The End Of Days is a freeware modification for Command & Conquer: Generals Zero Hour. Our mod adds a new playable faction - Russia, and greatly improves the original three with new units, structures and special powers!
Old model comparison: Moddb.com
Coming up in version 0.98.
Awesome~~~
lookin good
Really nice!Will it replace the BMP for RUS heavy assault?
Nothing changes from previous version.
so only texture changes for units and bugfixes?
If you ask about next big version - 0.98, not only. We are planning a lot of changes, but the units will be 90% same stats and roles as now.
will the 0.98 contain the navies or will we have to wait until 1.00?
Navy will be done last, or maybe won't be done at all, due to many reasons. Only time will tell
If you are worried about realism, the game was never meant to be 100% realistic. Look at the airfield, the runway is just a bit longer than the topol m when it should be much longer, specially for bombers, but nobody really cares. I implemented buttons for kuznetsov, sovremenny, typhoon and the hovercraft in one of the old versions of the mod and they performed quite well :)
It's not about that, but about ships that are reaching the shore and even step on it with half of it's body. This is really frustrating visually for me...
Do you have good experience with INI codding ?
If so maybe you can join our team and helping me?
BR
Alexi I'm having the same issues. That and the ships clipping thru bridges and obstacles... And each other. I was told thru several sources on here and on Discord it's a hardcoded limitation of the GZH version of SAGE and that they didn't implement any proper collision detection parameters for BOAT KindOf's or anything with WATER in the locomotor settings.
That's true and IDK how I can make it work. That's why I'm leaving it for the last development process so I don't have to loose time in something that might not work.
Sorry for the late reply, I could have a look once the source code becomes available, maybe a partial although dodgy solution could be to increase the collision size of boats (i assume this is invisible). I am suggesting this since boats only partially sink into the land, so there must be something that prevents them from fully getting into land. Anyway I am not a CNC expert as im currently involved with Star Wars jedi Academy which uses C and C++
An even easier solution is to create dedicated maps for the navy as it was originally done in ROTR, i have tested the 8 players hostile horizons navy map with your mod and since the ships are always far away in the middle of the ocean, i dont have any major concerns, the solution is for the ships to have a long shooting range so they dont need to approach the shores combined with large navy maps.
Yeah I even tried painting impassable areas on the shorelines and under low bridges in my test maps using the paint passable/impassable terrain tool in WB but it made no difference whatsoever. Definitely hardcoded. (or lack of)
I have succeed with collision detection. It works but this makes new pathfind problem, that cause strong engine lags when you trying to send the ship at landscape. So not only collision problem must be solved.
by the way the pleasure gained from firing 16 bulava missiles with the typhoon submarine or launching a few pak-fa from the kuznetsov carrier 8in the old TEOD versions outweights any of the mentioned issues