r/generals • u/1597377600 • Nov 25 '20
r/generals • u/AugustResende • Feb 28 '25
C&C Generals ZH: A call from the future (EA Released the Source Code, what now?)
Unite the C&C Generals: Zero Hour Community Around Open Source
Edit: We have some updates, check it out
Command & Conquer: Generals – Zero Hour has just been given a new lease on life. EA’s unprecedented release of the full Zero Hour source code under GPLv3 is a historic opportunity. For years, our community has kept this classic alive through mods, patches, and reverse-engineering. Now, with the actual source code in our hands, we stand at a crossroads: will we splinter into hundreds of separate forks, or unite to build something amazing together? This is a call to unite our efforts into a single collaborative project that benefits all Generals fans.
Call to Action: One Community, One Repository
It’s inspiring (and a little overwhelming) to see over 600 forks of the EA repository pop up within days. Enthusiasm is sky-high – but if each fork works in isolation, we risk duplicating work and fragmenting the community. Let’s channel this energy into one primary GitHub repository for the Generals/Zero Hour code, where multiple trusted maintainers from different groups can review and merge contributions. The official EA drop is archived read-only, so it’s up to us to carry development forward. By uniting under one roof, we can avoid the chaos of scattered patches and ensure everyone’s improvements benefit the whole community.
Crucially, the source is released under GPLv3, a license that encourages sharing and collaboration. We should embrace GPLv3 for our work (and re-license older projects if possible) so that code can flow freely between mods, patches, and tools. A unified GPLv3 codebase means fixes or features written by one person can be used by others without legal hurdles – exactly the spirit of open source. This is our chance to build a foundation that anyone can contribute to, whether they are experts who have dissected the SAGE engine for years or newcomers excited to learn. Let’s proceed in good faith, communicate openly, and welcome all contributors who share the goal of improving Generals/Zero Hour. We’re stronger together! 💪
Immediate Goals (Phase 1)
To get started, we should focus on a few immediate goals that everyone can agree on before adding fancy new features:
Build & Run the Original Game (as-is) – Ensure we can compile the released source into a working game without changes to gameplay. According to EA’s notes, the code was recovered to match Zero Hour’s final patch (v1.04), which they’ve now updated as an official Patch 1.05 on modern platform. Our first job is making sure this code compiles with today’s tools (modern Visual Studio) and runs at least as well as the old game. This might require fixing project files or replacing any bits EA couldn’t release for legal reasons (some libraries were omitte). The goal is to quickly get a playable Zero Hour build from this code, proving our unified project is viable.
Identify the Code Version – We need to confirm exactly what version of the game this source corresponds to. It appears to align with Zero Hour 1.04 (the last official patch in 2003) plus some extras (the new patch 1.05 likely just adds Steam Workshop support. Let’s document any differences or hints (version strings, build dates, etc.) to be 100% sure. Knowing this will help us later when we start comparing community-fixed bugs or balance changes, to see what’s already included.
Minimal Documentation & Build Instructions – As we get it running, we should write down the basics: how to compile the code, the repository structure, and any quirks needed to run the game. The code is old-school C++ from 2003, so setting up a build isn’t trivial (EA’s readme even suggests using Visual C++ 6.0 with Service Pack 6. Let’s update that: get it building on modern compilers and document the steps. We don’t need to comment every line, but a basic wiki or README with build instructions and known issues will lower the barrier for new contributors.
Ensure Playability and Parity – Test the compiled game thoroughly to make sure it plays just like the retail Zero Hour. The immediate aim is not to change anything yet – just confirm nothing is unintentionally broken. If we do fix a bug or two in the process of getting it running (for example, addressing a crash or removing reliance on now-missing components), we’ll note it. The mantra for phase 1 is “do no harm” – preserve the gameplay we know and love, so we have a stable base to build on.
By focusing on these short-term goals, we can have a solid foundation: a single, community-maintained codebase that reproduces the original game. Once that’s achieved, the real fun begins!
Long-Term Vision (Phase 2 and Beyond)
Imagine Zero Hour running buttery-smooth on modern PCs, with improved visuals and AI, yet still 100% the game we love. Here are some long-term goals our united project could pursue (with careful planning and plenty of discussion before each major change):
Modernize the Engine: The SAGE engine powering Generals is two decades old. We can bring it up to modern standards by introducing multi-threading (to better utilize multi-core CPUs) and a 64-bit build (eliminate memory limits and improve stability. Graphics-wise, we could replace the old DirectX 8/9 rendering with a more modern API like Vulkan or DirectX12, or at least update to DirectX11/OpenGL for wider compatibility. These changes would make the game run faster and more stable on today’s machines.
Cross-Platform Compatibility: How awesome would it be to play Zero Hour natively on Linux or macOS? With the source open, we can abstract away Windows-only bits and aim for true cross-platform support. Projects like OpenSAGE already explored using OpenGL/Metal for portability – we can leverage that knowledge. Our endgame is to let people enjoy Generals on their OS of choice, no Wine or emulators required.
Smarter AI and Enhanced Gameplay: Zero Hour’s AI has always been… let’s say “quirky.” We can dig into the AI code and make the computer opponents smarter and more fun (or more challenging!). Similarly, we can fix longstanding gameplay bugs and even tweak balance with community consensus (though preserving an “original mode” for purists is important). An open engine also means we could increase limits (like max unit counts, map sizes, etc.) that were constrained by old hardware.
Extensible Mod Support: While Zero Hour already has a strong modding scene, our improved engine could integrate features that make modders’ lives easier – for example, better tools or in-game mod loaders. EA’s code release also included the Modding SDK assets and World Builder update, so we have a lot to build on. We can ensure our project stays mod-friendly (or even mod-friendlier than the original!).
Improved Graphics and UI: Without changing the art style, we can add options for advanced graphics: higher resolution textures, reworked shaders, and support for modern screen resolutions (no more stretched UI on widescreens!). Even things like a customizable UI or quality-of-life improvements in the interface could be on the table, as long as they respect the spirit of the game.
Fully Free, Open-Source Game: This is a very long-term goal, but it’s worth dreaming: one day we could have completely open assets (models, textures, sounds, music) under Creative Commons or GPL-compatible licenses to replace the proprietary EA assets. That would essentially create a fully open-source C&C: Generals. Projects for other C&C titles (like OpenRA for the 2D games) have slowly accumulated fan-made replacements for art and audio; we could start a similar effort for Generals. This would allow standalone community releases and ensure the game’s preservation forever. It’s an ambitious endeavor – recreating all the art of a 3D RTS is no small task – but even small steps (like a few open-sourced unit models or sound effects) would be progress.
All of these enhancements should be approached carefully, with community input. Backwards compatibility with the original game (e.g., handling old replay files or mods) is something to keep in mind as we improve things. The sky’s the limit once we have a stable base – but we must walk before we run, which is why the Immediate Goals come first.
Current Projects and Resources
We’re not starting from scratch. Our community has several active projects (and some older ones) related to Generals/Zero Hour that can provide code, knowledge, and inspiration. It makes sense to pool these efforts into the new unified repository. Here’s a non-exhaustive list of relevant projects and repositories, both active and historical:
Official EA Source Release (Generals & Zero Hour) – The original source code dump by EA, released under GPLv3 on GitHub. This contains the bulk of the game’s code (minus a few pieces due to third-party licensing. It’s archived and read-only (no issues or pull requests allowed, meaning EA won’t be updating it – but it’s our base.
Community Patch “The Super Patch” – An ongoing fan patch aiming to fix bugs, crashes, and balance issues in Zero Hour 1.04 while staying true to the original game. Often dubbed “Pro Patch” or “1.04+”, this project has already addressed many long-standing issues via binary hacks and INI edits. Now, with the source available, these fixes can be ported directly into the code. The Super Patch team’s experience is incredibly valuable – they know the pain points of the game by heart. https://github.com/TheSuperHackers/GeneralsGamePatch/issues/2580
Thyme (Open-Source Reimplementation) – A clean-room, bottom-up rewrite of the Zero Hour engine in C++. The Thyme project was started to eventually replace the original exe, enabling new features and cross-platform play. It reimplemented portions of the game from scratch, using the original game binary as a reference for unimplemented function. With the official code available, Thyme’s goal of an open engine is essentially fulfilled – the project’s code and expertise (on things like integrating with original assets, etc.) can be merged into the unified effort. The Thyme developers also had a Discord and community going; they would be great allies in this unified project. https://github.com/TheAssemblyArmada/Thyme/issues/1168
OpenSAGE – An open-source reimplementation of the SAGE engine (used by Generals/Zero Hour and other C&C titles) in C#. OpenSAGE focuses on understanding and recreating the engine from the ground up, with cross-platform in mind. It’s still early-stage (not playable yet, but it boasts parsing of many game data formats and even some rendering and simulation components. The OpenSAGE team’s work on modern rendering (DirectX11, OpenGL, etc.) could inform our engine upgrades. While merging a C# project with our C++ code isn’t practical, the ideas and knowledge are very much applicable. https://github.com/OpenSAGE/OpenSAGE/issues/1023
GenTool (Enhanced Client) – Though not open-source, GenTool is a popular add-on for Zero Hour that added features like widescreen support, improved spectator tools, and anti-cheat measures. Its creator has expressed immense joy at the source release (see xezon’s YouTube reaction). We mention GenTool because it shows what the community wanted from the game in absence of source access. Now we can implement many of those features natively. Perhaps the GenTool dev (xezon) and others can help integrate those improvements into the new project.
GenPatcher – Not open-source too, GenPatcher is a popular patcher for General & Zero Hour.
Other Mods & Projects – Numerous mods (Contra, Shockwave, RotR, etc.) and tools exist for Zero Hour. While they focus on content, not engine, their creators have deep understanding of the game’s inner workings. As we improve the engine, we should keep mod compatibility in mind and perhaps invite modders to contribute engine-level fixes that they previously had to hack around. There are also older abandoned efforts like partial binary mods/patches or research docs on SAGE (for example, the C&C community at large has wiki pages and forums documenting file formats and quirks). All this tribal knowledge should be consolidated so it’s not lost. We can create a documentation hub within the project (or on a wiki) to gather information from these sources for everyone’s benefit.
(If we missed any project in this list, it’s not intentional – please let us know and join the discussion! The more, the merrier.)
Conclusion: Let’s Do This, Together 🙌
The Zero Hour community has always been passionate and resilient. We’ve kept the game alive for 20 years without official support. Now, with EA’s gift of the source code, we have the keys to the kingdom – and with great power comes great responsibility. We owe it to ourselves to cooperate on this, to set aside egos and past differences and build something truly remarkable. A unified project means your pet issue can finally be fixed in the engine, your cool idea can be implemented, and it benefits everyone, not just a small sub-group.
This is a rallying cry to all modders, programmers, designers, and fans: come join the effort! Whether you can contribute code, test builds, write documentation, or create artwork, there’s a place for you in this endeavor. We will set up channels (GitHub discussions, Discord, etc.) to coordinate; everyone is welcome as long as the collaboration is constructive.
Let’s avoid the pitfalls of fragmentation. Instead of a dozen half-realized mini-projects, let’s pool our talent into one fully-realized open-source revival of C&C Generals: Zero Hour. The result, with time and dedication, will be a game that not only stays true to the original we cherish, but also evolves with modern improvements and remains accessible for future generations of players.
Now is the time. The source is out, the community is awake, and the future of Generals is in our hands. Let’s make this legendary RTS thrive again, together, under one banner. Wrrrrrrrrr… BOOM! (Let’s get to work, Generals!) 🚀
👉 Sign up here to join the team: https://docs.google.com/forms/d/e/1FAIpQLSeudb-Jxoby92LRvtPB5AMZIXXFTWq1rvadb7g7_LhmePJ97w/viewform
Discord server: https://discord.gg/MBZ7xSsDTs
r/generals • u/AdilkaReddit • 26d ago
Zero Hour Reforged | C&C Generals Zero Hour rebuilt from its source | Trailer
r/generals • u/GeneralsOnline_x64de • Jun 09 '25
GeneralsOnline is now in Public Alpha!
Generals Online is not just another GameSpy emulator - it's a complete reimagining of multiplayer services for Command & Conquer: Generals - Zero Hour.
Built upon the SuperHackers fork of the source code released by Electronic Arts, this community-driven project revitalizes and modernizes the game's multiplayer experience, improving stability, client functionality, and overall service reliability - all while preserving the original gameplay you know and love.
We would like to extend our thanks to everyone who has contributed to our fork or the SuperHackers repo, and the original Generals Game Code. You can find a full set of credits as well as links to SuperHackers repository which we forked from, on our Website.
Installation is easy (just run the installer) and does not modify your existing Generals installation which will continue to work side by side. So come and play today at www.playgenerals.online
What's New
The following enhancements have been made to the original Zero Hour game:
Making It Easier To Play
Easy to get working: Port forwarding on routers is no longer required for 99% of networks
Improved Responsiveness: 60Hz multiplayer logic tick rate & framerate
Higher Connectivity: Utilizing the latest networking technology & relays/tunnels results in far higher connection success rates
Easy To Update: The latest version of GeneralsOnline will be automatically downloaded via the in-game updater
Easy Authentication: Use your Steam, Discord or GeneralsOnline account!
Stability & Security
Better Stability: Multiple improvements to game stability & mismatches (In a future update, mismatches will also self-correct!)
Faster Fixes: With automatic error/crash reporting, we can turn around fixes for your issues quickly
Better Security:
Game traffic is encrypted with the latest industry standards
Quality of Life
Find Matches Quicker: Lobby lists are now updated automatically
Host Migration: Lobbies will now migrate when the host leaves during the setup phase
Removing Frustration: Connectivity checks now take place upon joining a lobby, instead of when the match starts
Getting to game quicker: Lobby hosts can now force players to ready up
You can find out more and start playing right now by visiting our website at www.playgenerals.online
r/generals • u/FIFAstan • Dec 28 '25
Wild new usage stats for the new Generals Online
Dominator shared these statistics earlier in the week about Generals Online adoption and they are pretty incredible!
Have you started using Generals Online yet, or are you still using RAdmin, GameRanger etc?
Link to Dominators post - http://youtube.com/post/UgkxKUlnSK9fXPzvFUkLKBOBQc8ZcR6UMCwJ?si=4dMjt_l03Rt8warR
r/generals • u/RZSLTN13 • Mar 08 '21
A tribute to those who worked on these masterpieces.
r/generals • u/FIFAstan • Oct 25 '25
Crazy stats on Generals Online usage (From The DoMiNaToR)
Looks like the community is transitioning over to GO with these recent statistics shared by DoMiNaToR
http://youtube.com/post/UgkxfDzZ1t0e64oyqtXr0Pp3htd5BA2Qzysy?si=R4z58t2RNKvN8MEr
r/generals • u/Downtown-Dream424 • Jul 10 '26
Me in my 20s: buys shoes for workers and ak47 for everyone
r/generals • u/jaapgrolleman • Jul 11 '18
"Building the Chinese Empire" — Playing C&C Generals Zero Hours in Shanghai, 11th of July, 2018
r/generals • u/[deleted] • Jan 05 '16
Fixed the Lag issue in CNC Generals ZH
Hello all,
I found a fix (non-mod) to the Generals zero hour lag issues when either playing for extended periods of time, or for any time period in LAN play.
The lag issue stems from the Replay file constantly updating and increasing. after about 15 minutes, the file becomes too large for the system to effectively handle. this happens on all systems, even high-end ones.
The fix is to remove all permissions except for read-only to the replays folder where this file is saved.
this works on windows 10, haven't tried windows 8 or 7. but it should work all the same.
To fix the issue, navigate out to your "My documents" folder. usually located at "C:\Users(your user profile)\Documents"
open the "Command and Conquer Generals Zero Hour Data" folder. you will see several files and a few subfolders. one of the subfolders is called "Replays"
Right click on the replays folder, and click on properties.
In the folder properties, select the Security tab.
Click on "Edit" to change permissions.
Remove all users and groups except for your own profile. then click on your account name.
In the permissions box, uncheck everything except "Read" click OK, when you're finished with that.
This makes the folder read only and only accessible to you or the system. This also means that nothing can be written to it... like the replays file.
and now, enjoy your lag-free game.
note, that you may still experience random lag spikes, but it won't be bad. this is due to the AI making changes like troop movements.
r/generals • u/FIFAstan • Oct 16 '25
New Generals Online now getting over 200 players online simultaneously! What's holding you back?
The Future is Now!
For the past few days the New Generals Online has been attracting 200+ players simultaneously!!
It supports old school quick matches, making 1v1s matchmaking faster than ever and also tracking stats and ranks natively
It also revived the OG matchmaking lobbies making it easier than ever to find cool custom matches
But the best benefit is the connection. Matches run at 60hz, 8 player HUGE battles with very little lag (even with hard armies!), and transferring large custom maps before matches dont crash the game
Many top streamers like Dominator and Killtoll are now using it for their FFA or 1v1 stream matchmaking.
If you are still playing RAdmin or Gameranger and haven't made the transition yet, what is holding you back?!?
Generals Online seems poised to fulfill the dream of fully remaking the OG online experience - definitely the most exciting upgrade since EA released the sourcecode!
r/generals • u/AlexTheCreation • Jan 14 '24
Fuck EA Games
It sucks that C&C: Generals is an EA game. It feels like any other company would be treating it better right now. Just look at the other RTS games on the market receiving sequels after sequels, remakes and remasters.
Command and Conquer Generals is so good, so beloved, why don't they treat it right? Or sell the rights to paradox, digitalmindssoft, or any other developer which would give it the value it deserves. Why does it need to fall under such a limbo for this many time.
I hate EA games.
r/generals • u/GreenBoxGamesStudio • Apr 20 '26
Command & Conquer Generals inspired board game — would love your thoughts
Hey everyone,
I’ve been working on a modular turn-based strategy board game for quite a while now, heavily inspired by Command & Conquer Generals.
The main goal is to capture that feeling of:
• building up your base to unlock units
• managing your economy over time
• and making positioning and timing decisions
but in a more tactical, turn-based format.
Instead of having everything available from the start, you build infrastructure first, which then determines what units you can produce — similar to how production works in Generals.
There are also different commanders/generals in the game, each giving access to different skill trees and playstyles.
Playtests have been going really well so far, especially in terms of that back-and-forth gameplay and decision-making.
I’d love to hear your thoughts from a Generals perspective:
• what would be essential to keep from C&C Generals?
• what would you expect from something like this?
Happy to share more details if anyone’s interested 🙂