Planned features overview for NEXT release:

  • Infantry Gameplay Overhaul - Infantry is now more diverse and viable than ever with the introduction of prone mechanic to various of effects and many more secondary/tertiary weapons such as grenades, mines, anti-tank and various types of munition to adapt to various situations. They can also now prone or be suppressed by various weapons on the battlefield or can be sent into a critically wounded situation. Also, infantry with heavy weapons like anti-tank can no longer fire from inside vehicles.
  • Vehicle Gameplay Overhaul - Vehicles now has even more addon options to adapt to various encounters such as machine gunner, anti-tank munitions, armour skirts, smoke dispenser and more! Not only that, tanks now also have chances to deflect shells hitting them.
  • General Gameplay, Balances and Realism Overhaul - If you like OG CoH/MoW but can't afford the new ones, I've got you, comrades. This mod has similar strategic points mechanic, squad infantry creation, individualised infantry control, scattered RNG weapon fire, long-range artillery, more realistic damage-health balance and more to be revealed!
  • War Doctrines and Reworked General's Power - General's powers have been mostly reworked both visually and mechanically to be have modern with new ones added alongside them. They are now segregated into three intertwined doctrines that can change how the faction is played to a certain extent.
  • Destructible and Repairable Bridges - Bridges now play a more tactical role as originally intended rather than glorified 3D dirt patch. They can be repaired, destroyed or sabotaged.
  • Crossable Rivers - Rivers now also play a tactical role as indestructible paths on the battlefield rather than just being there to separate two patches of land. Like in BFME without engine update.
  • AI Upscaled Textures and UI - Structure and UI textures are now in higher definition.
  • Brand New Hand-crafted Terrain Textures - Original new terrain textures that are more 3D looking using Photoshop magic without tessellation or normal maps.
  • Environmental Graphics Revamp - With the introduction of more 3D trees, bushes and grasses and some new higher poly assets, this game now feels more like a 2010 game rather than 2003 game. The fountains especially now have actually watery water rather than scrolling cyan jpeg. Environmental objects are also now destructible to certain extent.
  • Lighting Graphics Revamp - Using edgy custom preset of ReShade including options like SSAO, bloom, etc., the game can now be perceived as realistic and has objectively good graphics. Godrays has also been added in a few maps because scientifically speaking, Godrays + Desolation + Edgy Lighting = TW3 = Cool.
  • Water Graphics Revamp - Obsessed about video games and irl water like me? Look no further. The mod has originally been built to create the best looking water in ZH community. Water now looks more water except even more exaggerated.
  • Brand New and Remade Hand-crafted Infantry and Vehicles - A whole new roster of original hand-crafted infantry and vehicles, some from vZH and some from real life. This is a mixture of Generals and real life blend that kind of still feels like Generals.
  • Brand New, Remade and Remastered Hand-crafted Structures - vZH structures are remastered to a slightly higher poly count while adding a few new details, better lighting and reflective properties while some are completely remade, others brand new.
  • Sound Effects Overhaul - Sounds effects are now relatively more impactful and can be heard from longer distance so headphone users beware.
  • Particle Effects Overhaul - Brand new particle effects that are more optimised than previous iterations and even better looking akin to the CoH series. The mod even has a snow version of them for snowy maps with proper SFX!
  • New Deep World Building Lore - Many new and old elements now have some lore/back story to them. If you like reading, you might absolutely love it or hate it. It's still kinda goofy like in the original game but not as hollow in my personal opinion.
  • New Maps - Mostly new original maps made by me with the mod specifically in mind in design. I try to make unique maps inspired by many world locations and history unseen and unheard. Some will even have lore to them.

AI Scripter (DARKozDARKA): DARKozDARKA#4148


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*** Attention b̵e̵t̵a̵ ̵t̵e̵s̵t̵e̵r̵s̵ beloved players! ***

It seems like I screwed up quite a lot of things (more than expected.) So a patch is in the works to fix those issues. You can check it out in beta on Discord if you're interested in that sort of stuff: Discord.gg


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 SAGE engine after all and the meme above is a proof to 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


Mirrors: Mega


Mirrors: Mega



Latest Patch:

Mirrors: Mega


Manual mod launch (for those who can't use the launcher): Moddb.com

Now available on Gen Launcher in vanilla preset. Addons coming soon! (NoReshade due to technical difficulties)


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 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 that 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.

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

Recommended Specs (High preset (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 browser. Listening to Youtube even in background can increase 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 expected 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 optimise the mod. The graph you saw was a graph of a game ran 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 optimised 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 much 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 mismatch in multiplayer. If you see such things, please report them to me via DMs.
Deploying units too close to another units (i.e. deployed unit overlapping with destroyed vehicle wreckage or trees) can cause mismatch in multiplayer.
Line cutting through screen in foggy map with reflective water. There's nothing that can be done about it at the moment to due engine limitations.
Trees don't appear in fog of war. There's nothing that can be done about it at the moment to due engine limitations.
Setting options in game requires a restart since it usually forces the game back into 4:3 screen or messes up the DoF effect. There's nothing that can be done about it at the moment to due 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 to due 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, 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 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 the fail 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 learnt 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 on 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 than back to normal.

Even though the sunrays are my own version, I wasn't the first to invent such technique. Though, reverse engineering SAGE assets aren't particular 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 afaik. So, I'll probably gonna write some tutorials on how to make a reflective water and add them to the game for newbies along with other stuff. Sharing is caring after all.


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


1.0.0 Release Details: Visual-SFX Upgrades & Future Plans

1.0.0 Release Details: Visual-SFX Upgrades & Future Plans

News 10 comments

This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.

1.0.0 Release Details: PLA Overview

1.0.0 Release Details: PLA Overview

News 25 comments

This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.

1.0.0 Release Details: GIN Overview

1.0.0 Release Details: GIN Overview

News 29 comments

This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.

1.0.0 Release Details: NATO Overview & Introduction to New General Power's Set

1.0.0 Release Details: NATO Overview & Introduction to New General Power's Set

News 69 comments

This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.

Add file RSS Files
ZHE Version 1.0.0a (BIG Files)

ZHE Version 1.0.0a (BIG Files)

Full Version 14 comments

The definitive version release of the mod with 1.0.0a hotfix included. Unfortunately, quite a lot of people couldn't install it with the normal versions...

ZHE Hotfix Version 1.0.0a

ZHE Hotfix Version 1.0.0a

Patch 10 comments

Hotfix for the ZHE version 1.0.0. Works any with version.

ZHE Version 1.0.0 (Non-Installer)

ZHE Version 1.0.0 (Non-Installer)

Full Version 13 comments

The definitive version release of the mod. This version is a manually installation for users familiar with installing ZH mods or the creator help you...

ZHE Version 1.0.0 (Installer)

ZHE Version 1.0.0 (Installer)

Full Version 16 comments

The definitive version release of the mod. This version contains an installer that is easy to install for users not familiar with installing ZH mods.

ZHE Graphical Content 1.0.0

ZHE Graphical Content 1.0.0

SDK

SDK of graphical content from the 1.0.0 mod version. Don't bother using this if you don't know modding.

Enhanced Beta Non-Installer Version 0.9.1

Enhanced Beta Non-Installer Version 0.9.1

Full Version 61 comments

Reupload of the final full non-installer release of the mod since A-Vladimir1994's version is bad for newbie patching.

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D.Va-N
D.Va-N - - 418 comments

Dear, pookie-bear dev, can you plz check the addons for ZHE?
For some reason the GenLauncher is angwwy and says that links are broken, poke with a stick a dev to resolve it.
I mean addons like FHD cameos n stuff!

Also again found a little typo - NATOs smoke dischargers addon on vehicle is called dischanger, lmao

Reply Good karma Bad karma+2 votes
VectorIV Creator
VectorIV - - 3,173 comments

Thanks for the typo report.

I have no idea why the links aren't working atm. Onedrive is giving me embed server error even when viewing directly from their website. The files are still available. Microsoft moment I guess.

Reply Good karma+1 vote
erfwf
erfwf - - 2 comments

why my game dont open

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Guest
Guest - - 689,518 comments

literally pulled my old computer out to be able to play c&c again, cant wait to have a computer with high enough specs to run this mod, looks amazing

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crezy
crezy - - 13 comments

Ah something, GIN ai have some problems or my CPU is from 2004.

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VectorIV Creator
VectorIV - - 3,173 comments

What's the problem in details?

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crezy
crezy - - 13 comments

Dude they just spawn workers and they do nothing, and im not kidding my PCs CPU is from 2004, played gin vs normal gin

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VectorIV Creator
VectorIV - - 3,173 comments

Either you're missing the scripts entirely or you're playing on custom maps that don't support single player

Reply Good karma+1 vote
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