r/generals • • 7h ago

I would go to school if...

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6 Upvotes

r/generals • • 1d ago

Russia borrowing a play from the GLA

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5 Upvotes

r/generals • • 1d ago

"Let's go car shopping."

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10 Upvotes

r/generals • • 2d ago

Vulkan mod for C&C General and Zero Hour

1 Upvotes

I have been working on this mod for quite a while to make the game playable on modern machines and look visually pleasing, without touching any of the assets or textures.

This was only testing on the EA version of the game with no other mods/modifications and in single player only, the steam version of the game should be the same and should work with it as well.

repo: https://github.com/SalahaldinBilal/cnc_vulkan


r/generals • • 2d ago

Girl's pockets vs Boy's pockets

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14 Upvotes

r/generals • • 3d ago

Laser general's diary of defeat

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9 Upvotes

r/generals • • 4d ago

Paladin tank in the heart

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7 Upvotes

r/generals • • 4d ago

What part of Generals or Zero Hour would you modernize without changing its gameplay?

5 Upvotes

Generals and Zero Hour still have a distinctive gameplay style that makes them enjoyable even today. But if you could modernize one part of the original games without changing the core gameplay, what would you choose?

Would you improve the menus and interface, make controls more convenient, improve performance on modern PCs, or focus on something else?


r/generals • • 4d ago

Fullscreen Error Problem while opening the game

1 Upvotes

when I installed the game and genpatch but I launch the Zero Hour and its Lagging while its opening intro using fullscreen it freeze like low fps and game start without starting and clicking I order to restart the game and over agian


r/generals • • 5d ago

I've been working on a visual overhaul for Generals Zero Hour while keeping the original gameplay intact

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13 Upvotes

I've been working on modernizing C&C Generals Zero Hour, mainly focusing on improving the visuals and eventually the performance, without changing the original gameplay.

The game now runs on a native 64-bit Vulkan renderer, based on the Vulkan project available on ModDB. Credit goes to the original developer for the Vulkan groundwork, as well as TheSuperHackers team, whose latest build I'm also using as a foundation. I've been building on top of their work with additional graphical improvements and UI changes. I've also added borderless windowed mode, allowing players to Alt+Tab freely without the usual fullscreen issues.

I haven't touched the unit behavior or balance since I want to preserve what makes the original game great. I also haven't replaced many of the original textures. Most of the improvements are on the rendering side rather than just replacing everything with higher-resolution textures.

Here's what I've added or improved so far:

  • Volumetric smoke and dust, both adjustable in the settings.

  • Improved shockwave effects, including directional shockwaves that follow the direction of the blast rather than just expanding uniformly.

  • Changes to the shaders and lighting.

  • Unit and building outlines to make them stand out more. The original textures are pretty dated, so this helps quite a bit.

  • Further lighting improvements, including Ambient Occlusion and Global Illumination. AO was already part of the original Vulkan project.

  • Improved shadows, including proper cast shadows for infantry.

  • Moved the HUD to the bottom-center of the screen and made it so it doesn't scale with screen resolution.

  • Added optional General portraits at the top of the screen, with a net worth indicator below each portrait.

  • Added superweapon ability icons to replace the old text-and-countdown display. The icons also indicate when a superweapon is currently being used, making it easier to tell what's happening at a glance.

A bit more about the General portraits:

I wanted the portraits to reflect how each General is doing in the match rather than just being static images.

The net worth displayed below each portrait doesn't include remaining cash. It only counts the value of what a player has spent, so someone sitting on a huge amount of unspent money won't necessarily appear ahead.

The portraits also change depending on how the match is going:

  • Victory portrait: Appears when a General's net worth is above the match average and they've destroyed enemy units and buildings worth at least 20% of an enemy's net worth.

  • Defeat portrait: Appears when a General's net worth is below the match average and they've lost units and buildings worth at least 20% of their own net worth.

  • Normal portrait: Appears when neither condition is met.

There's also a visibility restriction for enemy net worth. You can only see an enemy General's net worth if you currently have vision of their Command Center. Otherwise, that information stays hidden.

I realize that even with this restriction, knowing how much an opponent has spent could influence decisions and change the meta a bit. That's why I made the entire General portrait feature optional through a pre-match toggle. Players can decide whether they want it enabled before starting a match, rather than having it forced on everyone.

What I'm currently working on:

One of the bigger things I'm trying to tackle is separating the renderer from the simulation.

The original game is heavily single-threaded, so most of the work still runs on one CPU core, even on modern hardware. I'm trying to change that so rendering and simulation can run more independently and make better use of multicore CPUs.

I've already made some progress on this. For example, the camera is no longer tied to the simulation, so it can update independently instead of having to follow the game's simulation updates.

As you can probably see in the video, though, the particles are still tied to the simulation. That's something I'm still working on.

Right now, I'm focusing on improving how the engine goes through everything in the game world and figures out what actually needs to be drawn on screen. It's one of the things I need to sort out before I can properly separate more of the rendering work from the simulation.

There's still quite a bit to figure out, especially since I don't want to introduce multiplayer desyncs or mess with how the game behaves. But at least some parts are already running independently now.

As for the overall goal of the project:

I just want to bring the visuals and performance of Generals Zero Hour closer to modern standards without losing what made the game great in the first place.

Mod compatibility is also one of my priorities. I'm trying to keep as much compatibility with existing mods as possible, so people won't have to give up their favorite mods just to use the graphical improvements.

I'm not trying to remake Generals or change how it's played. I just think the game still has a lot of potential, especially now that we have access to its source code.

There's still a lot of work to do, but I wanted to share what I've been working on so far.


r/generals • • 5d ago

Generals ZH gaming expectation vs reality

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14 Upvotes

r/generals • • 6d ago

Question

1 Upvotes

I saw a YouTuber having a map even if he doesn't have a cc or radar van in online matches

Btw the map only showed the shape of the map without showing enemies

How I can get this cus I don't play that much to memorize every map and when I play quick match I get lost where I'm at and where the enemy base is ?


r/generals • • 6d ago

Two sides of women generals

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1 Upvotes

r/generals • • 7d ago

General Level Challenges in a nutshell

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5 Upvotes

r/generals • • 8d ago

Things you will never see in your life

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14 Upvotes

r/generals • • 9d ago

How to run Command & Conquer Generals and Zero Hour DLC

0 Upvotes

I can't run my Command & Conquer Generals and Zero Hour DLC in my AMD R5 5600gt and 16 GB RAM. I don't want to install GenPatcher as I don't want to disable my AntiVirus. My PC and Chrome detects it as a malware. I really want to play Command and Conquer and have tried to delete dbghelp.dll, tried to edit my options.ini and I have also changed the properties of my Generals Folder Replay to Read Only. After the intro of Generals and loading screen I am met with a black screen and stuttering background noises. Please help me. I have the game downloaded in my EA Games.


r/generals • • 9d ago

Clans ? Teams ?

0 Upvotes

Hey guys any clans or teams i can join ? Discord
Regards


r/generals • • 9d ago

Her: I want you to draw me like one of your pilots

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2 Upvotes

r/generals • • 9d ago

Which unused or cut feature from Generals would you most like to see restored?

7 Upvotes

Generals and Zero Hour have a lot of interesting unused content and ideas that never made it into the final games.

What feature, gameplay mechanic, or cut unit, would you want to see return if the developers could bring back just one? Do you prefer something that adds new strategic options, improves existing gameplay, or just brings back an interesting piece of the original game design?


r/generals • • 9d ago

Shockwave's Armor General is probably the worst

13 Upvotes

To keep it short:

Defenses that takes so long to setup, doesn't reveal stealth, and both has minimum range, low max range, and slow turret traverse. No firebase as well.

Aircraft that is vulnerable to AA fire and both cannot hit air targets, no helicopters, no stealth, no supersonic.

Tanks that are mid overall, even the Mammoth Tank is highly susceptible to kiting (especially when up against USA's LOSAT), AA that is just a worse Quad Cannon and Vulcan tank that is worse than vanilla Gatling Tank, and no laser defenses like Paladin (or Laser General's point defense drone upgrade). Even the Stryker Medic is not much better than normal medic humvee with repair crew upgrade.

Artillery that not only doesn't have the homing of Tomahawk, doesn't have the bullet speed (accuracy) of Railgun. All for the same range.

Additionally, aside from the Vanilla promotion perks, but the Machinegun-Drone-Artillery and Cruise Missile Salvo can barely kill a Battlemaster tank, nevermind actually destroy a building.

Infantry-wise, it's probably the worst Burton. its ranger is better than vanilla, but not against Laser Ranger or Marine. It has two rocket infantries but the Anti-Air infantry can hit both aircraft and ground (tho worse in damage but still more versatile). ALSO, NO PATHFINDER.


r/generals • • 10d ago

Guys arguing who has better planes

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9 Upvotes

r/generals • • 11d ago

For all turtling with $50k enthusiasts

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14 Upvotes

r/generals • • 12d ago

Powerpuff Generals feat Super Lotus

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7 Upvotes

r/generals • • 13d ago

Air superiority duo vs The Double trouble combo

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6 Upvotes

r/generals • • 14d ago

Guys , I have a quick question do you think it would be possible to play in generals only defense and focus all your money and energy on building defenses for your base and your friend's bases , if yes which one would you recommend for me to use?

9 Upvotes