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Found 120 results

  1. This video alone will tell the story. C&C 1 and Red Alert 1 are the first to get remasters, Frank Klepacki is back, and Petroglyph Games is involved. More info here.
  2. Here's a set of new developments all throughout the community in the recent days: VG247 has revealed that Warren Spector, creator of Deus Ex, has worked on a first-person Command & Conquer RPG game that was cancelled by EA, adding that it would've taken a lot of inspiration from Deus Ex. No further information was given on this cancelled project. Deep Impact, a total conversion mod for Zero Hour, has been cancelled by its team, No Life Studios. The latest beta build of the mod was released "as-is" and can be downloaded here. The Second Tiberium War mod has been updated to version 2.0, which can now be downloaded. It replaces several units from its older versions and from Tiberian Sun, as well. Eternal Cronus, a new total conversion for Yuri's Revenge set in an alternate Red Alert future, has released its first in-game shots of structures from one of its new factions. A Generals-based total conversion mod for C&C3, aptly titled "Generals", has released in-game footage as well as in-game screenshots. CnC: Final War, a well-known Yuri's Revenge mod which has just recently been released, has new screenshots, showcasing the return of Soviet Service Depots, a new EuroCoal unit and the new Allied Navy, all of which will be a part of patch 1.0b. C&C Generals: Frontlines, a small mod for Zero Hour, has received an alpha release. Star Wars: Command & Conquer - Tiberium Empire, is a total conversion for C&C3 that was announced last month. Aside from having a long name, it brings about most of the well-known factions from the prequel and original Star Wars trilogy into C&C3, by altering the lore so that Tiberium makes its apperance in the Star Wars universe. Its sole developer, Quinn-G, is already showcasing progress on the mod. Project Tomahawk:Storm, a mod for classic C&C Generals rather than Zero Hour, has just been updated to version 1.1. You can also browse the mod's gallery for in-game screenshots of the latest version. Kane's Wrath Unofficial Big Bang patch 1.04, a Kane's Wrath mod, the Wolverine has just received a graphical upgrade and GDI will now have a Field Trooper Drop Pod support power. Madin, the developer of the C&C: Red Alert History mod for C&C3, has shown several new additions for Release 7 of his mod, with more on the way in the coming days. Shown so far are the Airforce Command, Harrier, Mirage Tank, Soviet Multi-Drone, Mammoth Tank and Ore Trucks. The Doom Desire total conversion mod for Yuri's Revenge has had 2 new structures revealed for its Essence Faction: The Aural Resonator and The Assembly Plant.
  3. Another quick overview of recent interesting events: Red Alert: A Path Beyond has been updated to version 3.3.0.0 recently, which not only sports a new interface and a usual array of bug and balance fixes, but also new units (MiG, Cruiser), new models for others, and MSAA support. The PC Gamer article on the beloved Mental Omega APYR mod is now finally readable internationally online. Check it out here. Gamasutra announced that Westwood Studios co-founder and proclaimed Godfather of RTS Louis Castle will be holding an hour-long(!) post-mortem presentation on the original Command & Conquer at the GDC next March.
  4. The Chronoshift is now officially open source! NOTE: Chronoshift is the new title for the RedAlert++ project. It has taken almost 10 long years of blood, sweat and tears to get us to this point, but it does not mean we are done just yet! A cleaner version of the codebase which we have been working on for the past couple of years has been pushed to the GitHub repo and we will be continuing to clean up and rewrite our currently private hosted code, and then continue all development of the project publicly on GitHub. As it stands at the moment, Chronoshift requires the original Red Alert 3.03 installation as it hooks our code into the binary and allows us to test with 1:1 accuracy. But as we develop the codebase we will be also writing the code in preparation for when we can build a fully stand-alone binary. You might be asking, "Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC, OpenRedAlert and OpenRA?" FreeRA, FreeCNC and OpenRedAlert are far from complete and appear to be abandoned, while OpenRA is focusing on reimagining the classic Westwood RTS titles with modern era twists such as features found later Command and Conquer titles or other RTS games. Our focus is on a classic recreation with great attention to detail on the core mechanics, more akin to OpenDUNE, hence the Chronoshift project. At this time, Chronoshift has to be built with a specific compiler due to the way it hooks into the original binary, but we are in the process of also setting up an automated build system that will allow you to download the required files without going through the build process, allowing a greater number of people to help us with testing. The Chronoshift project is hosted on GitHub under our group, (which also hosts the Thyme project: https://github.com/TheAssemblyArmada/Thyme) The Assembly Armada, which you can visit here https://github.com/TheAssemblyArmada You can visit Chronoshift on GitHub: https://github.com/TheAssemblyArmada/Chronoshift In the meantime... Join the official Discord server for Chronoshift! Join the Discord Server now!
  5. Exactly 23 years ago, on 26 September 1995, Westwood Studios shipped the first 200.000 copies of the iconic real-time strategy Command & Conquer. The history that followed has been recorded many times (and purged from inaccuracies even more times), but let's just say that there are very few other games from 1995 that are still played to this day. So what better way to celebrate that than a game night? Tonight at 21:00 CEST, we will host a game night in Command & Conquer Gold! You can read all the relevant information, rules and link to the installation/patching guide right here.
  6. Attention, all users of The Ultimate Collection on Origin! Bibber has uploaded version 1.20 of the fixed TUC launchers which should hopefully resolve the issue created by the most recent game updates on Origin. You can download them from his website, or here on CNCNZ.com. Make sure to follow our complete guide on properly installing and patching all games within this compilation!
  7. I've recently reminded to play Red Alert 2, one of my favorite oldy game. I have an iMac so I've known that it's not gonna be so simple. This is what I tried: PortingKit - didn't work Crossover - didn't work xQuartz - didn't work( I barely know to use it) PlayonMac - didn't work So I've done something 2 day's ago, and I started the game from it's Installation folder. I clicked on "gamemd.exe" and choose to start it with Wine. It worked!! But yesterday it didn't. I know Ive done something along with that wine trick but I can't remember what and I'm so angry about it... I tried: DDWRAPPER, C&C:GraphicsPatch, editing the RA2MD.INI file, the video section, putting everything to value "1". NOTHING! The game is starting but with a really nasty GRAPHIC PROBLEM. White tiles along with black one appear and when it enters the menu, a black or white tiles are FLASHING at the TOP and in the MIDDLE of the User Interface. Everything is flashing and if I start a new game, it tickles and flashing just like a broken bulb of light, idk. I will leave some pictures.Sorry for my bad english. System Specs: OS X El Capitan iMac (24-inch) Processor: 3.06 GHz Intel Core 2 Duo Memory: 4 GB 800 MHz 8800 GS 512 MB I really wanna play this game so much. Thank you!
  8. It's time for another Throwback Thursday! Today, we feature the iconic GDI unit from the first Command & Conquer from 1995, the original Mammoth Tank. This tracked monstrosity had dual cannons with which it punched 120mm holes through any armour, while it countered infantry and aircraft with its twin missile launchers. It was as expensive and slow as it was massive and powerful, and was the only iteration of this vehicle that required a Repair Facility instead of a Tech Center equivalent to be built. In every Command & Conquer game that was released afterwards, except for the Pogo-exclusive browser games, the Mammoth Tank or a redesigned equivalent made an appearance. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  9. This week's pick for Music Monday is Rain In The Night from the original Command & Conquer. Unusual for an RTS game, this is a very calming track, complete with sax tracks! A new track will be posted next Monday. And as always, don’t forget to share this on social media using the hashtags #CnCMusicMonday and #MusicMonday. Also be sure to follow our new C&C Radio feature on the main site for more C&C music!
  10. In today's Throwback Thursday, we remember the origins of yet another Command & Conquer icon - the Obelisk of Light. It's been present in every single Tiberium universe game, and has remained fundamentally the same since its first appearance. In the original Command & Conquer, it was Nod's advanced anti-surface defense structure and the counterpart to the GDI Advanced Guard Tower. Zapping everything in a wide range, the Obelisk of Light made sure no GDI scum came close to Nod bases, and making a powerful and satisfying sound when doing so. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  11. It's now possible! Thanks to the lead programmer at http://www.goldeneyevault.com and to Nyerguds (the Creator of the revised 1.06c version of C&C95 found here: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/) it is now possible to add your Command & Conquer 1995 map to the four years newer Command & Conquer 1999 that was redone in 3D for the Nintendo 64. To start off I'll note that i was surprised to learn that the file formats for the INI are the exact same! And thanks to a tool that Nyerguds has made up for us we can easily convert the .bin maps to .map (which is what C&C64 uses instead of the bin). There's also an additional file for maps that a .IMG extension and is responsible for the 3D terrain effect seen on the C&C64 that you'll see in the images below. I'll also note that it's not essential to have the .IMG file to play your map you just won't have the 3D terrain effect. In fact, it's not even essential that you have the .map (bin) file either, so you can play maps that are clear of terrain other than trees/tiberium/buildings/units/triggers etc. I'm not an experienced tutorial writer, so bear with me! Also, before I start i want to say that almost all the Covert Operations missions are in the Command & Conquer '64 game/ROM, but are not playable unless you hex edit the ROM (which is easy to do, and I might actually show you how to do that here as well). For more information on the hidden secrets of the N64 game, read here: https://tcrf.net/Command_and_Conquer_(Nintendo_64) (written mostly by Nyerguds) To start off, you'll need these tools to do this awesome process: First the main tool called Universal N64 Compressor: http://www.goldeneyevault.com/viewfile.php?id=213 A Command & Conquer 64 ROM: (I'm using the US version) http://romhustler.net/rom/n64/command-conquer-1 Project 64 version 1.7 or above: (Right now I prefer 1.7) http://www.pj64-emu.com/downloads/project64/binaries/ Nyerguds's PC<->N64 map converter: http://nyerguds.arsaneus-design.com/project_stuff/2013/CnC64MapConverter/release/ (Take the latest version; the one at the bottom) RTool 64: (this is v2.07. Some newer v3 betas are available in the same folder) http://n64.icequake.net/mirror/www.dextrose.com/files/n64/transfer_tools/bb-rt207.zip HxD Hex Editor: http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html The reason why I listed Project 64 was because It's the only emulator that comes with the working Glide64 video plugin which is the only plugin that runs C&C64 properly. You could download the 1964-ultrafast emulator that overclocks the emulator which makes C&C64 not lag at all except the only problem is is that the video plugin it uses doesn't quite run it as well everything is dimmed for some reason but you can try it out if you want. Also i couldn't get the Glide64 with that emulator or any other emulator. download 1964-ultrafast here: www.emulation64.com/files/info/944/1964-ultrafast.html/ Before we open the Universal De compressor we'll want to open Nyerguds's CnC64MapConverter so that we can convert your maps bin file to a .map file. When you open it, it should look like this: Now click 'load scan result' and select one of the included .nms files. You'll see there is one for desert and one for temperate. so click the correct one for the map you have. After hitting OK, you'll see some stuff on the list which you usually don't have to get involved with. The "default high byte" and "default low byte" are used to fill in cells that can't be converted. If you leave them empty, they'll automatically use the right bytes for 'clear terrain', so just leave them empty. (They're filled in on the image because that's an older version of the converter) Now you're ready to hit 'Convert bin to map' and select your bin file. It will then ask where you want to save your map... probably in the same place, so there you go, that's done! Now moving on to the decompressor program. One more thing we'l need to do before getting to the universal decompressor is to open and use RTool so extract that somewhere then open it and all you have to do is what's shown here in this picture: So yeah select your C&C64 rom and click change image format and you're done with that! That's required to make your rom editable. Now you'll want to extract Universal N64 Compressor somewhere, and have your C&C64 US ROM ready, preferably in an empty folder, so, yes, create a folder and put your C&C64 ROM in that folder first. You'll see why in a moment. Now open GEDecompressor.exe and you'll see where you can select a range of games, so select Command & Conquer of course: After that, just next to that, click 'Load/decompress game', go to the folder you created and select your C&C ROM. Now you'll see a loading bar as a bunch of files pour down the menu screen. Wait for it to finish. When it's done, do this: Scroll down until you reach the mission .ini files, and from there it's almost as simple as selecting the map file you want to replace with whichever map you want to insert there, except that there are size limits for each map, especially when dealing with the ini's. Luckily when you hit "Inject file into ROM", if the file you are trying to insert is bigger than the file you're replacing it with, it will warn you if you are replacing a file that is smaller than the one you're inserting. So if that comes up you're usually best to hit 'no' and find another file to replace that has enough room for the map you're inserting, otherwise part of your map will get cut off and you'll find that out ingame. Assuming you have a .ini and a .map to insert, once you have found slots to insert them in where there's no size problems, take note of which map filenames they were that you replaced. It's also important to note that the name of your map before you insert it doesn't matter, so your map that you are wanting to insert can be called anything like gdrhgsdfg.ini for example. The only filename you need to remember is the one you replaced. So let's say hypothetically you chose to replace scg15ea.ini with your ini and scb07ea.map with your map(bin) file (for future reference). Now click 'save ROM' and save it somewhere, preferable outside the folder which is now littered with extracted files. Now that your map is inserted we need to make it playable, so open the hex editor I linked you to (or any hex editor you may already have; should be similar enough) and open your N64 ROM that has the maps inserted. One thing you'll want to do is this: at the top, go to 'Search' and go down to 'Goto' and type in the address "20D4EA". It should bring you to a large list of map filenames seen here: (You can expand your view to 48 which is what i use to make it easier to see) So let's say your mission is a Nod mission, so let's use the slot that's for NodSpecOps1, so change 'SCB21EA' to 'SCB45EA' for example, since we know that filename is not used. If it's a GDI mission you have to change 'SCG30EA' to 'SCG45EA'. Note that the number 45 in your filename dictates the build level. so yes the build level option in your ini file is ignored in the N64C&C for some reason. so all filename numbers that are 15 and above are buildlevel max which is 15 (Construction yard vehicle buildable) It's also important to note that the G and the B in the map filenames dictates whether or not you have a Nod or GDI sidebar menu, with yellow or red units. The minimap also changes: it gives desert terrain for Nod and temperate terrain for GDI. So if you insert a Nod map and call it 'SCG20EA' You'll be playing as nod but with a GDI sidebar, with yellow icons for the buildings/units Anyway, moving on, we need to get to the next list of filenames so we can line up the maps we inserted with the SCG/B45EA names we chose, so now under search click 'Goto' again and go to this address: "461449" you'll see a different list of filenames now, and my maps I've inserted are 'scg15ea.ini' and 'scb07ea.map', so we need to find those and rename them to the map filename we chose above, which was 'SCG45EA' (or 'SCB45EA'). So in this case, it should look like this for mine: See how the slots where my maps were inserted are now changed to match our Special Ops slot and map name. Now all you have to do from your hex editor is save your ROM and load it up in Project64, go to the SpecOps slot you used and play it (or if you chose a mission map slot between 1-15 just go to that map and play). Oh, one last thing in Project 64! Go to settings and change your video plugin to this Glide64 like this: It runs the game almost perfectly, and all other video plugins seem to have problems. There were more details i wanted to get into, especially with what you can do with the hex editor, so i may edit this tutorial in the future. I hope I didn't miss anything and I hope i detailed everything well enough for people to follow. If you have any questions, feel free to PM me anytime if you happen to be confused about something. Cheers! Here are some Pictures of Custom levels Here's an example of a tiny map and what it looks like in the map editor vs in the game
  12. In this week's Music Monday feature, we go back to the original Command & Conquer game and bring you In Trouble, one of the more representative tracks from the game, which was also used in the January 1995 trailer. A new track will be posted next Monday. And as always, don't forget to share this on social media using the hashtags #CnCMusicMonday and #MusicMonday.
  13. 31 August is celebrated as the anniversary of the release of the original Command & Conquer from 1995. Today's Throwback Thursday feature goes back to the original game's Nod ending, where Nod Netrunners transfer their consciousness to virtual orbs within cyberspace in an attempt to hack the GDI ion cannon uplink, but should these orbs be destroyed, the Netrunner is killed. Their chairs even make an appearance in C&C Renegade. They were portrayed by Ed Del Castillo, Ian Pugh and Frank Klepacki. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  14. From these games. Diablo I Diablo II Command and Conquer (Original) Warcraft I Warcraft II C&C: Red Alert 1 Starcraft I C&C: Red Alert 2 I was just curious which games were '2D' and '3D', or were all '2D' with the illusion of '3D', and Im not very expert on this, but it's every '2D' games with or without illusion of '3D' does it uses 'sprites'? Thanks for reading ^^ Another curiosity question. Whats your favourite 'Classic' or 'Retro' games for PC =) Again, thanks for reading. -CnC.Cap
  15. Over a month ago, the team at GVMERS, who had previously covered the fate of the cancelled FPS Tiberium, created a video on the entire C&C franchise. What you are looking at above is the corrected, definitive version - certain facts about things that happened behind the scenes in Westwood Studios, EA Pacific, EA Los Angeles and Victory Games have been proofread, and each game is now presented in higher detail, in order to better describe what made Command & Conquer what it is, in both its good and bad times. The video is now 10 minutes longer in total, so be sure to check it out!
  16. Back in February, GVMERS posted a video that looked at what happened to the cancelled Tiberium FPS. Today, they have new Command & Conquer video that dives into the entire franchise. The Command & Conquer franchise helped shape the identity of RTS games during the 1990's and would influence the designs of countless similar strategy titles in later years. Even though the franchise ended with a whimper instead of a bang, it managed to create an indelible impact on the history of videogames. Join the team from GVMERS as they take a look at the rise and fall of Command & Conquer.
  17. In our Throwback Thursday feature, we've covered several iconic units from the Command & Conquer franchise. But, what such list would be complete without the original ORCA Assault Craft, GDI's signature aircraft from the original Command & Conquer? Introduced in the ninth mission "Field Test The ORCA" (in Trieste, Italy or Arad, Romania), this VTOL (Vertical Take-Off and Landing) craft was powerful and agile, and was seen in cutscenes easily dodging SAMs. Its core design was retained throughout the series, confirming its status as a series' icon. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  18. Popular StarCraft II and Hearthstone player Day[9] has a "Day Off" segment where he plays games unrelated to his usual gaming habits. This time, Command & Conquer: The Covert Operations got its turn. Yes, you read it right, not the original campaign - The Covert Operations. You can watch the full gameplay on his YouTube split in three parts: part 1, part 2, part 3.
  19. All replays for the league are uploaded to Jazz_KCS' file server. File server status thread. The tables are updated shortly after the end of each round. Also see: Season 3, The Rulebook and Public Registration (closed for Season 3) Live updated Fixtures and Results, Season 3 Masters' Division Minions' Division Recruit Division Alpha Recruit Division Beta Post-Season Feedback and Discussion thread for Season 2 All inquiries and official league business are conducted through openra.ragl@gmail.com, currently mananged by Jazz_KCS and SoScared. X-posted from: https://forums.cncnet.org/index.php?topic=7453.0 The RAGL has grown significantly since, with full divisions and over $800 worth of prize money for Season 2 alone. This season represents OpenRA's most dedicated players, scaled in skill level across 4 divisions with the upper two divisions looking scary good after a few seasons of promotions and relegations. All matches are easily accessible through our file server at http://64h.mine.nu:5534/mIRROR/ora_replays/ to which if you've installed OpenRA, the replay file will launch the client automatically! The RA Global League runs two event each year, one in spring and one in the fall. Beyond Season 3 (this spring) the competitive event is looking to promote itself thoroughly now that the format is stabilizing and has proven it will run smooth regardless of the number of participants and overall scope of the league setup. To get a glimpse of what some of these high competitive matches look like, look no further than the RA Global League's two-times Champion FiveAces' own YouTube shoutcast channel: https://www.youtube.com/user/CovertFlobert We're looking to raise awareness of this competition and will welcome any discussion, feedback and criticism from the CNCNZ community which above all else value the core of what represents Command & Conquer.
  20. For this week's instalment of C&C Music Monday we are going all the back to the soundtrack for the original Command & Conquer. The selection is "Iron Fist". Another rock/techno classic from Frank Klepacki. Remember, don't forget to share this on social media using the hash tags #CnCMusicMonday and #MusicMonday.
  21. In this week's Throwback Thursday, we go way, way back to the development time of the original Command & Conquer, to the year 1994. The screenshot you see has a special spot in the C&C history for two reasons. Firstly, it was made as test footage for Westwood Studios' proprietary VQA video format, which was made to accomodate their desire to bring numerous cutscenes in the game, for which concurrent video formats were not satisfactory. Secondly, it is tied to the one real way how Joe Kucan got the role of Kane - as he was a Westwood employee (who worked on the Legend of Kyrandia series with voice acting and voiceover direction), he was asked to play the role of a villain in the VQA test footage. The staff liked his performance and gave him the role of Nod's leader, Kane. The video footage can be seen in the game's at 1:38, but sadly without the audio. Westwood was proud of this achievement, and a scene from the " " sketch from 2001 was shot in front of a printed version of the above screenshot. Remember, you can click on the preview to see a larger and more detailed image. Don't forget to check out the Throwback Thursdays archives if you've missed a week. Check back again next Thursday for another Throwback. Send in your ideas for future instalments. We also encourage you to share this on social media using the hash tags #ThrowbackThursday, #CnCTBT and #CNCNZTBT.
  22. As part of their Retro Gaming Blog, the Arcade Attack recently posted a new interview with Command & Conquer music legend, Frank Klepacki. The interview covers how Frank began his career in the gaming industry and discusses his work on the Command & Conquer soundtracks and other games he has worked in the years since. Here's part of it.... Check out the full interview right here.
  23. Just before the end of 2016, a new Command & Conquer mod was released. Its a Command & Conquer themed mod for RimWorld, a construction and management simulation video game developed by Ludeon Studios. In TiberiumRim - It Comes From Space v1.1 the basic mineral Tiberium in its many forms and a way to use it is added to the game. There is a small back story to this mod. Sounds like a good match if you're a C&C fan and RimWorld player. You can get more information and the download link right here.
  24. Nyerguds, one of the community's most famed members and coders, has created the Westwood Font Editor, a tool which allows the editing of the official font files of various formats found in earlier Westwood games (Eye of the Beholder series, The Legend of Kyrandia series, Lands of Lore series, Dune II and 2000, Command & Conquer, Red Alert, Sole Survivor and Tiberian Sun, to name a few). This will allow easier development of fan-made localizations and modifications. You can download the latest version by following this link, the source code (written in C#, built on .NET Framework v3.5) is available as well. See this development thread for more information and full list of supported formats.
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