external files.
About that - I know people who bought it on origin already have access to the map editor. Are they able to make maps and then upload them to the steam workshop? Or is it all tied to steam? I have no idea how that works.
https://ppmforums.com/topic-48415/step-by-step-on-how-to-create-petroglyphs-nuke-tank-td/
Origin users can't upload stuff to the Steam workshop. Fairly sure that requires a Steam account that owns the game. Also, even if they would own a Steam account with the game prepurchased there, I think the workshop needs to be specifically unlocked, and that global unlock will only happen at release time. The accounts we use for testing needed to be specifically unlocked to get access to it, anyway.
Gotcha. Didn't expect it to be otherwise, but it's good to know for sure.