Salty game dev comments, easier mods are inside Command & Conquer’s source code
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EA doesn’t always treat its classic library with respect, as evidenced by its recent barely touched-up The Sims Legacy Collection. But the folks shepherding Command & Conquer, a vanguard series in the bygone genre of real-time strategy (RTS) games, are seemingly fueled by a different kind of Tiberium.
After releasing a reverential remaster of the first two games in 2020 with 4K upscaling and behind-the-scenes looks at their full-motion video scenes, EA is now opening up the series even more to its fans. Source code for the original C&C, Red Alert, Renegade (the first-person one), and Generals/Zero Hour has been dropped on GitHub. Along with Steam Workshop support for most of the series, that should enable a new generation of mods for the games. Given the extent of the code available, mods could include the kinds of modern updates, like higher and wider resolutions or beefed-up textures and refresh rates, that all good games deserve.
Building and working with this code will not be a plug-and-play affair. The namesake 1995 game and its hugely popular 1996 Red Alert sequel require some older dependencies, like DirectX 5 and the Greenleaf Communications Library (for a full build and tool access) and the Borland Turbo Assembler (TASM 4.0) to compile. Renegade and Generals, however, call for a whole lot more nostalgia: STLport 4.5.3, the SafeDisk API, the GameSpy SDK, the RAD Miles Sound System SDK, and at least eight more.