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Found 44 results

  1. OK, here's the story. I'm making my first mod, a small one, in which you are able to create a unit through the Chinese barracks that shoots fire. I call him the Dragon Gunner. (Much like the Dragon Tank.) I replicated the Dragon Tank's weapon in order to make a Dragon Gunner weapon, did the same for the weapon object, etc. Everything works fine, but I have a little bug. When the unit is firing in one direction, and then you ask him to fire in another direction, he does not turn. He instead spawns a magical string of fire out of the back of his head. I've tried looking for a possible solution, but sadly there aren't any tutorials that I could find that show how to do what I'm doing. If you need me to put the source code, I will. I am just hesitant to paste the weapons.ini, weaponobjects.ini, and chinainfantry.ini all on one thread. Thank you in advance! -ThePaperRobot
  2. Kane's Wrath Unofficial Big Bang Patch 1.04 Open Beta Kane's Wrath Unofficial big bang Patch 1.04 open beta start today! Kane's Wrath Unofficial big bang Patch 1.04 is actually a mod that run with biber's and asuka's mod lancher, it started with the aim of just balance changes and bug fixes, make stuff that people rarely used to be more noticeable, useful, and add more options for team play like RA3 and BFME had, But since a lot of people requested from me to add a few stuff that in their opinions were supposed to be in the original KW I end up adding some new stuff (but I have red line and didn't added ton of useless stuff to the mixer as the mod don't aim to add too many new units to the point the factions will be unbalance and the units will be useless) So this "Unofficial Patch" eventually became big bang patch that rather from just focusing on balance and bug fixes also add new stuff in order to make the more than half decade KW feel more refreshing, I had many ideas how to add new stuff to game's gameplay, some worked and some didn't (and been removed) This is project that is up on moddb for around two years and half by now and is still in work, One of the main ideas of this project was to work with the community in order to create the mod for the community, however as I mentioned before the mod have red lines, This project can be changed by your commits However I can't promise that I change anything you want, Please note that this mod also try to make things balances while also try to add uniqueness, Uniqueness + balance in RTS is really hard to achieve but if they were added in the right way they can keep the most import ingredient in bay: the "Fun". General list of what been changed so far: *More bug fixed *New units *New features (More Upgrades/Abilities/Special Powers) *Some game changes *More features for team work *Improved Balance (many things like support powers, units, abilities, upgrades, are more useful) *Improved map pack (Optional) *Economic system moved back to how it was in ver 1.00 You can see more info about the project here: MODB Or here Gamereplays.org You can download the mod from here http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/downloads/unofficial-big-bang-patch-104-02-open-beta
  3. Hello guys! I've made a small but fun mod for C&C Generals Zero Hour. It modifies the behaviour of the neutron missile in following ways. -Overall radius is bigger and the damage dealt is higher. -Creates EMP blast which turns off buildings and units for a certain amount of time. -Creates neutron blast which kills pilots of vehicles in a radius smaller than the EMP pulse. -Creates MOAB like shockwave that pushes units and building debris around Shockwave mod style. -Shockwave/Contra styled delayed explosion. -The countdown is raised from 6 minutes to 10. You really should use this mod alongside a shrubbery fix mod so you will be able to observe how the nuke ignites trees. Will probably break things if you try using it with other mods, but it's inside it's own .big file so you don't have to worry about breaking anything if you install/remove it. The installation instructions are inside the .zip. Images Video Download http://www.moddb.com/mods/two-stage-nuclear-device
  4. Hi guys, I'm sorry if this has been posted before but I honestly have tried many searches to find this out. I hope this forum is still used as this is where 90% of my information comes from. I am only using tibed just now and would like to continue with that if possible. I have made a mod starting with the Air Force General as its base. I have pulled over the upgrades from the other generals but I am having trouble with a few of them and it seems to be the general specific ones which are causing the problem. I have command buttons in my Scud Storm for most of the GLA upgrades (a few are elsewhere as they did not all fit in) and I can purchase them. The anthrax gamma, quad cannon and Chem AP bullet upgrades are there and they are lit up like all the rest but I cannot purchase them, when I click it it just remains lit and the upgrade does not queue. I have had no problems with the China upgrades. Any advice would be appreciated.
  5. - Version 0.39 New Features - For a complete list of features, minor and major, please read our changelog here. Probably one of the most important features in Twisted Insurrection 0.39 is the new and improved Client, granting you the ability to customize your Skirmish and Online games with loads of new options and tweaks, pre-set teams, locations and alliances on all maps (even with AI players) and have many new game modes to try such as Twisted Dawn, Survival, Meat Grinder, Unholy Alliance, Timeless Insurrection and Ultimate Insurrection. Loads of options that were not possible before are now available, which will enhance your skirmish and multiplayer experience greatly, allowing you to play the style of match you are looking for, be it a quick relentless war or a long-winded battle with unlimited funds at your disposal. Some of these new options include Build Off Ally, Start Without Shroud, Tiberium-Resistant Infantry, Disable Tiberium Lifeforms, Berzerk Cyborgs, Unlimited Tiberium and Enable Ion Storms. Some screenshots can be seen just above of all of the new client options! Version 0.39 brings a massive balance overhaul to the mod too implementing lots of feedback provided by staff testing and the public players. The campaign missions have been modified and improved along with the addition of a few more new missions to play, including the Nod Finale. Some new units and structures have been added into the game too, some of which we won't reveal how to acquire just yet. A list of Twisted Insurrection's top features (old and new): Windows 8 / 8.1 Support All new Skirmish/Online set-up Options Optional Base Props mode, giving you more eye-candy for your bases Completely Standalone (No CD/TS Required, TI runs entirely by itself) A new in-depth story-line following Nod's victory in Tiberian Dawn (C&C95) Completely revamped and improved graphics Additional Skirmish Modes such as Twisted Dawn, Survival and Checkpoint New campaigns and new missions for GDI and Nod, including special challenge missions. Over 100 new multiplayer maps Smooth and fast Paced online game-play Official CNCNet and Online Play Support All New Units and Structures Enhanced Skirmish and AI Custom cinematics and a completely Original Soundtrack Head on over to our ModDB page for downloads andinformation for the latest version of the mod!
  6. There's less less than 24 hours until The Dawn of the Tiberium Age's release. While you wait, here's something to warm you up for what's coming:
  7. Okay I need help with tib edit 2 I just want to add new units I do not care about skins or any of that just how to duplicate a unit and make it trainable in a skirmish battle. P.S I am pretty confident I can figure the rest out when I make the unit usable. Any help appreciated
  8. I created these maps long ago at the beginning of this millenium. Since Iran's 303 update I' m able to play RA1 again, so I collected the best and bunched them together to a full mod/expansion pack. I 've seen there are still people out there playing this old game, so they may enjoy this addon. The Discovert Ops missions are more epic, more complicated, much harder and more detailed (as well landscape and scripting) than the original missions. Originally I built these maps only for me and some friends and did not plan to upload them, so there is no coherent storyline and the sides are not strictly separated in USSR or allies. You are green, the enemy is red, thats everything. Some Features: 13 singleplayer missions 10 multiplayer maps water tiles and ore added to interior terrain reusage of c&c1 civilian structures (which were still hardcoded in RA) more than 20 new units, exclusive major bosses improved AI and ini settings (the skirmish AI now is a little bastard! ) Mirrors: See http://cnc-comm.com/community/index.php?topic=3068.0 Screenshots say more than text: (do not wonder, in some missions you'll hear EVA's "unit lost" at the beginning, I used an improvement containing spies, mines and silver crates to cloak hostile buildings.)
  9. Hello CNCNZ! Long time no see! Some of you may be aware that I (Aro) announced my resignation as Twisted Insurrection leader a few months ago, I'd just like to inform you that I have changed my mind on the matter due-to several reasons and will be resuming work as normal! I apologize to our fans whom I may have disappointed, but I'm happy to announce that it was, afterall, only a temporary leave. After recent discussions with some staff members and some other people I consider to be my friends, I have managed to be persuaded to think otherwise about my resignation, so I owe a lot to the guys for helping me pick up my mood again. One other main deterrent of keeping up working on Twisted Insurrection was the fact that Windows 8 hindered my ability to resume work at the pace that I usually keep, but now thanks to a lot of fine-tuning and fiddling, everything is back in order again. Once Public Beta 5 is released and I have found an almost-perfect solution to the Windows 8 issue, I will include a tutorial of how to get TS/TI working correctly on the dreaded operating system. Now that I am back in the game and finally have internet set up at my new home, I am pleased to inform you that Twisted Insurrection will resume progress as normal! Not that Twisted Insurrection has been quiet for all those months, quite the contrary. We are only 2 Nod and 3 GDI Missions away from having a completed campaign, big props to Q45 for all his hard work. Once both campaigns are complete, some additional challenge missions will be created and then work on GloboTech's... missions... will begin. Now, I know what you're all thinking, which is probably something along the lines of "But Aro, when will the faction structures and units be finished?" and the answer to that is simply this, I don't know. ErastusMercy, the lead voxel artist for Twisted Insurrection has been on hiatus around the same time that I took my "leave" due-to several reasons, one of which being to embark on working on his mod, Emerald Prophecy, now for the Unreal engine, but hopefully he'll be back in the game soon. Lin Kuei Ominae, the Nod Building artist for Twisted Insurrection has been unable to use 3DSMAX for quite some time now, but that time is drawing to a close very soon (we hope), once he is able to begin work again, the Nod structures will start flying out again. Henskelion, our cinematics artist is also busy with studies, meaning that progress has been slowed too, but not for long. As for GDI, well it's just a matter of whether the artist in question has time, I'm going to discuss things with some of our SHP artists and see whether or not we can get things rolling at light speed again! So we have taken quite a blow in terms of staff activity, but things are going to pick up again as from today. Sadly, no, I can not give you a set date on Public Beta 5's release, but that's only because unforeseen consequences are bound to happen if I start making promises on release dates. Never-the-less, looking at the progress that has occurred and how much shorter our to-do-list has grown (with the exception of some faction graphics), we're nearing completion, and whilst it's not just around the corner, it's going to happen! Tiberian Sun modding will not die until we die. **** you, Windows 8! Check out Twisted Insurrection's pages around the web!
  10. The team working on the Red Alter mod for C&C 3: Tiberium Wars has posted a massive update containing concept art and renders, including Volkov (WIP), Combine and IVF Sickle for the Soviets, as well as the Allied Tank Loader, Wolverine Tanks (I and II) and Harvester. Finally, there's a concept of a South Korean Vault setting. Have a look at these samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16378/major_volkov_by_tugodoomer-d42gwz5.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16378/soviet_harvester_by_tugodoomer-d4du87t.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/17/16378/b9caac16424a.jpg Click here for more.
  11. Version 1.71 of the Tiberium Wars Advanced mod for Tiberium Wars, an updated version of the 1.7 release from earlier this month, has been released. This latest version finalizes the art and English translation, also fixing the few minor bugs present in the 1.7 release. ' rel='lightbox'>http://media.moddb.com/images/downloads/1/41/40630/TWA_1.71.jpg You can download the latest version of the mod here. You can also view the full changelog for 1.71 by clicking this link.
  12. The team working on the Paradox mod for Red Alert 3 has now turned their attention to Release 1, which will be much more detailed than the Apocalypse Minimod. For now, they have shown the renders of the Achilles, the Particle Expeller and Gap Generator for the Allies. The Achilles is a fast, experimental air superiority fighter, armed with a spectrum cannon. It can use a supersonic afterburner to return to its airfield faster than other aircraft. The Particle Expeller is an experimental vehicle that uses particle acceleration to decimate tanks. It can switch from burst fire to splash damage fire and is amphibious. The Gap Generator is more or less the same as we saw it in Red Alert and Red Alert 2. ' rel='lightbox'>http://media.moddb.com/images/members/1/311/310971/AlliedAch.1.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/12/11998/AlliedPE.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/12/11998/AlliedGAP.jpg You can follow their ModDB profile or check out their Mod Wiki.
  13. The team working on the Contra mod for Generals: Zero Hour has released some new renders showing the Saturn Walking Fortress, Nemesis Gunship, Harbinger Cargo Helicopter and Omega Mobile Particle Cannon for the USA, as well as the Chinese Armoured Train and Civilian Bunker. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/Saturn-render.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/Omega-render.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/11/10422/ChinaTrain-render.jpg Click here for more.
  14. OmegaGroup has announced and released the first version of its latest project, C&C3: A New Experience, on ModDB. A New Experience is a mod that allows users to use different custom game interfaces, a modified camera, weather effects and menus, alongside new maps. Another of its features are new custom sky domes to custom maps. Here are a few sample screen shots, showcasing the 3 main features that are available in the first release: ' rel='lightbox'>http://media.moddb.com/images/mods/1/20/19402/cnc3game_2012-01-16_11-25-07-53.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/20/19402/cnc3game_2012-01-16_11-27-06-98.jpg ' rel='lightbox'>http://media.moddb.com/images/groups/1/5/4666/ATARDECER.jpg You can browse the rest of the C&C 3: A New Experience's gallery over here. You can also download the mod from this page.
  15. Version 1.12 of the W3D edition of the Tiberium Crystal War mod for C&C Renegade has been released just a few hours ago. Some maps have been updated, new units added, bugs fixed, purchase terminal icons changed and more. There are three mirrors for the download: Zunnie.net MultiPlayerForums.com IndieDB It is also important that you thoroughly read the instructions before running the game, as you might find yourself unattached to the server or with the common MyNickname user name.
  16. Shortly after the last update, the Tiberian History mod for Tiberium Wars has updated its screen shot gallery on ModDB yet again, showcasing the GDI Harvester, Component Towers and Nod War Factory from Tiberian Sun, which will be featured in the fifth release. Here are some screen shots with these new assets: ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12642/Harvester_Action02.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12642/NodWarFactory_Info02.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12642/GDIComponent_Info01.jpg You can view the rest of Tiberian History's new screen shots in their ModDB gallery right here.
  17. The Tiberium Crystal War mod for C&C Renegade has posted some new images on their IndieDB profile. They've made some new icons for stolen-tech vehicles, including a yet unseen Beam Cannon. The Harvesters are announced for a later time. Also, wallpapers by kenz3001 have been released, which, if you remember, were featured in CBCPT Episode 4. Check out some samples: ' rel='lightbox'>http://media.indiedb.com/images/games/1/17/16488/pticonos.jpg ' rel='lightbox'>http://media.indiedb.com/images/games/1/17/16488/z_4c9e8762.jpg ' rel='lightbox'>http://media.indiedb.com/images/games/1/17/16488/z_95c6d0b2.jpg Click here for more.
  18. The latest instalment of the Tiberium Crystal War standalone mod for C&C Renegade has just been released. One of the most obvious changes is that the game now has an installer and an uninstaller, packed with all VCRedist and DirectX Runtime files necessary to play. Green and blue Tiberium now have correct values like in Tiberium Wars, and new maps have been added, while some older ones were updated. You can download it from the following mirrors (987 MB in size): Zunnie.net MultiplayerForums.com ModDB - authorisation pending All further information can be read here.
  19. The team working on the Tiberian Sun Redux mod for Generals: Zero Hour is working hard for the holidays. During the past few days, they've posted some nice looking renders of the EMP Cannon, Mobile Sensor Arrays, GDI Starport, Drop Pods and a Civilian Building. The Starport, based on the Dropship Bay originally cut from Tiberian Sun, will be used to call in the mighty Mammoth Mk. II. Here are some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/msa.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/uploading.1.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/13/12811/SSHOT04.1.jpg Click here for more.
  20. The team working on the Tiberium Crystal War mod for C&C Renegade has released a new online demo, with a rather lengthy change log. This release features both infantry and some basic vehicles, as well as Armouries and Secret Shrines. Many new maps were added, but the TCW_Temple map wasn't finished, so one small patch can be expected for this release as well. Click here to download the latest online demo from ModDB.
  21. Version 0.3 of the Visual Reality Mod for Zero Hour has been released. For those who are not familiar, this mod only changes the visuals of the units, turning them to their closest real-life counterparts, without touching the balance and gameplay. If you have an earlier version installed, make sure you delete it before downloading this one. ' rel='lightbox'>http://i.imgur.com/FbvuX.jpg Click here to proceed with the download.
  22. The third public beta of the Twisted Insurrection mod for Tiberian Sun Firestorm has been re-released, due to various bugs in the original version and its belonging map editor. There are also new multiplayer maps, AI tweaks, updated campaign/challenge missions and more. ' rel='lightbox'>http://ppmsite.com/forum/files/xmasti_637.png You can download the latest release here. Players are also invited to a CnCNet network play on December 27th and 28th, which will hopefully boost CnCNet publicity.
  23. The creators of the Vortex mod for Zero Hour have decided to upload a special Christmas release, featuring snowmen with shotguns and vehicles with Christmas paintjobs and decorations. You can download the mod by clicking here. While it's downloading, take a look at a few renders as well.
  24. The team working on the MidEast Crisis 2 mod for C&C 3: Tiberium Wars has posted some pieces of concept art, showing GOI and IDF Town Halls, GOI Airfield and a tech vehicle called the Nethia Truck, as well as some unused concepts like the GOI Flame Tank and two variants of a UN Drone. Finally, there's an impressive painting of the Brummbar driving through a destroyed city. Have a look at some samples: ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9879/Dec11_concept2.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9879/Dec11_concept6.jpg ' rel='lightbox'>http://media.moddb.com/images/mods/1/10/9879/Dec11_art1.jpg Click here for more concept art. If you haven't done so already, you can vote for MidEast Crisis 2 on ModDB's MOTY Awards 2011.
  25. CNC Labs have released version 1.1 of their Red Alert 3 mod, The Red Alert. It fixes many bugs and balance issues previously mentioned in their change log. You can update your 1.0 copy with the patch found here, or if you don't have the mod installed yet, there is also a standalone release available for download as well.