Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

1-Tile Gap For Building Construction
93 kommentarer
stingray 2. apr. 2024 kl. 11:48 
not working...
Cobber 27. apr. 2022 kl. 13:58 
That's because both of them are changing the game's source code, known as a DLL file when it gets modified, but it can only support one DLL file being used at a time. If you want the gap between buildings and the Tiberium regrowth to work together you should look at using a different mod. My recommendations are CFE Patch Redux, or New Construction Options (NCO) as both have those features, plus many other improvements to the quality of life of the game play, and you can customise the gap space & Tiberium regrowth speed in both to whatever suits your preferences or needs, within game engine limitations. Both mods have detailed how to do instructions for customisation too.
Wilsonatron 27. apr. 2022 kl. 8:28 
strangely i was playing with the 80x tiberium growth but it stops this mod from working... not even a related mod yet its conflicting
Stefan 15. juni 2021 kl. 12:28 
not working...
Ixauhte 30. apr. 2021 kl. 20:35 
A sorely missed feature from red alert, im glad you added it back.
Cobber 31. jan. 2021 kl. 5:54 
@SlyShockWave; @n3kkun:

That's correct @SlyShockWave. If 2 mods for C&C Remastered have a modified DLL file, the more recently modified DLL file will override the older DLL file. In short, only 1 mod that alters the game's DLL file can be used at a time, and most mods for C&C Remastered require the DLL be altered to work, including this 1.

@n3kkun:

You're almost certainly having the issue as a result of trying to use this mod and another that also alters the game's DLL file simultaneously. Unfortunately, only 1 unaltered DLL file can be used at a time, meaning any mod like this 1 that alters the DLL will conflict with any other mod that also does the same.
SlyShockWave 31. jan. 2021 kl. 5:29 
@n3kkun, I've noticed if you have other mods enabled it can cause it to not work
its weird but I deal with it, I pick and choose what mod I want to use. Can only do 1 at a time
FluffyQuack  [ophavsmand] 11. jan. 2021 kl. 7:44 
I just tested it and the mod still works for me. Do you have other mods installed? Could be a mod conflict.
n3kkun 10. jan. 2021 kl. 14:02 
This doesn't work? I resubbed, reinstalled, you name it. This just straight up doesn't work.
Owlet VII 4. dec. 2020 kl. 16:24 
Thanks!
FluffyQuack  [ophavsmand] 4. dec. 2020 kl. 15:59 
Owlet: Whoops, I forgot about that. Earlier uploads of the source was the entire thing, and then I minimized it to the modified files only to make it easier to tell what was changed.

I've noticed very few people actually upload any source at all. EA should probably have made it more apparent this is something you're supposed to do.

I've updated the link to be the full source.
Owlet VII 22. nov. 2020 kl. 8:14 
Neat mod, seems like a nice option for those who just want this feature without any of the other changes in the bigger mods.

Also, I appreciate that you made your changes to the code available, that's more than can be asked of some people here, but you didn't do it correctly as required by the license. You're supposed to make the complete source available, not just the changed parts, and include the license.

https://www.gnu.org/licenses/gpl-faq.html#DistributingSourceIsInconvenient
FluffyQuack  [ophavsmand] 30. sep. 2020 kl. 8:46 
Okay, I've updated it now. Code has been merged with the latest source code released by EA.
SlyShockWave 26. sep. 2020 kl. 22:53 
So we're still waiting on an update for it @FluffyQuack?
FluffyQuack  [ophavsmand] 20. sep. 2020 kl. 13:11 
REH_BlackJack: You're right. I haven't played CNC Remastered in many weeks, so I've been out of the loop when it comes to updates. I'll try to update this soon.
REH_BlackJack 20. sep. 2020 kl. 3:06 
I think this mod needs an update. As long as it's active, it CnC tells me, that the .dll is on Version 1.1 while the rest of the game is 1.2
FluffyQuack  [ophavsmand] 11. juli 2020 kl. 14:07 
I did some experiments, and the mod always works for me. The only things I know which will break it are:
- Loading a savegame made without the mod.
- Using other mods at the same time which overwrites TiberianDawn.dll.
FluffyQuack  [ophavsmand] 8. juli 2020 kl. 16:15 
I'll do more tests tomorrow to see if I can replicate this issue, but it did work just fine in every test I've done so far.
Snopp juice 8. juli 2020 kl. 15:18 
I've tried starting a mission, new game and loading savegame, non work.
FluffyQuack  [ophavsmand] 7. juli 2020 kl. 15:27 
Snopp juice: Are you loading a savegame or starting a mission? Mods don't work when loading a savegame unless the savegame was made while playing with the mod.
Snopp juice 6. juli 2020 kl. 17:07 
well i tried unsubscribing and resubscribing but when I test it out in game I'm still limited to only building right next to another building.
FluffyQuack  [ophavsmand] 5. juli 2020 kl. 14:52 
@Snopp juice: Can you describe how it fails? I've tested this version, and it works for me.
Snopp juice 5. juli 2020 kl. 10:20 
doesn't work for me
FluffyQuack  [ophavsmand] 5. juli 2020 kl. 6:30 
You could try unsubbing and resubbing to the mod, in case Steam didn't automatically download the updated version of the mod.
FluffyQuack  [ophavsmand] 5. juli 2020 kl. 3:30 
I have updated this based on the latest C&C patch. If something specific is broken, let me know.
Volkov 4. juli 2020 kl. 18:28 
plz update is plz and think u
ICEBREAKER 1. juli 2020 kl. 14:28 
Not really, but a lot has broken since the last patch
FluffyQuack  [ophavsmand] 30. juni 2020 kl. 15:20 
Icebreaker: I updated it last week. Is it not working for you?
ICEBREAKER 30. juni 2020 kl. 14:03 
update pls
azure_darko 22. juni 2020 kl. 16:45 
i started over again geez
azure_darko 22. juni 2020 kl. 14:32 
also i forget to thank you yours mod did worked with my mod
azure_darko 22. juni 2020 kl. 14:31 
how to apply to latest source code i dont wanna start over again in my mod
FluffyQuack  [ophavsmand] 22. juni 2020 kl. 14:29 
azure: Download my zip file. My changes are the same as last time, though. I didn't have to modify my implementation. I only had to apply them to the latest source code.
fasciana84 22. juni 2020 kl. 14:28 
@FluffyQuack

THX, I already started over new, I just download the whole source code directly from C&C Remastered at github! I just want to have a clean code, to minimize the possibility of issues by mixing up the old and the updated code. I know, it's much more work but I think it's the better decission.

A VERY BIG THX to you for making the changes available already :)

azure_darko 22. juni 2020 kl. 14:25 
which one i need to use to update my mod
FluffyQuack  [ophavsmand] 22. juni 2020 kl. 14:20 
If you haven't already, you should go to the game's install directory and use the new source code files as base.
FluffyQuack  [ophavsmand] 22. juni 2020 kl. 14:20 
Yes, the zip file is updated as well, and I also simplified it. It only contains the C files with changes.
fasciana84 22. juni 2020 kl. 14:16 
Thank you!

Did you also updated your sourcecode changes zip?
FluffyQuack  [ophavsmand] 22. juni 2020 kl. 13:58 
I updated the mod so it's based on the most recent C&C Remastered source code.
azure_darko 21. juni 2020 kl. 17:56 
i open folder in visual and searched for FluffyQuack name and open my project and slowly copy paste lines i need to edit
azure_darko 21. juni 2020 kl. 17:55 
Tested and added to my mod thank you
FluffyQuack
fasciana84 15. juni 2020 kl. 23:05 
@azure_darko

Download fluffyquacks sourcecode here:
https://cdn.discordapp.com/attachments/449840053049360388/719894030749663292/TIBERIANDAWN.zip

unzip it!

use the following line in windows powershell to find fluffquacks changes:


get-childitem "C:\Users\xxxxx\Downloads\TIBERIANDAWN\" | select-string "FluffyQuack" -allmatches

xxxxx = is your user; the powershell command will only work, if your installation of windows is a standard one and on c:\ and you unzipt the file of FluffyQuacks zip directly in downloads and don't changed the name of the file! Else you have to adjust the line for powershell!

If everything is correct, powershell will show you all the cpps and the lines FluffyQuack edited. Thx to him, he flagged all the changes with his name, so it'S pretty easy for us to implement his mod!

Thx again to FluffyQuack!
azure_darko 15. juni 2020 kl. 8:19 
what files i need to edit
Cakewalk 10. juni 2020 kl. 13:27 
Really nice QoL change! Thank you!
AT 10. juni 2020 kl. 10:52 
Is it possible to have a 2 tile gap when building?
qprpanda 10. juni 2020 kl. 6:57 
Seems to work well, thanks!
fasciana84 10. juni 2020 kl. 1:59 
@FluffyQuack

Thx agan.

At least I'm not alone with my concern, as I can see now! ;)
FluffyQuack  [ophavsmand] 9. juni 2020 kl. 16:16 
@fasciana84: I think it's a matter of finding any relevant code (usually as easy as searching for keywords) and then see how the calls lead to eachother.

I'm honestly not a huge fan of how the C&C code is structured (I personally prefer pure C), so I'm having a hard time parsing some of it.
fasciana84 9. juni 2020 kl. 16:08 
@FluffyQuack

Thx so far. Especially for the tip with the DLLInterface.cpp.

What about the relations between the single cpp files? How could you figure out which ones belonged together between the mass of cpp files in the sourcecode folder?

I was looking around since I knew what you did changed, but unfortuantly I just can't find the relations between the cpps you used.

That's so frustrating :(
FluffyQuack  [ophavsmand] 9. juni 2020 kl. 15:29 
@fasciana84: There's no easy solution. As with everyone else, I'm entirely new to the C&C source code so I had to start to slowly piece together how things work. I can't remember how exactly I found the relevant code but I do remember I wasted some time due to not finding the new versions of the placement code in DLLInterface.cpp

One tip is to always check DLLInterface.cpp when looking for specific code. DLLInterface.cpp is all new code written for the remastered version, so there's nothing there which is unused. But there is plenty unused code in other parts of the codebase.