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Mod support for Command & Conquer: Remastered? No promises!
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: 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!
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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.

Key Words: #News #CommandAndConquer #CommandAndConquerRemastered #RedAlert1Remastered 

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Mar 11, 2020 9:04 pm    Post subject: Reply with quote

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.  Razz
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Thu Mar 12, 2020 4:45 am    Post subject: Reply with quote

I... I legit don't care if this doesn't support mods from day 1.
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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Mar 12, 2020 5:56 am    Post subject: Reply with quote

do any of the recent petroglyph rts support modding?
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 12, 2020 2:04 pm    Post subject: Reply with quote

It is possible to mod these games, but they were not made for it and I don't think anyone got bothered to mod them after Universe at War.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Mar 17, 2020 4:03 pm    Post subject: Reply with quote

Truly sad if there is absolutely no modding support but still a great step towards EA putting out the fires they set so many years ago.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Mar 17, 2020 8:10 pm    Post subject: Reply with quote

Even if it doesn't support modding I would presume the assets will eventually be extracted & used in TS, RA2 & OpenRA mods.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 18, 2020 12:03 am    Post subject: Reply with quote

Mig Eater wrote:
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.
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Madin
Gauss Rifle Trooper


Joined: 05 Apr 2009

PostPosted: Wed Mar 18, 2020 12:24 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Mig Eater wrote:
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.

This seems to be a very authoritative statement, what is it based on?
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DaubertMotion
Cyborg Engineer


Joined: 17 Dec 2015

PostPosted: Wed Mar 18, 2020 2:19 pm    Post subject: Reply with quote

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?

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Mar 18, 2020 3:09 pm    Post subject: Reply with quote

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.

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Allen
Cyborg Specialist


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Mar 18, 2020 11:13 pm    Post subject: Reply with quote

Madin wrote:
Lin Kuei Ominae wrote:
Mig Eater wrote:
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.

This seems to be a very authoritative statement, what is it based on?


Because Evil Arts is Evil Arts and will do anything in the name of getting every last dollar.
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Mar 24, 2020 3:20 pm    Post subject: Reply with quote

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.

https://www.moddb.com/members/rampastring/blogs/thoughts-on-cc-remaster-from-dawn-of-the-tiberium-age-co-leader-and-cncnet-developer
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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue Mar 24, 2020 4:10 pm    Post subject: Reply with quote

^Rampastein wrote:
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.
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Sat Mar 28, 2020 9:26 pm    Post subject: Reply with quote

Why bother modding this game you can make a mechanic-wise similar game relatively easy with some modern game engine like unity
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Mar 29, 2020 6:12 am    Post subject: Reply with quote

cxtian39 wrote:
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.
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Mar 31, 2020 4:11 am    Post subject: Reply with quote

No interest on that. I’m bringing red alert rivals for pc.
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