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The introduction contains many references to removed units and abilities, like the Warlock Tank and System Hack. As the strings exist for all three factions, this may have been a playable mission. * The string file contains strings which hint that there may have been some kind of introduction explaining the new units. * Similarly, General Juhziz and General Fai, who do not show up as enemies in Generals Challenge, were once supposed to be playable and have a complete voice set. However, GLA and USA Boss Gen were never completed and everything was merged into one Boss General. * There are multiple references that there once was China Boss General, USA Boss General and GLA Boss General, which would've been enemies in Generals Challenge. The Spectre was probably supposed to be moved like an ordinary unit at first, but then EA decided to add the buggy Spectre logic. ![]() * In-game, you can give the Spectre move commands after it stopped firing and it will respond with unique sounds but not actually do anything. It uses a unique ground icon which becomes unused in Zero Hour because of this.Īs ZH is not only in a much more unfinished state but also based on the Generals alpha, it contains much more beta material and has many assets of the Generals alpha. In the final game, the napalm strike is only available in the CHI05 mission. * China originally got the Napalm Strike, which consisted of a group of Migs firing Napalm Missiles. ![]() The WND contains the required coding and the registry contains a counter for the map pack version. COMMAND CONQUER GENERALS ZERO HOUR MOD UNUSED CONTENT DOWNLOAD* One was supposed to be able to download map packs in the main menu. In the final game, units climb cliffs automatically, so this is not needed. * The string file contains references to an unused button "Climb Cliff". These include the Black Market Nuke, Crate Drop, Defector and Terror Cell. COMMAND CONQUER GENERALS ZERO HOUR MOD UNUSED CONTENT CODE* The code contains references to special powers that are not used in the final game. * There are unique sounds for the stealth fighter attacking airborne units, even though the Stealth Fighter cannot attack air units in the final game. * The textures for the removed SDI Uplink superweapon missile are still there. This cameo cannot be seen in the final game. * The GLA cameo files contain a cameo showing demolitions. Both are not available in the final game, but the cave can be easily re-added. * The Civilian cameo files contain cameos for the cave and radio station. The code and cameos are still there and can easily be re-enabled. * The Red Guard used to have a bayonet which it could use to stab enemies. * There is a large amount of commented out POW logic code and cameos throughout the INIs. The conscript itself was available in the alpha, but eventually turned into the Red Guard. * The conscript cameo is still in the game. ![]() ![]() In the final there's only one guard ground icon for all factions. * There are unique Guard ground icons for each faction. * The Hover Crusader cameo is still in the files, although the unit itself has been removed in the alpha. If this feature worked, you would've been able to build walls similar to classic Command & Conquer. * Wall cameos and code is still available in Generals, although it does not work any more because the LINEBUILD KindOf is broken (construction will stay at -1% indefinitely). * In-game, the small cameo of the USA War Factory shows the old Crusader Tank while the large cameo shows the new one. The tunnel network used to have no gun, but a gun was added during development and the cameo has never been updated. * In-game, the Tunnel Network cameo shows no gun. The model used to look like the cameo shows in the beta, but this has been changed and the cameo was never updated. The cameo shows a supply center with one passageway, while the model is a supply center with exits to all four directions. * in-game, the model and cameo of the Chinese Supply Center don't match. ![]()
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