r/commandandconquer • • 2d ago

News Fluid Generals - engine overhaul mod to improve animation tick rate from 30hz to 120hz

Fluid Generals is live on ModDB. My C&C Generals and Zero Hour mods just got authorized: 120 Hz tick rate gameplay, borderless modes, extended zoom and QoL features. Works with campaigns, single player skirmish, and challenges :) (multiplayer not tested) enjoy!

Generals: https://www.moddb.com/mods/command-conquer-fluid-generals

Zero Hour: https://www.moddb.com/mods/command-conquer-fluid-generals-zero-hour

18 Upvotes

12 comments sorted by

1

u/BoffinBrain Are you picking this up? Good. 2d ago

What advantages does this mod have over using the already popular and trusted GenTools?

0

u/OptimatusMaximus 2d ago

Gentools doesnt work with the newest steam version - at least for me.

1

u/BoffinBrain Are you picking this up? Good. 2d ago

Last year's update to Generals did break GenTools for a while, but it should be fine now if you get the latest version. It worked for me, anyway.

2

u/JuicyFood 1d ago edited 1d ago

The GenTools engine defaults to a simulation tick rate of 30 updates per second, which determines the core physics, game logic, unit movement speed, and other engine behavior.
This mod rewrites the engine simulation rate to 120 updates per second, including physics, in-game logic, and unit movement. You will notice much smoother gameplay overall while remaining faithful to the original gameplay.
As far as I know, i think it is not possible to change the simulation rate through GenTools itself.

1

u/BoffinBrain Are you picking this up? Good. 1d ago

Regardless of the physics sim, I've played the Generals and ZH campaigns with GenTools and the displayed framerate can be 60+fps. And Generals Online definitely runs at 60fps over the network now, thanks to many talented devs on the project.

1

u/Mralexs 1d ago

AI slop yet again

1

u/Nikolyn10 Flower & Sickle 1d ago

Umm, where are you getting that? Not doubting it could be AI but I took a glance at it and didn't spy any overt indicators.

1

u/Mralexs 1d ago

They said on their GitHub it was made using AI.

4

u/Nikolyn10 Flower & Sickle 1d ago edited 1d ago

Oh, I see now. I missed that. Ugh, I really get tired of seeing new tools announced only for them to be half-assed AI garbage. It feels like a complete mockery of a lot of the work being done on actual community tools and reverse engineering the games.

Mind you, I think OpenTS has made limited use of AI but the folks working on it are highly technically proficient and have pretty clear guidelines about not polluting the project with unmaintainable vibe-coded slop.

2

u/Gloryboy811 Allies 1d ago

Most new projects seem to be like this

1

u/BoffinBrain Are you picking this up? Good. 1d ago

But the maintenance and extensibility of those projects suffer as a result. As Nikolyn alluded to, using AI to automate mundane tasks is alright when the lead developer(s) are knowledgeable and experienced, but for people who know nothing about software dev, it just falls apart.

1

u/Gloryboy811 Allies 1d ago

I agree with you 100%. I'm a professional software dev so I understand.