Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Mar 11, 2020 6:26 pm Post subject:
Mod support for Command & Conquer: Remastered? No promises!
Subject description: Mod support will need some peace throught power!
Here's the official words on mod support for Commmand & Conquer: Remastered.
What does it mean? They don't have anything to say about it.
I am just glad to see there is a map editor. If I can figure out how it works, I may have to open a C&C:Remaster map section on my site. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Even if it doesn't support modding I would presume the assets will eventually be extracted & used in TS, RA2 & OpenRA mods.
only in 10 or 20 years, when the game is made freeware. until then, copyrights will prevent that and EA will shut down any mod with these assets.
Apart from infantry, most assets are pretty easy to make though and many are even made already in diverse mods. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I can't imagine mod maps won't be possible - since we'll have a map editor we will be able to directly access map files. The community will have to build from there, assuming that the next update from EA isn't about mod support.
Is there any reason they wouldn't still use .mix or .big files from a technical standpoint? I know .ini was replaced with .xml starting with C&C3, but what advantages would .xml have over .ini for the remasters? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Mar 18, 2020 3:09 pm Post subject:
DaubertMotion wrote:
Is there any reason they wouldn't still use .mix or .big files from a technical standpoint?
This game is being developed by Petroglyph Games, using their own engine. And their own engine has been using .meg files for many years. Apparently, it seems to serve their purposes. It gathers a huge group of files into a close space of your hard disk and encryption is allowed. So, it is very much possible that they will keep using them.
Their files can be opened by the latest beta versions of OS .BIG Editor, unless they use a new encryption password. But once someone figure that out, we can always adapt the program to handle it. QUICK_EDIT
I figured that I'd share my own perception of the remaster as the developer of CnCNet's biggest client and a long-time co-leader of a "competitor" to the remasters, since I think that's a relatively unique position to look at the remaster from.
TL/DR: They've done a lot of things really well, but I'm afraid for the game's longevity.
TL/DR: They've done a lot of things really well, but I'm afraid for the game's longevity.
That's my view too, though it can be a commercial success to a degree regardless, and knowing EA it will end up in a new Mega Ultimate 57th Deluxe Anniversary C&C pack thing one day. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
you can make a mechanic-wise similar game relatively easy with some modern game engine like unity
You do it, then, since you seem so brilliant. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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