Planned features overview for NEXT release:
*** 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
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 250GBRecommended 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!
This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.
This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.
This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.
This blog is about the upcoming full release of C&C Generals Zero Hour Enhanced.
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...
Hotfix for the ZHE version 1.0.0. Works any with version.
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...
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.
SDK of graphical content from the 1.0.0 mod version. Don't bother using this if you don't know modding.
Reupload of the final full non-installer release of the mod since A-Vladimir1994's version is bad for newbie patching.
every thing is beautiful , high quality and gorgeous models and more...
can you please add the russian federation faction or arab union faction , this will be cool
Once I told the developers behind The End of Days mod that your mod is #1 best mod for C&C Generals Zero Hour but now, I have nothing to do but to consider your mod as the best of the best!
I recently played TEOD mod again but I just got totally disappointed since the developers don't give a **** about toning down their A.I. in-game. Several people are commenting on that but they're always like "Our A.I. is decent already"... Blah blah blah.
You on the other hand, you have made a great balance on A.I.s using infantry, armor & air units totally perfectly!! Of course, your mod's A.I. isn't a pain in the *** like TEOD's but it is great enough to enjoy fighting the enemy!
It is basically because of TEOD developers are trying to have the most challenging A.I. within the mods while you're making it more enjoyable for players.
so I guess, hell of a job done, man!
Tho your is already a masterpiece, hopefully you still have some little surprises for us players sooner or later, ya know :D
I wish you luck & thank you for this great mod you gave to the community! (I'm also the same person who asked for vanilla OST's selection & I'm still thankful for your feedback acception!)
Yea, mod AI can definitely be a problem on older games especially with mods since modders tend to be long time players hence very familiar with the AI while players who play casually can get overwhelmed with addition to new content. It can be hard to find a sweet spot for everyone.
I'm not too familiar with TEOD's AI or who specifically made it as I've never really played it so your best bet would be to write in great details to the devs and hope for the best that they would take in your criticism. If that fails and it's really important for you personally, probably best to move on to other things or learn to modify it to your liking.
I didn't make the AI btw, DARKozDARKA made it. I just tweaked the little things.
The mod is basically on pause indefinitely for now, sadly. You'll know once I'm back on working it extensively again.
Though I'm glad you found the mod enjoyable! Playing with vanilla OST can be nice sometimes for me also.
Yeah, you're definitely right.
I literally took your advice and actually deleted TEOD mod from my computer and currently, it's just your mod's 1.0.0 and beta version of it cuz both are awesome.
I'm also surprised about your come back sooner or later as we hopefully can see how this mod can actually improve. (Tho I really wish we could've had a Russia as a faction, just like TEOD but it's still great)
The AI on your mod is so great already, I mean on TEOD, the Medium AI difficulty was actually your Hard AI difficulty when I uninstalled it & then installed your mod.
I hope the AI remains the same as it is now and hoping to see you continuing this mod with more content, tho you're not forced & rushed to it so, always take your time!
Best wishes! ;)
playing around 3 matches. got a serious error
random clicking enemy units. got a serious error
welcome to the c&c zero hour lore
That is definitely a problem. Which mod version (moddb/gen launcher) are you playing and what mod settings?
If it's Gen Launcher, I've heard sometimes it fails to properly load the scripts for some reason though I've never extensively tested it myself.
For Moddb version, I recommend using HD cameo, FHD UI and vanilla texture quality for max stability and save when buttons start acting funny.
Is there any hope to get the ability to play the campaigns with this mod? They were sadly greyed out for me when I tried, and there wasn't an addon to allow that listed.
Original campaign most likely won't work well without some modification so I disabled the option as I didn't test any of them. iirc someone tried it and surprisingly, they said they were able to play most of them.
i am having som tropel. after i downloaded this mode fruge genlancter it semmes to have left a mark on my normal genrals ZH. and i am now stuck with UI buttons from Enhansed wereson. this is a problem cose now som buttons are invsebol and the champain buttons are shot down. meaing i can.t play the champain eny more
It's out of my domain. You should report the issue for the Gen Launcher dev.