An expansion modification for C&C Generals: Zero Hour. Got totally bored with original C&C Generals: Zero Hour? You find your answer in this modification which improves the atmosphere of C&C Generals: Zero Hour gameplay overall, including both redesigned surroundings and in-game structural layout! In addition, you command new generals to defeat even more brutal and improved enemy forces controlled by computer.

Post news Report RSS Situation Zero Alpha Release

After years in production, Situation Zero Makes it's first and last release.

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After years in production...
...Situation Zero Makes it's first, and last release.

A lot of things have happened these past few years. It all started with a great man and his dream. His dream to make the greatest ZH mod, the world had ever seen. This dream was no small feat, it was a tremendous undertaking, an undertaking, dwarfed only by the man's great ambition. His project inspired and captivated many members of the community, as no-one had ever seen anything like it before. It came to a point where it seemed the man would "rule the world", with his great vision.

Unfortunately, his dream was short lived. Killed by a horrible chain reaction of events, started by a simple mistake. No-one saw it coming. No-one could stop it. However the world moves on, and even though it is largely unfinished, this dream is too big to just be locked up and ignored.


On behalf of Fincer and the SZ Team, we hope you will enjoy the dream as much as we enjoyed brining it into reality.
Thank you and goodbye.

--------------------
Update, 7th January 2024 by Fincer

I would like to thank one of my earlier team members who decided to publish this mod here back in the day. Although there was no my permission, I did not object this decision then. And I still don't. Never had, actually. On the contrary.

The alpha version released here, is the only public version of this mod - loyal to my original SZ vision. We had another "reworked" version within the SZ team in progress but it was never published. Why is that? Where and *why* did the development of the new version of SZ mod stop? What happened?

I think it's finally time to open up some old wounds. This mod was really "killed by a horrible chain reaction of events", as said over 13 years ago.

When I was the only developer of this mod in 2003-2008, I had ideas to rework the flora, naval shipyards, improve multiple tank models and improve the mod's stability (due to well known gameplay crashes). I saw a lot of hidden & unleashed potential. Especially in 2008.

However, as a solo modder, I quickly saw improving the mod quality or implementing new features was an impossible task resource wise without additional man power. Thus, I decided to organize a team to speed up the development process because I saw so many improvement points (TODOs) which could have been carried out but I couldn't simply do it alone.

So, decided to organize a team to improve the development process in 2008. It was very unfortunate coincidence, but I had very limited time to the mod development in 2008 and thus, I couldn't fully contribute to critical decicion making related to development paths we'd like to take nor have small talk with team members all the time. In the SZ team, we still had ideas to rework the whole mod but in the end, there were some serious project management & leadership issues due to my inability to contribute to the project in full due to real life constraints. This is why I take the responsibility here.

The situation escalated so that organizing the specific tasks to various team members was very difficult since the team ultimately divided into "two sub teams" (to one which favored my ideas, and the rest of the team favored other member's ideas over mine so we had "two leaders" issue there). Results? We had some serious internal disagreements which, in the end, led to Situation Zero mod project failure.

Due to this failure, I lost motivation to develop the mod, to give tasks to SZ team members and stopped contributing to the mod development in any way, and moved on in life. This decision was very unfair to other team members and I still regret it sometimes.

The version we developed internally in the team, was never released to the public. We had some progress as shown in published media updates here but that's it. I think I still have these media update assets in my old HDDs but as I've not developed them, I see it's still unfair to publish them, too.

In it's own decade, the Situation Zero mod project was a dream to improve C&C Generals in every way possible. Ultimately, the mod project failed due to several facts: 1) SAGE game engine technical constraints/crash issues (which could not be bypassed and limited my original vision), 2) project management failure (due to multiple reasons) & lack of my personal time to the project leadership & management 3) lack of dev resources & failure of distinguish dev roles within the team.

However, to remind you: That all was ages ago. We talk about years 2003-2008 (my solo dev time) & 2008-2010 (SZ team dev time). That all happened some 13-20 years ago. Years have passed, team members have moved on, and so am I.

I wish all former members have learnt some valuable lessons from this project failure they could have used later in life for their own benefit. It's very obvious I have learnt the lessons in the hard way, as well, and of course, I wouldn't do the same mistakes again or, at least, would actively avoid them. This project taught me a lot from technical aspects, project management and still, after these years, I would like to thank everyone who contributed to the mod development back in the day. I would also like to thank everyone who still enjoy or, in the past, enjoyed playing the Situation Zero mod.

- Fincer, 7th January 2024


Post comment Comments
ruby92
ruby92 - - 4,565 comments

Sad to see it die, but at least you guys released it. You have my sincere gratitude and condolences.

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Linqヰvist
Linqヰvist - - 8 comments

Finally we can get a taste of this piece of what it could have been a true masterpiece. Very sad indeed to see you guys departing. Thank you very much SZ Team !

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Neon-Ghost
Neon-Ghost - - 1,605 comments

Meh, someone should continue their legacy :/

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RockRebel
RockRebel - - 965 comments

I played, and I have to say.... I loved it. There are some problems here and there that unfortanately won't be fixed, and some of the textures could use a little work, but still... I highly recomend this mod due to awesomeness !

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cronos35
cronos35 - - 3,391 comments

it's just sad to see such a promising mod die because of a small mistake.

but really, what's the real reason why you guys have to halt development??

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Zeke_Dlyoung Author
Zeke_Dlyoung - - 4,466 comments

If it we're that simple to say, we would have done it already.

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The-Light
The-Light - - 282 comments

It's sad to hear that the reason I once started with mods/modding has died. I hope that maybe, one day it will see new life.

SZ team, you have my condolence, and have earned your place in modding history.

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bobian414
bobian414 - - 230 comments

Can we(Mod db community) have other people work on fixes for this mod?

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Zeke_Dlyoung Author
Zeke_Dlyoung - - 4,466 comments

you could but it'll be pointless cause Frontlines Moddb.com is doing that already.

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lucinator
lucinator - - 48 comments

what happened to the airfield? not in mod

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valor015
valor015 - - 12 comments

what happend to the MAC version? :(

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InAUGral
InAUGral - - 13 comments

Hi, thanks for releasing this mod. It is very good however there is one problem where the hotkey A(for everything that uses it as a hotkey) doesnt work. I cannot explain why it just doesnt work for anything. Although i guess you wont be fixing anything oh well i can make do with one hotket not working.

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ZhFan2012
ZhFan2012 - - 25 comments

Good mod, cant wait for the next release. i know it says first and last but its worth keeping alive

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Fusiontm
Fusiontm - - 81 comments

What was the one Mistake ? Did the guy screw another guys wife and he found out or what im curious now , yet i should be going as i have to much to do.

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