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  1. In the latest update on the C&C remasters (this time official!), Jim Vessella takes it to the video format for the first time since the original announcement to address one of the most pressing questions among the members of the community - how the ingame cutscenes will be managed.
  2. Within the past week or so, Petroglyph Games' website has been updated for the first time in many years, showing a more modern design showcasing most of the games they've worked on thus far. What's interesting here is that the site features the first look at Red Alert Remastered in-game, as well as an alternate C&C Remastered logo in the video reel at the top: You can see the full resolution of the split screenshot here. Wonder what the official word on this will be.
  3. After a good while, we have another update on the C&C remasters. The project has since reached the Content Alpha milestone, meaning all assets have been remastered to at least some degree. EA producer Jim Vessella touched on the topic of multiplayer in the latest update: Fellow Command & Conquer fans, We hope everyone had a great holiday season and their New Year is off to a positive start. For those of us on the Remaster project, we’ve been hard at work over the past two months since our last update. In terms of development progress, we just completed our Content Alpha milestone. This is a huge moment for the project, as it means there are no longer any legacy / placeholder pieces of content in the game. Every frame of animation, every tile of terrain, every second of audio, and every piece of UI has received a remastered pass. This allows us to play both games in a completely remastered fashion, and identify areas we’d like to continue polishing based on feedback from the team, colleagues, and the community. Now, since the announcement of the project, many of you have been asking how Multiplayer will function in the Remaster. So for this update, we wanted to take a deep dive into the components of Multiplayer and describe how we’re approaching this beloved part of the game. At a high level, Multiplayer has effectively been rebuilt for the Remaster. Starting with the backend, Multiplayer now runs on dedicated servers based on Petroglyph’s architecture, with a goal of providing reliable connections and prevent misbehavior. We’ve been playing multiplayer games for several months with our QA teams around the world, and feeling confident about the stability the architecture is providing. Now let’s jump into the actual modes and features. When navigating to the Online portion of the menus, players will first have the ability to host or join custom multiplayer games. Once players join a game lobby, they can choose their team setup, select maps, and set game rules. In terms of rules, we’re aiming to support the most relevant multiplayer options, from starting resources and units to flagging Crates or Visceroids. (Yes, the Visceroid has also been remastered and is as weird as ever) We’re then looking into some additional options based on guidance from the Community Council. You can also chat with other players in the game lobby, and ensure you get the perfect setup for your custom game. Alongside custom games is the introduction of 1v1 Quickmatch for Tiberian Dawn and Red Alert™. Quickmatch will focus on competitive play and utilize an Elo-based matchmaking algorithm. Games will pull from a filtered map pool with set game rules to reduce luck and randomness (For example, no Crates in Quickmatch). To highlight the results, 1v1 Quickmatch will be supported by an in-game leaderboard to track a player’s wins, losses, and points. We’re looking forward to watching the most competitive players go head-to-head and see who can become the top ranking commander in each game. I fondly remember being one of the best C&C3 players in the world for about 2 hours when the game launched, only to be quickly humiliated when competitive players began to learn the game, haha. In a further effort to help modernize the online play experience, we’re also introducing replays into the Remaster. Players will be able to watch replays from their custom and quickmatch games, and we’re currently iterating on the available controls within the replay system itself. In conjunction with the replay system is the addition of Observer mode into both games. Through the Observer mode, players can spectate on live games in-progress (with a small time delay), which we hope will be a valuable tool for shoutcasters and viewers alike. There are then several other multiplayer oriented features which have been requested by the community over the past year. We’re in the process of evaluating these features and will aim to share more in the months ahead. As always, please continue to provide your comments in the thread below. As you all know, 2020 is the 25th year anniversary of Command & Conquer. We expect this to be an exciting year for C&C, and we’re looking forward to celebrating this anniversary with all of you. Cheers, Jim Vessella Jimtern The original post is here.
  4. I Have this old Boxed Copy of Command and Conquer that comes with a certificate from Westwood, Stating that its one of a certain amount of Copies produced with it. has anyone ever seen or heard of it. i cant seem to find any information about it at all. cheers
  5. Hi there, Anyone knows how to fix the issue I have with Kane's Wrath, I have downloaded Standalone, the original copy of it and I have the copy of Tiberium wars installed, when I try to play it always says you must have Tiberium Wars installed, tried editing Registry Keys but to no avail. Any help would be greatly appreciated! Thanks
  6. After his suspicious silence in November, Jim Vessella posted on the C&C subreddit a short while ago about the announcement voice lines in C&C and Red Alert 1. It turns out that the original recordings could not be found. However, the voice actress of the Tiberian Dawn EVA, Kia Huntzinger, will reprise the role and has already re-recorded her lines in a professional studio. Alas, the voice actor of the Red Alert announcer, former chief of Virgin Interactive Entertainment Martin Alper, passed away a few years ago, but it was decided his voice lines will stay as they are, while Frank Klepacki will try to clean the audio as much as possible. Here is the full statement from Vessella: You can read the original announcement and hear the new EVA voice samples here.
  7. We finally have first video footage and a website with a before-and-after comparison for Command & Conquer: Remastered! Here's what Jim Vessella had to say: Fellow Command & Conquer fans, Crazy to believe it’s nearly been one year since we formally announced the C&C Remaster and began development with Petroglyph Games and Lemon Sky Studios. To celebrate this milestone, today we’re excited to showcase one of our biggest reveals on the journey so far - a first teaser of the game in action! And with this teaser comes an answer to one of your key questions from the past year: “Is the Remaster going to be in 2D or 3D?” We’re ready to share the Remaster has been developed in the classic 2D visual style, unlocking our ability to stay as authentic as possible to the original games. Below we’d like to provide more details on how we’re approaching these visuals, and why we felt the 2D style was the best fit for the project. As you may remember from one of the first posts, our plan is to remaster (not remake) the classic games. Creatively, this means our guiding light has always been to remain authentic to the original feel, and we’re constantly on the lookout for ways to achieve that goal. When we recovered the source code to C&C Tiberian Dawn and C&C Red Alert, this gave us a viable avenue to accurately match the core gameplay, feel, and signature look of the legacy titles. We felt the 2D style was the best way to bring all these elements together, and ultimately achieve the authenticity we were looking for. It’s been wonderful to see the passionate, artistic care taken by Lemon Sky and the team with this creative approach. Lemon Sky has re-concepted, re-modeled, and re-animated every gameplay asset from scratch - examples of which you’ve seen with the Construction Yard and Tesla Tank. Once it reaches the final stage as seen in those previews, we render and export the assets in 2D so they lineup frame for frame with the original visuals. In some cases like the Grenadier, this can mean over 600 frames for a single unit. This creative process has allowed us to modernize the game assets as you originally imagined them, and stay true to the gameplay you’ve known and loved for 25 years. In addition to the authenticity, we’re excited to reveal an extra benefit of this 2D approach is that Petroglyph has been able to utilize their deep familiarity with the source code to enable the real-time switching of Legacy / Remastered graphics in Campaign missions. This means at any time when playing a Campaign mission, you can tap a single key to smoothly toggle between the original assets at 320 x 200, to the Remastered assets up to 3840 x 2160. Playing with this toggle over the past several months has been a true joy, and we believe will be one of your favorite features in the Remaster. Along with the real-time toggling, you’ll have the ability to zoom the camera to take in all the high definition detail, with an effective zoom distance between the DOS and C&C Gold camera heights. You can see an example of these features in action in the associated video above (just in case you made it this far and haven’t watched it already). To get an even better feel for the visual difference, we encourage you to visit our new website site at: https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered Here you can use an interactive component to see the Legacy / Remastered visuals playing side by side. Keep in mind some of the assets you’re seeing in these videos are still in progress (I’m looking at you, Tiberium Silo), as we’re continuing to fix bugs and polish items based on feedback from our colleagues, the Community Council, and all of you. We’re eager to hear your thoughts on everything you’re seeing in this post, so please share your comments in the thread below. Thanks for your support and participation, and looking forward to sharing more game assets in the months ahead. Cheers, Jim Vessella Jimtern
  8. EA producer Jim Vessella, true to his monthly schedule of remaster updates, has today posted about the in-game soundtracks and the jukebox feature, including some comments from veteran composer Frank Klepacki, and a sample of some of the remastered tracks - Act on Instinct, Demolition, and Fogger. Fellow Command & Conquer fans, I wanted to start this post by saying I’ve seen all the comments with the desire to see in-game footage, and thought it would be helpful to provide some context on the timing here. Essentially, we want to make sure we have all the supporting assets in place (like an updated C&C website) before revealing the in-game content. This will allow us to utilize some more flexible media components for the reveal, and ultimately help our awareness so we can get more gamers excited about C&C and the Remaster (which is beneficial for all of us). And while I cannot provide an exact date, getting all this in place is one of my top priorities and I’m crossing my fingers it can happen soon. But overall, our gameplay implementation is right on schedule, with Petroglyph currently focusing on getting the Nod campaign all stitched together. In the meantime, we wanted to share some special content with you for this post. If you remember, earlier this year we asked the community to provide input on our approach for the soundtrack, including what versions of the tracks you wanted to see in the Remaster. All of us on the team listened intently, and we heard a general consensus for having the most variety possible. So with that request in hand, we pushed hard to include all the versions of the tracks. This means the classic low fidelity versions (without voices), the original soundtrack versions now remastered (with voices), and then of course the Remastered versions of all classic tracks. This will also include many of the rare / unreleased tracks, several of which have never been heard before in higher fidelity. But getting there wasn’t always easy, and here’s an overview from Frank describing the remastering experience: “The process of going through every single piece of music and bringing it to a higher quality standard has been quite a journey back in time for me, and I’m really glad that all of these tracks will finally be heard in full high quality for the remastered game experience. After combing all possible archives, a handful of tracks were just nowhere to be found – this included ‘Snake’ and ‘Fogger’ from C&C Red Alert. One thing that I did back in the Westwood era, was mirror my home studio with the same gear I had at work, and fortunately I had kept much of it all these years. So I started there, and I went to painstaking detail and trial and error to track down and match as much of the exact original sounds and instrumentation I could find, to recreate these songs from scratch in order to have the best high quality versions once again for the remaster. Hearing these new versions, especially in stereo now, is a whole new experience.” To add it all up, between the classic and remastered versions of the tracks, we’re clocking in at over 10 hours worth of music across 175 tracks! Now, with that much music and variety, we figured players would need a way to organize all the music content. So we are excited to share that the Jukebox will be making a full comeback in the Remaster, and be more enhanced than ever before. The Jukebox will allow players to create their own playlist utilizing any combination of music to their desire. Easy to use filters help the sorting process, and for the first time you can listen to Red Alert music in Tiberian Dawn or vice versa. This feature was a labor of love for Frank and some of the original Westwood engineers on the project, who wanted to deliver the best music experience possible for the community. Overall we just can’t wait to put the Jukebox in your hands, and see all the unique playlists the community puts together. As a special treat to celebrate this post about the soundtrack, Frank has put together a compilation of several Remastered tracks for your enjoyment. You’ll be hearing a sample of the Remastered versions of Act on Instinct (without voices), Demolition (which was never included on the OST), and Fogger (which Frank described above as being recreated from scratch in high fidelity). To help provide a comparison, each track also includes a short intro of the classic low fidelity version as heard in the original game. And finally, you may notice there’s an unchecked box called “Bonus” in the Jukebox. Well, we haven’t forgotten about the voting you did earlier this year on your favorite tracks, and as such we’ll have a special surprise to reveal at a later date : ) As always thanks for your ongoing patience and support, and we’re looking forward to hearing your feedback on the soundtrack details, Jukebox, and the music itself. Cheers, Jim Vessella Jimtern You can read the original announcement and listen to the tracks on the C&C subreddit.
  9. Another month, another update from Jim Vessella regarding the Command & Conquer remasters, this time focusing on the campaign screens in Tiberian Dawn, and how they will now be available for selection individually like in some of the later titles. Here's the full update from the C&C subreddit:
  10. About an hour ago, EA producer Jim Vessella posted a new update on the C&C and Red Alert remasters, along with the above shown render of the Aftermath Tesla Tank. Here is what he had to say: The original post is here. Relatedly, the old official Command & Conquer Facebook page has been resurrected the other day and will now also post about remaster updates.
  11. After a period of silence, EA producer Jim Vessella posted a new update on Command & Conquer: Remastered, this time concerning the sidebar, and entering full production. He had this to say: The post was originally made on the C&C subreddit.
  12. Less than an hour ago, EA producer Jim Vessella posted this first piece of art that will be used in Command & Conquer: Remastered - a faithfully recreated Construction Yard in GDI gold colours, along with a development update. He had this to say on the C&C subreddit:
  13. Even though GDC 2019 ended just over two weeks ago, the Command & Conquer Post-Mortem with Louis Castle, Erik Yeo, Steve Wetherill and Frank Klepacki has just now been made publicly viewable on the GDC Vault website. Have a look at how the original C&C was made!
  14. True to his apparently monthly reports on the Command & Conquer remasters, EA producer Jim Vessella posted on Reddit just now: The poll is in a separate Reddit thread that you can upvote individual tracks on, but not reply. Get voting for your favourite tracks, Frank is sure to do something super-awesome with them, whatever that something may be.
  15. Mere minutes ago, EA producer Jim Vessella posted an update regarding the status of the original C&C source codes and what engine they will be using for C&C Remastered and Red Alert Remastered. This debunks a long-standing belief in the community that the source codes of Westwood-era titles have been lost, which is definitely good news!
  16. About half an hour ago, Jim Vessella posted an update on the progress with Command & Conquer: Remastered and Red Alert: Remastered on the C&C subreddit, which we bring you in its entirety:
  17. As the first voting phase for ModDB's Mod of the Year is approaching its end, here's most of the recent mod updates we've had from the community: The Second Tiberium War standalone TS mod will receive campaign missions, with the first GDI one having already been shown. It will also have a full Navy for both GDI and Nod, as well as improved urban and rural and props and tiles, including docks. GDI will also receive a Command Center structure. World Axletree, a YR mod, has a new GIF of a new support power in action, as well as new buildings. Combined Arms' developer has shown new Soviet units and changes, including the new Frogfoot. Red Alert History's next release will feature another set of new units and buildings that have been revealed recently, mostly all of them from RA2: The Allied Refinery & Ore Truck, The Soviet Refinery, The Soviet War Miner, The Soviet V3 Launcher, The Allied Prism Tank, The Soviet Tesla Tank, The Allied Grand Cannon and finally, the Soviet War Factory. Tiberian Sun Rising has released a new article showcasing Mutated Tiberium wildlife in the C&C3 engine, as well as Drop Pods and The Fist of Nod. C&C Generals: Frontlines' version 0.3 has been released. It notably includes a new unit for General Leang, the Skunk AFV. You can download it here. Mental Omega's Foehn faction will receive a new unit: The Orcinus. CnC Final War's version 1.0b is now live, which includes many new features, such as updated Empire Buildings, a robotic miner, new buildings for the Legion faction and much more. You can read the full developer blog here, which details all the changes. YR Red Resurrection patch 2.2.10 is now available, bringing with it some changes to the European faction as well as teasing future campaign missions. You can download the patch here and read the 2.2.10 release blog update here. Finally, you can read a retrospective blog post from OmegaBolt, detailing how the mod has evolved over the past 8 years and how it will evolve from here on, as well. One Vision has just released new details in a short blog post about its upcoming 0.92 update, which features mostly updates to some subfactions' unit upgrades, as well as showing recharge times for support powers. Tiberium Essence: In a surprise update that came seemingly out of nowhere, Carnius has just revealed yesterday that he will release the 2.0 Alpha version of Tiberium Essence sometime before Christmas Day, an update which will include The Forgotten as a new, fully-playable faction.
  18. hello, in genesis it states that cain had a son named enoch, his first born. given that a lot of cnc refrences are biblical was it a missed oppertunity of westwood/ea/ea pacific to include a character named enoch? could enoch have been the brotherhood's tactical ai instead of the names cabal or legion? could a character enoch have been nod's usurper like seth or marion? please give me your feed back, i'd love to hear your opinions thanks, also this post was directed for the tiberium series in general but i could find a good category so i decided to post it here, sorry if i slipped up
  19. 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.
  20. 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.
  21. 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.
  22. 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!
  23. 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.
  24. 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!
  25. 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.
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