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  1. 3 points
    This is why I decided not to return last year, or was it back in 2024? Damn, time flies these days. The old community ways are over, the traditional fan site concept has long since been killed off. So yeah I did entertain the idea of coming back but its all changed to much, and so have I really. With that said I'm still proud and pleased to see what I created almost 3 decades ago still going. Well done to @Plok, the current team and all past CNCNZ.com staff
  2. 2 points
    Happy birthday! I hope that CnC will soon give us reasons to be much more active. In the meantime, it’s great to see some sites standing the test of time—perhaps they, like us at CnCSaga, will find the motivation to set a new course for the future.
  3. 2 points
    Here is the front cover - you can see some light damage from where it sat on my bookshelf for a few years, in direct sunlight 😅
  4. 1 point
    CNCNZ.com has turned 29 today. While I was preparing to talk about another quiet anniversary, it would be remiss of me not to mention a recent humble, but definitely welcome blip of activity here on the forums - thank you to all who drop by! Even with modern ways of connecting communities, it is nice to see people remember classic places like this. It has also been nice to witness other things that happened in the community since the last writeup: Zero Hour has had a true renaissance since the official source code was released last year. Most notably, the teams behind the SuperHackers' community patch and the GeneralsOnline server have been instrumental in fixing the issues that the game has had for a very long time, and have, in a short amount of time, managed to gather a playerbase the size of which has not been seen since the GameSpy shutdown of 2014. Red Alert 3 and Kane's Wrath received some pretty impressive community updates, the latter even getting proper skirmish AI improvements very recently. Tiberian Sun and Yuri's Revenge got more iterative changes under the hood and some that are aimed at custom maps, but it is still great to see so many classic titles get updated for all players to enjoy. The oldest-running fansite, the French CnCSaga, turned 30 this year. Happy anniversary! Renegade X officially left public beta with version 1.0, with the Tiberian Sun-themed Firestorm apparently just around the corner. W3D Hub's standalone titles have been getting thoroughly polished as well. OpenRA has been busy with tweaks, interface, Dune 2000 campaign support and even adding the ability to play with Tiberian Dawn Remastered assets, though only in playtest builds for now. Mods, as usual, are a very active space with Dawn of the Tiberium Age (with the Shadow Exodus update), Red Alert Redux, Rise of the Reds, Tiberian Sun Synthesis, Tiberium Dusk, Zero Hour Enhanced and more. While the usage of AI is still very much controversial, it has resulted in some interesting projects like OpenCNC3D/RA3D and Zero Hour Reforged. With as many community projects going around, aimed at both vanilla and mod players, there's no way people can ever get tired of this franchise.
  5. 1 point
    Now I wished EA had did this 3D remastered version (based on the Nintendo 64 version of it) in addition to a usual 2D remastered version with Lemon Studios and Petroglyph. Here's the trailer: Visit and download (currently both are a work in progress): https://www.opencnc3d.com/
  6. 1 point
    Happy anniversary! It's sad that Discord and other modern ways of connecting communities have eaten away at the traditional community sites, I much prefer the structure found on these boards to be able to catch up on things. I hope that some people embrace the old ways instead of the dopamine fueled conveniences of present day internet. I have begun thinking a lot on Kane, Tiberium and how it all connects in recent days and would gladly discuss those issues e: I would also like to mention OpenTS: https://github.com/OpenTS-Developers/OpenTS
  7. 1 point
    Happy birthday to our friends of CnCNZ! Next year will be an amazing milestone
  8. 1 point
    Hi everyone, I wanted to share a unique piece of Command & Conquer history that has been sitting in my private collection for nearly two decades. I am posting this today purely to put it on the public record and document its existence for the preservation community. Back in March 2007, I was working at a GAME store in the UK during the massive launch of Command & Conquer 3: Tiberium Wars. Right around launch day, our store unpacked a delivery crate of retail stock that was immediately flagged by management. A corporate recall order had been issued to pull the entire batch off the lines and send them back to the publisher to be destroyed. The reason? A catastrophic "perfect storm" printing error at the manufacturing plant. I managed to save one copy from the recall box before the rest were sent away. It has remained factory-sealed ever since. What makes this specific copy fascinating is how the printing press failed: The front cover is completely blank where the main "Command & Conquer" should be, showing only the raw background asset of Kane’s face. The spine text is a faint "ghost" imprint, showing where the ink channel completely starved out and died mid-run - You can just about make out 'Conquer' Crucially, the press skipped the UK BBFC rating layer entirely, leaving only the Yellow IFCO Triangle (the Irish PG rating). Because it was missing its legal UK rating, it was illegal to sell on UK shelves, which triggered the swift corporate recall. The case itself bears a little bit of authentic stockroom history—there is some light shelf wear and a faint, historic tea/coffee mug ring on the front plastic. I can attach photos if people want to see - I'm interested where this sits in a collectors mind.
  9. 1 point
    Hi everyone, I'm developing an updated version of Generals. **Command & Conquer: Generals — Zero Hour: Modernizing a Classic** I’m developing a modern Zero Hour game client. The project aims to combine **x64, native DirectX 12, DLAA anti-aliasing, widescreen support, improved Windows 11 compatibility, and more reliable multiplayer**, while preserving the original assets, atmosphere, and familiar gameplay. The client is built from source using Reforged as its technical foundation, with selected original gameplay rules restored. **What has already been completed** - A working **64-bit client using DirectX 11**. - Separate rendering and simulation rates: higher rendering FPS preserves the game’s simulation speed of approximately 30 updates per second. - Tested menus, original map loading, construction, unit production, resource gathering, movement, and combat. - Tested new saves and loading them after restarting the client. - Restored some original AI, movement, command-processing, and experience-awarding algorithms. - Revised Russian localization based on the English original, preserving the existing voice acting. - Prepared an installer, a ZIP package, and launch through a standard shortcut. **What is currently in development** The game renderer is being ported to **native DirectX 12**. The experimental build already includes terrain, standard models, worker and infantry animations, transparent-object sorting, wind-animated vegetation, water, reflections, some shadows, and the interface. Particles are already rendering. Their associated shadow and smoke resources, along with the remaining effects, are still being completed. The full standard DX12 menu and complete gameplay matches still need to be finished and verified. **What the final version will include** - **Native DirectX 12** for all required menu and gameplay rendering. - **DLAA** as the priority high-quality anti-aliasing option. - **Support for 16:9, 21:9, and 32:9 displays:** correct proportions, camera behavior, interface layout, cursor positioning, and clickable areas. - **Improved Windows 11 compatibility:** verified DPI scaling, windowed and fullscreen modes, Alt+Tab, and multiple-monitor behavior. - **Networking improvements:** fixes for identified connection and synchronization problems, disconnect diagnostics, and extended multiplayer testing. - **60 FPS by default**, additional modes up to the monitor’s refresh rate, and a target of stable 120 FPS on suitable hardware—without accelerating the simulation. - An updated interface and more detailed game icons. The current working foundation is the **x64/DX11 client**. Full DX12 support, DLAA, widescreen adaptation, and networking improvements remain goals for the final version, with results to be confirmed through actual gameplay testing. DLSS is being considered as a possible addition after the core work is complete. I will answer your questions whenever possible and, in general, listen to your ideas.
  10. 1 point
  11. 1 point
    I have not heard of that before. For a blimp, perhaps, but the Kirov is not a blimp, it is a rigid airship. Rigid airships can carry a lot of weight and are not pressurized, so a hole in the airbags would only lose gas slowly from gas diffusion. Bullets and anti-aircraft missiles are simply not optimized for destroying rigid airships and would suck at taking them down. If a real military deployed real variants of Kirovs, they would probably be similarly effective as they are in the game for a total of one battle. Then the opposing forces would acquire proper countermeasures and the Kirovs would be obsolete again as quickly as they became effective, wasting a lot of development and production costs for a fairly expensive one-time use weapon.
  12. 1 point
    After a successful first version, GenPatcher 2.0 has finally arrived. As before, this tool streamlines the installation, patching and configuring process for C&C Generals and Zero Hour on modern systems, implementing multiple fixes at once and tackling pretty much all known causes for problems in setting the game up. This new version, which had been in beta since November 2021 and downloaded by 3000 users, introduces new fixes and also incorporates optional downloads such as GenTool, ExiLe's Control Bar Pro, GenLauncher for mods, Leikeze's hotkey preset, Adriane's modified Worldbuilder, and over 100 maps. Whether you're playing alone, casually with friends or competitively, this tool is an absolute must have. It comes in online downloader and full offline bundle versions, so you can even plan offline LAN parties like in the good old days. Full information and downloads are available on the author's website, Legi.cc.
  13. 1 point
    Myself and hifi have been tidying up the remastered dll source dump and adding a few bits that were missing to create a source tree that can build a new exe for the original games as well as build the dll files for the remaster. You no longer have to resort to ASM hacks to modify the original games now. Check out on GitHub. You can also optionally build the game in a developer mode which enables the in game map editor that has only really been seen in the leaked Red Alert beta. Currently the build still needs ddraw which is a limitation but an sdl2 port is in the works which should work better with modern systems. We are also working on cross platform and 64bit builds if you run something other than windows.
  14. 1 point
    So I've been scouring old magazine coverdisks for promo screenshots and found these: You've certainly seen them all but these are in lossless, presumably original quality. I'm not sure if they are available like this before so posting here. The coverdisk they were found (originally in BMP format dated 13 April 1998) is for the Slovak magazine Riki issue No. 31 (CD 9), available here.
  15. 1 point
    I know this is an old topic, but I was wondering if anyone had any more information regarding the original C&C95? In old pictures, it looked like nod had medium tanks and guard towers. Building skins were also changed. Were these simply place holders or ...?
  16. 1 point
    I have found the legitimate Android version of it: You can get the C&C4 mobile for Android here (it's a small 1.3 MB download and it's free to download): http://www.mobile3k.net/View-details/Android-Games/Command-and-Conquer-4-Tiberian-Twilight-v1.0.77.apk.php Safer download link: https://www.mediafire.com/?xei023d2e6q3y32 My opinion.... C&C4 Mobile > C&C4 PC. At least EA did one thing right what C&C4 PC should have had..... capturing a TCN should earn you credits as you use credits to build units or defenses. I already had that idea put in my KW Reloaded mod. At least the missions are far better than the PC version, rather than capturing all sector points to accomplish a mission. At least the gameplay focuses on tactical squads to command and conquer, much similar to MechCommander. At least the game works offline and it's free to play and download. But the cons.... NO INGAME SAVES during missions! Once you accomplished a mission entirely, your game is automatically saved as a checkpoint. No support class factions for either GDI or NOD. Still no base building and harvesting for credits. Still has a limit on units on the field. Lack of more midi music. No multiplayer since the game was developed for a cell phone. No infantry to train with.
  17. 1 point
    RA1 was always refereed to as a prequel to C&C1 even pre-release. http://www.cgwmuseum.org/galleries/issues/cgw_149.pdf Page 52 Or just hear Adam Isgreen talk about it: https://picasaweb.google.com/113361105083292812413/RedAlertVideoArchive#6157603183682448930 However this changed when Red Alert 2 was announced and we ended up with the different universes we have today.
  18. 1 point
    I wasn't sure this topic has been mentioned before, but recently that thread started on Reddit: https://www.reddit.com/r/commandandconquer/comments/4e5f3c/if_westwood_hadnt_been_bought_would_red_alert_and/ To answer this question IMO, yes. When EA bought Westwood, they wanted they want to go in a different direction of universes and they stay separate, and that's how the C&C series went downhill, even after C&C3. Quite interesting to read Zee Hypnotist's rare post there.
  19. 1 point
    ENTRY 50 - July 26th, 2013 - FINAL SCRIN MESSAGES The first Scrin message, released as concept art, was decyphered by Issvar, who came to the conclusion that Scrin letters are based on the Roman numeral system. We have seen some of these in the cutscenes as well, so I have taken the liberty of doing this myself (don't know if anyone else has done this, so please tell me). In order of appearance: TIBERIUM WARS 1 TIBERIUM WARS 2 TIBERIUM WARS 3 TIBERIUM WARS 4 KANE'S WRATH 1 KANE'S WRATH 2 KANE'S WRATH 3 Remaining: TIBERIUM WARS 5
  20. 1 point
    ENTRY 49 - July 24th, 2013 McNEIL'S SURVIVAL (PARTIALLY) EXPLAINED The fact that Michael McNeil was not mentioned as a crewmember of the Kodiak during its crash at the start of the Firestorm Crisis has raised some question marks above our heads. Even though he was the ship's commander, he was officially absent from it at the time. Westwood originally intended to kill him that way, but the lack of any mention whatsoever, combined with a full studio change, led to McNeil's reappearance in the Tiberium Wars novel and the cancelled TIBERIUM, as well as a mention at the start of Kane's Wrath. Entry 50 will be the final one in the thread, at least until the next C&C is released and more trivia arrives.
  21. 1 point
    ENTRY 48 - July 21st, 2013 CONFUSING RA2 AIRCRAFT DESIGNS Allied aircraft has mixed designs in Red Alert 2. The NightHawk Transport is, according to EVA Database, a fusion between the Boeing Vertol CH-46 Sea Knight and the Sikorsky CH-53E Super Stallion... ...while according to the working name of the unit, "Black Hawk Transport", it would be the Sikorsky UH-60 Black Hawk. The Harrier, on the other hand, is a McDonnell Douglas/Boeing AV-8B Harrier only in the cutscenes and the cameo. The voxel actually resembles the Grumman A-6 Intruder instead, which is confirmed by the units working name, "Intruder".
  22. 1 point
    ENTRY 46 - July 15th, 2013 SIMILAR TIBERIAN INCURSION AND RENEGADE 2 UNITS Take a look at these three pictures. Although nearly identical at first glance, these units are quite distinct. The first one is a Soviet soldier from Renegade 2, while the second one is the Soviet heavy trooper, also from Renegade 2. The third one is the Nod heavy trooper from Tiberian Incursion, which is similar to the Soviet one, but has a complete mask, a differently shaped weapon, dual exhaust pipes and a more protected cybernetic arm. Notice the same style used in these concepts, which reflects the fact that both games were intended to merge the Tiberium and Red Alert universes. Curiously, all of them have a same date stamp (December 13th, 2001).
  23. 1 point
    Watch all 3 parts of Louis Castle's CommandCom Presentation on the History of C&C. If its not already selected, choose 480p from the video controls for best playback. Part 1 Part 2 Part 3 If you have any comments, please post them in this thread found in our news forum - http://forums.cncnz.com/index.php?showtopic=12448.
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