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Generals zero hour maps 2018
Generals zero hour maps 2018







There aren't any existing specifications for these chunks so I had to figure them out by hand. It turned out there were lots of new and modified chunks for these games: CameraAnimationList, EnvironmentData, LibraryMapLists, MPPositionList, NamedCameras, PolygonTriggers, PostEffectsChunk, RiverAreas, SkyboxSettings, StandingWaterAreas, StandingWaveAreas, and Teams. Paavo created an Xunit test discoverer to allow skipping of tests that depend on games that aren't currently installed. Paavo added support for the Origin version of Zero Hour's registry key. I simplified the render pipeline, because it was getting unnecessarily complex. wnd controls that have a null header template. ini files for locales with decimal separators other than ".", and fixed a related issue. Paavo fixed parsing of floating-point values in. This week's contributors (other than me): For the first time, as much has been done by other contributors as by me, which marks an exciting turning point for the project. The last two weeks have been exciting ones for the OpenSAGE project. You can also star or watch the OpenSAGE GitHub repo for a more real-time view of things.įollowing on from the previous post, here is what's been happening this week in OpenSAGE. I've been working on OpenSAGE for 6 months, and made some good progress, so I've started this series of blog posts to talk about what is happening in the project each week.

generals zero hour maps 2018

SAGE was the game engine used in C&C Generals, C&C Generals Zero Hour, Battle for Middle-earth and its sequels, C&C 3 and its sequel, and Red Alert 3 and its sequel. OpenSAGE is an open-source re-implementation of the SAGE game engine. This post was originally published on Tim's blog.









Generals zero hour maps 2018