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Command & Conquer Generals NextGen Fork

Contributors

  • jmarshall23
  • Andrew-2E128
  • Disarray(x64 support great work!).

New Features

  • Quake style console(open/close via the ` key)
  • C++ 20 support(thanks Andrew-2E128!)
  • 30/60hz client/server framerate unlock and decoupling with new interpolation code for smoother gameplay at unlocked framerates.
  • D3D12 support
  • MSAA 4x support
  • Widescreen support
  • Visual Studio 2022 support
  • Memory crash fixes
  • ImGui support
  • x64 support

Cvars

-- com_showfps 0/1 - toggles showfps screen

Console Commands

  • debugwindow -- opens script debug window
  • particleeditor -- opens the particle editor
  • map mapname.map -- opens a map
  • disconnect -- disconnects from a game
  • spawn objectname -- spawns a object from a ini file.
  • quit -- quits the game

Compiling with Visual Studio 2022

  1. Make sure MFC is installed.
  2. Either build the RTS or WorldBuild project – doing so will build everything you need.

(Optional) Compiling the 3DS Max Plugin

  • Requires a copy of the 3DS Max 4.x SDK, placed in Code\Libraries\max4sdk.
  • The SDK is available from maxsdk.zip on the 3DS Max CD.

(Note: The Max plugin is not required to run the game.)


Running the Game

  • The game now supports loading loose files for easier modding.
  • To distribute or ship your mod, package your loose files into a .big file.
  • If you'd like to unpack existing .big files, download a big extractor and extract all .big files into the game folder (extract patch files last).
  • After extraction, you can safely delete the original .big files.

Enjoy modding and playing Command & Conquer Generals NextGen Fork!

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Command and Conquer: Generals - Zero Hour

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  • C++ 73.6%
  • C 20.7%
  • Roff 1.8%
  • Makefile 1.0%
  • PostScript 0.7%
  • Shell 0.6%
  • Other 1.6%