Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Mar 07, 2024 9:47 pm Post subject:
EA releases FinalSun and FinalAlert2 with GPL 3.0 license!
Subject description: You don't need to inject code to modify these tools anymore if you have Visual Studio 17+ and know C++! Download it now!
The release of Command Conquer Ultimate Collection on Steam did not simply involve copying and pasting files. In fact, it demanded a lot more work. The EA representative Jim Vessella, who was the executive producer of the Command & Conquer: Remastered Edition, is also the person behind this release, and he has posted some words on Reddit with a great gift included in the package:
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Dear C&C Community,
It’s been a few years since I had the opportunity to reach out and engage with you directly. I’ve truly missed that. I hope you have all stayed safe, healthy, and positive since my last post in September of 2020.
I realize many of you have been wondering about the status of Command & Conquer over the past several years. After the launch of the first C&C Remastered Collection, I told our Community Council I would continue to try and find opportunities to support the C&C community and franchise wherever possible. With that in mind, I do have an announcement we think the entire C&C Community can get excited about. The C&C Ultimate Collection is now live on Steam!
How did this come to happen? Well, a while back I heard some team members at EA had the desire to launch some of our classic titles on Steam. After hearing about this initiative, several of us proposed we include the C&C Ultimate Collection. We knew this had been a request of the C&C community for over a decade and that it had been an equal goal for us, the passionate C&C folks around the company. As such, a dedicated strike team here at EA has been pushing to make this a reality - but we knew we couldn't do it alone. So, in the spirit of our community collaboration from the Remastered Collection, we reached out to a small group of the C&C Community to understand how we could best deliver the Ultimate Collection on Steam.
The feedback and collaboration have once again been invaluable. With improvements like better compatibility for modern operating systems and additional supported languages for both the Steam and EA App versions, we believe this is the best release of the Ultimate Collection to date.
Alongside the launch of the Ultimate Collection on Steam, we are also excited to announce the release of the beloved map editors FinalSun and FinalAlert 2 under the GPL version 3.0 license, which can also be launched directly from the Steam version of Tiberian Sun and Red Alert 2. Now, over 20 years since their initial release, original creator Matthias Wagner has generously repackaged these classic editors into a more compatible version for 2024. This was achievable thanks to the technical collaboration with Luke "CCHyper" Feenan, and the kindness of Olaf van der Spek, who has graciously released his XCC Library under the GPL 3.0 license as part of this effort. We cannot thank Matthias, Luke, and Olaf enough for making this a reality for the C&C community, and we are eager to see where the tools and content creation go from here.
A huge thank you to the community playtesters who helped provide feedback on this version of the Ultimate Collection and the organizations of CnCNet, W3DHub, and C&C Online for continuing to support these classic titles. We hope you all enjoy these improvements to the C&C Ultimate Collection - available today on Steam.
Until next time.
Cheers,
Jim Vessella
So, you heard the man, or do I need to repeat?
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we are also excited to announce the release of the beloved map editors FinalSun and FinalAlert 2 under the GPL version 3.0 license
Are you curious to see the code? Get your Visual Studio 17+ running, your C++ skills ready, and...
I'm happy we've finally released the source code . We've also added quite some features in the last months (e.g. zooooom, new tunnel tube editing), bug fixes and performance improvements. The full changelog is included in the source code README.md
Just be aware that most of the source code was written 25 years ago when I was around 16/17 years old, and it was my very first C++ project, so don't expect perfect code style .
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Mar 08, 2024 4:28 pm Post subject:
Thanks for everything you have done, Matze .
And for the curious people, the changelog:
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# Fixes and Changes
Fixed a few code issues to allow the application to run on modern operating systems.
Updated the application icons with new 256x256 graphics.
You can now zoom in & out with the middle mouse button or wheel
You don't need administrator access anymore if the program is installed in the program folder, as all user data and settings are now stored in your AppData folder
Tunnel tube editing completely reimplemented
Tunnel tilesets available
You can edit existing tubes by using the tool on the end of an existing tube
You can now create curved tubes
You can now create unidirectional tubes
LAT support for Crystal and Swamp terrain in Tiberian Sun temperate maps
House colors are now read from map or rules.ini
Units and buildings are now shaded in the house colors correctly
Voxel units now have shading applied
Minimap can now be resized
Undo steps increased to 64
Map rendering performance improved
Several fixes for crashes
Fixed addon turrets display
SHP turrets and Voxel turrets + barrels have their positioning fixed.
You're welcome. It's been fun to revisit this project, which was my first contact with the gaming industry - later on after studying I worked as engine/graphics programmer for Coreplay, but after a few years moved on to my current employer (a good one, but no gaming and funny RagDoll accidents anymore ).
I had a few more ideas, e.g. move to Direct3D from simple CPU blitting. However, the main performance issue were DDraw GDI hDC locks, and after removing these, performance was sufficient and this made room for some of the other, more important, features.
But who knows, maybe that itch is too hard to resist . QUICK_EDIT
Those are some nice improvements and it's also great to have FS and FA2 as open-source.
I gotta say I feel a bit conflicted that it was released now when I've been developing the World-Altering Editor as an open-source and modern replacement for almost 3 years; had this happened a few years earlier, you might have spared me some effort
Yeah, I guess so. I stumbled upon your editor just a few weeks ago when we were already in the final stages of this release. Haven't tested it, but the screenshots look promising.
I'm just happy that at last we got this released. QUICK_EDIT
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