C2C DLL features

AIAndy

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Jun 8, 2011
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Since a lot of it is behind the scenes I thought it might be a good idea to make a list of the features the C2C DLL provides. This is incomplete so post here to have something added.

General
  • Savegame compatibility between versions including modifier recalculation
  • No limit on the number of resources
  • Building and unit filters, grouping and sorting (including a Python UI counterpart)
  • Build lists (including a Python UI counterpart that allows to define build lists on a separate screen and reuse them)
  • Viewports (displays a viewport into a big map instead of the full map to save a considerable amount of graphics memory)
  • Game Object Wrappers (abstraction layer for the major game objects to write generic code that is partially based on XML)

XML info classes
  • Caching of some modular XML info in files (speeds up second start of C2C considerably)
  • XML change detection to recommend modifier recalculation
  • Delayed resolution mechanism (avoids 2 or 3 pass XML reading when used)
  • A lot of additional tags

Mechanics
  • Generic property system (XML defined properties that can have a lot of different behaviors)
  • Outcome system (chance based outcome lists for animal kills and special missions)
  • Expression system (expressions written in XML are dynamically evaluated on a game object, e.g. used for complex dependency conditions)
  • Multi Feature Mod (more than one feature on a plot)
  • Combat Mod (a lot of mechanics that make combat more interesting)
  • XML based animal spawning

AI
  • Contract Broker (units advertise for work and are contracted where they are needed or new ones are built where most suited instead of only where they are needed)
  • AI for generic property control
  • Subdued Animal AI
  • Many improvements to all areas of the AI

Optimizations
  • Fast and optimized pathing generator with more features than the standard one
  • A lot of additional information caching in performance critical functions
  • Optimized trade plot group handling
  • Multithreading of generic property solver and animal spawning (more to come)
 
It should be mentioned, that viewports is not just saving memory.. it is a live saver. since I use them I´ve never seen a MAF, on gigantic maps.
Same goes for Optimizations: Your list does not tell the end-user ( player) like me what they do: Make a mod 3 or 4 times bigger then old RoM run twice to trice as fast. And more stable then many full price games out of the box!
 
You should post this to the main C&C forums somewhere so the general modding community will see it.
I first want to get it to a halfway complete state before I will post it anywhere else (and for that it should probably also include most of the features inherited from AND and RoM).
 
It should be mentioned, that viewports is not just saving memory.. it is a live saver. since I use them I´ve never seen a MAF, on gigantic maps.
MAF = Memory Allocation Failure
To avoid MAF's you have to reduce the amount of memory used.
 
MAF = Memory Allocation Failure
To avoid MAF's you have to reduce the amount of memory used.

I know :D
But if this is for advertising, "banishing the dreaded memory Allocation Failure" just sounds good :)
And I am not sure that everyone is aware that the MAF is a video ram issue. Sure , modders probably are. But not all players that might be interested to try out c2C
 
I know :D
But if this is for advertising, "banishing the dreaded memory Allocation Failure" just sounds good :)
And I am not sure that everyone is aware that the MAF is a video ram issue. Sure , modders probably are. But not all players that might be interested to try out c2C

It can be both Video RAM and normal RAM. It's just been that it normally is Video RAM first.
 
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