EA Open Sources Command and Conquer: Red Alert, along with other games
Overall reaction
- Widespread excitement and nostalgia for C&C, especially Red Alert, Generals/Zero Hour, and Renegade; many report these games were formative.
- Surprise that EA, often viewed negatively, would do a real GPL-style release; several people say they’re buying the Steam bundles specifically to reward this.
- Some see it as a “miracle” achieved by persistent internal advocates and a rare piece of very good games news.
Missing titles and lost source
- Frequent “where is Red Alert 2 / Tiberian Sun?” discussion. Multiple comments repeat the long‑standing claim that their original source code is lost.
- This is cited as likely reason there’s no remaster or source release for those entries, despite them being fan favorites.
- Fans point to mods and reimplementations (Mental Omega, Chrono Divide, OpenRA forks, Vanilla-Conquer, Thyme) that partly fill the gap.
Licensing, assets, and what “open source” means here
- Repos are GPLv3 with extra term‑7 conditions (mainly trademarks and liability). Several commenters confirm this is still bona fide open source.
- The line “to use the compiled binaries, you must own the game” causes confusion; others clarify it’s about missing proprietary assets, not extra legal restrictions.
- Model is compared to idTech: engine code is free, art and media are not. Old freeware ISOs and cheap Steam bundles provide legal assets.
- Some debate what “open source” vs “source‑available” means and note GPL explicitly allows selling copies.
Technical notes and codebase impressions
- The games don’t build out of the box: they rely on old DirectX 5/Media, GCL, and HMI SOS; these must be stubbed, replaced, or removed. At least one person has Generals compiling with patches.
- Red Alert has a surprisingly large assembly share, likely for legacy/optimization and low‑level graphics/audio.
- Many are impressed by the 90s C++ quality: short functions, good comments, and assertions, contradicting the stereotype of all old game code being a mess.
- Code comments and variable names are a major source of amusement (profane rants about Windows, “poo” variables, disabled CRC error messages, developer drama).
What the community might do next
- Hoped‑for outcomes:
- Fix long‑standing multiplayer desync and mismatch bugs in Generals/Zero Hour.
- Native Linux/macOS ports (though dependencies mean real work).
- Higher‑FPS, 4K‑ready, or raytraced builds that don’t break gameplay.
- Browser/WebAssembly ports and AI‑research environments.
- Some note that OpenRA already provides a very polished modernized experience and expect cross‑pollination between projects.
Broader industry / preservation angle
- Several call this an important step for game preservation and cultural history; keeping code, tooling, and even .BAK files is praised.
- EA is reminded they’ve done this before (Micropolis/SimCity, EASTL, accessibility tech), and people argue such efforts should be loudly celebrated to strengthen internal pro‑open‑source advocates.
- Commenters wish more studios would follow with classic titles (SimCity 2000/3000/4, Nox, Earth & Beyond, Supreme Commander, Fallout 1/2, Warcraft 3, etc.), and propose ideas like source‑escrow tied to copyright as a long‑term preservation mechanism.