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Zero Hour Enhanced 1.0.0 has been released and it already has a hotfix!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Mar 11, 2024 4:44 am    Post subject:  Zero Hour Enhanced 1.0.0 has been released and it already has a hotfix!
Subject description: Time flies since 2027 is already here!
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Greetings, Comrade General! Reinforcements have finally arrived from Zero Hour Enhanced as Zero Hour Enhanced 1.0.0 has been recently posted by VectorIV with a Hotfix (1.0.0a). For your information, Zero Hour Enhanced is a modification for Command & Conquer Generals: Zero Hour that enhances the gameplay experience of the game according to VectorIV's visions. Here is the original announcement about Zero Hour Enhanced 1.0.0a at ModDB:

Quote:
Hello everyone, this is it: the end of the road. We're ahead of the old schedule (2027) by 3 years so you can use that time to play the mod before the world blows up by late-stage capitalism.




The year is 2027, it's a time of great innovation...






...and technological advancement.

(The flying dozer, the ultimate NATO weapons of war from area 69. Everybody will perish. End.)






But speaking of blowing up, let's talk some nerd shit for a sec, i.e., important but ultimately boring technical stuff that will guide you through how not to blow up your PC while playing the mod and release time, AKA I can't bring myself to do anything anymore at the moment (I'm super tired.)

Also, a good thing to keep in mind is that despite all the fancy stuff I've added, this is still C&C Generals Zero Hour with the SAGE engine, after all, and the meme above is proof of that statement. That being said, I'll surely be posting the 2027 meme in 2027 (The meme is from the future, so you don't get it yet.)

For those who want a tutorial, check out this article I just wrote right here: Moddb.com








Game Version Requirement:
Any (1.00, 1.01, 1.02, 1.03, 1.04)

Total Size: 6.22GB

Specifications:
While I don't have many means of coming up with good recommendations for specification since I only have access to two laptops, these are what I think you'll need to run the mod with the minimum being run at vanilla settings preset and recommended being run at high settings preset (with vanilla texture resolution.)

It's undoubtedly more demanding even than the previous release, especially in GPU load for obvious reasons so if you have a very powerful modern GPU, I highly doubt you'll run into any performance issues, i.e., you can play Cyberpunk Path Tracing at 4K 60 FPS.

But who knows, it's SAGE, and I don't have access to such an expensive machine.

Quote:

Minimum Recommended Specs (Vanilla 1080p):
-Nvidia GTX1650
-Intel Core i5-7600K
-RAM 8GB
-SSD 250GB

Recommended Specs (High (Vanilla Texture Quality) 1080p):
-Nvidia GTX1080
-Intel Core i5-9600K
-RAM 8GB
-SSD 250GB

My Specs:
-Nvidia RTX2070
-Intel Core i7-9750H
-RAM 32GB
-SSD 500GB



Performance Guide:
? Turning off 3D shadows could prevent crashes on bigger maps (3v3, 4v4) and increase performance drastically.
? Close any programs running in the background you don't need (Yes, including the browser. Listening to YouTube even in the background can increase the chances of crashes.)
? If your PC's running low on performance even on day maps with vanilla settings preset, it's best to just avoid night maps entirely.
? If your PC's running low on performance with vanilla settings preset already, don't use ReShade.
? If you don't zoom in a lot, just avoid using high-resolution texture quality and stick with vanilla texture quality. Trust me, it runs a lot better.
? Using game patch version 1.00 may yield better performance than the commonly used 1.04 version due to faster pathfinding calculations.
? Save often on larger maps (3v3, 4v4) as they tend to crash when you least expect, i.e., right at the end of the game.









Victory Valley (2v2 Hard AI) with vanilla texture resolution












Victory Valley (2v2 Hard AI) with high resolution texture resolution






Final Quick Performance Test:
So the last time I ran a performance test run, the mod wasn't quite cooked all the way through yet. The AI wasn't exactly done, and I never got the chance to optimize the mod. The graph you saw was a graph of a game run with high resolutions and lighter AI scripts.

With that in mind, I think it'll do everyone a service to test on the same map settings but with the final AI scripts and optimized settings that'll be shipped in the release.

On a less nerdy statistics side, from my own personal tests, it seems like the mod is kinda playable at FFA 8 players maps with 3D shadows turned on, be it the AI is only in medium difficulty.

On smaller maps like 1v1 or 2v2, there shouldn't be too many problems, though team games on larger maps can perform quite poorly predictably.

Known Issues:
? Moving trees (moving slowly across the map like a unit) can cause a mismatch in multiplayer. If you see such things, please report them to me via DMs.
? Deploying units too close to other units (i.e., deployed units overlapping with destroyed vehicle wreckage or trees) can cause a mismatch in multiplayer.
? Line cutting through the screen in foggy maps with reflective water. There's nothing that can be done about it at the moment due to engine limitations.
? Trees don't appear in the fog of war. There's nothing that can be done about it at the moment due to engine limitations.
? Setting options in the game requires a restart since it usually forces the game back into the 4:3 screen or messes up the DoF effect. There's nothing that can be done about it at the moment due to engine limitations.
? There's bound to be water leaking in the maps somewhere due to how the new FX stuff works. If you see water FXs being played in bear ground or vice versa, please report them to me via DMs.
? You'll almost always crash on 8-player maps versus hard AIs, even with 3D shadows turned on or off. There's nothing that can be done about it at the moment due to engine limitations.









Brand New Launcher:
So back in the 0.9.x days, I wasn't the best programmer for the job, which resulted in me using separate .exe files to run the mod with their slow fixed processing algorithm which also resulted in various anti-virus thinking those files are viruses (they're not.)

Well, the good news is I've finally learned after all these years to program a launcher a lot more efficiently, which runs way faster and self-contained which should no longer alert the anti-viruses. This should decrease the chances of mod launch failures due to the files refusing to change their extensions. I've also built in a function that will reset the files every time you open the launcher to prevent a failed launch (it could also be turned off.)

Apart from that nerd shit, it also looks way cleaner and nicer IMO.



(For Modders) Graphical Content SDK:
The new version of graphical content SDK will obviously contain the new graphical stuff I've mentioned in previous blogs, plus extra stuff. Extra that is in light of some new techniques I've learned and developed, especially for the buildings stuff, I think it's best just to give everyone the sources to my new effects except for the sunrays so they could adapt them to anything they like to their liking if they wish to.

Something I could think of off the top of my head is something like RA2 Weather Storm. With the new implementation, it shouldn't be too hard to implement something like a relatively seamless transition from normal weather to storm weather and then back to normal.

Even though the sun rays are my own version, I wasn't the first to invent such a technique. However, reverse engineering SAGE assets aren't particularly hard to begin with if you know how.

The reflective water was also my own reimplementation and improvement until it is what it is today, but the original tutorial seems to be lost forever, as far as I know. So, I'll probably gonna write some tutorials on how to make reflective water and add them to the game for newbies, along with other stuff. Sharing is caring, after all.



(When the Gen Launcher version is finished, I'll update this blog. It's gonna take some time for me to sort things out.)

And that's it, no more chirping, I'll stop talking now. Enjoy the mod!


The hotfix 1.0.0a comes with the following changes:

Quote:
Change Log:
-Fixed backend codes
-Fixed map



If you are curious about Zero Hour Enhanced, visit the ModDB Profile, and Discord Channel to obtain further information about it. Download Zero Hour Enhanced 1.0.0a. And this is all for today! Enjoy Zero Hour Enhanced and provide your feedback about it so it can get better.


Key Words: #News #Release #ZeroHourEnhanced #Generals #ZeroHour 

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