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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Jan 29, 2017 8:21 pm    Post subject:  8
Subject description: Developers wanted
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Fellow C&C entheusiasts, modders, programmers,

For quite some time now, I have been working on an ambitious map editor for the Command and Conquer classic titles: Tiberian Sun, Firestorm, Red Alert 2 and Yuri's Revenge.
During its development I was able to develop myself as well, challenge new issues and work with a very old, yet popular game.
My life has come at a point where I am no longer able to work on this massive project myself.
The back-end of the editor is largely set up and ready for integration into the rendering engine. Yet this big part of the editor, which has to be a very efficient engine, is too big of a task for me alone.

That is why I am asking for your help. What I am looking for is people who are willing to contribute to a new map editor.
The aspects that need working is mainly the rendering engine. Basically that has to be made from scratch. Whatever gets used for that is fine, be it SDL, OpenGL or DirectX.
Other contributions are welcome as well.

The code is on GitHub.
Undoubtedly some of you may disagree with the current (state of the) code, which is good as it can only improve the overall quality.

Some details:
- Language: C/C++
- Frameworks: wxWidgets

Please let me know if you are interested so that hopefully the editor will get back on track.

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Last edited by RP on Thu May 21, 2020 2:40 pm; edited 3 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Jan 29, 2017 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

As someone who makes maps but doesn't want to learn yet another programming lang at this time, I can at least offer interface input, drawing/manipulation glitches or issues I think need more elegant solutions, and I even have suggestions on a debug-mode vertical view for accurate tile placement on complicated maps with lots of occlusion.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Tue May 23, 2017 9:19 am    Post subject: Re: Map Editor development help request Reply with quote  Mark this post and the followings unread

RP wrote:
the Command and Conquer classic titles: Tiberian Sun, Firestorm, Red Alert 2 and Yuri's Revenge.

Um.  Neutral

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue May 23, 2017 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA and TD use a different editor entirely. That, and TS and RA2 DID come out during Westwood's time, so they do count as classics (but it's a stretch)...

_________________
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. #Tongue

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed May 24, 2017 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but they aren't what I would call "the Command and Conquer classic titles" #Tongue

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 24, 2017 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think he specified the classics he meant, 'the' emphasing it. #Tongue (I nos englisch, su me)

_________________
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. #Tongue

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