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C&C:Reloaded 1.5.0 released!

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C&C:Reloaded 1.5.0 available with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Rework of the Tiberian Sun terrain (new resize method).
- Rework of Tiberian Sun objects such as infantry, structures, etc (the same new resize method from above). Some examples:



 


- Now the dominant game resource in single player campaigns will be respected: Ore & Gems in RA2/YR missions and Tiberium in TS missions. Ore resource is optional in multiplayer maps:


- New basic GDI ship: the amphibious Paladin

 
- Rework of the GDI fleet & gameplay balance:

 
- CnCNet Players Online indicator in the Main screen:


- 54 new multiplayer maps.
- Better TS vs RA2 damage balance.
- Lots of fixes & adjustments.

It can be downloaded in the downloads section
http://reloaded.cncguild.net/index.php?p=downloads&t=005
Or at ModDB:
Official C&C:R ModDB page
 
If somebody is interested to read the full changelog, please visit here:
Official changelog

C&C: Remastered Collection support at PPM!

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Hello everyone! A few days ago we have added Forums for C&C: Remastered Collection at PPM. Now we are fully supporting the game at Project Perfect Mod Website as well. At the left menu, we have a C&C: Remastered Collection section with links for forums, some tutorials, the mods, and maps archive which will soon be downloadable and, finally, some starting tools and the source code. Everything you will need to start modding when the game comes live... which should be 10:00 on US Pacific Time Zone, less than 11 hours from now.

Finally, a word from our sponsor Messiah:






Enjoy the game!

CnC.Community is online!

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A new site CnC.Community is now alive! From the community of C&C fans for the community of C&C fans!

Quote:
We want to continue building upon the C&C Community project over the coming months with more features and content, so we'd love to hear your input too! This an exciting time for everyone in the community right now, so if we can help more players discover C&C through this site, then it'll only help to grow the franchise for the future and prove to EA that we all still love C&C.


You will find news from many community sites there, guides on how to play C&C games, streamers for all games, the latest trends on maps and mods by community for the recently released Command & Conquer: Remastered Collection and much more.

Check it out at https://cnc.community/

OS .BIG Editor 0.583 has been released!

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With the release of C&C: Remastered Collection, we have got some feedback on how OS .BIG Editor handles the files there. And we have concluded that the previous releases of the program were incompatible with 32bits TGA files.




So, we have a new release of the OS .BIG Editor with the following features:

- Extract All window's size has been corrected.
- Creating a new directory when extracting files now updates the directory listing component at Extract All window.
- TGA reader from OS BIG Editor can now read 32 bits TGA files from C&C: Remastered Collection and other games properly.


So, that's it. Use this program to browse the .meg and .big files from this game (in this case, only .meg files) and many others games. Check the list of supported games here. And happy modding!

Tiberian Dawn with improved pathfinding!

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Hello everyone! I hope you guys are enjoying the remastered games like I am. Although it is not fun when our units get stuck and don't go to the places we ask them to go. However, there is good news on that front, thanks to the awesome attitude of EA to share the source code of these games with the community.

At W3D Hub, the user cfehunter has tweaked the game to use the good, old, and famous A* algorithm for pathfinding. The result appears to be that your units won't get stuck. It is possible that the game may run a bit slower than it does because of that, but if you have a good PC, it might not be a big issue for you. According to the same W3DHub, a patch for RA1 should be posted as soon as he figures out how the RA1 source works out.




Check it out at:
https://steamcommunity.com/sharedfiles/filedetails/?id=2121899275


If you have an interesting mod or map to share, inform us and we may spotlight it like what we are doing with this one. Have fun!

C&C Remastered+

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Hello everyone! Last time we have mentioned cfehunter's patch to improve pathfinding and other things like rally points. So, with our improved radar of community mods that we have built here, it has been easier to track interesting mod. And, that's where RedAlert Remastered+ calls our attention.

This goal of this mod, on bothn its Tiberian Dawn and Red Alert editions, is to include quality of life features from other mods into a single package, as long as it does not alter the gameplay experience in a way that would transform a remaster into a remake. Of course, it follows a subjective feeling of the author, JeoD.

So far, he included the following changes:


Quote:
-Balanced resource growth (TD & RA) [ADDED via rules.ini (RA) and custom GrowthRate rule (kind of like RA's logic) (TD)]
-Additional Zoom Levels (TD & RA) by CCHyper [ADDED via XML files]
-Rename Attack Helicopter to Longbow by CCHyper [ADDED via csv files, optimally want to enable in DLL somehow]
-Rename Light Scout to Hum-vee by CCHyper [ADDED via csv files, optimally want to enable in DLL somehow]
-Unlock Helicarrier & Phase Tank by CCHyper [ADDED via ini files, optimally want to enable in DLL somehow]
-One-cell gap for base construction (TD) by FluffyQuack [ADDED to DLL]
-Modern Wall Building (TD & RA) by pchote [ADDED to DLL]



The source code is shared on GitHub, so you can start your DLL from there, instead of using EA one. If you have Steam, you can download it in your Steam client after you subscribe here for Tiberian Dawn and here for Red Alert. Enjoy it!

ImGui: An upcoming map editor for Red Alert Remastered?

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One of the new features from The C&C Remastered Collection is an official map editor, which is being used by many fans to create hordes of maps, as you can see here. However, while do appreciate the effort on building a public map editor that allows you to build campaigns, among other things. This map editor from EA has its limits... and its source code is not opened, unlike the DLLs.

So, there is a fan who decided to work on its own map editor, making good use of the DLL content, which simplifies the act of coding the procedures of loading and saving maps, rendering maps, and much more. The result is ImGui, a work-in-progress map editor that you can see in the video below:






And, for those wondering, this map editor is open source and you can check its source code at its GitHub repository.

Tutorial on how to make a Unit in Tiberian Dawn Remastered!

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Hello everyone!C&C: Remastered Collection will be released on June 5th and will be almost fully moddable. And we are quite excited about that, especially with the release of the source code of both TiberianDawn.dll and RedAlert.dll.

With that in mind, I've obviously taken the time to compile and analyze part of the code. And considering what I've seen, it was actually very easy to compile a tutorial on how to make a nuke tank without even seeing it in action or being able to play the game at all. Petroglyph has tested it exhaustively (or at least tested it) and they've documented the whole thing so well that we have been able to catch the whole step by step behind it.

So, we produly present our first tutorial:



->Step by step on how to create Petroglyph's Nuke Tank {TD} **


For those wondering, yea, you will need Visual Studio and some C++ knowledge, but if you get used to it, it won'tb be much different from editing what you saw on INI files, except for few pointers that shows up once in a while.

Happy modding!

Updates on the C&C Remastered Collection Editing Forums!

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Hello everyone! During this month, we have been planning and implementing several features for our C&C: Remastered Collection Editing Forums and also calibrating its effects on our community as a whole. So, since the day we have opened the forums (June 1st or 2nd, depending on your timezone), we have got the following changes:

- The Editing Forums and the DLL Editing Forums were merged. So, anything from rules.ini, XML, C++ code on Visual Studio should go on the same forum now.

- The old Mods and Maps Archives were split into Mods Archives and Maps Archives.

- Our Steam Workshop bot is already fetching as many community submissions as possible and splitting mods from maps into its respective archives. We still have some hiccups on the descriptions of some of the content there, but this should be fixed in the upcoming days. We have given up to mirror the mod or map files here because we do not have proper infrastructure for it. So, we deeply apologize for the Origin users for it. We still depend on the goodwill from Steam users to mirror these files outside Steam.

- We have a forum for Spotlighted Tiberian Dawn Mods and another for Spotlight Red Alert Mods, so we can filter the mods that really matter from those cheat like mods or test craps. You can also alter the way we filter mods by replying to the mods that you feel that deserve some love.

- We have added additional tutorials here, such as:

* Quick Guide on How to Compile The DLLs on Visual Studio
* Step by step on how to get the dll code into the VS debugger
* A List of Valid Command Line Arguments for ClientG.exe and ClientLauncherG.exe

- All changes above were reflected on our Frontpage.

- We have removed posts from PPMNewsReporter from View posts since last visit, in order to not flood the results and prevent you from looking into posts created by humans.



--------------------------------------------------------------------


Bear in mind that we are not done tunning our forums. We still have a couple of plans such as bringing our compatible graphics tutorials into Tutorials Uplink, Spotlighted Tiberian Dawn and Red Alert Maps, creating a Textures forum on Media Hut, writing much more guides, improve our fetching bots and much more.

Get posting and help our modding community to be more organized and effective, helping to improve the quality of user submissions... not just on Steam, but for the whole web!

More QoL Improvements mod for Red Alert Remastered!

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And resuming our current coverage on mods for C&C: Remastered Collection, we have a mod from our member Rampastring (a.k.a ^Rampastein on PPM forums), who is also one of the minds on the Dawn of the Tiberian Age and on the Tiberian Sun Client. It's the More Quality of Life Improvements for the Red Alert Remastered.

And it gives us... what we want, honestly: a modernized game. At least in some aspects: Rally points, improved pathfinding and smarter harvesters and much more. Here's a glimpse:




Quote:
More Quality of Life Improvements


A simple mod that adds more quality-of-life improvements to the game. Does not add extra units or direct gameplay changes, so you get the true original experience, just improved. Currently includes the following enhancements:

Smarter Harvesters
Several enhancements have been added to make harvesters smarter.

In the original game, harvesters preferred harvesting ore patches to the north of their position. This mod makes them harvest the ore patches closest to their last refinery instead, which helps keep your harvesters safe and keeps the money flowing faster as the harvesters have a shorter path to home.

If you have multiple bases or a very large base, harvesters will now stick to using the closest refineries instead of wandering all around the map to reach any free refinery.

Harvesters also don't start idling anymore if their refinery gets destroyed while they are on their way to unload, but will instead find another refinery to unload to.

And finally, when the map runs out of ore, the harvesters won't stay idle permanently, but will periodically scan if more ore has spawned on the map (from ore mines). This also affects the Skirmish AI and makes it a bit less braindead in the late-game.

Pathfinding
Improves pathfinding by implementing the A* algorithm. Units will no longer hug cliffs and other obstacles, but move through the most optimal path. Special thanks to cfehunter for implementing this feature to TD, which I could then port to RA.

Factory rally points
You can select a factory and then click on the ground to give produced units a rally point, like in Red Alert 2 and CnCNet Tiberian Sun. This works with barracks, war factories and naval yards / sub pens. You can also hold ALT while giving the rally point to set the rally point to a unit or other object. Thanks to cfehunter for his work on the same feature for TD.

Other enhancements

Aircraft can be targeted manually with SAM sites and AA guns, making it possible to micro them for focus-fire
Enables force-fire (CTRL) for buildings
Enables the Stop (default S) command for buildings, so you can stop them from firing at a previously given target
Units react faster to enemies that move by their position
Service Depots now always tell fully repaired units to move out of the depot to keep it free for future use, even if there was no unit queued for entering them
Enables units to make queued waypoint loops if you make a path with Q-move and finally click on the unit itself (thanks to dkeeton for providing information about this)


Expect more to come in the future. And while I do my best to test the features actively, be sure to report any bugs if you come across them. Hope you find the enhancements useful!

Source code: https://github.com/Rampastring/CnC_Remastered_Collection


If you have Steam, subscribe here. However, if you are an Origin user, we have a good news for you! You can download it here. Enjoy it!

OS .BIG Editor 0.584 is now available!

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Hello everyone! I've recently uploaded a new version of the Open Source .BIG Editor, which is a program that allows you to browse, extract files and generate new .MEG files used in games like Command & Conquer: Remastered Collection, 8-Bit Armies, Grey Goo, Universe at War, Star Wars: Empires at War, and .BIG files used in Command And Conquer Renegade, Generals, Tiberian Wars, Red Alert 3, Tiberian Twilight and also on Lord of the Rings: Battle for Middle Earth games.

This version also supports .PGM packages seen in Command & Conquer: Remastered Collection and 8-Bit Armies. Mostly on custom maps. Apparently, they are .MEG files in disguise.



We also have a very important bug fix when saving .MEG files. Offsets should be correct now.


And that's it for now. Download the latest version here and happy modding!



Oh, a final observation: as you can see on the picture above, the "maps" you download from Steam Workshop are just packages that includes the map in a .mpr file, a preview and a json file with data that the game reads when it displays the map. If you use a map editor for an old Command and Conquer 95 or Red Alert 1, make a TGA preview of your map's minimap and a json file copying some basic data of your map, and place them in the correct folder, you can play the map in the Remastered games! So, you can use other map editors like XCC Editor, RA95.exe or even Red Alert Scenario Editor to create maps for these games, in case you dislike the one that was recently created by Petroglyph and is bundled with the game.

Tiberian Sun: Forgotten Wars forums at PPM!

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Some days ago, our forums received the honors of hosting another interesting Tiberian Sun Mod, the Tiberian Sun: Forgotten Wars. A mod that brings the Forgotten and CABAL to fight GDI and Nod in the battlefied. Here's an overview of its story:


Quote:
Mere weeks have passed since the destruction of CABAL’s core in Libya, along with the mighty Core Defender - but peace has not returned to the world. GDI orbital networks have started picking up new CABAL processor signatures, matching that of the AI’s Libyan core, yet coming from more than two dozen new locations across the globe. At least three of the new core signatures have been traced back to ocean-bound locations in the Pacific, suggesting that the devious Nod AI has turned to floating naval bases in order to avoid GDI and Nod scrutiny on land - necessitating the deployment of both GDI and Nod naval detachments to combat this new waterborne threat. Finally, in a twist of fate that would see Tratos spinning in his grave, a new charismatic mutant leader has arisen to lead the Forgotten - and she is hell-bent on having her vengeance on those that have crossed the Forgotten in the past…








The mod is still on early development stages, but as you can see, there are some interesting screenshots posted, like the ones above. For more information, pay them a visit, provide them some feedback and some love! And let's hope we will get an interesting release out of it some time later.

OpenSage Blender Plugin 0.5 has been released!

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For those modding Renegade, Generals and Lord of the Rings: Battle for Middle Earth 1 and 2, Command & Conquer 3 and Red Alert 3 here's good news: your favorite and only Blender Plugin from OpenSage, that exports W3D and W3X models from Blender, has been updated once again.



The version 0.5 has several bug fixes that makes the exporter more reliable. Here's the change list:

Quote:

- use proper enums for vertex material shader properties
- create pivots for meshes on export if they have no parent bone
- create a bone for each hierarchy pivot on import (otherwise pivot order can not be maintained on roundtrip)
- reduced export time for meshes (O(n*n) -> O(n))
- handle empty/invalid/default materials correctly on export
- Bugfix: texture name got falsely '.dds' appended on export
- Bugfix: export proper opacity value of material (fixes invisible objects in W3DViewer)
- Bugfix: do not export uv coordinates if no texture is used by the material
- Bugfix: fixed mesh triangulation on export
- Bugfix: use proper hierarchy name for animation and hlod on export



Head to their GitHub repository to download the latest version. Note that it is not trivial to find the download there. You should try expanding the "Assets". Happy modding!

Updated News Tracker at PPM!

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Hello everyone! I've been working hard on our site's backend these days to provide proper coverage for the new Command & Conquer: Remastered Collection at PPM. And one of the parts of the site that required an upgrade was the News Tracker. That thing you see at the top of our site (not at the forums, to be clear) and you can see the latest 10 news for specific games or community activity in PPM. Well, some things changed there:


- A new game has been added: Command & Conquer: Remastered Collection . We now have the news posted on our front page and some of our tools compatible with the game. We still do not host any forums for any mod for Tiberian Dawn Remastered or Red Alert 1 Remastered, but if anyone is interested to get a public space to discuss your mod, hire people to help you and discuss your upcoming plans, contact us and your project will certainly get attention in the News Tracker as well.

- Other games are now receiving the frontpage news related to them. We are finally using our Hashtag system to organize the News Tracker. For those C&C webmasters who like fetching our feeds, we also have one with all our Command & Conquer franchise-related news. And we have other hidden ones for other games which we will increase coverage in the future (or not, depending on their popularity here).

- The PPM News Tracker has a new category called 2D Art. If fetches artistic images of any kind with a non-limited pallete. So, it doesn't include SHP files. But it may include cameos and textures from other games, such as Generals, Tiberium Wars or even both Remastered C&C games, concept arts, logos, photo-realistic renders, artistic photos, and much more. Submit your 2D Art here and help us to gather resources to help upcoming C&C: Remastered Collection modders.


We have also fixed some internal bugs and added Tiberian Sun: Forgotten Wars into our News Tracker system and in Tiberian Sun's left menu. Enjoy the News Tracker

Usage of C&C Remastered resources on other projects

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Hello everyone! For those wondering about using C&C Remasters assets on OpenRA mods or standalone projects, CCHyper, Tore and pchote (a.k.a. Sleipnir), as members of the Community Council, has been trying to clarify this matter recently with the C&C Remastered Collection development team. Here's what he has to say about it:

CCHyper wrote:
Hey everyone, so there has been people asking about the C&C Remasters assets and using them in their open source standalone mods, as well as other sectors of the community asking questions along those lines (CNCNet, OpenRA etc).

The Community Council for the C&C Remasters have been discussing this topic with EA closely and EA have come up with a statement we can share with the community based on these questions;

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We (The Community Council) have discussed with EA directly the topic of using the C&C Remastered assets in community projects. EA reserves all rights to the C&C Remastered assets, but they do not object to community projects using the assets under the framework of the current Remastered Collection modding policy.

This means that in order to use the assets from the Remastered Collection these requirements must be met;
 - The user must have purchased the C&C Remastered Collection and have it installed through Steam or Origin.
 - The community project must be clear that it is a fanmade project and unaffiliated with EA.
 - The community project can in no way commercialize the usage of the assets.
 - The community project cannot redistribute the Remastered assets.
---------------------------------------------------------------------------------



I, or any other member of the C&C Remasters Community Council will not be able to answer any more questions on this topic, but we hope this provides everyone with a clear understanding and correct use of the C&C Remasters assets.

- CCHyper


So, I guess that says all. CCHyper has stickied it in Assembly Armada's and, as relevant news, we are replicating it to the rest of the internet. For those who want an OpenRA using Remastered assets, you need to own the game and OpenRA would need to extract them straight from your C&C: Remastered Collection Steam or Origin installation. And that's it.

The First C&C: Remastered Collection Patch is online!

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Hello everyone! The crew over EA and Petroglyph have been working hard on the fan feedback for the recently released Command & Conquer: Remastered Collection, and the first patch has finally arrived. There are many changes to the game, a very long list of things as you can see below. Some adding a better quality of life features, others tweaking the balance, and many bugs fixes as well. Here are the words from the producer Jim Vessella about it:

Quote:
Fellow Command & Conquer fans,

Today we’ll be launching our major update for the Command & Conquer Remastered Collection. As mentioned in the post last week, our goal with this update was multifold:

- Complete several of the top community requested features which just missed the launch date
- Implement some additional quality-of-life improvements
- Address many of the top bugs which have been seen in the launch version
- Iterate on our Quickmatch ruleset

Below you will find the full list of Patch Notes for this update. But before we get too deep into the detailed list, there are some higher-level items to mention as part of this patch.

Stuttering Issue:

This patch aims to improve the framerate stuttering issue some people have been experiencing since launch. Admittedly this issue has been complicated to address. Effectively what we ended up having to do was refactor the way textures are loaded by the game, and push the majority of that loading to before you get into gameplay. This will have two primary impacts for everyone going forward:

1) Loading the overall game may take longer than before
2) Loading the first map may take longer than before

These longer load times would be most seen after a fresh restart of the computer. While we understand this extra loading time may not be ideal, our testing indicates gameplay performance should be improved across the board, and this felt like a worthwhile tradeoff. We want to continue gathering feedback / data on this issue, so if you have been experiencing the stuttering issue with the launch version, please let us know if this patch improved your gameplay performance.


Mod Compatibility:

Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop. Certain mods may also need to be repackaged to be compatible with the new texture process above, and we’ve provided a script / tool to assist with this in the root install directory for the Command & Conquer Remastered Collection, within the folder called “SOURCECODE/SCRIPTS.”

Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:

1) Disable the mod in the Mods Menu
2) Unsubscribe from the mod in the in-game Workshop Mods menu
3) Quit and restart the game
4) Re-subscribe to the mod via the Workshop Mods menu
5) Activate the mod and restart the game as prompted
6) The updated mod should then work as intended

Players may experience some issues if they try to activate mods which are not updated to the patch version.



Detailed Patch Notes:

With those items in mind, please see below for all the updates made in this patch:

New Features:

* Added the ability to host Private Game Lobbies:

- The host must check the Private Game box in the setup screen
- Hosts can then choose a four digit passcode for their game
- Private games will show an icon in the Join Lobby list
- Attempting to join a Private Game will require the passcode
- Host invited players will not need to enter the passcode to join

* Added a Player Panel in-game to view player names, factions, team colors, and status. This can be accessed via the Players button on the Sidebar.
* Added the ability to mute a player’s chat while in-game. This can be done from the new Player Panel and tapping the mute checkbox next to their name.
* Added the ability to overwrite saved games. Note: Tiberian Dawn and Red Alert saved game names are not exclusive, so be aware of overwriting saved games from one title to the other.
* Custom Missions can now be manually saved and loaded. Note, due to the underlying system this will currently only work for manual saves via the Pause Menu, and will not work for Quicksaving.
* Added the ability to see your Quickmatch stats and Leaderboard position if you’re not in the top 200 (Players must complete at least three Quickmatch games first)
* Added the ability to choose your sub-faction in Red Alert Quickmatch games
* Added the ability to choose Random faction in custom games
* Added support for the Origin Video Broadcast feature
* Added the Jukebox to the Main Menu Options / Audio menu. You can now customize your playlist here and listen in its entirety without needing to load into an actual game. Note: The Jukebox won’t override menu music, as the menu music is tightly connected with all the UI flows.

Quality of Life Improvements:

* The “Deploy” hotkey will now apply to all items with the Deploy Cursor, including un-garrisoning troop carriers, laying mines, activating the MAD Tank, and triggering the Chrono Tank
* Add the ability for multiple units to be queued on the Tiberian Dawn Repair Facility, the same as the Red Alert Service Depot
* Reduced the Hard Difficulty balance in Tiberian Dawn. We’ve effectively split the difference between Normal Mode and the launch version Hard mode. If you happened to already beat missions on Hard mode (Or somehow received the Achievement), then wear that with a badge of honor.
* Adjusted how you cancel queued in-progress units in the Sidebar. The first “cancel” click will now pause the in-progress unit, with the next click cancelling items in the stack. This will allow for quicker pausing to manage economic cashflow.
* Prioritized and reduced the cooldown of the EVA line “Our base is under attack”
* Changed the balance of being in low or zero power in Red Alert. There is now a maximum of a 4x build time increase for being at zero power (Compared to roughly 27x in the legacy title), which will ramp depending on the amount of low power.
* The Build Time tooltip will now update to reflect an increase in build time due to low power
* Added the ability to load a saved game from the Replay Mission dialog
* We’re experimenting with new Harvester logic, where Harvesters will now return to the original tile they harvested from and prioritize the fullest tile. This should help optimize Harvester behavior within certain resource fields.
* Made it so Middle and Right-click scrolling no longer removes a structure placement selection
* Removed AI takeover from Multiplayer games. Exiting the game will now destroy all your units and structures. This was a top community request to prevent the prolonging of games.
* Removed the Ready checkmark as a button in multiplayer lobbies. You can now only Ready up via the button in the bottom-right corner which should reflect the active state.
* Added the Command Line “MOD_DEBUG” that will disable the Client/InstanceServer timeout when the debugger hits a breakpoint in the mod DLL. This Command Line will also allow the game to be paused and stepped through frame by frame with F1 and F2. Note: Online play will be disabled if this Command Line is enabled. Note: MOD_DEBUG requires at least one mod be installed and enabled.
* Added the ability for turrets to stop force firing on the ground by using the “Guard” command
* Adjusted disabling the profanity filter so it will now also disable profanity in Custom Map names and Custom Mission briefings
* Added an Author field when custom maps are selected to highlight who created them
* The Installation and Intro Logo movies must now be skipped with the ESC key. This is to help ensure no one accidentally skips these meaningful videos on their first playthrough.

Bug Fixes:

* Fixed an issue where restarting a mission would sometimes change the difficulty back to Normal
* Fixed an issue where units could no longer be controlled after loading a saved game in which those units were selected
* Fixed an issue where Unit Queueing was getting disabled after loading a saved game
* Made an adjustment to Soviet Mission 5 where the MCV wasn’t loading onto the Naval Transport and getting the mission into a broken state (This was inconsistent for us to reproduce and hope it's now fixed)
* Made an adjustment to GDI Mission 8 where Civilians will now avoid Tiberium tiles, and the trigger-happy Civilian has been removed from the map entirely
* Fixed a memory leak which was causing instability in Multiplayer matches
* Fixed an issue where the Nod Cargo Plane could be targeted and destroyed
* Fixed an issue where units would move at hyper increased speed if players set certain units to Formations
* Fixed an issue where double-tapping to jump the camera to a control group was sending the camera to random location on the map
* Fixed an issue where mines were considered buildings and preventing games from ending
* Fixed an issue where preview images were not displaying in the Workshop Mods menu
* Fixed an issue where the Mods Menu was not auto-refreshing after subscribing to mods
Fixed a prominent crash where the Windows Input Method Editor (IME) was required to input characters
* Fixed an issue where the power indicator on the power bar was incorrect compared to legacy behavior
* Fixed a legacy issue where the Capture the Flag flag art was off centered with the surrounding rings
* Fixed an issue where the Harvester was unable to path to a Refinery on River Raid
* Fixed a legacy issue where units would sometimes be instantly repaired by the Service Depot
* Fixed a legacy issue where the Advanced Communications Center could be captured in multiplayer and by the AI (Since the Temple of Nod can’t be captured)
* Fixed an issue where the faction icon was seen incorrectly for Skirmish saves
* Fixed an issue where the video Introduction button was being disabled after navigating back and forth from Custom Maps
* Fixed an issue where it would rarely show “Mission Accomplished” in Quickmatch after losing the game
* Fixed a crash when saving the game during the Temple Strike mission
* Fixed an issue where player names were not able to be highlighted during the first 30 seconds of an Observer Mode viewing
* Fixed an issue where the incorrect portrait was being displayed for the Red Alert Artillery unit
* Fixed an issue where the green docking cursor was shown when selecting enemy Harvesters
* Fixed an where the Phase Transport was displaying the incorrect portrait when added to a Custom Mission via the Map Editor
* Fixed an issue where the laser from the Obelisk of Light was graphically corrupted in legacy graphics mode
* Fixed an issue where the multiplayer lobby list was not taking up the entire vertical space
* Fixed an issue where settings were not getting applied if tapping certain areas of the UI
* Fixed an issue where GDI Mission 8 was not getting added to the Mission Select screen after destroying the Airstrip in GDI Mission 6
* Fixed an issue where units could pass over a river in Blue Lakes
* Fixed an issue where the Laser Orcas would not properly load from saved game
* Fixed a crash if aircraft were destroyed outside the map boundaries
* Fixed an issue where User Map details were not being displayed by guest players in a lobby
* Fixed a crash when selecting the Workshop Mods button multiple times in a row
* Fixed a misspelling of the word “Affected” in the Paradox Equation mission briefing
* Fixed an issue where an extra Dr. Chan was appearing in Nod Mission 10
* Fixed an issue where the Map Editor was not compatible with older versions of .Net Framework
* Fixed an issue where if a Quickmatch fails to load properly, the game will send you back to the Main Menu after a 60 second timeout (Instead of being stuck in an endless loop)
* Fixed mismatching tile issues on Bullseye
* Fixed mismatching tile issues on Central Conflict Extreme
* Fixed mismatching tile issues on Destruction Derby
* Fixed mismatching tile issues on Gold Coast
* Fixed mismatching tile issues on Normandy Landings
* Fixed mismatching tile issues on Lakeland
* Fixed mismatching tile issues on Land Ladder
* Fixed mismatching tile issues on Lotsa Lakes
* Fixed mismatching tile issues on Naval Conquest
* Fixed mismatching tile issues on Open Warfare Mega
* Fixed mismatching tile issues on Pilgrim Fathers 2
* Fixed mismatching tile issues on River Rampage Mega
* Fixed mismatching tile issues on Rivers Wild
* Fixed mismatching tile issues on Scapa Flow
* Fixed mismatching tile issues on United Kingdom

Quickmatch:

* If you didn’t see the post from last week, we already made the following changes for Quickmatch on June 16:

- Increased the Game Speed from Normal to Fast
- Reduced the Starting Units to zero
- Removed Aftermath units from Quickmatch in Red Alert (due to extreme balance issues)
- Added two more maps to the Tiberian Dawn map rotation:

> Monkey in the Middle
> One Pass Fits All

* With this patch, we are making additional Map Pool adjustments based on community feedback:

- Adding “Eye of the Storm” into Tiberian Dawn
- Adding “Four Corners” into Tiberian Dawn
- Removing “Path Beyond” from Red Alert
- Removing “Snow Garden” from Red Alert
- Removing “Warlords Lake” from Red Alert
- Adding “Arena Valley Extreme” into Red Alert
- Adding “Bullseye” into Red Alert
- Adding “North by Northwest” into Red Alert
- Adding “Things to Come” into Red Alert

Overall, we hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support, and please continue to provide your feedback here on the subreddit, in social channels, and with our support teams.

Cheers,

Jim Vessella

Jimtern



As you can see, there are a lot of interesting features. From a modder perspective, I have highlighted somethings that I have considered to be quite relevant, which is the mod support part and the new debug command line. The break of mod compatibility is something that normally happens when a new patch like this is created, unfortunately. If you have edited any of the DLLs, you should merge the changes here with yours. If you need any help with this merge procedure, ask it on the C&C: Remastered Editing Forums.

However, the Command Line “MOD_DEBUG” is a critical addition to make the debug job easier and more comfortable. CCHyper's explanations on command lines for the C&C Remastered Collection has been updated to cover this subject.

I hope you enjoy this patch. Happy gamming and happy modding!

Renegade-X: Firestorm has been revealed!

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A couple of days ago, Renegade-X: Firestorm has been revealed with an interesting trailer. It brings the Tiberian Sun: Firestorm theme to their first person shooter game, created with the Unreal engine.





And today we have more tidbits where the developers discuss how they are working on it and further details about the project.





For more information about Renegade-X: Firestorm, visit Renegade-X's site.

C&C Dawn of Tomorrow 1.2 Update Released

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The first content update for C&C Dawn of Tomorrow has been released! It includes three new missions, several fixes for existing missions, as well as a slew of bug fixes.

You can learn more and download the mod from my website, kilkakon.com/c&c

The following download mirrors are also available:
- EXE: https://www.dropbox.com/s/jc6iti71tuivoax/c%26cdotsetup.exe?dl=0
- Zip: https://www.dropbox.com/s/znvdb4g47v16zrb/c%26cdot.zip?dl=0?

New missions include:

  • "Consicence" by Scionox. Play as the United States in this challenging mission as they seek to liberate a lost city and free a defecting scientist.
  • "The Hunt". A non-production mission where you have to take out a number of Tomorrow MCVs before they escape a mountain pass.
  • "Survivors", which incorporates a new terrain adapted from work by Tschokky. It's a brief glimpse into what life is like for the Company of Answers after the conclusion of the campaign.






Other adjustments include:

  • Cold Front and Checkmate have been made more challenging as they were easier than I had intended.
  • Nowhere has ownership of a few buildings changed around so the defences at the end of the level are powered.
  • Tear Gas APCs no longer disappear into nothingness when they're destroyed.
  • Mission Critical Structures are now labelled with a tooltip (thanks to Nyerguds).
  • The Propaganda Centre is no longer referred to as a Prison in FoT3 (thanks again to Nyerguds).
  • A few typo fixes and similar adjustments here and there.

Hope you enjoy the new content and have fun!

New C&C: Remastered Collection patch has been released!

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An important patch for the C&C Remastered Collection has been released today and that includes LAN play... with the ability to play mods on LAN. With few tricks, and I guess somebody will be able to play these mods with people around the world, heh? But guess what? LAN play is just one of the countless features of this patch. Here's Jim "Jimtern" Vessella's fully detailed post about today's patch:

Quote:
Fellow Command & Conquer fans,

Today we’ll be launching our second major update for the Command & Conquer Remastered Collection.

As I’ve been sharing with you over the past month via our Beta Patch updates, this Patch focuses on the following items:

LAN Play

Balance adjustments to address several key issues

Incorporating community maps as official Quickmatch maps

Dozens of QoL improvements and bug fixes across the board

Upcoming Quickmatch leaderboard reset

Below you will find the full list of Patch Notes for this update. Note: the Quickmatch changes will likely go into effect a few hours after the Patch goes live. But before we get too deep into the detailed list, let me provide context on each of the key items in this patch.

LAN Play:

As requested by the community over the course of the project, this update includes our official implementation of LAN Play. LAN Play allows players to enjoy Mod content in multiplayer, and should be an evergreen way to enjoy multiplayer far into the future. We did our best to test this feature amongst the Covid situation during development, along with attempting to get feedback from the community via Beta patches. But given the variety of ways people could play over VPN and with Mods, we expect there still to be some quirks in the system. Please continue to provide feedback so we can make any refinements going forward.

Balance Adjustments:

Over the past several weeks we’ve been collaborating with the community to tackle a few key balance items in the game. To see further context for these adjustments and read the full community discussion, please refer to my previous post here.

Community Maps:

A few weeks ago we announced the initiative of incorporating community made content into the actual game update so they can be officially utilized in Multiplayer and Quickmatch. We have decided to keep the first batch of Community maps as revealed, but have also made a few adjustments of the previous maps based on community feedback. The full details of these maps can be seen in the patch notes below.

Quickmatch Leaderboard Reset:

As mentioned in my previous post, we are getting ready to reset the Quickmatch ladder to get a fresh start on all these Quickmatch changes. This reset will likely happen in the next 48 hours if the patch launch here goes smoothly. In addition, one new feature of this patch is the ability to view the Leaderboard results of previous seasons (which should take a snapshot of the final results of this first season).

However, on this note I wanted to address a key topic with the leaderboard. We’ve seen reports, evidence, and even people admitting about “boosting” their leaderboard rank with alternate accounts. We feel this breaks the ethics of the Quickmatch landscape and undermines the leaderboard system. Being part of the C&C community should be a positive and fair experience for all players. So here’s the deal, we’re going to give a pass on this previous season, but this behavior will not be acceptable after the leaderboard reset. I respectfully ask everyone to please engage in ethical play behavior going forward, and if you are not sure what that means, I think reading our Positive Play Charter is a good place to start.

Mod Compatibility:

I’ll then reiterate this message from our previous Patch Notes. Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that some previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop.

Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:

Disable the mod in the Mods Menu

Unsubscribe from the mod in the in-game Workshop Mods menu

Quit and restart the game

Re-subscribe to the mod via the Workshop Mods menu

Activate the mod and restart the game as prompted

The updated mod should then work as intended

Players may experience some issues if they try to activate mods which are not updated to the patch version.

Detailed Patch Notes:

With those items in mind, please see below for all the updates made in this patch:

New Features:

LAN Play has been added to the game, including the ability to play LAN games with Mods enabled and over certain VPN networks. When browsing LAN games, the UI should display which Mods are required to join each game. LAN Play can be accessed directly from the Main Menu.

Added the ability to change the resource regeneration speed in Skirmish and Multiplayer games. This is now a slider in the Rules section of the game lobby (With value “1” being the legacy default)

Added a shortcut “Download” button to the Join Game and Lobby screens to quickly download a selected Custom Map by the host. This should make it much easier to grab Custom Maps and try them out. Along with this change, we are adjusting the lobby list so games with Custom Maps should appear alongside all other hosted games.

Added the following community maps into the official game:

"Elevation" (TD) by AchromicWhite & Lovehandles

“Quarry” (TD) by AchromicWhite & Lovehandles

"Heavy Metal" (TD) by FeRReT666 & Lovehandles

"Electric Avenue" (TD) by FeRReT666 & Lovehandles

"Canyon Pursuit" (TD) by AchromicWhite

"Tournament Arena" (RA) by [UF] freezy

“Tournament Ore Rift” (RA) by [UF] ^^ZxGanon^^

"(WHT) Canyon" (RA) by AchromicWhite & FeRReT666

Quality of Life Improvements:

Balance adjustment - In Tiberian Dawn the APC now has the Repair Facility as a pre-requisite to build, in order to help mitigate the early APC + Engineer rush

Balance adjustment - The GDI Weapons Factory health has been increased by 30%

Balance adjustment - The Naval structures have been removed the the victory condition

Balance adjustment - The Nod Cargo Plane delivery time has been normalized to 5 sec

Added the ability to Quickload with a Hotkey

Quicksaving should now work in Custom Missions and Skirmishes with Custom Maps

The USSR sub-faction price discount should now display properly in tooltips

Improved the Harvester logic so it will more reliably collect Gems in the adjacent cell

Added a flash back to the Nuke explosion in both games

The Stop and Guard hotkeys can now be held down

Made it so the “Insufficient Funds” dialog will no longer play if you’re not building anything

Increased the priority of the “MAD Tank Deploying” voice over so it can be immediately heard

Made a slight adjustment to how the enemy Airstrike targets in Nod Missions. The A10s should now focus on a single-target instead of splitting to multiple targets. This was a tough issue to track down and still looking for player feedback on how it feels in this new patch.

Harvesters should now properly respond to a docking queue and override if a manual docking command is given

Improved the readability of the text on the score screen in Tiberian Dawn

Updated the Radar visuals for when its being jammed by a Radar Jammer or Tesla Tank

Enabled the Hell March and Act on Instinct Achievements to be unlocked via the Main Menu Jukebox

Added a download window when subscribing Mods via the in-game Mods browser

Bug Fixes:

Fixed an issue in Tiberian Dawn where aircraft could force fire into the shroud

Fixed an issue where the Transport Helicopter wouldn’t land if the spot was occupied

Fixed an issue where Custom Missions were not loading if the number of sub-folders were greater than the number of custom missions

Fixed an issue where the AI would sell the Temple of Nod in the final GDI mission and prevent the Ion Cannon ending

Fixed an issue where Civilians and Technicians were not being automatically targeted by player units

Fixed and issue where players could not see allied stealthed units, including Submarines and Stealth Tanks

Fixed an underlying issue which may have been causing units to be uncontrollable at the start of a Quickmatch game

Fixed an issue where the signal flare would stop animating after loading a saved game

Fixed an issue where the Aftermath mission “Brothers in Arms” was near impossible to beat on Hard difficulty due to increased speed of Attack Dogs

Fixed a legacy issue where turreted units would perceive their range differently depending on the unit’s facing, sometimes causing units to unnecessarily move into enemy range

Fixed an issue in the Map Editor where several ital Red alert options were missing, such as MaxInfantry, MaxVessel, TechLevel, and IQ

Fixed a legacy exploit where units could get stuck in a building if constructed while a unit was pathing through the tile

Fixed a crash when trying to host a Custom Map game when there were subfolders in the custom map directories

Fixed an issue where the User Maps dialog screen was taking an incredibly long time to load previews

Fixed an issue where Harvesters would pause outside the Refinery before unloading upon receiving a docking command

Fixed an issue where enemy units would become invulnerable in Soviet Mission 12

Fixed an issue where a highlighter was seen when hovering over mission briefing text

Fixed an issue where sometimes infantry controlled by the AI wouldn’t play idle animations

Fixed an issue where replays weren’t generated if the AI won certain games

Fixed an issue where the Save Button was getting disabled upon dismissing the overwrite save confirmation pop-up

Fixed a typo in the description of Tiberian Dawn Bonus Gallery #047

Fixed an issue where Sarajevo East and Sarajevo Center were swapped on the map selection screen

Fixed an issue where Quicksaves were being overwritten between Tiberian Dawn and Red Alert

Fixed an issue where the Introduction video button was getting disabled at times

Fixed an issue where players were getting stuck in an error message when joining a full lobby game from the desktop

Fixed an issue where the Badajoz map was incorrectly listed as a Snow climate

Fixed an issue where the Sonar Pulse was only available for one time when infiltrating a Sub Pen with a Spy

Fixed an issue where the Harvester wouldn’t follow orders after being moved off a repair pad

Fixed an issue where aircraft were not getting destroyed once all player structures were destroyed

Fixed a crash when destroying Ant nests in the ant missions

Fixed an issue where Visceroids were dying immediately after spawning

Fixed an issue where Custom Mission Briefings were empty on the Load Game tab

Fixed an issue where the health bar would reveal hidden Submarines in legacy graphics mode

Fixed an issue where reinforcements wouldn’t arrive in Spec Ops mission M1 if the Commando was in a specific location

Fixed a subtitle typo of Mobius in the GDI Mission 12 briefing

Fixed a subtitle typo in the GDI Mission 8 briefing

Fixed an issue where the tech level was set too low in Funpark Mission 2

Fixed an issue in the Map Editor where several scorch marks and craters were shown as large cells

Fixed an issue in the Map Editor where the default setting for Mission units was set to “Sleep”

Fixed an issue in the Map Editor where the default New Map creation was set to Cancel

Fixed an issue in the Map Editor where the bottom tile picker was unavailable

Fixed an issue in the Map Editor where the toolbox would go behind the Windows Taskbar

Fixed an issue where Mission Briefings were getting scrambled text display

Fixed an issue where the Spec Ops missions had inconsistent tech levels

Fixed an issue in the Map Editor where Red Alert custom missions couldn’t use the @@ to force line breaks

Fixed an issue where the Chem Warrior was not available at build level 98

Fixed an issue in the Map Editor where players couldn’t resize the bottom tile picker

Fixed an issue where the player name would occasionally show up as an AI player name in the player panel

Fixed a crash when sometimes using the Ion Cannon

Fixed an issue where the Player Panel would appear in single player custom missions

Fixed an issue where the voice over for the Repair Facility wasn’t triggering

Fixed an issue where enemy GDI Airstrikes were not disabled upon destroying the Communications Center in Nod Mission 13

Fixed an issue in the Map Editor where the internal length limits for team types and triggers were not being enforced

Fixed an issue in the Map Editor where checkboxes were being re-ticked upon reloading the map

Fixed an issue in the Map Editor with the underlying Player settings

Fixed an issue where right-click on a wall would cause an exception error

Fixed an issue where the host couldn’t launch a match if all players had set their faction to Random

Fixed an incorrect description in the tooltip of Parabombs

Fixed a typo in AIPlayer1 in Observer mode

Fixed an incorrect description in the mission objective of “Don’t Drink the Water”

Fixed an issue where infantry were blocking the Ore Harvester from spawning

Fixed a crash when sometimes loading the next Nod campaign mission

Fixed an issue where the EVA dialog “Our base is under attack” was not playing for all allied players

Fixed an issue where a camera bookmark was moving one cell to the right

Fixed an issue where the Retry Mission dialog box was not appearing for Funpark Missions

Fixed an issue where the Retry Mission dialog box was not appearing for Custom Missions

Fixed a tile display issue on the Badajoz map

Fixed an issue where structure health bars were not showing in Yellow when they should be

Fixed an issue where the Spy was playing boxing animation frames when killed by Grenadiers

Fixed an issue where units were not getting repaired on the Service Depot in Soviet Mission 10

Fixed an issue where Submarines were not submerging after finishing an attack

Fixed an issue where the Nod briefing text was becoming corrupted after Alt-Tabbing

Fixed an issue where an enemy Medic would health the player infantry on certain missions

Fixed an issue where air units would disappear when flying too close to the top map border

Fixed a crash when sometimes opening the Options Menu

Fixed a crash when sometimes opening the Player Panel

Fixed an issue where the Sell and Repair sound FX were heard by other players

Fixed an issue where certain VFX were not showing up in Multiplayer games

Fixed an issue where the scroll bar in the Mods UI menu would pop back to the top

Fixed an issue where a faction icon wasn’t displayed in the replays tab when choosing Random

Fixed a crash when playing Aftermath mission “Harbor Reclamation”

Fixed a crash when using the Quicksave command in rapid succession

Fixed an issue with saved games from Custom Missions not appearing if they were the only save file present

Fixed an issue in the Map Editor where some trigger values were seen as “0” after re-opening a saved map

Fixed an issue in the Map Editor where the active size of the map was not visible when dragging to resize the map boundaries

Fixed a typo in the final Nod Mission Briefing

Fixed an issue where the Custom map list was being improperly indented

Fixed an issue where infantry were automatically coming out of a Barracks without being purchased

Fixed an issue where the Civilians were not revealing the shroud

Fixed an issue where no music was being heard in GDI Mission 15

Fixed an issue where the incorrect starting units were displaying in the Replays / Observer menu for Quickmatch

Fixed an issue where the timer would disappear when loading a saved game on Allied Mission 10

Fixed an issue in the Map Editor where tile P15 was not a complete terrain piece

Fixed an issue where no sound FX was playing when activating / deactivating the Radar Map

Fixed an issue where loading a Skirmish game would enable super weapons even if they had been disabled at game start

Fixed a crash when trying to host a Multiplayer game with a Custom Map

Fixed an issue where the “Primary Building Selected” voice over was not being heard in Tiberian Dawn

Fixed an issue where several Red Alert assets had incorrect spaces in their filenames

Fixed a crash when toggling Sell mode on certain missions

Fixed an issue in the Map Editor where the trigger editor had no buildings listed for the “Built it” event

Fixed an issue where the allied AI team members were not revealing shroud when attacking

Fixed a crash when multiple MiGs attack a target in Soviet Mission 12

Fixed or improved dozens of mismatched terrain tiles in a variety of multiplayer maps across both games

Quickmatch:

Increased the default resource regeneration rate to value 3 in the new slider

We are then making the following Map Pool adjustments based on community feedback:

Tiberian Dawn

Removing “Eye of the Storm” from the pool

Removing “Nowhere to Hide” from the pool

Removing “Tiberium Garden” from the pool

Removing “Four Corners” from the pool

Removing “Red Sands” from the pool

Adjusting “Monkey in the Middle” to be Top Left vs Bottom Right spawns only

Adjusting “One Pass Fits All” to be Top Left vs Bottom Left and Top Right vs. Bottom Right as the only viable spawns

Adding “Elevation” community map to the pool

Adding “Quarry” community map to the pool

Adding “Heavy Metal” community map to the pool (Opposite corner spawns only)

Adding “Electric Avenue” community map to the pool (Opposite location spawns only)

Adding “Canyon Pursuit” community map to the pool

Red Alert

Removing “Things to Come” from the pool

Removing “Shallow Grave” from the pool

Removing “Equal Opportunity” from the pool

Adjusting “Bullseye” to be Top Right vs Bottom Left spawns only

Adding “Path Beyond” to the pool with Top Left vs. Bottom Right spawns only

Adding “Tournament Arena” community map to the pool

Adding “Tournament Ore Rift” community map to the pool

Adding “Canyon (WHT)” community map to the pool

Thanks to everyone who contributed their feedback during our Beta Patch process, and we hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support, and please continue to provide your feedback here on the subreddit, in social channels, and with our support teams.

Cheers,

Jim Vessella

Jimtern



And, as Jim said, every patch like this one that alters the DLL files makes old mods incompatible. Pay attention the instructions above once newer versions of your favourite mods get released. For those who create those mods, EA has already committed the changes. Good luck when merging them with your stuff. If you have any doubts on how to use GIT to do that, check this amazing tutorial.

Red Alert: A Path Beyond updated to version 3.5!

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The Red Alert: A Path Beyond team has made a comeback update to v3.5, accompanied with the above Delta trailer.
The mod has been around a very long time, and still holds its own well against other modern iterations of Renegade.

Quote:

For those of you who don't know what RA:APB is, it's a first person shooter set in the universe of Red Alert 1. In the game you can drive all kinds of awesome vehicles from Red Alert, like Mammoth Tanks, Tesla Tanks, Mine Layers, Submarines, Cruisers, Yaks, and Longbows!
We have our own easy-to-use launcher that handles the installation of our community games, so come and check out our latest update and join us in-game this weekend! ????
Click here for Download and Update Notes
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