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[GITHUB] Update README.md #817
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README.md
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If you wish to rebuild the source code and tools successfully you will need to find or write new replacements (or remove the code using them entirely) for the following libraries; | ||
However if you wish to play multiplayer with those using the original game you will need the Visual Studio 2006 version for a compatibality. |
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for compatibility
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Its also Visual Studio 6, not 2006.
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## Dependencies | ||
The Visual Studio 2022 version is the easiest to build and should be the most stable on modern systems. |
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Active writing style: easiest to build and is the most
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If you wish to rebuild the source code and tools successfully you will need to find or write new replacements (or remove the code using them entirely) for the following libraries; | ||
However if you wish to play multiplayer with those using the original game you will need the Visual Studio 2006 version for compatibality. |
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Microsoft Visual C++ 6.0 ('VC6')
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## STLport | ||
STLport will require changes to successfully compile this source code. The file [stlport.diff](stlport.diff) has been provided for you so you can review and apply these changes. Please make sure you are using STLport 4.5.3 before attempting to apply the patch. | ||
Hopefully in the future we will have free community made replacements for the game assets as well. |
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This line should not be in readme, but in a roadmap
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For now you still need to own the game to get the game assets and library files. The C&C Ultimate Collection is available for purchase on [EA App](https://www.ea.com/en-gb/games/command-and-conquer/command-and-conquer-the-ultimate-collection/buy/pc) or [Steam](https://store.steampowered.com/bundle/39394/Command__Conquer_The_Ultimate_Collection/). |
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You will always need a valid license to play the game.
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You will always need a valid license to play the game.
Even if none of the textures, sounds, images, etc from the original are being used?
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You'll always need the assets to play the original games, "Total Conversion" style mods that ship all original assets and missions will be playable for free but if we are being pedantic they won't be Generals or Zero Hour.
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Yeah total conversion is what I was thinking about. I feel like the biggest thing is the voice lines. I think you could change almost everything else and keep those and the behavior and mechanics the same and it'll still be the same game.
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The mission and MP maps are all copyrightable too though, what do you have left when you've removed the graphics, sound and maps. The config files are probably copyrightable too even if the game rules as an idea are not.
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I don't copyrighted config files and map scripts are compatible with gpl3. You're not allowed to have code that's tightly integrated or links with gpl3 code be copyrighted
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config files and map scripts are game data, not game engine code and are clearly not tightly coupled to the gpl3 code base purely by the fact they are distributed with the closed source game. I'm not saying that a free game built on the engine that we can ship with it at some point isn't a worthy goal, just that it won't strictly be Generals or Zero Hour.
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Community Patch will build on Retail Game and that will always be a prerequisite. As for Mods, it is up to them how they bundle things.
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Yeah I get you and I think I agree. I was thinking at some point the game engine could be made really into a game engine instead of just a game engine for generals and zero hour. So basically people could buy the game and then load the official game assets etc to play zero hour or load other assets to play another game with the same core mechanics etc
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## License | ||
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This repository and its contents are licensed under the GPL v3 license, with additional terms applied. Please see [LICENSE.md](LICENSE.md) for details. | ||
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unnecessary empty line
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We are working on FFmpeg and OpenAL integration so future builds won't have dependencies on propreitery libraries for video and sound. |
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This line should not be in readme, but in a roadmap
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## Known Issues | ||
--- |
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missing empty lines around ---
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When the workspace has finished building, the compiled binaries will be copied to the folder called `/Run/` found in the root of each games directory. | ||
* Use `Build > Install` to copy the EXE to your game directory. | ||
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missing empty lines around ---
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This repository includes source code for Command & Conquer Generals, and its expansion pack Zero Hour. This release provides support to the Steam Workshop for both games ([C&C Generals](https://steamcommunity.com/workshop/browse/?appid=2229870) and [C&C Generals - Zero Hour](https://steamcommunity.com/workshop/browse/?appid=2732960)). | ||
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missing empty lines around ---
FWIW, there's another pr to update the readme: #515 |
What's the point of creating another PR when I've already created a PR for this exact topic??? |
I'll remove it and that stuff to the original pr but why are we not merging the original pr? We shouldn't be waiting for everything to be perfect when right now what we have is completely misleading and confuses people checking out the project. An empty read me would be better than what it is currently |
Similar pull request already exists |
Created a new readme document that gives relevant information about the repo and some quick build instructions to replace the outdated one inherited from the EA repo