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Red Alert 2 in web browser(chronodivide.com)
369 points by nsoonhui 11 hours ago | 122 comments
  • evanjrowley8 hours ago

    1. The source code for Red Alert 2 is rumored to be lost a very long time ago[0], so the fact that the Chrono Divide team was able to achieve this is quite amazing.

    2. The Mental Omega mod project[1] is going strong, so RA2 is still worth playing today. Hopefully it will work in this browser-based version.

    [0] https://forums.revora.net/topic/107344-red-alert-2-engine-so...

    [1] https://mentalomega.com/

    • s_dev8 hours ago |parent

      Shame because EA released the source code for most of the other C&C games: https://github.com/electronicarts/

      So if they had it they'd would have almost certainly included RA2 in that as well.

      • swat53515 minutes ago |parent

        I’ve heard that the Tiberian Sun and Firestorm source code were also lost.

        To this day I haven’t found a game that replicates the magic of 1999 era of RTS..

    • CursedSilicon6 hours ago |parent

      Mental Omega is rumoured to have the source code (and all tooling for the game) which is why their mod is so all encompassing beyond any reasonable limits of what the TS/RA2 engine is capable of

    • Rover2227 hours ago |parent

      How the hell could they LOSE the source code to that game? All copies of it.

      Not arguing with you, just saying if that's true, it's insane.

      • dleslie7 hours ago |parent

        Video Game asset and source control retention was _terrible_. Hell, it's still terrible.

        Prior to ~2010 we were simply deleting source code and assets for finished projects; either because they weren't owned by the developer due to a publishing deal, or because the developers didn't want to reuse their garbage code. Same follows for assets, often they were owned by the publisher and not the developer, but if the developer did happen to own them they'd rarely see reuse in future projects. And publishers didn't catch on to the value of data retention until remakes started to make serious money.

        • ryandrake3 hours ago |parent

          Wild culture! At almost[1] every (non game) software company I've ever worked, the source code was sacrosanct. If nothing else in the company was backed up, controlled, audited, and kept precious, at least the source code was. The idea of just casually deleting stuff because you think you're done sounds crazy to me as a software practitioner.

          I still have backed up copies of the full source code of personal projects that I wrote 25 years ago. These will probably never be deleted until I'm dead.

          1: One company I worked for didn't have a clue about managing their source code, and didn't even use source control. They were a hardware manufacturer that just didn't understand or care about software at all. Not what I'd think of when I think a professional game developer.

          • hackernewds3 hours ago |parent

            Spite and retribution is a thing. EA acquired C&C

        • wolpolian hour ago |parent

          There were a few patches to RA2 through, so the code clearly exists for a bit of time post completion.

          • cogman10an hour ago |parent

            6 total and they spanned from 2000 to 2001. Just 1 year.

            That was fairly typical at the time. It wasn't uncommon for a game publisher to patch their games, it was uncommon for that patching happen too far from the initial release. After all, they wanted their game devs working on something other than the old release. The patches were strictly just a goodwill thing to make sure the game kept selling.

        • Rover2227 hours ago |parent

          Makes sense I guess, but still seems absurd.

      • ryanmcbride5 hours ago |parent

        The more you look around the more commonly you'll start seeing things like this. The RS3 OSRS split itself happened because Jagex recovered their lost source code and was suddenly able to do it.

      • Telaneo4 hours ago |parent

        The same happened with Silent Hill 2 and 3.[1]

        The industry's treatment of its works was pretty horrible back in the day. Not even 25 years earlier, developers had to fight to be credited in games. Lessons take a while to learn, apparently.

        [1] https://gamingbolt.com/konami-lost-the-source-code-for-silen...

      • deaddodo6 hours ago |parent

        Nobody said every copy was lost, they said the copies in whatever repository Westwood handed over to EA were lost. There might still be a copy on one of the individuals involved in development's machines/backups/etc.

      • ErroneousBosh3 hours ago |parent

        > How the hell could they LOSE the source code to that game? All copies of it.

        I wrote a streaming video platform in the very early 2000s. It worked great, if you were on ISDN, or at my house with a whopping 256kbps cable modem! All lovingly hand-crafted in PHP3 with a Postgres backend. Lots of I want to say ffmpeg but it might have been shelling out to mencoder back then.

        Gone.

        Along with probably a couple of hundred hours of footage both unedited and raw camera captures, of various training videos for the oil industry, Scottish Women's Football League matches - they were very forward-thinking and because no TV channel would show their games they wanted to post the match highlights on their website, so RealPlayer to the rescue I guess. All gone.

        I didn't own the servers, the company I worked for did. When the company went tits, they wanted to make sure that none of "their IP" was leaving the organisation, so I wiped stuff off my personal machines and handed over all the camera and master tapes.

        The servers got wiped for sale and the tapes went in a skip. They'd paid a fucking fortune for all of that, but ultimately when they decided they'd had enough of that venture the hardware went for scrap prices and the soft assets were wiped, not really worth anything.

        Who would want to post on a website where you could upload and share videos, upvote or downvote them, comment on them, and tell all your friends?

        It's all gone now. I wish I'd just stolen it.

      • mtillman5 hours ago |parent

        Panzer Dragoon Saga is also lost. Probably a lot of games like that.

      • jdmoreira3 hours ago |parent

        Hope someone somewhere still has the source for MicroProse’s Shandalar.

        • LikesPwshan hour ago |parent

          Forge is a good modern equivalent

      • BergAndCo6 hours ago |parent

        It was an era where Team Foundation Server was just oops corrupting entire codebases

      • jajuukaan hour ago |parent

        Part of it I imagine is because Westwood made the game and then got bought up and shutdown under EA. Asset tracking would be a mess.

        Other part of it is most studios didn't imagine a use for old games in the future. So they weren't archived properly. World of Warcraft original source code was mostly lost and that game sold incredibly well and the company stayed in business. More modern studios are thinking more about remasters, remakes and archiving their work now so it's mostly a problem with older titles.

      • caycep7 hours ago |parent

        companies shut down and lose stuff I guess. Icewind Dale 2 another example

  • warpspin8 hours ago

    I loved Red Alert 2 so much at release. Always was the pinnacle of (single player) RTS for me. The over-the-top characters, the cheesy story, the terrain interactions...

    Everything afterwards felt lame and was geared too much towards multiplayer balance, which does not interest me the least.

    • ecshafer8 hours ago |parent

      Starcraft becoming uber popular in Korea I think really hurt the RTS genre. I did play RTS games online when I was younger. But I think you're right, Everything went from lets make a fun game with a cool campaign, to lets make an Esport. Company of Heroes 1 to 3, Dawn of War 1 to 2, Age of Empires 1,2,3 vs 4. You can really see this.

      • emaro8 hours ago |parent

        I think the campaigns of StarCraft II are amazing (never played Broodwar unfortunately). However I kinda agree that StarCraft's success hurt the RTS genre, because it's just so freaking good. 15 years since release and there are still tournaments played, it's fun to watch and projects like Stormgate have a really hard time, because SC2 is the bar and it's super difficult to reach. In terms of unit legibility, responsiveness, balance, etc. The bad thing is, it's not an approachable game at all, it mainly is interesting in the competitive/eSport scene.

        If I watch YT videos a la "New RTS games 2025/2026" there are very interesting projects which give me hope that SC2 is not the end of RTS games.

        • ecshafer7 hours ago |parent

          A lot of the new RTS games I think just end up trying to be StarCraft but not. Grey Goo for example was one that came out a few years ago and it was just Starcraft with a new skin. I am not saying Starcraft is a bad game, its a fantastic game (though I do prefer Warcraft). But it kind of sucks the air out of the genre.

          Starcraft and Starcraft II, and Warcraft I,II,III had great campaigns. So it is kind of ironic that a lot of the games copying them cut the campaigns for the esports focus.

          • Jach6 hours ago |parent

            I think you're stretching your point too far if you think Grey Goo was just a SC clone... Grey Goo is clearly in the the C&C branch of RTS more than the StarCraft branch, and of course made by Petroglyph. It's macro-heavy base-building, not micro-heavy, even as the Goo, it doesn't play the same as SC at all. It's also more than a few years old now (10)... On release the focus was the campaign, it didn't even release with replay or observer mode for multiplayer.

            Tempest Rising is a newer RTS (this year) that's also in the C&C style, its highlight is the campaign. (Multiplayer I think is basically in the go-to-discord phase already.) The real problem is that RTS is just an unpopular genre, whether it's taking design inspiration from the C&C branch or the SC branch.

          • Tade07 hours ago |parent

            The first StarCraft was Blizzard North at its peak. I recall how difficult it was to win just sending all your troops towards the enemy, because every unit had a comparatively cheap counter.

            It was particularly visible in how, if you edited the map so that every pile of resources was 50k, so essentially endless, you'd arrive at a stalemate.

            • deaddodo6 hours ago |parent

              > It was particularly visible in how, if you edited the map so that every pile of resources was 50k, so essentially endless, you'd arrive at a stalemate.

              Given (effectively) unlimited resources within base distance, Zerg undoubtedly have a fairly substantial advantage and will probably win. Assuming comparable player skills, of course.

              Their remax time is 1/3-1/4 that of Protoss/Terran, they can tech-switch near instantaneously, and they have some of the most powerful endgame meta. This was true for SC1 and Brood War, and it's even more true for current SC2.

            • AntiRush6 hours ago |parent

              StarCraft was actually built by Blizzard Entertainment (formerly Silicon and Synapse), Blizzard North (Condor) were the team behind Diablo and Diablo 2.

          • skocznymroczny7 hours ago |parent

            If you think Grey Goo for just Starcraft with a new skin, check out Stormgate. They went so far to replicate almost all UI elements and put them in similar spots. With even things like the top ability bar which resembles Spear of Adun/coop commander interfaces in SC2.

        • shagmin5 hours ago |parent

          Age of Empires 2 has big tournaments as well, and the campaigns are fairly popular too I think.

          • emaro5 hours ago |parent

            You're right. I'm biased because I'm watching Starcraft for years know, but never really AoE.

            • hackernewds3 hours ago |parent

              Watch some Hera games. The level of play is next level.

              And Aoe2 is consistently getting official updates, there's 3 Indian and 4 Chinese civs now.

      • npteljesan hour ago |parent

        Genres also come and go. Arena shooters are also out for a long time, compared to 95-2005. Or point and click adventure games. I think there are a huge amount of players who are genre agnostic, or, not even "gamers", and just jump from one type of fun to the next.

      • iamacyborg7 hours ago |parent

        DoW 2 is great, DoW 3 on the other hand…

        • ecshafer7 hours ago |parent

          I liked base buildings. DoW 2 was a good game, but the lack of base building was a let down.

          • iamacyborg7 hours ago |parent

            Yeah I can see that, I always felt like 2 captured the feel of the factions a bit more than the first did.

    • teeray8 hours ago |parent

      > The over-the-top characters, the cheesy story

      I love that they don't take themselves too seriously in this series. RA3 had some hilarious cutscenes with characters barely holding it together (the Soviet Premier was an underrated Tim Curry role IMO).

      • Anon_troll4 hours ago |parent

        It's a shame the campaign of RA3 was boring. They got the theme and cutscenes right, but the campaign missions were rather slow, generic and forgettable.

        It's the opposite of C&C3, which had a good campaign but the theme was a step back from the scifi of Tiberian Sun. Especially the GDI/NOD units were way less futuristic, and the alien ones were a bit too similar to each other in style. The cutscenes were also mostly boring compared to earlier games.

        If I recall correctly, the expansion pack for C&C3 was much more interesting in these aspects, but the gameplay suffered.

      • Xelbair8 hours ago |parent

        "I'm escaping to the one place that hasn't been corrupted by capitalism,

        barely holds laughter back and takes a break

        SPACE!"

        https://www.youtube.com/watch?v=g1Sq1Nr58hM

        • philistine7 hours ago |parent

          He looked up! It's vital to mention that in this moment, renowned character actor Tim Curry, to highlight the fact that he was going to space, chose to look up!

        • ceejayoz7 hours ago |parent

          I wish there was a behind-the-scenes of this.

      • tomaskafka7 hours ago |parent

        Absolutely! I don't have time to play a RTS campaign, but I watched the RA3 story cutscenes and they are the top of the genre.

      • hkt3 hours ago |parent

        "I'm escaping to the one place that hasn't been corrupted by capitalism... SPAAACE!"

        A more innocent time tbh

    • tshaddox5 hours ago |parent

      It was so fun even just as a sandbox. Like Age of Empires 2, they somehow just got the feel of everything so perfect. Deploying G.I.'s in sandbags and getting them promoted to veteran, so fun! Chaining prism towers, how delightful!

    • jayd167 hours ago |parent

      There's a lot of things going against the RTS genre.

      They're technically challenging to make and creatively hard to balance.

      The public doesn't want to pay $60 upfront for a campaign when fun freemium games exist.

      The UX does not work well on controller so a huge amount of console players will be out of reach.

      Games tend to be quite long and because it's not team play matchmaking matters a lot. This push multiplayer into being highly competitive and not pushes out the casual players.

      Seems like Clash Royale likes are the best we've come up with to modernize the genre but of course its very different.

    • nkrisc7 hours ago |parent

      RA2 was loads of fun played with a friend over LAN against many computer opponents.

      We’d start the game up in one computer, then pop the CD out and start it up in the next one, and so on.

      • OptionOfT6 hours ago |parent

        Doesn't RA2 check serials over network?

        I do remember having to install IPX to play over LAN.

        • LikesPwshan hour ago |parent

          The original release came with separate Allied/Soviet discs. You could put one in your buddy's computer.

          Keygen was also easily available.

        • nkrisc4 hours ago |parent

          I don't think it did, or at least not the version I had, though it's entirely possible I am misremembering. I know for certain we did the same thing with StarCraft as well. Somehow, we got multiple instances of RA2 running on a LAN.

    • patates5 hours ago |parent

      rules.ini and rulesmd.ini are the 2 text files, in my life, I've spent the most time with.

      I'd probably lose another week if I had easy access to RA2 modding. Or let's say "experimenting and watching the AI burn" not to disrespect the real modders.

    • jajuukaan hour ago |parent

      I got really into C&C with Tiberian Sun and Red Alert 2 was a big change but I fell in love with it for the same reasons you mentioned. It's been the most disappointing part of seeing them open source all the old games. That this amazing game AND Tiberian Sun won't be part of it because they lost the code.

      The "we made units this way because it's fun" philosophy is sorely missed. Every game feels like it goes through a tuning phase just for esports. Even if the game isn't out yet.

  • superconduct1236 hours ago

    Anyone else feel like real-time strategy games with full 3D just never look as good as old 2D ones?

    I think its something about the perspective warping of the 3D camera that makes 3D RTS games look weird to me

    • npteljesan hour ago |parent

      I completely agree. To me, it's the same with adventure, and platformer games and 2D. I think the key is symbolism. In 2D, graphics are more about communicating intent, 3D is more for realism - or maybe this is just the trap they fall into, because there are highly stylized 3D games as well, as well as technically-3D-but-actually-2D games.

    • Etherlord874 hours ago |parent

      It's largely about pattern detection in our brains. If the pixels always look the same, it's easier to spot them. For many people graphics in a video game are a secondary addition but the decision making is uncontested priority; modern 3D graphics get in the way by making everything less readable.

    • patates5 hours ago |parent

      With 3D, you get unlimited amount of angles to view with less detail compared to 2D, a detailed well designed angle (or 2, or 3).

    • jszymborski6 hours ago |parent

      I alsi feel this way about point n' click adventure games. Something about pre-rendered graphics that makes me feel great.

    • dgan3 hours ago |parent

      I was so mad when they made Warcraft into 3D. It looked childish and killed the vibe entirely for me

      • hackerbeat2 hours ago |parent

        Yeah, I think new games in style of the old Warcraft games would be a huge success.

    • Keyframe5 hours ago |parent

      absolutely, and I don't think it's due to our nostalgic-tinted glasses. Not everything has to be 3D.

  • HelloUsername2 hours ago

    It seems many people here seem to misunderstand you need the original files yourself; you don't. If you read carefuly: "import an archive containing *.mix files from a web URL." They provide you this (archive.org) URL! Simply click the Download button and start playing. Also on Firefox.

    And, unfortunately, Chronodivide does not work with Yuri's Revenge expansion; apparently that game is build differently.

    • DrammBA2 hours ago |parent

      > They provide you this (archive.org) URL!

      That wasn't the case when I checked the site a few hours ago, the autopopulated link is new.

      • HelloUsername2 hours ago |parent

        > That wasn't the case when I checked the site a few hours ago, the autopopulated link is new.

        Sorry, didn't know. That's very strange, I've never had that in all my times playing Chronodivide. Just in case the URL field is empty for someone: https://archive.org/download/red-alert-2-multiplayer/Red-Ale...

  • RankingMember8 hours ago

    It'd be cool if there was a similar site but using OpenRA to avoid the need for local assets.

    • CursedSilicon6 hours ago |parent

      OpenRA has been promising Tiberian Sun/Red Alert 2 support since 2011

      Instead of working on finishing it though they just add more tedious features to RA1 (an in-game encyclopaedia, really?)

      • tehwebguy5 hours ago |parent

        It was kind of a blast but a couple of newly introduced bugs this year or late last year totally killed it for me.

        • robtaylor2 hours ago |parent

          It used to be great, but the 'community' has some grim individuals sadly.

  • pjmlp9 hours ago

    > for good performance, Firefox should be avoided

    Oh well.

    Then again, the demo is only usable for those with existing assets.

    • nottorp9 hours ago |parent

      > for good performance, Firefox should be avoided

      Can't, for privacy reasons.

      • oniony8 hours ago |parent

        Can, use Waterfox instead.

        • littlecranky678 hours ago |parent

          He was referring to chrome

          • hackernewds3 hours ago |parent

            It's a joke

    • dsnr7 hours ago |parent

      I wonder what’s wrong with Firefox? What is the bottleneck? The JavaScript engine? I’m guessing the thing is compiled to wasm anyway.

      • voxic117 hours ago |parent

        The bottleneck is webgl. I'm not sure why exactly but firefox is pretty well known to have significantly worse webgl performance than can be achieved with chrome.

        • lukan7 hours ago |parent

          "I'm not sure why exactly"

          I would guess because the GPU world is messy and full of broken drivers full of hacks and workarounds, so it is rather a miracle that FF works so good, with the few engineers they have left.

          (If you are on a chrome based browser, open chrome://gpu to get a glimpse into the work they have been doing just for your GPU and plattform)

          • pjmlp6 hours ago |parent

            Which is why sadly Web 3D never took off beyond ecommerce and visualisation tooling, with game studios rather focusing on streaming.

            While on native games the engine can workaround the driver issues, Web 3D APIs are at the mercy of the browser sandbox, where studios don't have access to possible workarounds due to lack of feedback on API performance.

        • Aeolun7 hours ago |parent

          It’s RA2. If we could run it on a P2, then surely we can run it in a modern browser even on pure CPU?

          • dsnr7 hours ago |parent

            Exactly what I was thinking.

            Minimum specs: Memory: 4GB (8GB recommended)

            The original ran on 128 MB or even less.

            • CursedSilicon6 hours ago |parent

              32MB under Win95

          • pjmlp6 hours ago |parent

            Probably even with pure software rendering in WebAssembly, most likely.

  • bennyp1019 hours ago

    How does OpenRA[0] do it? Is it just a X has expired thing?

    Edit: Oh maybe you do have to have the assets now? I swear last time I used it, it was all online :/

    [0] https://www.openra.net

    • jsk26008 hours ago |parent

      OpenRA does not distribute game assets, but they can be downloaded from OpenRA launcher.

    • catapart8 hours ago |parent

      Since you broached the topic, I've got an open curiosity about projects like that: if I manufactured entirely new assets, completely independently from the source game (possibly not even matching the source; like a different "skin" or "theme"), and then used those assets in a "clone" (in all but assets) of the source game, would that run afoul of IP law? I'm aware that anything can be litigated, but is there some quirk of IP protection for that kind of thing, or would I be able to use the cloned source with completely new assets without really infringing on anything? Does the cloned (re-coded? recomposed? clean-roomed?) source cause issues or create some kind of legal link from the original assets to the unrelated ones?

      Again, just idle curiosity. No actual intentions here, so just wondering if anyone has some deeper knowledge on the subject.

      • coldpie8 hours ago |parent

        Game mechanics are not considered copyrightable[1]. If you had a clean room implementation with your own significantly different assets, it would be allowed.

        However, the exact definitions of "significantly different" and "assets" is where things start to get fuzzy. While you could definitely make a very similar RTS game, exactly how similar can you get? EA doesn't own "military-themed RTS", but they probably do own "Soviets vs Allies with about 5 different unit types, air transports, and tesla coils." Getting even more fuzzy, are unit abilities considered assets, or game mechanics? It'd have to be worked out in court.

        My gut feeling is these clone engines would probably lose in court. I think the specific expression of the general game mechanics being cloned here probably would constitute infringement. But there isn't much upside to the IP owners to pursue enthusiastic hobbyists cloning a 20+ year old game in a non-commercial way, so they let it slide.

        [1] "Although Amusement World admitted that they appropriated Atari's idea, the court determined that this was not prohibited, because copyright only protects the specific expression of an idea, not the idea itself." https://en.wikipedia.org/wiki/Atari,_Inc._v._Amusement_World...

        • philistine7 hours ago |parent

          I'm sure if EA could undo their release of Red Alert and C&C as open-source, they would.

          OpenRA simply downloads a copy that it loads for the purpose of assets, but the engine is completely new, and it is very different from the orignal Red Alert. At this point, I don't think a single unit acts exactly the way it did in the original game. It's endlessly being rebalanced.

      • afavour8 hours ago |parent

        IIRC if you make entirely new assets you're good to go. OpenTTD (Open source version of Transport Tycoon Deluxe) has its own custom made assets, but can also be used with the original if you own them.

        https://www.openttd.org

        Not sure it's ever been proven definitively in court, though. And if you "made" custom assets that were exactly like the original ones only with a 1px color difference or something I'm sure you'd fall foul of it. What counts as different "enough" is always debatable.

        • mikepurvis8 hours ago |parent

          It would probably be the usual clean room reverse engineering rules: one guy describes the assets to be cloned, and then another guy who has never seen the originals uses that documentation to create the replacements.

          Once you've seen the originals, you're contaminated and no longer suitable for the role of doing the replacement work.

        • catapart7 hours ago |parent

          Oh, awesome! Yeah, this is a great example of something that I would have guessed would kind of be "over the line" being that it looks similar enough to be an issue. I'm glad it's not, though! But, either way, it's a perfect practical example of what I was wondering about, so thanks!

          • afavour6 hours ago |parent

            Unfortunately I think definitive answers are difficult to come by. No one cares that much about Transport Tycoon so no one is motivated to enforce anything. But if you made a clone of Call of Duty that had models as similar as OpenTTDs are to the original you might find yourself in hot water.

      • wwfn8 hours ago |parent

        https://freedoom.github.io/ does that for the still proprietary DOOM assets. Though the DOOM engine itself is open source, so a slight different situation than Command and Conquer.

        • klaussilveira7 hours ago |parent

          C&C is open source: https://github.com/electronicarts/CnC_Red_Alert/blob/main/LI...

  • khoury9 hours ago

    Can't start the game in the browser without a local executable of the game?

    • voxic119 hours ago |parent

      Copyright, you have to provide all the copyrighted material yourself so that they can't be sued for distributing it.

      • netsharc7 hours ago |parent

        Man, what a waste of resources. It'd be funny if the client side just did a hash of the "uploaded" files, told the server the hash, and then the server can compare the hash and use the server copy of the assets, to save bandwidth. But as "What colour are your bits" (1) say, that'd still probably not be legal.

        Oops, it's a browser based game, you still need the assets on the client side, i.e. in your local memory... never mind

        (1) https://ansuz.sooke.bc.ca/entry/23

    • RankingMember8 hours ago |parent

      yeah, bit of a buzzkill. What's the point of being able to launch from a web browser if you've gotta go dig up the game anyways?

      • tgv8 hours ago |parent

        Now you can run it on more platforms.

      • Aurornis8 hours ago |parent

        The point is they don’t get sued for distributing game assets they don’t own.

        If they could distribute them, they would.

        • YcYc108 hours ago |parent

          But what is the point of the project?

          • voxic117 hours ago |parent

            It patches the game with a modernized UX, implements a new client-server multiplayer networking model, allows you to play the game on systems which don't support it like macOS, and adds better support for modding. Overall it just updates the experience to meet modern gaming expectations.

            They have a whole section of their website where they list the features. https://chronodivide.com/#features

      • nonethewiser8 hours ago |parent

        Point taken, but there is an answer to your questions. Cross platform compatibility

    • brovonov9 hours ago |parent

      Yes, because they don't own the assets.

    • shortrounddev29 hours ago |parent

      It's a copyright thing

      • torginus9 hours ago |parent

        They really should've added the demo files.

        • grepfru_it8 hours ago |parent

          still copyrighted

          • torginus4 hours ago |parent

            I doubt you would run afoul of the law by freely distributing something intended for free distribution

            • doublerabbitan hour ago |parent

              Is it a risk worth taking though? It is EA games.

  • xangel2 hours ago

    Thank you so much guys, you've made my day! Life isn't so bad after all.

  • bbarnett9 hours ago

    Neat project.

    If looking for gameplay like this, OpenRA does play a few games without original game assets. I don't think RA2 though.

  • intalentive5 hours ago

    Web based gaming has a bright future. Why pay a distributor if you can just host your game on the web? Pretty good cross platform compatibility…

  • OptionOfT6 hours ago

    I wonder if this is a complete rewrite.

    When you have a large ship, like the Aircraft Carrier or Dreadnaught, you'll notice that its rotation is much smoother than in the original game.

  • asadm5 hours ago

    I still play this with my friends. Yearly, we do it in person atleast once.

  • doublerabbit9 hours ago

    I will throw out that if anyone does want to play RA2/YR multiplayer you can for free here: https://cncnet.org/red-alert-2

  • Telaneo8 hours ago

    Yes! This'll be fun to show some friends who are fans.

  • stego-tech8 hours ago

    Incoming HN hug.

    Love it, can’t wait to poke at it from home later.

  • Zardoz846 hours ago

    Kirov reporting

  • tinyhouse7 hours ago

    Where can I find / buy a local executable of the game?

    • doublerabbitan hour ago |parent

      Steam: https://store.steampowered.com/app/2229850/Command__Conquer_...

      The whole bundle for £6 or £1.60 for RA2/YR.

  • wahnfrieden6 hours ago

    This game was a big part of my childhood. I ran a somewhat popular modding site for it, "RA2 Factory" (as well as "Tiberian Sun Factory"). I spent more time honing my dev skills building these sites as well as modding editor tools than I did actually playing with any mods though.

    I even visited their studios in LA during a cross-country Amtrak trip. They were very kind, especially the community manager (whose name escapes me). I was given a tour and allowed to play Yuri's Revenge before its release. They gave me a Dune 2 box and C&C poster which I still have somewhere.

  • lostmsu7 hours ago

    How does it work?

    • xangel2 hours ago |parent

      "It just works."

  • lostmsu7 hours ago

    Damn this is much better than playing on actual Windows desktop. It is positively awesome!

    Yuri's Revenge when?

    Also, if that's a non-profit fan project, why is the source code not available?

  • Finnucane8 hours ago

    Click on web site, see unreadable light-grey-on-white text, say, fuck that and leave.