Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

1-Tile Gap For Building Construction
93 opmerkingen
stingray 2 apr 2024 om 11:48 
not working...
Cobber 27 apr 2022 om 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 om 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 jun 2021 om 12:28 
not working...
Ixauhte 30 apr 2021 om 20:35 
A sorely missed feature from red alert, im glad you added it back.
Cobber 31 jan 2021 om 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 om 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  [auteur] 11 jan 2021 om 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 om 14:02 
This doesn't work? I resubbed, reinstalled, you name it. This just straight up doesn't work.
Owlet VII 4 dec 2020 om 16:24 
Thanks!
FluffyQuack  [auteur] 4 dec 2020 om 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 om 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  [auteur] 30 sep 2020 om 8:46 
Okay, I've updated it now. Code has been merged with the latest source code released by EA.
SlyShockWave 26 sep 2020 om 22:53 
So we're still waiting on an update for it @FluffyQuack?
FluffyQuack  [auteur] 20 sep 2020 om 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 om 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  [auteur] 11 jul 2020 om 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  [auteur] 8 jul 2020 om 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 jul 2020 om 15:18 
I've tried starting a mission, new game and loading savegame, non work.
FluffyQuack  [auteur] 7 jul 2020 om 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 jul 2020 om 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  [auteur] 5 jul 2020 om 14:52 
@Snopp juice: Can you describe how it fails? I've tested this version, and it works for me.
Snopp juice 5 jul 2020 om 10:20 
doesn't work for me
FluffyQuack  [auteur] 5 jul 2020 om 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  [auteur] 5 jul 2020 om 3:30 
I have updated this based on the latest C&C patch. If something specific is broken, let me know.
Volkov 4 jul 2020 om 18:28 
plz update is plz and think u
ICEBREAKER 1 jul 2020 om 14:28 
Not really, but a lot has broken since the last patch
FluffyQuack  [auteur] 30 jun 2020 om 15:20 
Icebreaker: I updated it last week. Is it not working for you?
ICEBREAKER 30 jun 2020 om 14:03 
update pls
azure_darko 22 jun 2020 om 16:45 
i started over again geez
azure_darko 22 jun 2020 om 14:32 
also i forget to thank you yours mod did worked with my mod
azure_darko 22 jun 2020 om 14:31 
how to apply to latest source code i dont wanna start over again in my mod
FluffyQuack  [auteur] 22 jun 2020 om 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 jun 2020 om 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 jun 2020 om 14:25 
which one i need to use to update my mod
FluffyQuack  [auteur] 22 jun 2020 om 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  [auteur] 22 jun 2020 om 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 jun 2020 om 14:16 
Thank you!

Did you also updated your sourcecode changes zip?
FluffyQuack  [auteur] 22 jun 2020 om 13:58 
I updated the mod so it's based on the most recent C&C Remastered source code.
azure_darko 21 jun 2020 om 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 jun 2020 om 17:55 
Tested and added to my mod thank you
FluffyQuack
fasciana84 15 jun 2020 om 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 jun 2020 om 8:19 
what files i need to edit
Cakewalk 10 jun 2020 om 13:27 
Really nice QoL change! Thank you!
AT 10 jun 2020 om 10:52 
Is it possible to have a 2 tile gap when building?
qprpanda 10 jun 2020 om 6:57 
Seems to work well, thanks!
fasciana84 10 jun 2020 om 1:59 
@FluffyQuack

Thx agan.

At least I'm not alone with my concern, as I can see now! ;)
FluffyQuack  [auteur] 9 jun 2020 om 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 jun 2020 om 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  [auteur] 9 jun 2020 om 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.