[HN Gopher] EA Open Sources Command and Conquer: Red Alert
       ___________________________________________________________________
        
       EA Open Sources Command and Conquer: Red Alert
        
       Author : Klaster_1
       Score  : 611 points
       Date   : 2025-02-27 18:42 UTC (4 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | HelloUsername wrote:
       | Red Alert: https://github.com/electronicarts/CnC_Red_Alert
       | 
       | Tiberian Dawn:
       | https://github.com/electronicarts/CnC_Tiberian_Dawn
       | 
       | Renegade: https://github.com/electronicarts/CnC_Renegade
       | 
       | Generals Zero Hour:
       | https://github.com/electronicarts/CnC_Generals_Zero_Hour
       | 
       | EA post: https://www.ea.com/games/command-and-conquer/command-
       | and-con...
       | 
       | Reddit post:
       | https://www.reddit.com/r/commandandconquer/comments/1izmpmb
       | 
       | (Deleted Reddit post:
       | https://www.reddit.com/r/commandandconquer/comments/1izmml4/)
        
         | adenta wrote:
         | praying for Red Alert 2
        
           | BuildTheRobots wrote:
           | Slightly odd (age wise) Generals got open sourced before RA2.
           | I wonder why?
        
             | apetresc wrote:
             | It is apparently the case that the original source for
             | Tiberian Sun and RA2 has been lost; EA doesn't have it.
             | There's been rumours to that effect for a while.
        
               | BuyMyBitcoins wrote:
               | To acquire the source code we must first obtain the
               | Tacitus.
        
               | blibble wrote:
               | dead and back commander, dead and back
               | 
               | I did very much enjoy the Firestorm expansion story line
               | 
               | roughly: a rogue AI (CABAL) betraying the world to try
               | and achieve its genocidal master (Kane)'s goals
               | 
               | then because you can't operate your army without an AI,
               | you steal the enemy's (non-crazy) AI and turn it evil
               | 
               | one particularly memorable cheesy cutscene:
               | https://www.youtube.com/watch?v=qEjtiACglSE
               | General: CABAL is too dangerous and must be deactivated
               | CABAL: No Generals, I will not allow it. My survival is
               | paramount.              (AI instructs its cyborgs begin
               | the coup)              CABAL: IT IS MY WORLD NOW! LISTEN
               | TO THE SOUNDS OF YOUR OWN EXTINCTION, HUMAN
               | 
               | I wonder if Altman played it...
        
               | evanjrowley wrote:
               | Thanks for the insight. I was wondering the same thing.
        
               | iamacyborg wrote:
               | Damn, Tiberian Sun was my favourite in that series
        
               | hammock wrote:
               | I was always trying to use the god mode and make a
               | subterranean schoolbus in that game. Could never get it
               | to work. Is it because it didn't have sprites for it, or
               | what?
        
           | t-writescode wrote:
           | Honestly, I wouldn't be too sad about them remaking RA2 and
           | giving us easy-to-use online play. I wonder if that's why
           | there's a delay - there's likely a *lot* of love for RA2
        
             | BuildTheRobots wrote:
             | Have a look at Mental Omega, a quite over the top RA2
             | Yuri's Revenge mod that makes it easy to play on modern
             | windows, play online and also adds a tonne of extra content
             | should you want it.
             | 
             | https://mentalomega.com/
        
             | Already__Taken wrote:
             | There's a patched dll around that replaces IPX for TCP.
             | 
             | Turn off ipv6, the lobbies work but not the game when you
             | try to start.
        
           | tomkarho wrote:
           | If that ever happens I would be fascinated to see what the
           | folks who made Mental Omega makes out of it.
        
           | joshuaturner wrote:
           | Apparently the source code for RA2 has been lost (along with
           | Tiberian Sun)
        
         | MortyWaves wrote:
         | So not just one game like the title?
        
           | HelloUsername wrote:
           | Perhaps @dang can change URL to
           | https://www.ea.com/games/command-and-conquer/command-and-
           | con...
        
             | wglb wrote:
             | Best to email hn@ycombinator.com; dang can't possibly read
             | all comments.
        
               | 4ggr0 wrote:
               | wouldn't surprise me if dang is notified when he's
               | mentioned :D
        
               | jolmg wrote:
               | He's not. He's mentioned that.
        
               | adastra22 wrote:
               | It sure seems like he does.
        
         | MisterTea wrote:
         | Holy shit, Renegade. I had struck that from memory. God, I
         | remember trying to play Renegade with my brother and all I can
         | remember was a buggy nightmare. Also having flashbacks of
         | extreme vitriol for gamespy.
        
           | paulryanrogers wrote:
           | It was a fun time at LAN parties. There is a fan remake:
           | https://totemarts.games/games/renegade-x/
        
         | lloeki wrote:
         | Looks like the Tiberian Dawn code is Windows too (so C&C Gold /
         | W95)
         | 
         | I was kind of wishing it was the 1995 DOS version source code!
         | 
         | (also, no Dune 2000)
        
           | evanjrowley wrote:
           | _Emporer: Battle for Dune_ was their first 3D RTS and I
           | personally loved the gameplay, story, and soundtrack. I very
           | much hope it will eventually be open-sourced.
        
             | bayindirh wrote:
             | I can play it back to back for days. It's _so_ enjoyable
             | and unique.
        
           | zenlot wrote:
           | Dune 2000 - countless hours spent! Ah!
        
           | bizrod wrote:
           | There's Dune 2000 assets in the Red Alert repo. I'm not sure
           | how much of it is there. https://github.com/electronicarts/Cn
           | C_Red_Alert/blob/main/CO...
        
         | mizzao wrote:
         | Wow, Renegade? That's amazing. Enjoyed so many hours of flame
         | tank / stealth tank rushes in that game.
         | 
         | Hope someone takes it to the next level with open source.
        
           | svieira wrote:
           | There is a re-implementation from scratch (I believe) here:
           | https://totemarts.games/games/renegade-x/
        
       | anotherhue wrote:
       | EA, I've cursed your name since you smothered Westwood. But thank
       | you for this.
        
         | keyringlight wrote:
         | Louis Castle, co-founder of Westwood tells it a bit differently
         | [0]. From memory after the EA acquisition they stopped doing
         | their edutainment/casual games, which is where they used to
         | nurture their junior developers along with taking on too many
         | major projects because EA gave them the resources to do that.
         | That led to less quality and later Westwood releases (Renegade,
         | Emperor Battle for Dune) suffered.
         | 
         | The podcast also includes details of Westwood's filming setup,
         | which seemed to include motion tracking which would have been
         | interesting in the context of performance capture, but before
         | its time.
         | 
         | [0] - https://www.idlethumbs.net/designernotes/episodes/louis-
         | cast...
        
       | Flimm wrote:
       | Nice! Now this piece of video game history can be better shared
       | and preserved. Does this repo include the artistic assists, or
       | does it include the code only?
        
         | ratmice wrote:
         | I think this qualifies as art.
         | 
         | char insert_string1[]={"\n\r;\n\r"}; char
         | insert_string2[]={";For some reason, inserting these lines
         | makes it assemble correctly\n\r"};
        
           | inetknght wrote:
           | Oh boy when I see stuff like that in _modern_ code, I start
           | looking for undefined behavior occurring elsewhere in the
           | same or dependent translation units...
        
             | dwattttt wrote:
             | Normally I'd totally agree, but looking closely, that's a
             | _comment_. If it is a load bearing comment, we're looking
             | at an assembler bug there.
             | 
             | EDIT: Looking more closely, it's less absurd than this. The
             | comment is referring to directives on the next lines that
             | have an impact, rather than itself.
        
         | bangaladore wrote:
         | > To use the compiled binaries, you must own the game.
         | 
         | I take that as buy the game to get the assets.
        
       | nicce wrote:
       | > To use the compiled binaries, you must own the game.
       | 
       | > This repository and its contents are licensed under the GPL v3
       | license, with additional terms applied. Please see LICENSE.md for
       | details.
       | 
       | It does not sound open-source to me...
        
         | josephcsible wrote:
         | I think they just mean that for the game to work, you'll need
         | art assets, etc. from the original game that aren't part of the
         | code they open-sourced. I don't think it's a licensing
         | restriction. (And even if it were, they released it under the
         | GPLv3, which says "If the Program as you received it, or any
         | part of it, contains a notice stating that it is governed by
         | this License along with a term that is a further restriction,
         | you may remove that term.", so you could just ignore it.)
        
           | nicce wrote:
           | It certainly sounds like all you need is in the repository,
           | and the usage of the resulting binaries are still restricted.
           | Whether they find assets correctly or not correctly should
           | not matter, if they are somewhere else.
        
             | Macha wrote:
             | > the usage of the resulting binaries are still restricted
             | 
             | To use the binaries, you need the game assets. The only
             | legal way to acquire the game assets is to own the game, as
             | EA have not included them in this release.
             | 
             | This is less a licensing issue, but stating the real
             | limitations, that EA aren't volunteering to do the leg work
             | to remove. Which is fine.
        
               | nicce wrote:
               | You could word it differently. Why not mention it?
               | 
               | It is separate problem if runtime assets are missing and
               | the game is not actually a game without them or gives an
               | error message. Let's also assume that you can bypass DX
               | dependencies with other means.
               | 
               | The current wording sounds like binaries are always
               | proprietary, no matter what.
        
               | worldsayshi wrote:
               | Where are the assets for openra coming from? I guess
               | those could be used in a fork of this?
        
               | amlib wrote:
               | I'm pretty sure they get their assets from the freeware
               | release
        
         | oniony wrote:
         | The additional terms are under term 7 of the GPLv3, so --
         | assuming they're valid -- would still render this open-source.
        
         | jsheard wrote:
         | It's the same model as the idTech GPL releases - the code is
         | open source, the rest of the game is not. To legally play the
         | original game or a modified version of it then you'll still
         | need to buy it for the assets, but there's nothing stopping you
         | from _only_ taking the code and building a brand new game on it
         | like various studios have done with idTech (e.g. Selaco and
         | Wrath: Aeon of Ruin).
        
           | ryandrake wrote:
           | Yea, this seems -fine- to me. Even if they had to rip out
           | some third-party licensed code that they couldn't open
           | source[1], to the point where the game wouldn't even compile!
           | Some code is always better than no code. The open source
           | community can/will fill in any gaps.
           | 
           | 1: Which seems to be the case here. To fully compile, you
           | need:
           | 
           | DirectX 5 SDK, DirectX Media 5.1 SDK, Greenleaf
           | Communications Library (GCL), and Human Machine Interface
           | (HMI) "Sound Operating System" (SOS), or disable the code
           | that calls into them.
        
         | dubcanada wrote:
         | Does open-source mean it's free? I don't think that is what it
         | means, it just means the source is open, viewable, and you are
         | free to use it as per the licensing.
        
           | nicce wrote:
           | Yes, it actually means that.
           | 
           | https://opensource.org/osd
        
           | Flimm wrote:
           | If it's open source, people are free to redistribute it.
           | Copies of open source software can be sold for money, but
           | open source licenses allow redistributing the software for
           | free. In practise, that means most people won't buy the open
           | source software from a seller, they will choose instead to
           | get a copy from someone who is willing to redistribute it
           | free of charge.
        
         | Macha wrote:
         | I mean, it sounds like the Red Alert code is available under
         | GPLv3 (plus some additional "we want to be very clear, this
         | doesn't cover the trademark" terms tacked on), but you can't
         | build it without DX5, which gets compiled into the binary,
         | thereby making the binary non-free. Someone could port it from
         | DX5, GCL, and HMI and produce something that builds as GPL.
         | 
         | The other part is it doesn't include the game assets or usable
         | replacements, much like OpenRA, or OpenTTD for the first half
         | of its life.
         | 
         | I'm not going to fault EA too much for this approach,
         | particularly if it paves the way to open sourcing e.g. EOL MMOs
         | and the like if game devs don't feel the obligation to port
         | away from all the commercial libraries. I've seen game devs who
         | I genuinely believe on this say things to the effect of "Oh
         | yeah, we'd totally open source dead game X, except we'd have to
         | port it away from Bink and Havok and XYZ, and we don't have the
         | time to do that for 0 revenue"
        
           | nicce wrote:
           | That sounds reasonable, but they could have worded it
           | differently.
           | 
           | They first statement about DX:
           | 
           | > or write new replacements (or remove the code using them
           | entirely) for the following libraries;
           | 
           | But, they say that binary is proprietary regardless, no
           | conditions. So it is very difficult to say.
           | 
           | If the code compiles without assets (no mention about them,
           | it sounds like it should compile), then the resulting binary
           | should be free to use. Missing runtime assets are different
           | problem, and separate from the binary usage permissions.
        
           | lloeki wrote:
           | OpenRA doesn't ship with the assets+ for Tiberian Dawn, Red
           | Alert, and Dune 2000 but they're downloadable straight from
           | the UI as they were made officially available by EA/Westwood.
           | 
           | + Without the music and cutscenes. If you want that you need
           | original discs or other dematerialized versions.
        
         | AdmiralAsshat wrote:
         | It's realistically the best-case scenario we can hope for in
         | most cases. If you want all old games to be FREE, then, fine,
         | this won't make you happy. But for those of us who are just
         | happy to be able to play the ancient PC games from our youth on
         | modern systems, and are willing to PAY for it, this kind of
         | license separates the engine from the assets, and effectively
         | requires you to prove that you have bought the game by
         | supplying the assets. But then you can do whatever you want
         | with it to get it running on your favorite Linux distro, etc.
         | 
         | I am personally not opposed to this. It worked for Doom.
        
       | ageitgey wrote:
       | Who's going to be the hero that builds a modern update of C&C
       | Generals/Zero Hour with 4k rendering, raytracing, etc?
        
         | theandrewbailey wrote:
         | I'd settle for a native Linux build.
        
           | tete wrote:
           | Would be nice. But they all work just fine with wine and/or
           | proton.
        
             | insane_dreamer wrote:
             | I haven't tried wine in ~15 years, but it was pretty
             | useless for gaming back then. Has it much improved?
        
               | Sesse__ wrote:
               | Basically the entire premise of the Steam Deck is built
               | on WINE (via a Valve-developed fork, Proton).
        
               | sho_hn wrote:
               | Noting that Proton is regularly rebased on upstream, and
               | Valve is contracting CodeWeavers, the same company which
               | employs many core Wine contributors.
               | 
               | Fork is certainly technically the correct word, but
               | "distribution" might give more the right impression.
        
               | khedoros1 wrote:
               | When someone releases a game in a Windows version and a
               | Linux version, the current Wine-based compatibility
               | layers mean that the Windows one is more likely to run
               | without issue than the native binary is.
               | 
               | I built a Linux gaming desktop 5 years ago. The only
               | thing that regularly causes more than minor issues is
               | that many online games use incompatible anticheat
               | technology. I pretty much play exclusively single-player
               | games on PC, so it hasn't been a practical issue for me.
        
               | Rebelgecko wrote:
               | It's pretty awesome. Some of the compatibility layers
               | built on Wine (Valve's Proton/Codeweavers
               | Crossover/Whisky) are _almost_ plug and play. With Steam
               | on Linux, a lot of games work seamlessly. I 've only ran
               | into trouble with very new games and multiplayer games
               | with invasive anti-cheat that freaks out when they're
               | running in an environment that doesn't look like a normal
               | windows install
               | 
               | The performance hit is surprisingly low. It's not rare
               | for the windows binary to run better on linux than the
               | native one (when it's an option)
        
           | gatane wrote:
           | There was a reverse engineering one, and openRA.
           | 
           | https://github.com/TheAssemblyArmada/Vanilla-Conquer
        
         | harshreality wrote:
         | Converting the assets to use the Spring engine (or
         | BeyondAllReason's active fork of it) is probably easier than
         | writing a new engine from scratch for the existing assets. And
         | then it'll feel like BAR but with C&C's assets. The UI is what
         | gives the game most of its feel.
        
           | SXX wrote:
           | C&C Generals plays completely different compared to Total
           | Annihilation like games with streaming economy that Spring
           | was built for. I like both subgenres of RTS, but they are
           | very different.
        
         | invalidOrTaken wrote:
         | There's a mod for RA3 that re-implements Generals:
         | https://www.moddb.com/mods/command-and-conquer-generals-evol...
        
         | rco8786 wrote:
         | You might check out https://www.openra.net/
        
           | cogman10 wrote:
           | That's RA. Generals was a different game engine.
        
         | blashyrk wrote:
         | Even more importantly, running at 60+fps while not breaking
         | gameplay, physics, shaders, cutscenes...
        
       | LorenDB wrote:
       | According to some research I did a few years back, EA currently
       | owns the rights to Full Tilt! Pinball, which is what 3D Pinball
       | Space Cadet was based on.
       | 
       | EA, if you have a single shred of decency, open source Pinball!
        
         | Macha wrote:
         | From what I've heard from videos by Microsoft devs on why it
         | was dropped between XP and Vista, the source code is obtuse and
         | very difficult to port/work on.
        
           | theandrewbailey wrote:
           | Microsoft devs also claimed that making cmd faster would
           | require years of research, but someone did that in a weekend
           | by making it run on a GPU. I'm sure there's someone out there
           | that would solve every problem Space Cadet has within a week,
           | just for fun.
        
             | jimnotgym wrote:
             | I'm sure there are lots of large groups of devs who are
             | undone by an upstart kid with a fresh perspective and no
             | fear
        
           | oynqr wrote:
           | Why don't you check for yourself:
           | https://github.com/k4zmu2a/SpaceCadetPinball
        
           | 6SixTy wrote:
           | Thing that's hard to communicate is that Vista was moving
           | away from how older versions of Windows rendered their
           | desktop and past art styles. With Pinball originally from
           | Windows 95, porting it to leverage Vista's new graphics
           | paradigm on top of the artstyle was probably too much work
           | for a pack in game.
           | 
           | Though I do wish they contracted out a clone of Pinball
           | instead of Purble Place.
        
           | johnfernow wrote:
           | It may have been at one point, but since then it has been
           | decompiled and ported to many platforms:
           | 
           | - PS Vita
           | 
           | - Emscripten
           | 
           | - Nintendo Switch
           | 
           | - webOS TV
           | 
           | - Android (WIP)
           | 
           | - Nintendo Wii
           | 
           | - Nintendo 3DS
           | 
           | - Nintendo DS
           | 
           | - Nintendo Wii U
           | 
           | - PlayStation 2
           | 
           | - Sega Dreamcast
           | 
           | - MorphOS
           | 
           | - AmigaOS 4
           | 
           | https://github.com/k4zmu2a/SpaceCadetPinball
        
         | mananaysiempre wrote:
         | > EA, if you have a single shred of decency
         | 
         | That's... I mean, I hesitate to comment on that under this
         | particular post, but... yeah.
        
       | boomboomsubban wrote:
       | The complete C&C bundle with all open sourced games and several
       | others is currently $6 on Steam, if you need the art assets
       | https://store.steampowered.com/bundle/39394/Command__Conquer...
       | 
       | Hopefully this causes a sales spike and encourages other
       | developers to do similar things.
        
         | nottorp wrote:
         | Hmm there's also a c&c remastered bundle.
         | 
         | Anyone knows if either of them includes stuff that requires an
         | EA account?
        
           | sumtechguy wrote:
           | The remastered bundle does not need it.
        
             | nottorp wrote:
             | Well I hope you're right, I just bought both bundles.
             | 
             | This is the first time I give money to EA since Mass Effect
             | 2* :)
             | 
             | * Technically i also paid for the Mass Effect collection
             | for playstation, because Sony doesn't allow them to require
             | a login on there. But it's the first time for a PC title
             | since ME 2.
        
               | gimme_treefiddy wrote:
               | Damn looks like remastered one doesn't have the Zero Hour
               | version in it.
        
         | mclau156 wrote:
         | We had to wait for a team of github users to reverse engineer
         | Legend of Zelda Ocarina of Time before Nintendo would do
         | anything about it
        
       | modeless wrote:
       | The complete game was released as freeware by EA over 15 years
       | ago. It was freely available for download from EA's servers for
       | many years and has been redistributed by many third party sites
       | as well. So getting the art and other assets to use with this
       | code should be no problem.
       | 
       | https://web.archive.org/web/20100214144634/http://www.comman...
        
       | hd4 wrote:
       | I think this marks the first time EA have open-sourced a
       | videogame, a welcome development.
        
         | Macha wrote:
         | That would have been Micropolis in 2008, I think (better known
         | as Simcity, the open source release was renamed to be super
         | clear it doesn't include the trademark)
        
       | tete wrote:
       | This is really nice and positively surprising for EA. While the
       | RTSs are amazing I think Command and Conquer Renegade is one of
       | the most fun games ever made as well.
       | 
       | https://github.com/electronicarts/CnC_Renegade
       | 
       | What these people did is really amazing:
       | 
       | https://w3dhub.com/
        
       | tomw1808 wrote:
       | I am speechless.
       | 
       | The most vile gaming company I know. The most beloved game I ever
       | played.
       | 
       | Now, Open source ... from them? How? Why? Marketing gag or a step
       | in the right direction?
       | 
       | But then, OpenRA has existed for a while - does that mean its
       | getting even better?
       | 
       | Where is this going?
        
         | Macha wrote:
         | The official stated reason is to make life easier for modders,
         | for the steam workshop mods in their latest releases.
        
         | sho_hn wrote:
         | EA and Open Source isn't completely alien. Their C++ standard
         | library EASTL was open sourced long ago and is a historically
         | quite important and influential codebase in the history of
         | C++'s evolution.
         | 
         | They've also open sourced and patent-pledged a bunch of gaming-
         | relatee accessibility tech over the years.
         | 
         | And of course Micropolis/SimCity.
         | 
         | My advice is to celebrate the successes of large corporates in
         | this regard very hard and often - this provides backup to the
         | champions on the inside.
        
       | newsclues wrote:
       | great news, thanks to id software for leading the way!
        
       | tosh wrote:
       | Related: If you like the old Command and Conquer classics, give
       | Combined Arms a try.
       | 
       | https://www.moddb.com/mods/command-conquer-combined-arms
        
       | Starlevel004 wrote:
       | // Homework for today.  Write 2000 words reconciling "Your code
       | must never crash" with "Intentionally putting crashes in the
       | code".  Fucktard.         //   DEBUG_CRASH(( "xferScienceVec -
       | vector is not empty, but should be\n" ));         //
       | 
       | https://github.com/electronicarts/CnC_Generals_Zero_Hour/blo...
        
         | jsheard wrote:
         | // Lets discuss how Windows is a flaming pile of poo. I'm now
         | casting the header       // directly into the structure,
         | because its the one I want, and this is just how       // its
         | done. I hate Windows. - jkmcd
         | 
         | https://github.com/electronicarts/CnC_Generals_Zero_Hour/blo...
        
           | poizan42 wrote:
           | ... because they just casted lParam into a pointer to
           | DEV_BROADCAST_HDR a few lines above, which is the common part
           | of the different structure it could point to. That's just
           | doing inheritance the C way. What did they expect? A C++
           | class from a C api?
        
         | inetknght wrote:
         | EA game devs cursing each other out? Internal company drama
         | being aired out years later? Oh boy!
        
           | cluckindan wrote:
           | *Westwood
        
         | stnmtn wrote:
         | This one made me laugh, mostly because the variable names are
         | so dumb
         | 
         | // our RNG is basically shit -- horribly nonrandom at the start
         | of the sequence.
         | 
         | // get a few values at random to get rid of the dreck.
         | 
         | // there's no mathematical basis for this, but empirically, it
         | helps a lot.
         | 
         | UnsignedInt silly = GetGameLogicRandomSeed() % 7;
         | 
         | for (Int poo = 0; poo < silly; ++poo)
         | 
         | {
         | 
         | GameLogicRandomValue(0, 1); // ignore result
         | 
         | }
        
           | anal_reactor wrote:
           | I spent some time browing curiosities about old games, and
           | what strikes me is that the code sometimes was quite
           | personal. You could see the joy, the anger, the
           | disappointment, the satisfaction. Nowadays it would never fly
           | to name a variable "poo", you need to stay professional at
           | all times.
        
             | herewulf wrote:
             | Nowadays it just depends on how shitty your job is.
        
             | lofaszvanitt wrote:
             | says who?
        
         | moffkalast wrote:
         | Game code comments are always the most entertaining :D
         | 
         | https://en.wikipedia.org/wiki/Fast_inverse_square_root#Overv...
        
       | jklinger410 wrote:
       | This makes sense because OpenRA was doing so well!
        
       | kennysoona wrote:
       | This is some very welcome and surprisingly, good news which has
       | been really, really, lacking this year.
        
       | sho_hn wrote:
       | This is very cool. It should be done a lot more often for old
       | games. Whoever pulled this off at EA Games, you did a great thing
       | for art and culture, and chapeau for pulling it off at a big
       | corp.
        
       | grayhatter wrote:
       | OpenRA did it better :D
       | 
       | If you haven't seen it yet https://www.openra.net/ is worth your
       | time.
       | 
       | https://github.com/OpenRA/OpenRA
       | 
       | I have many fond memories of playing openra as "LAN" game on the
       | gaming weekends we used to have in a few open source groups I've
       | been in. I can't recommend "saturday gaming" enough, for anyone
       | involved in any foss community, set up a recurring gaming
       | weekend! You get bonus points if you make it mostly or
       | exclusively foss games!
        
       | bee_rider wrote:
       | I only glanced at the code in ANIM.CPP but for a C++ program from
       | 1997 it looks kinda nice, right? The methods are all short, with
       | some descriptive comments at the top of each one. Inputs and
       | outputs described. Nice index at the top of the file.
       | 
       | I've seen worse!
        
         | pcwalton wrote:
         | Yeah, I was looking at infantry.cpp, and the quality is
         | actually _very_ good for 90s game code. The documentation is
         | good, it 's decently well-formatted, and there are assertions.
         | Nice counterexample to the "all successful games have terrible
         | code" conventional wisdom.
        
       | zamubafoo wrote:
       | Shame they'll never do it for Warcraft 3 with the remaster still
       | around.
        
       | SXX wrote:
       | Whoever pushed for this at EA - my deepest respect is with you!
       | 
       | Original C&C was rewritten from scratch long ago, but open source
       | version of Zero Hour is such an amazing gift.
       | 
       | PS: if you want to send respects to the person who did it you can
       | do it on Linkedin:
       | 
       | https://www.linkedin.com/posts/jim-vessella-62726825_from-th...
        
         | pizzathyme wrote:
         | Agreed. Internally at companies like this, it's extremely
         | difficult to get something like this approved. This is the
         | result of a lot of meetings, a lot of "no"'s, a lot of legal
         | approvals.
        
           | SXX wrote:
           | Let's be honest I can't view this anything other than miracle
           | that was delivered to us by some very dedicated people who
           | likely pushed this for years.
           | 
           | I hope there will be more people and companies within
           | industry making similar moves. It's will both increase their
           | sales as well as allow fans to keep their favorite games
           | alive.
        
       | rgbrgb wrote:
       | Would be cool to jump in the codebase here with claude code and
       | start riffing. Anyone get this or the others to compile on a mac?
        
       | Angostura wrote:
       | No sign of the Ma version :(
        
       | colechristensen wrote:
       | 25 or 30 years would be a good amount of time for software
       | copyright to expire.
       | 
       | It would be fantastic if there was a way (somewhat like patents)
       | where IP protection could be linked up with publishing materials
       | so that in order to get the law to protect your software from
       | copying, you had to have it published at the end of the
       | protection period. (like on release you had to store the source
       | code at the library of congress or something)
        
         | aflag wrote:
         | Even if it expires after 30 years, if the company doesn't
         | publish the source code, what good does it do?
        
           | jimnotgym wrote:
           | Perhaps to get the copyright you should put the code in
           | escrow? Not really, it costs a fortune
        
             | colechristensen wrote:
             | This is exactly what I meant though, put the code in a
             | private third party library in order to gain IP protection.
        
       | giancarlostoro wrote:
       | Who can we bribe at Microsoft to get Fallout 1 / 2 source code
       | released? Would be really interesting when you consider that FO2
       | has online modding, so it would allow for so much craziness to
       | ensue out of FO2...
        
         | SXX wrote:
         | Fallout 1 and 2 were rewritten from scratch more than twice
         | already.
         | 
         | Several times as clone game engine with most popular being
         | falltergeist:
         | 
         | https://github.com/falltergeist/falltergeist
         | 
         | Second time as MMO client-server tech:
         | 
         | https://github.com/cvet/fonline
         | 
         | FOnline for sure use nothing of original game except for
         | assets.
         | 
         | PS: So yeah source code of fallout wouldn't be of any use
         | really except for historical archive.
        
       | amacneil wrote:
       | That's nice, but who is working on porting this to the typescript
       | type checker?
        
       | walrus01 wrote:
       | I wonder if the current owners will ever consider open sourcing
       | Supreme Commander, the spiritual successor to Total Annihilation.
       | 
       | https://en.wikipedia.org/wiki/Supreme_Commander_(video_game)
        
         | SXX wrote:
         | Might be you actually interested to work on that code?
         | 
         | I do personally know some of main developers and they know who
         | owns the IP, but to push something like that it will take some
         | resources unfortunately. So might be if some people get
         | together on this it's could be done.
         | 
         | It's wouldn't cost some immense amount of money, but it will
         | certainly cost some. At least I pretty sure that source code
         | for the games is not lost.
        
           | walrus01 wrote:
           | I wouldn't be the guy to work on the code, not being a game
           | developer or even adjacent to it. I work in ISP/telecom core
           | network infrastructure, so would be happy to help out with
           | questions on stuff like DIYing a set of self-hosted servers
           | for a revival of the game.
        
             | SXX wrote:
             | Don't you know? Multiplayer for SupCom is alive and well
             | with FAForever:
             | 
             | https://www.faforever.com/
             | 
             | They also have patches, but they obviously limited since
             | it's all just patching memory.
        
               | walrus01 wrote:
               | Yes I'm aware it exists, was thinking more of what
               | theoretical infrastructure might be needed if the full
               | art assets/code/etc for the final release of Forged
               | Alliance was open sourced and further built upon. My
               | understanding is that FA Forever is a group of people
               | who've implemented a server replacement since the
               | officially-hosted multiplayer servers went offline some
               | time in 2012.
        
         | russnewcomer wrote:
         | It's Wargaming who owns the IP and assets, and I doubt they
         | release them, if they even have them. DrDeath or Mavor might
         | have copies, but neither of them would likely release them.
         | 
         | Similarly, TA's source code never got released, and while
         | Spring is great and ArmoredFish made good progress with RWE, I
         | wish that code hadn't gotten lost either.
        
       | ww520 wrote:
       | We used to waste so much time on this in the lan party.
        
       | arduanika wrote:
       | Finally, EA does the optimal thing to benefit all humanity!
        
       | iancmceachern wrote:
       | Great memories, playing these when they came out against my crew.
        
       | tomaytotomato wrote:
       | "Compiling"
       | 
       | "Cannot compile, building in progress"
        
       | klaussilveira wrote:
       | > If you wish to rebuild the source code and tools successfully
       | you will need to find or write new replacements (or remove the
       | code using them entirely) for the following libraries;
       | 
       | Take the hint, Valve. And Epic (UT99). Having third-party code is
       | not an excuse.
        
       | InitEnabler wrote:
       | I'll just leave this here.
       | 
       | https://youtu.be/niZpcdp2v34
        
       | punnerud wrote:
       | How hard would it be to convert this so it could run in the
       | browser using WebAssembly?
        
       | binary132 wrote:
       | The comments on the Red Alert sources are so detailed. This is
       | awesome. Major props to EA!
        
       | 1970-01-01 wrote:
       | I guess this is as close to public domain that software can be
       | until the 2070s. Functionally no different to use, but you are
       | not allowed to make any money selling it.
        
       | astrostl wrote:
       | Best game intro [1] ever IMO. Fun story, compact length, epic
       | soundtrack ("Hell March"). They did that in 1996 and nothing
       | since has even come close for me.
       | 
       | Had a ton of fun with the game itself, too.
       | 
       | 1: https://www.youtube.com/watch?v=lJnMaTx4yjI
        
       | mhotchen wrote:
       | Christ:
       | https://github.com/electronicarts/CnC_Red_Alert/blob/main/CO...
        
       | icemelt8 wrote:
       | As a React developer, how does one even compile something like
       | this
        
       | liamkearney wrote:
       | Curious. Can anyone tell me if it's windows thing, specific
       | filesystem thing, source control system thing or just a style
       | thing, naming all files and directories in caps?
        
         | abanana wrote:
         | It came out not long after Windows 95, so it will have
         | supported earlier versions of Windows, which had the 8.3
         | character all-caps filename limitation.
        
       | joquarky wrote:
       | I wish they would release all the code and assets used to make
       | Earth & Beyond.
        
       | Zardoz84 wrote:
       | now, if they open source Red Alert 2 engine ... That was a
       | masterpiece of using voxels
        
       | nntwozz wrote:
       | Good job, now open source Dark Age of Camelot.
       | 
       | Thank you
        
       | hammock wrote:
       | What is the best c&c style game that has been released in the
       | last couple years?
        
       | molave wrote:
       | EA... good?
        
       | lofaszvanitt wrote:
       | How could they neglect this awesome franchise... Just the usual
       | Retardation Arts. Bring everything to the ground, kill the joy
       | these games bring to the masses. Plus they are literally pissing
       | on the early EOA guys' work.
       | 
       | Worst management ever. yuck.
        
       | Sjonny wrote:
       | There are loads of .BAK files as well, and diffing them with the
       | actual file gives you some insight on what they were working on.
       | (Like pre and post Counterstrike addon).
        
       | voidfunc wrote:
       | Wow. Please do SimCity 2000, 3000 and 4 next EA!!
        
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       (page generated 2025-02-27 23:00 UTC)