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  1. The new version of the Mobius Map Editor has been released. This editor is an enhanced version of the C&C Tiberian Dawn and Red Alert map editor released by Electronic Arts for the Remastered collection, which has been upgraded to also support Sole Survivor. Since v1.5.0.0 it can work independently from the remaster, using the graphics of the original 90s games. This new version's main new feature is the ability to open the game's .mix archives, making it very easy to open all original missions and maps as reference material. Other improvements include a more accurate overlap detection system, much faster saving of map thumbnails, pixel fonts for all classic mode indicators, and the program no longer auto-connecting to Steam when it starts, to allowing easier map testing. The project's releases page Reddit post with a more detailed overview of the new features
  2. So there was a new Command & Conquer phone game announced called C&C: Legions. Here's the official trailer and here's the official website with information about the game. The official website is pretty cool, take a browse! The unit designs doesn't look that bad actually. Gameplay on youtube. I didn't play Rivals and I don't think I will play this either. Anyone into phone games, what do you think?
  3. Resident C&C collectors have caught wind of a promotional VHS tape for the original Command & Conquer that was shown in stores before the game's release (as evidenced by the stated May 1995 release date, which ended up being pushed to September), and features various footage and explanations from the developers themselves. The shown build is quite different from what ended up in our hands, and even the old style of misison briefings which quickly flashed at in a prior trailer is shown in full. The tape's footage is actually a few minutes long but is repeated to a full hour so store owners didn't have to rewind as often. Credits go to collector Wesley for tracking the tape down and digitizing, and TaxOwlbear for uploading!
  4. Hi, I've been a user on this site a while ago, but I lost that account and information long ago on a busted PC. Does anyone remember someone shared some documents about C&C 1 Tiberian Dawn that may or may not be official? In these documents they refer to military terms like the Brotherhood using a Demon or Daemon, I can't really remember it but it was called something like that.
  5. It's been almost 20 years since the last official server went offline... Is back! Many thanks to Chad1233 and N3tRunn3r for the screenshots! We (OmniBlade, CCHyper, tomsons26) are currently in the process of performing a controlled alpha test with selected players (including some of the original top-ranking Sole Survivor players!). This has been quite the journey for us to get Sole Survivor back online; Including reaching out to many of the old school Sole Survivor players for feedback and balancing, uncovering an early Sole Survivor beta test build, and also getting the game work on modern systems. These alpha testing sessions will help us balance the game modes to ensure they are as close to the original servers as possible. Once we are happy with the performance and stability of the server configuration, and we are able to perform player load tests, we will start to explore permanent solutions for hosting full-time servers, allowing us to finally open up the servers to the whole community! So, make sure to follow this topic to be notified of any updates! "Welcome to Sole Survivor"
  6. How to install mod destructive forces in general zero hour
  7. Out of nowhere, an EA employee under the tag EA_Aeter wrote a news post on Steam that the C&C Remastered Collection has been patched on the server side with the following changes: Reset the Quickmatch ladder and launched Season 4 Quickmatch ladder resets will now happen automatically every three months at the beginning of each month starting June 1 Removed the Turkey sub-faction Build Speed bonus (essentially reverted back to June 2020 launch status) It is important to note that the Turkey subfaction bonus will remain as it was before this hotfix in skirmish and LAN multiplayer.
  8. On September 26th, 1995, after about a month's worth of distribution issues, Westwood Studios shipped the original DOS version of Command & Conquer. It was based upon their 1992 strategy Dune II, but without a book/film license to keep them chained regarding what they could and could not do. Alongside Blizzard's WarCraft and later StarCraft series, Command & Conquer would become the most formative RTS franchise. The Command & Conquer demo was one of the first games I've ever played, and being just a little less than 5 months older than the game itself, I have a special connection to it. Admittedly, I play many different games these days, but returning to a Command & Conquer title feels like coming back home after a long trip - everything's comfortable and familiar. It's also much easier to return to the mentality of C&C than for most other strategy games, and no matter how many mechanical additions later C&C titles would get, they were all relatively simple on a fundamental level. While it is nice to spend an evening thinking of advanced build orders in Age of Empires or micromanaging small-scale shootouts in Company of Heroes, the certain bluntness of Command & Conquer is satisfactory on a different level. It's kind of like eating a few exotic flavours of ice cream and then returning to plain old basic chocolate - no matter how much you love the wacky combinations on your cone, the classics never fail you. While my go-to C&C throwback games are usually Yuri's Revenge, Kane's Wrath, the original Red Alert, and even Firestorm sometimes, the recent C&C Remastered Collection release reminded me of some things that got me hooked on the original (e.g. the feeling of commanding a contemporary-ish army with a few hi-tech gadgets, the lore, the simplicity) and even removed a few flaws that would turn me away from it after a while (absence of build queues, running out of Tiberium on the map, being very careful with new mission savegames, no proper skirmish). That little bit of fresh paint and a good tech refit enabled me to get a bit of that feeling of all-round satisfaction when playing Tiberian Dawn that I simply couldn't get in that level if I'd just fired up one of the original versions on this date. I have further thoughts on C&C as a franchise and RTS as a genre, but these will have to wait for a proper article or two in the coming days. Until then, whether you prefer the original 1995 DOS discs, the fan-updated Gold edition, or the recent remaster, please give Tiberian Dawn a run or two. This birthday is one you should show up to.
  9. On the eve of the 25th anniversary of the original Command & Conquer, Jim Vessella posted on Reddit what the series means to him, but more importantly, he addressed a common community dilemma of what is acceptable in a Command & Conquer mod and what is not. So for the first time, we have a written general modding FAQ on the official website, which can be read here. Finally, he informed the fans that the Limited Run collector's editions should be shipping soon, but that it may take a few weeks to reach individual locations. The entire post can be read here.
  10. As we reported yesterday, and as was to be expected considering the problem reports from around the entire community, the C&C Remastered Collection received a hotfix patch to resolve some of the issues that have arisen since last week's major patch. Again, the team did not have much time to resolve all issues so they concentrated on the more critical ones. Here's the full post from Jim that you can read while letting Steam/Origin auto-update the game: Following the launch of last week’s patch, we heard about several key issues players were encountering during their experience. We didn’t want to leave the game with these issues, and have released a final update today to address several of the most prominent items. They include: Fixed an issue where vehicle turrets were disappearing or sorting below the chassis Fixed an issue where vehicles were drifting / sliding during their movement Fixed an issue where certain fire animations were choppy or missing animation frames Fixed an issue where the Attack Cursor was not always reflecting properly Fixed an issue where helicopter units were not landing on the Helipad when using certain hotkeys Fixed an issue where Turkey’s sub-faction bonus was not working properly Fixed an issue where the intro cinematic was not playing when restarting custom missions Fixed an issue where the gameplay would freeze when restarting custom missions Fixed a crash (we hope) which was occurring when accessing the Options menu Adjusted Harvester behavior: Here is some context on the chain of events here. In the August patch, Harvesters would jam up around a single Refinery and often get stuck. We made a change in the September patch to encourage Harvesters to search for an open Refinery, but this was resulting in less desirable behavior where the Harvester would drive to a Refinery far away from their current resource field and become far less efficient. So in this update, we attempted to make an adjustment based on community feedback. We have reverted the original change in the September patch, sending us back to jamming Harvesters. But Harvesters can now be re-assigned to a specific Refinery and will remember their assignment. So players who wish to optimize their resource harvesting can do so through attentive micro, and try to keep a balance of Harvesters on each Refinery at their nearest desired field. We hope this is an acceptable compromise. Adjusted the implementation of the Church capture in Tournament Ore Rift Our previous fix for this issue resulted in the behavior of making all neutral buildings non-capturable, which was negatively impacting the flexibility of User Maps. So we adjusted the fix for this to specifically prevent just the Church object (V01) from being capturable. Removed “Canyon Pursuit” from the Tiberian Dawn Quickmatch pool Removed “Electric Avenue” from the Tiberian Dawn Quickmatch pool Both of these removals were originally requested by the community prior to the September patch, which is now possible with the addition of two new maps below. Added “Tournament Middle Camp” community map into Tiberian Dawn and the Quickmatch pool Added “Tournament Desert” community map into Tiberian Dawn and the Quickmatch pool We also attempted to add several other community maps, but did not receive permission from their associated authors or had difficulty contacting them. We promised not to use community content without the authors’ permission and respect their decision. Thanks for the support and patience as we worked through these items, and we’re eager to hear if this update improves your experience with the C&C Remastered Collection. Cheers, Jim Vessella Jimtern
  11. A couple of news bits regarding the Command & Conquer: Remastered Collection have popped up: The cnc.community site has prizes for players of the remasters from 24th to 27th September. Those who rank first in the Tiberian Dawn and/or Red Alert leaderboards for that day will receive a 1-year subscription to EA Play (formerly named Origin Access), and those who finish in the top 50 have a chance to receive a random prize as well. More information can be read here. The Remastered Collection itself is 25% off until 5th October on Steam to celebrate the 25th anniversary of Tiberian Dawn (which is on 26th September), while the other Steam C&C titles are 75% off (note that that is 75% off the increased price from this February). All the prices can be seen here. For those who have the remasters and are facing numerous issues, Jim Vessella has confirmed that a hotfix is being made to address at least some of them, but it would appear that the team has already past the deadline to do so, so not all of the issues seen since last week's update may be fixed.
  12. As announced last week, today is the day we receive the final (intended) update for Command & Conquer: Remastered Collection. It's a pretty large one, though, including the following key features: loading screen enhancements including minimap display added local replay file support added 6 player support in Tiberian Dawn added beacons expanded features for mods and custom maps including intro and win/loss videos, updated German translation thanks to the feedback from United-Forum.de fixed numerous bugs You can read the full changelog and dev comments here.
  13. In Jim Vessella's latest update, he mentions the latest addition to the C&C Remastered Collection source code package - the map editor itself, which is something that the community has loved to expand on for multiple titles in the series. But alas, next week we will see the last intended patch for the C&C Remastered Collection, as the team feels the game has reached the vision that was meant for it during development. It will, however, include bugfixes, quality-of-life changes, and the introduction of the beacon system in multiplayer. Here's the full update: Fellow Command & Conquer fans, It’s been a little over three months since we launched the Command & Conquer Remastered Collection and we continue to be humbled by the response from players around the world. It’s been wonderful to see Command & Conquer back in the mainstream conversation, and the growing community even more engaged in the long-term success of the franchise. Over the past three months our full-time focus has been on supporting the Remastered Collection. We’ve done our best to listen to the community, and deliver upon some of the top requested items in a transparent and collaborative manner. Next week we aim to launch another Major Update for the C&C Remastered Collection. The focus of this update is also on community requests, including a Beacon system to ping your allies and displaying key information on the Multiplayer loading screen, amongst a handful of quality of life improvements and bug fixes. We’ll also aim to reset the leaderboards and incorporate some Matchmaking Rating and timing adjustments to address community feedback. With this patch, we finally feel the C&C Remastered Collection will have achieved the vision we had for the game when we first started development. As such, in our spirit of transparency, we wanted to let the community know we anticipate this will be the last patch for the game. To prepare for this transition, our goal throughout development was to create an ecosystem where the community would have the resources to take the Remastered Collection even further. Within this goal we released the DLLs and source code under the GPL v3.0, embraced community content with the Steam Workshop, and incorporated LAN Play with modding support. Today we want to add one more ingredient to that mix, which is the release of the Map Editor under the GPL v3.0 as well. The Map Editor source code is available now on Github at the link below, and will be included in the root game folder once the upcoming patch goes live. With these assets available to the community, we hope the Remastered Collection and other community projects will continue to thrive for years to come. https://github.com/electronicarts/CnC_Remastered_Collection We’re then soon approaching a special date in franchise history, with September 26th marking the official 25th Anniversary of Tiberian Dawn. We’ve of course been highlighting this anniversary throughout the project, but hope you will all come together for a special week to celebrate this franchise which we all love. Thanks so much for your ongoing support and looking forward to the rest of September. Cheers, Jim Vessella Jimtern This announcement and roadmap may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
  14. A quick update for C&C Remastered Collection has been released, this time focused on fixing several game-breaking bugs that the community has reported since the last patch: Fixed an issue where extra enemy Harvesters would instantly spawn in campaign missions Fixed an issue where extra enemy aircraft would instantly spawn in campaign missions Fixed an issue where the extra Key Binding conflict dialog box was not disappearing (we suppressed this extra dialog for now) Fixed an issue where the radar offline / low power sound is heard after completing a game Fixed a game freeze and connection lost error with player certain games on custom maps Fixed a connection lost error when playing in LAN / Skirmish Fixed an issue where the AI could take over player functions in certain custom maps Fixed an issue where the Repair and Sell commands were not working if you loaded a previous patch save game in the new version Further performance optimization in larger scale maps with tons of resources Expanded the Quickmatch MMR search ranges to help players get into games faster All users should receive the patch automatically upon launching the game on Steam or Origin.
  15. The new patch for the C&C Remastered Collection is now live and available to everyone. There's a lot of changes, including those from the previous two beta branch patches (both documented and previously hidden ones), and possibly some new ones. Read the full change list and roadmap here. NOTE: If you were using the beta branch patches on Steam, make sure you DISABLE the beta participation for the game to receive this update.
  16. About an hour and a half ago, Jim Vessella posted an update on the C&C subreddit regarding changes in the beta branch of the C&C Remastered Collection, as per last week's call for community input: The Nod Cargo Plane delivery time has been normalized to 4 seconds on Normal speed The TD Weapons Factory health has been increased by 30% The RA1 naval structures have been removed from the victory condition To address the TD Engineer / APC issue, the APC now has the Repair Facility as a pre-requisite to build Harvester logic improvements AI supported in LAN mode Quickmatch map pools rotated, added selected community-made maps The full post (and it's quite a read) can be seen here.
  17. The development of the second patch for the Command & Conquer: Remastered Collection is well underway, and players can test out its beta right now. Aside from an early version of LAN play, it has a feature that will bring a smile to many players - a slider which dictates the speed of Tiberium/ore regrowth, among other changes that will be officially announced once the patch is finished. Here's Jim Vessella's full update: Fellow Command & Conquer fans, Today we are inviting you to try a Beta version of our in-development patch, which most importantly includes an early version of LAN Play. Our goal in sharing this Beta version is to get your feedback on LAN Play and ensure this feature is living up to your expectations. We’re looking for both qualitative and technical feedback on the feature, especially with regards to playing multiplayer LAN games with Mods enabled (either locally or over VPN). We reinforce this is an early version, and certain elements (including AI) may not work correctly in LAN play just yet. Everyone who owns the Command & Conquer Remastered Collection on Steam is able to participate in this Beta version of the game. Please follow these steps to gain access: Go to your C&C Remastered Collection page on Steam Click on the Manage button (gear icon) Select Properties Navigate to the Betas tab In the dialog box, enter “TDRABetaPatch1” Click Check Code Once the code accepts, select the “Public Beta” branch from the drop down menu The game will now update to the Public Beta version, at which point you can play At any time, you can update back to the standard live version via the same drop down menu Please note, there are several dozen other improvements in this Beta version, which we’ll list out in more detail when the patch is officially released. However, please keep an eye out for these key items: The ability to choose the speed of Tiberium / Ore regrowth. This is now a slider in the game rules section. (0 being disabled, 1 being default, and 2-9 being multiples on default). We’re eager to see if this feature satisfies requests from the community, and we’re also looking for feedback on what the new Quickmatch default regrowth setting should be. If you saw increased framerate stuttering or launch crashing after the June major patch versus the launch version, we have an experiment you can try: Go to your C&C Remastered Collection page on Steam Click on the Manage button (gear icon) Select Properties On the General tab, select “Set Launch Options…” In the box, enter “NOSPLASHPRELOAD” Click OK and launch the game This will effectively revert the texture optimizations we made in the June Patch, and may help performance / stability with certain hardware configurations (This launch option will also work with the standard live branch as well) Please note, while playing in the Beta version, online play will be disabled and certain mods may not be compatible. Please play the Beta version and alter Launch options with caution and understand there may be a risk. We’re looking forward to hearing your feedback on LAN Play and other improvements. Cheers, Jim Jimtern
  18. Today, the first patch for Command & Conquer: Remastered Collection is planned to go live. The changelog is quite long, but here is our summary: Performance issues will be resolved by loading everything before the match launches, which will prolong loading times but should reduce stuttering in the middle of the game Private (passworded) game lobbies are now available Muting players in chat enabled Overwriting existing saved games now possible Random faction choices available in custom matches Deploy hotkey now universal to all units with such a function Manual saving in custom missions enabled Tweaked balancing of the Hard difficulty mode in Tiberian Dawn Fixed bug that changed the difficulty of the mission after reloading Nod Cargo Planes no longer destructible Mission-specific fixes Various mismatching tile fixes on maps Map pool adjustments Tweaks to mod menu Jukebox now available in the main menu To read the full changelog, click here.
  19. In his first update after the release of the Command & Conquer Remastered Collection, producer Jim Vessella has shown appreciation for the positive response following the release, shouted out the work of @CCHyper who has immensely helped the project and created the new "installation" sequences, and commented on the upcoming patch. His update, in full, is below: Fellow Command & Conquer fans, The Command & Conquer Remastered Collection has now been live for ten days, and our teams have been absolutely humbled by the response from players and journalists around the world. I’ve been spending the past week engrossed in streams, articles, and community comments about the game, trying to absorb every piece of feedback players are providing. But at the same time, also just smiling as I observe players being transported back to their childhood with waves of nostalgia, hopefully providing a positive moment during these times. Congratulations and thank you to everyone in the community for helping to make the launch such a memorable event. I wanted to cover a few topics in today’s post. The first is to highlight one of the most meaningful features of the Remastered Collection - the Installation Videos. Players from around the world have been loving these sequences, with entire articles being written about the emotional reaction they garnered. But unless you went into the Bonus Gallery to read the details, you may not know that these two videos were not created directly by our development teams, but instead by long-time C&C community member, Luke “CCHyper” Feenan. Luke has been an integral part of our Community Council since the beginning of the project. When I learned Luke was a graphics designer by trade, I asked if he would be willing to remaster the installation sequences into something truly special. He created a five-second test for us, and it was instantly clear he would be able to pour the passion and attention to detail into the project. So we contracted Luke to work with us, and over the course of six months he created the sequences, brainstorming with Petroglyph and myself on how to shift them from an “Installation” sequence to an “Upgrade” sequence. We would review the progress with Luke every two weeks or so to provide feedback, and Luke’s skills and creativity were surpassed only by his professionalism. I’m so proud of Luke for creating content that will go down in C&C history, and that the first thing anyone experiences in the Remastered Collection was created by a member of the C&C community. The second topic I wanted to discuss was our upcoming patch. We’re currently putting the final touches on this patch, as we continue to prioritize and react to player feedback. The goal of this patch is multifold: Complete several of the top community requested features which just missed the launch date, including items like Private Game Lobbies and a choosing sub-factions for RA Quickmatch Address many of the top bugs which have been seen in the launch version, including a potential improvement to the framerate stuttering issue Implement some additional quality-of-life improvements, such as enabling the “Deploy” hotkey to unload APCs and multi-queue units on the Repair Facility in Tiberian Dawn (same now as RA) Iterate on our Quickmatch ruleset to ensure we’re creating the proper foundation for competitive play In total, there should be several dozen items addressed in this patch, and we’ll provide a comprehensive set of patch notes when the patch is released. Regarding the Quickmatch rules, we’ve heard strong and unanimous feedback from our engaged multiplayer competitors. In fact, we’re actually able to make several of these changes on the backend and have decided to implement several of these changes effective later today. The key changes to Quickmatch as requested by the community are the following: Increasing the Game Speed from Normal to Fast Reducing the Starting Units to zero Removing Aftermath units from Quickmatch in Red Alert (due to extreme balance issues) Adding two more maps to the Tiberian Dawn map rotation: Monkey in the Middle, One Pass Fits All We’re hoping the community can play with these changes over the next week and continue to provide us feedback as we strive to improve this mode of the game. Thanks again for all the appreciative words over the past ten days, and please continue to provide your feedback so we can improve your experience with the Remastered Collection. Cheers, Jim Vessella Jimtern
  20. To say that yesterday's release of C&C Remastered Collection has been a success would be an understatement. Don't take it from me - SteamDB's charts alone (no data on Origin numbers) showed a peak of 42,587 concurrent players about an hour after launch, and the lowest point still being over 16,000 - something even StarCraft II can wish it has. The demand is so high that the multiplayer server keeps crashing, and the package has topped Steam's top seller page (sorted by relevance) days before release and is not letting go. The game's size turns out largely to be due to the fact that the original MIX files are distributed in their entirety in the game's directory. The source code is also within the directory, so you don't need to bother pulling it from Github. There have been issues with stuttering as well, but the team is aware of this and has proceeded to investigate. As a nice little tribute, the icons of the Tiberian Dawn engineer and the Red Alert grenadier appear to have been modeled after the late John "Totalbiscuit" Bain, who was a big fan of the Command & Conquer franchise. And now, time for subjectivity - I've played it for several hours on launch day, and even though I expected a lot given Jim Vessella's transparency and the very positive vibes from some of my friends who were in the community council, I was still pleasantly surprised at the overall quality of the project. It did exactly what it set out to do - not only did it faithfully recreate all the visuals, clean up the audio, and bring all the content from the expansions and console variants, but it also built an unprecedented level of trust that the series is back and there is hope that any future project will follow the same thread of thought. Dear Electronic Arts, as you can see, we have voted with our wallets. As you can see, we bought this not for the games that we have already had for free for over a decade - we bought it to support a kickass team who took their time and effort to make a release as good as it can be. If this were an entirely new title instead of a remaster, I guarantee you the sentiment would have been the same. Unlike the utter trash (and here I am insulting actual trash) that you have tried to give us from 2010 to 2018 and convince us to like it with zero merit, this is what we want - good gameplay, no microtransactions, no nickle-and-diming, and giving a well-suited team the necessary time and freedom to do things right. Was this so hard???
  21. Right now, Command & Conquer: Remastered Collection is available for preload for all those who preordered them on Steam, Origin or through Limited Run Games. This means the game's files will be on your hard drive, but encrypted until the official release time (Friday, 5 June at 17:00 GMT). Also, the source code has already been posted and made publicly visible on Github, written in C++. To access the repository, click here.
  22. In yet another update on the C&C Remastered Collection, Jim Vessella posted about a hot topic among fans - mod support. While C&C games have mostly been moddable thanks to community tools like XCC Utilities, FinalBIG, OS BIG Editor, and numerous others, with only late SAGE games getting semi-proper mod SDKs, this time we'll get full support in the form of one open-sourced DLL per game, and even a sample unit for learning how to mod the new release. Also, he acknowledged the community's desire for LAN multiplayer, but said it will not be in the launch build, though it might pop up in an update. Here's the full update: Fellow Command & Conquer fans, Since the announcement of the Remastered Collection, one of the top questions from the community has been if the game would provide Mod Support. Given the incredible C&C community projects over the past two decades, we appreciated how important this was going to be for the Remastered Collection. It’s time to finally answer the question around Mod Support, but it first requires the reveal of a special surprise for the community. Today we are proud to announce that alongside the launch of the Remastered Collection, Electronic Arts will be releasing the TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL version 3.0 license. This is a key moment for Electronic Arts, the C&C community, and the gaming industry, as we believe this will be one of the first major RTS franchises to open source their source code under the GPL. It’s worth noting this initiative is the direct result of a collaboration between some of the community council members and our teams at EA. After discussing with the council members, we made the decision to go with the GPL license to ensure compatibility with projects like CnCNet and Open RA. Our goal was to deliver the source code in a way that would be truly beneficial for the community, and we hope this will enable amazing community projects for years to come. So, what does it mean for Mod Support within the Remastered Collection? Along with the inclusion of a new Map Editor, these open-source DLLs should assist users to design maps, create custom units, replace art, alter gameplay logic, and edit data. The community council has already been playing with the source code and are posting some fun experiments in our Discord channel. But to showcase a tangible example of what you can do with the software, Petroglyph has actually created a new modded unit to play with. So we asked a fun question - “What would the Brotherhood of Nod do if they captured the Mammoth Tank?” Well, one guess is they’d replace the turret with a giant artillery cannon and have it fire tactical nukes! Thus the Nuke Tank was born. This is a unit which is fully playable in the game via a mod (seen in the screenshot above), and we hope to have it ready to play and serve as a learning example when the game launches. Alongside Mod Support, I wanted to be transparent and address a feature which many of you have also been passionate about, which is LAN Play. Earlier this year, we had every intention of including LAN Play in the launch version of the game, but sadly this feature did not make it in time. Unfortunately LAN Play became the key impact of the Covid-19 situation as we realized the challenge of developing / testing a “local area network” feature in a workplace time of social distancing. We understand this feature is vital as both an avenue to play mods in multiplayer, and also to serve as a backup in case the online systems are ever down. We’re bummed this one got away, and will continue to keep this on our priority list going forward. Now in terms of discovering user content, we wanted to take full advantage of the PC platforms to streamline this process. For Steam players, we’re utilizing the Steam Workshop for sharing both maps and mods. Players can subscribe to maps and mods directly in the game’s Community Hub within Steam, or utilize in-game menus to browse / download content as well. Origin players can use the same in-game process for downloading maps but will need to manually install mods into their respective folders outside the game. For both versions, once you’re in the game, you may navigate to the Options / Mods tab where you can then activate the mod. We’re aiming to put together further documentation on uploading content and the entire UGC process around the launch window. Overall, we are incredibly excited to see what the community creates over the coming months. We anticipate some fantastic content for the Remastered Collection itself, some great updates in current community projects as they incorporate the source code, and perhaps we’ll even see some new RTS projects now made possible with the source code under the GPL. One final note we want to emphasize - we’ve done our best to bug fix and prepare these UGC systems for launch, but we have no doubt that once thousands of you begin creating and sharing content, some quirks will be discovered. Please continue to share your experience once the game launches, and let us know how we can continue to improve these tools for your benefit. We look forward to seeing all of you on the battlefield in less than three weeks, and in the meantime please stay healthy, safe, and thanks for all your support and feedback. Cheers, Jim Vessella Jimtern
  23. From around the net, more C&C Remastered news has popped up in the past few weeks, including previews, interviews and videos. There are also 3 new screenshots in 4K quality. Here's a list with hyperlinks to all the recent news on the Remasters: Preview: PC Gamer Preview: PCGamesN Preview: RockPaperShotgun Preview: ScreenRant Preview: WCCFTech First Look at Behind The Scenes Footage from Red Alert 1 First Look at a Remastered GDI FMV Zade (YouTuber) Interviews Frank Klepacki for C&C Remastered (Full Interview coming soon) Three new 4K-resolution Screenshots are available, courtesy of The Games Shed. You can read and watch all of them by clicking on the blue hyperlinks.
  24. German YouTuber Amars 90 has opened up a contest for a physical edition of Command & Conquer: Remastered Collection that just had its sales closed. He's already purchased it but wants to give it away to a lucky fan. To enter, all you have to do is leave a comment in the embedded video by 28 May 2020, saying why it should be yours. On the next day, he will stream the winner announcement on his Twitch channel, where he will randomly pick a comment. Do note that only European residents can enter due to shipping. CNCNZ.com does not partake in this giveaway, we merely cover it as a piece of news. We are not responsible for any events related to it.
  25. The C&C Remastered Collection reveal trailer has finally premiered, showing all the key features the game will have, most of which have already been announced in previous updates. The game is available for pre-ordering here, and will be available on Origin and Steam, as well as in unique physical collector's editions. It launches on 5th June 2020.
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