A Red Alert 3 total conversion aiming to bring C&C Generals Zero Hour onto the new engine as well as to expand upon it.

Report RSS [ Generals : Evolution ] Onward to the Finish Line

Let's celebrate end of the year with some much needed info update and a release date announcement.

Posted by on

C&C Generals Evolution, Onward to the Finish Line!


Hey guys, it's me again, yet again.

So what's up?

First of all, Happy New Year everyone! Let us hope this year will be a better for all of us, I wish you all to overcome all the life challenges with minimal hassle and climb every ladder of success, life can be hard and can hit you when you least expect it, let's make this year a joyful ride for all of us! Here's a lovely festive tree made by sgor00 :


What's this update about?

Now onto the mod itself.

Things are going very well with GenEvo, me and sgor00 achieved a lot of things we could not achieve before. I was able to fix a TON of bugs and issues that were present since RC1 release, sadly not without some damage done. For reasons that are beyond my comprehension EA cut of a lot of crucial stuff from code which GenEvo needs, everything related to this issue was a real challenge to overcome, there's still a lot of engine's unexplored nooks and crannies I might use for the future too. Let us hope that from now on future development will be a smooth sailing.

What's left?

So, there's still few things that I need fix or implement. GenEvo still needs a lot of internal logic changes, I still need to write a lot of logic to most of entities to make them respond and feel like you're playing C&C Generals, or, in this case, like evolution of it. I'm also betting heavily on my AI implementation, I'm pretty new in AI programming, but I'll be sure to do my absolute best. Recently I've also added a feature where you can choose to take control of one of the sub faction generals. For example you choose to play as America and in-game you choose to play a general of your choice, AI does the same, AI is a huge focus for me, if something doesn't work as it should for AI, I either try to fix it or cut it entirely. Another focus of mine was optimization, I've spent a lot of time remaking most of the particle effects, they were main performance hog in alpha versions of RC2, now everything runs buttery smooth. I'm still working on structures, I'm still working on the rest of particles and sgor00 is still working on art, maps and interface.

Where's out gift?

Ah, yes, I've mentioned a gift in the last update, so here's it, an actual RELEASE DATE FOR RC2!

Keep your excitement and expectation levels low.

While this is very exciting news for both you and sgor00&me, we'll advice you to Keep your excitement and expectation levels low. GenEvo is not a direct port of C&C Generals, we're doing our best to keep it as close to vanilla game as possible, while adding something new, or trying to compensate cut from engine features, think of GenEvo as a re-imagining of C&C Generals on Red Alert 3 engine. The lower your expectations are, the more enjoyment you'll get out of the RC2, We're doing out best, guys.

Let's get to the media!

But wait, there's more! Here's few screenshots from the most recent build of GenEvo :

C&C Generals Evolution : Finish Line UpdateC&C Generals Evolution : Finish Line Update C&C Generals Evolution : Finish Line UpdateC&C Generals Evolution : Finish Line Update C&C Generals Evolution : Finish Line UpdateC&C Generals Evolution : Finish Line Update C&C Generals Evolution : Finish Line UpdateC&C Generals Evolution : Finish Line Update C&C Generals Evolution : Finish Line UpdateC&C Generals Evolution : Finish Line Update C&C Generals Evolution : Finish Line UpdateC&C Generals Evolution : Finish Line Update


And here's another Teaser-Trailer!

Enjoy!


How can you help?

While we're close to release, we're always looking for model contributions from fellow C&C Generals mod makers, we especially need replacement for Quad Cannon, the one we're using doesn't fit overall vehicle design.

In Conclusion

That's pretty much all for now, again, Happy New Year everyone and I hope you've enjoyed this update and looking forward RC2 release!


Post comment Comments
sgtmyers88
sgtmyers88 - - 2,829 comments

Looking good guys! Looking real good!

Reply Good karma Bad karma+7 votes
Marek33
Marek33 - - 3,890 comments

Awesome work like always! I'm looking forward to the release and Happy New year!

Reply Good karma Bad karma+4 votes
Tleno
Tleno - - 1,048 comments

If that's not too much, may I ask which biggest planned engine features/qualities were impossible to recreate or had to undergo the biggest changes?

Reply Good karma Bad karma+3 votes
Gunship_Mark_II Author
Gunship_Mark_II - - 4,864 comments

Proper dozers, it's possible to make dozers build stuff, but AI won't use them at all. I honestly don't miss them, they play a different role in GenEvo, they're still very crucial and AI uses them as it should. Maybe sometime down the line when I'll be good with AI I could try to figure something out.

Some of the unit abilities were cut/implemented differently, since RA3 allows only 1 unit ability slot per unit ( working on something that might overcome this limit ).

non-VTOL landing, while it was partially present in CnC3 ( still a bit broken and wonky Youtube.com ), in RA3 it was cut completely. Not a big deal, at least for me, other than that planes work great.

Some of the unit behaviors and mechanics were cut, like proper transport contain, where units are able to shoot from inside of vehicle. I had to hack my way through to get it to work.

Player upgrades were simplified/cut/broken, I managed to hack my way through, so they work fine now.

There's also a lot of cut/broken CnC Generals cosmetic features/modules, like helicopter death ( I made my own ), screaming rebel from technical ( I made my own ), Particle Cannon logic ( I have my own, but target beam won't go away if you destroy building while it's firing, probably fixable ).

There's also a lot of broken features that they haven't since CnC3, like turret pitch mechanics, I am forced to use hand made animations for that, weapon bonus effects ( bunch of mig rockets = napalm storm ), Propaganda and Nationalism logic ( made my own ), no logic to attach object in another object without object running off the map for no reason ( aka avenger/overlord, but I've made my own logic replacement ).

Entire list is huge, but most of the issues/missing features were implemented one way or another.

It's a real mess out there, considering in-code comments like "this a glue for this", "please fix" and "no worky", I am pretty sure programmers were on very tight schedule. Can't blame them.

Reply Good karma+7 votes
Tleno
Tleno - - 1,048 comments

Hah, sounds like EA to me! From all I heard their whole overworking crunch culture peaked at early 2010s when the game was made.

Quite surprised infantry firing out of transports was removed. that was present there since Generals. I assume you overcame it by adding weapons similarly to IFV or something?

Reply Good karma Bad karma+3 votes
Gunship_Mark_II Author
Gunship_Mark_II - - 4,864 comments

I used one of the unused transport contains with few special KIND_OF's and added 2 dummy range finder weapons for contained infantry. Technically it's a mess, but it works just fine c:

Reply Good karma+6 votes
MartinRayner
MartinRayner - - 29 comments

Looks tremendous. Can't wait to check it out.

Reply Good karma Bad karma+2 votes
Destromath
Destromath - - 153 comments

You mean you're not gonna be the next best sting since the invention of the wheel?!

*gaaasp* So dissapoint! :D

I am looking forward to it, obviously, and thank you Gunship MK II for your undying devotion to the mod, even through all of the strife and struggle your real life brings.

Happy New Year! All the best to you both. ;)

Kindest regards, Destromath.

Reply Good karma Bad karma+3 votes
Guest
Guest - - 688,627 comments

YOU'RE BACK! I'M SO HAPPY!

Just asking, I know it's not actually part of Generals, but will you add Naval units? I like me some vessels. If you do, I would like to suggest some units for the three factions.

Reply Good karma Bad karma+1 vote
Gunship_Mark_II Author
Gunship_Mark_II - - 4,864 comments

No naval units for RC2, sorry, maybe only for missions or cutscenes.

Reply Good karma+4 votes
Guest
Guest - - 688,627 comments

This comment is currently awaiting admin approval, join now to view.

RequiemLux
RequiemLux - - 2,600 comments

This is how epic news are born

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,627 comments

Will the mod work on the RA3 steam-version? I see its 75% off on steam now!

Reply Good karma Bad karma+2 votes
Gunship_Mark_II Author
Gunship_Mark_II - - 4,864 comments

Yup, that's the version I'm using.

Reply Good karma+2 votes
Nkey88
Nkey88 - - 10 comments

January is still not the end

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,627 comments

1 feb 2018 today, so....

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,627 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 688,627 comments

This comment is currently awaiting admin approval, join now to view.

jgad1
jgad1 - - 8 comments

stunning graphics.. closest thing to the cancelled generals 2 by EA

Reply Good karma Bad karma+1 vote
Guest
Guest - - 688,627 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: