紅色警戒3mod——將軍進(jìn)化作者最新動態(tài)
? ? ? ? 轉(zhuǎn)眼都過了好幾年了,還以為太監(jiān)了,好在作者最近又有動態(tài)了,還說會在今年2月份發(fā)布新版本的mod。。。希望完成度會高一點(diǎn)。。。
? ? ? ?以下為機(jī)翻(輕微潤色)
? ? ??
C&C將軍進(jìn)化:進(jìn)度報告,發(fā)布日期和不一致
伙計們,又是我,我知道這是個壞兆頭。
發(fā)生了什么嗎?
我就長話短說,我有點(diǎn)睡眠不足,現(xiàn)在又是假期,所以沒必要寫些花言巧語。我和sgor00已經(jīng)在一起工作了幾個月了,最初隱藏在公眾的視線之外,但是越來越多的開放,我們已經(jīng)取得了重大的進(jìn)展,最終發(fā)布了將軍進(jìn)化mod的功能版本。
讓我們來討論一下細(xì)節(jié)。
首先,對不起,讓你們云里霧里很長時間,我一直很忙著處理之間工作,改裝并試圖管理我?guī)缀豕δ艹赡旰髧?yán)重的手術(shù),我也給我的引擎項(xiàng)目來源相當(dāng)多的關(guān)注,因?yàn)橐姹旧硎欠浅=咏业募媛毠ぷ?我沒有換我的工作環(huán)境做創(chuàng)造性的工作?,F(xiàn)在我基本上完成了《半條命》社區(qū),我可以投身于《C&C》社區(qū)了。
不管怎樣,我已經(jīng)有幾個月的空閑時間了,我決定把它們?nèi)揩I(xiàn)給《將軍進(jìn)化》,sgor00也跟著來了,因?yàn)樗且粋€了不起的人,在這一點(diǎn)上完全不聽我的廢話。說實(shí)話,我有點(diǎn)愚蠢的,承諾發(fā)行,從來沒有遵守我的諾言,但是有很多原因,主要的原因之一,我不想讓你們體驗(yàn)簡陋,未完成和損壞的mod。紅色警報3引擎很難處理,不僅像其他引擎一樣,它不允許創(chuàng)造自由,而且引擎本身也受到架構(gòu)限制的困擾,這些限制已經(jīng)威脅到項(xiàng)目的存在好幾年了。《將軍進(jìn)化》是一個巨大的mod,從字面上來說,我和sgor00經(jīng)歷了隨機(jī)資產(chǎn)卸載、地面紋理、界面元素和聲音等行為,這些行為會在地圖加載或比賽結(jié)束時完全從游戲中卸載,導(dǎo)致游戲崩潰。內(nèi)存方面的崩潰也是一個常見的問題,由于工具集相對古老且有限,您無法真正調(diào)試其中的任何一個。
因此,有了新的空閑時間和獻(xiàn)身精神,我把一項(xiàng)任務(wù)擺在面前——完全從頭開始重寫一切:每一行代碼,重新導(dǎo)出和優(yōu)化每一個模型,壓縮每一個紋理和聲音,sgor00還幫助提高了每個草皮紋理的保真度和質(zhì)量,同時保持所有的限制和大小銘記在心,他還設(shè)法不僅重新優(yōu)化了一堆已經(jīng)制作的地圖,而且使他們看起來比以往任何時候都好。我們還對我們?yōu)檫@個mod制作的每一個可能的內(nèi)容進(jìn)行了分類,只取了一些基本的東西,我不得不重寫代碼并重新實(shí)現(xiàn)它們。
這有幫助嗎?
我很高興也很興奮地說-是的,這確實(shí)很有幫助。
不僅mod外觀和運(yùn)行比以前更好,而且這些資產(chǎn)卸貨和崩潰問題就走了,而且所有這些資產(chǎn)卸載和崩潰問題都消失了,我想每周花近幾百個小時花幾個月時間確實(shí)讓人感到驚奇,如果沒有我的支持者,我可能永遠(yuǎn)也不會花很多時間,因此,如果您正在閱讀本文-謝謝,您對我的幫助很大!
下一步是什么呢?
截至目前,我們當(dāng)前的mod構(gòu)建已達(dá)到了前所未有的高度,它仍需要實(shí)現(xiàn)許多功能并進(jìn)行大量改進(jìn),但它們大多是表面級別的東西。我和sgor00正在推動RC2的第一個公測版在2月10日發(fā)布,正好是第一款C&C將軍的生日。是的,我知道之前定的2月1日,非常清楚。
那為什么不現(xiàn)在就發(fā)布呢?
雖然mod相對來說是可玩的,并且比以前有更多的游戲性和潤色-它仍然沒有完成,下面是一個小列表,列出了游戲中的內(nèi)容和仍然缺少的內(nèi)容:
mod里有什么:
-不再隨機(jī)卸載資產(chǎn)。
-性能穩(wěn)定。
-幾乎每個單位的將軍/ZH,這包括全新的額外單位了。
-幾乎所有的建筑。
-幾乎所有的武器,聲音和聲音線。
-新的SkirmishAI,支持所有ZH子陣營。
-視覺特效增強(qiáng)和檢修。
-所有內(nèi)容的構(gòu)建都考慮到了開源。
-社區(qū)地圖和mod支持,大量的WorldBuilder資產(chǎn)。
缺少什么:
-單位能力和升級。
——特殊能力。
——超級武器。
新的武器動畫。
-小規(guī)模戰(zhàn)斗。
——活動地圖。
額外的戰(zhàn)斗地圖。
-額外的視覺特效工作。
對模組的各個方面進(jìn)行全面的潤色
以上的是作者的原話翻譯過來,我輕微潤色了一下。原網(wǎng)址為https://www.moddb.com/mods/command-and-conquer-generals-evolution
以下為作者的原話
C&C Generals Evolution: Progress report, release date and Discord
Hey guys, it's me again, bad omen at this point, I know.
What's up?
I'll be very brief, I'm a bit sleep deprived and it's holidays, so there's no point in fancy writing. Me and sgor00 have been working in unison for a few months now, initially hiding from public eye, but opening up more and more, we've made major strides towards finally releasing functional version of Generals Evolution mod.
Let's get into details.
First of all, sorry for keeping you all in the dark for so long, I've been very busy trying to juggle between my jobs, modding and trying to manage my barely functional adult life after getting a serious surgery, I've also been giving my Source Engine projects quite a lot of attention, because engine itself is quite close to my part time job where I don't have to switch my working environments to do creative work. Now that I'm mostly finished with Half-Life community I can dedicate myself to C&C Community.
In any event, I've been mostly free for a few months and I've decided to dedicate them?fully?to Generals Evolution, sgor00 also tagged along because he's just an amazing human being and completely inert to my bullshit at this point. Truth be told, I'm a bit of a doofus, promising releases and never keeping my word, but there's plenty of reasons for that, one of the main ones - I?really?don't want you to play janky, unfinished and broken mod. Red Alert 3 engine is very hard to work with, not only it doesn't allow creative freedom like other engines do, but engine itself is plagued by architectural limitations which were threatening project's existence for several years now. Generals Evolution is a huge mod, figuratively and literally, me and sgor00 were experiencing behaviors like random asset unloading, ground textures, interface elements and ever sounds would just completely unload from the game either on map load or match end leading to game crash. Stock standard crashes were also a common issue, and you can't really debug any of them because of how relatively ancient and limited toolset is.
So with new found free time and dedication I've laid a task before me - completely rewrite absolutely everything from the scratch : every line of code, re-export and optimize every model, compress every texture and sound, sgor00 also lend a hand with enhancing fidelity and quality of every sodding texture in the mod while keeping all the limits and sizes in mind, he also managed to not only re-optimize bunch of already made maps, but also make them look better than ever. We've also sorted through every possible piece of content we've ever made for this mod, taking only bare essentials and I had to rewrite code and re-implement them back in.
Did that even help?
I'm both happy and exited to say - yes, that did help, greatly. Not only mod looks and runs better than ever, but also all those asset unloading and crashing issues went away, I suppose spending almost hundred of hours a week for a few months does wonders, I probably could never dedicate this many hours without my supporters, so if you're reading this - thank you,?you made a difference.
So what's next?
As of right now our current mod build is at furthest point we're ever been, it still needs a lot of features implemented and bunch of polish, but they're mostly surface level things. Me and sgor00 are pushing for the release of the?first Public Beta version of RC2 on February 10, right around actual birthday of first C&C Generals game. And yeah, I'm aware of previously set February 1st date, very aware.
So why not release it right now then?
While mod is relatively playable and has more gameplay and polish than it ever had - it's still not finished, here's a small list of what's in the game and what is still missing:
What's in the mod:
- No more random asset unloading.
- Stable performance.
- Almost every unit for Generals/ZH, that includes brand new extra units too.
- Almost every structure.
- Almost every weapon, sound and voice line.
- New SkirmishAI with support for all ZH subfactions.
- VFX enhancement and overhaul.
- Everything is built with being open source in mind.
- Community map and mod support, tons of extra WorldBuilder assets.
What's missing:
- Unit Abilities and Upgrades.
- Special Powers.
- Superweapons.
- New weapon animations.
- SkirmishAI for subfactions.
- Campaign Maps.
- Extra Skirmish Maps.
- Extra VFX Work.
- General polish of every aspect of the mod.
??