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https://ppmforums.com/forum-1073/cc-remastered-collection-editing-forums/
The people of the Vanilla Conquer project might have more expertise in these things:
https://github.com/TheAssemblyArmada/Vanilla-Conquer
They got a Discord server, too.
WOW, I'm reading about the vanilla-conquer project, that's incredible. Of course I don't know what it means to be "faithful" to the original TD... I wonder if they did figure out how to decompile the original Covert Ops exe version before the AI got munged in the "gold" edition.
And, note, "multiplayer-compatible" in these games literally means "all internal logic works the same way", because the only thing transmitted between games is user actions. TD and RA's peer-to-peer multiplay relies on synchronised randomisers to stay in sync.
Maybe I misread somewhere in the intervening years, but the AI was tremendously changed from the original release of RA and TD to what we have today. To the point where the AI frequently shuts down and stops building etc... no longer does it perform mass attacks, it no longer builds big bases beyond 20 cells from center.
I heard about some issues like that in the remaster, and, well, it's not hard to see that the skirmish AI they ported into Tiberian Dawn from RA would suffers from getting its units and harvesters stuck inside its own base, given that it can't spread out its base like in RA, since all buildings in TD need to touch. I guess to remedy something like that, it should specifically be programmed to have a tendency to spread out its base in a checkerboard pattern.
No idea if anything changed in the RA AI though. I don't really recall it ever building massive bases in the original, but I never really played much RA skirmish.
But, other posts here seem to confirm that that's a 1996 problem, not something new...
https://steamhost.cn/steamcommunity_com/app/1213210/discussions/0/2965021129410454831/
I personally played tons of lan/modem against AI in RA on release to PC and there's observations, so I'll just write an article on it when I have time.
I could also compile TD with v143 without the game crashing now but the game still don't work correctly. I only see the glyphx ui nothing else when starting a game.
RA with v142 is still crashing at some point.
Edit: RA now seems to run fine with v143, the crash was inside a legacy renderer function.
I still don't get why it now works when before the DLL wouldn't even load, the launcher would just crash right away.
So was your problem that you couldn't compile under v142? or it crashed when using the created TD dll file?
I'm managing to compile the dll unde v142 but the game crashes when i load any mission or start a new game, i'm wondering if it's anything to do with when i compile it. I've done some simple editing like changing multiplayer units build levels just to rule out anything major which i've done with in the code and it still crashes.