红色警戒3mod——将军进化作者最新动态
转眼都过了好几年了,还以为太监了,好在作者最近又有动态了,还说会在今年2月份发布新版本的mod。。。希望完成度会高一点。。。
以下为机翻(轻微润色)
C&C将军进化:进度报告,发布日期和不一致
伙计们,又是我,我知道这是个坏兆头。
发生了什么吗?
我就长话短说,我有点睡眠不足,现在又是假期,所以没必要写些花言巧语。我和sgor00已经在一起工作了几个月了,最初隐藏在公众的视线之外,但是越来越多的开放,我们已经取得了重大的进展,最终发布了将军进化mod的功能版本。
让我们来讨论一下细节。
首先,对不起,让你们云里雾里很长时间,我一直很忙着处理之间工作,改装并试图管理我几乎功能成年后严重的手术,我也给我的引擎项目来源相当多的关注,因为引擎本身是非常接近我的兼职工作,我没有换我的工作环境做创造性的工作。现在我基本上完成了《半条命》社区,我可以投身于《C&C》社区了。
不管怎样,我已经有几个月的空闲时间了,我决定把它们全部献给《将军进化》,sgor00也跟着来了,因为他是一个了不起的人,在这一点上完全不听我的废话。说实话,我有点愚蠢的,承诺发行,从来没有遵守我的诺言,但是有很多原因,主要的原因之一,我不想让你们体验简陋,未完成和损坏的mod。红色警报3引擎很难处理,不仅像其他引擎一样,它不允许创造自由,而且引擎本身也受到架构限制的困扰,这些限制已经威胁到项目的存在好几年了。《将军进化》是一个巨大的mod,从字面上来说,我和sgor00经历了随机资产卸载、地面纹理、界面元素和声音等行为,这些行为会在地图加载或比赛结束时完全从游戏中卸载,导致游戏崩溃。内存方面的崩溃也是一个常见的问题,由于工具集相对古老且有限,您无法真正调试其中的任何一个。
因此,有了新的空闲时间和献身精神,我把一项任务摆在面前——完全从头开始重写一切:每一行代码,重新导出和优化每一个模型,压缩每一个纹理和声音,sgor00还帮助提高了每个草皮纹理的保真度和质量,同时保持所有的限制和大小铭记在心,他还设法不仅重新优化了一堆已经制作的地图,而且使他们看起来比以往任何时候都好。我们还对我们为这个mod制作的每一个可能的内容进行了分类,只取了一些基本的东西,我不得不重写代码并重新实现它们。
这有帮助吗?
我很高兴也很兴奋地说-是的,这确实很有帮助。
不仅mod外观和运行比以前更好,而且这些资产卸货和崩溃问题就走了,而且所有这些资产卸载和崩溃问题都消失了,我想每周花近几百个小时花几个月时间确实让人感到惊奇,如果没有我的支持者,我可能永远也不会花很多时间,因此,如果您正在阅读本文-谢谢,您对我的帮助很大!
下一步是什么呢?
截至目前,我们当前的mod构建已达到了前所未有的高度,它仍需要实现许多功能并进行大量改进,但它们大多是表面级别的东西。我和sgor00正在推动RC2的第一个公测版在2月10日发布,正好是第一款C&C将军的生日。是的,我知道之前定的2月1日,非常清楚。
那为什么不现在就发布呢?
虽然mod相对来说是可玩的,并且比以前有更多的游戏性和润色-它仍然没有完成,下面是一个小列表,列出了游戏中的内容和仍然缺少的内容:
mod里有什么:
-不再随机卸载资产。
-性能稳定。
-几乎每个单位的将军/ZH,这包括全新的额外单位了。
-几乎所有的建筑。
-几乎所有的武器,声音和声音线。
-新的SkirmishAI,支持所有ZH子阵营。
-视觉特效增强和检修。
-所有内容的构建都考虑到了开源。
-社区地图和mod支持,大量的WorldBuilder资产。
缺少什么:
-单位能力和升级。
——特殊能力。
——超级武器。
新的武器动画。
-小规模战斗。
——活动地图。
额外的战斗地图。
-额外的视觉特效工作。
对模组的各个方面进行全面的润色
以上的是作者的原话翻译过来,我轻微润色了一下。原网址为https://www.moddb.com/mods/command-and-conquer-generals-evolution
以下为作者的原话
C&C Generals Evolution: Progress report, release date and Discord
Hey guys, it's me again, bad omen at this point, I know.
What's up?
I'll be very brief, I'm a bit sleep deprived and it's holidays, so there's no point in fancy writing. Me and sgor00 have been working in unison for a few months now, initially hiding from public eye, but opening up more and more, we've made major strides towards finally releasing functional version of Generals Evolution mod.
Let's get into details.
First of all, sorry for keeping you all in the dark for so long, I've been very busy trying to juggle between my jobs, modding and trying to manage my barely functional adult life after getting a serious surgery, I've also been giving my Source Engine projects quite a lot of attention, because engine itself is quite close to my part time job where I don't have to switch my working environments to do creative work. Now that I'm mostly finished with Half-Life community I can dedicate myself to C&C Community.
In any event, I've been mostly free for a few months and I've decided to dedicate them fully to Generals Evolution, sgor00 also tagged along because he's just an amazing human being and completely inert to my bullshit at this point. Truth be told, I'm a bit of a doofus, promising releases and never keeping my word, but there's plenty of reasons for that, one of the main ones - I really don't want you to play janky, unfinished and broken mod. Red Alert 3 engine is very hard to work with, not only it doesn't allow creative freedom like other engines do, but engine itself is plagued by architectural limitations which were threatening project's existence for several years now. Generals Evolution is a huge mod, figuratively and literally, me and sgor00 were experiencing behaviors like random asset unloading, ground textures, interface elements and ever sounds would just completely unload from the game either on map load or match end leading to game crash. Stock standard crashes were also a common issue, and you can't really debug any of them because of how relatively ancient and limited toolset is.
So with new found free time and dedication I've laid a task before me - completely rewrite absolutely everything from the scratch : every line of code, re-export and optimize every model, compress every texture and sound, sgor00 also lend a hand with enhancing fidelity and quality of every sodding texture in the mod while keeping all the limits and sizes in mind, he also managed to not only re-optimize bunch of already made maps, but also make them look better than ever. We've also sorted through every possible piece of content we've ever made for this mod, taking only bare essentials and I had to rewrite code and re-implement them back in.
Did that even help?
I'm both happy and exited to say - yes, that did help, greatly. Not only mod looks and runs better than ever, but also all those asset unloading and crashing issues went away, I suppose spending almost hundred of hours a week for a few months does wonders, I probably could never dedicate this many hours without my supporters, so if you're reading this - thank you, you made a difference.
So what's next?
As of right now our current mod build is at furthest point we're ever been, it still needs a lot of features implemented and bunch of polish, but they're mostly surface level things. Me and sgor00 are pushing for the release of the first Public Beta version of RC2 on February 10, right around actual birthday of first C&C Generals game. And yeah, I'm aware of previously set February 1st date, very aware.
So why not release it right now then?
While mod is relatively playable and has more gameplay and polish than it ever had - it's still not finished, here's a small list of what's in the game and what is still missing:
What's in the mod:
- No more random asset unloading.
- Stable performance.
- Almost every unit for Generals/ZH, that includes brand new extra units too.
- Almost every structure.
- Almost every weapon, sound and voice line.
- New SkirmishAI with support for all ZH subfactions.
- VFX enhancement and overhaul.
- Everything is built with being open source in mind.
- Community map and mod support, tons of extra WorldBuilder assets.
What's missing:
- Unit Abilities and Upgrades.
- Special Powers.
- Superweapons.
- New weapon animations.
- SkirmishAI for subfactions.
- Campaign Maps.
- Extra Skirmish Maps.
- Extra VFX Work.
- General polish of every aspect of the mod.