Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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cornmonger Jun 3, 2020 @ 10:04am
Modding & Source Code
So, I'm a little confused by the press release ... will mods be DLLs compiled from the source code released or is that just for reference?
Originally posted by Banshee:
The answer is... it depends on the game you are modding.

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.
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Serious Jun 3, 2020 @ 11:10am 
I fear we have to wait for the official release how the (steam-exclusive) workshop upload process for maps/mods will work.
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.
The author of this thread has indicated that this post answers the original topic.
Banshee Jun 3, 2020 @ 1:42pm 
The answer is... it depends on the game you are modding.

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.
Zarkow Jun 3, 2020 @ 1:45pm 
Anyone know how workshop uploads has been done for the game when it isn't even done yet?
Nyerguds Jun 3, 2020 @ 4:31pm 
Originally posted by Zarkow:
Anyone know how workshop uploads has been done for the game when it isn't even done yet?
The Community Council and testers have access to it.
wadprime Jun 3, 2020 @ 4:44pm 
Originally posted by Nyerguds:
Originally posted by Zarkow:
Anyone know how workshop uploads has been done for the game when it isn't even done yet?
The Community Council and testers have access to it.

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.
Banshee Jun 3, 2020 @ 8:12pm 
Just an update, guys: We have a step by step guide on How to add a unit in Tiberian Dawn Remastered at PPM:

https://ppmforums.com/topic-48415/step-by-step-on-how-to-create-petroglyphs-nuke-tank-td/
cornmonger Jun 4, 2020 @ 7:31am 
That's awesome, Banshee. Thanks.
Nyerguds Jun 4, 2020 @ 9:46am 
Originally posted by wadprime:
Originally posted by Nyerguds:
The Community Council and testers have access to it.
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.
I don't think you need to worry about that.

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.
Last edited by Nyerguds; Jun 4, 2020 @ 9:48am
wadprime Jun 4, 2020 @ 11:27am 
Originally posted by Nyerguds:
Originally posted by wadprime:
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.
I don't think you need to worry about that.

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.
DoGy AUT Jun 4, 2020 @ 12:16pm 
I am so used to working with OpenRA so getting back to this might be hard to get familiar again.
Last edited by DoGy AUT; Jun 4, 2020 @ 12:17pm
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Date Posted: Jun 3, 2020 @ 10:04am
Posts: 10