Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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

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

Thx agan.

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