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Found 10 results

  1. Welcome to Tiberian Dawn Redux! I hope you join me for this Let's Play. We start with the GDI campaign, and here are the first two missions: Alternative links and . The you want to give the mod a shot, you can get it here.
  2. There's less less than 24 hours until The Dawn of the Tiberium Age's release. While you wait, here's something to warm you up for what's coming:
  3. As I promised, the other part of my old-school missions. I built the maps between end of the 90s and mid 2000. I originally planned two campaigns, one for Nod and one for GDI, but I melted them together. Now you are green, they are red, like in my Red Alert Campaign. I set my focus on building detailed landscapes and detailled scripting (as detailled as possible in TD). There are still some minor bugs I failed to solve, so reinforcements don't arrive proper or AI may not start production/autocreate or his tanks stay at base instead of attacking in some cases. Good luck, Commander! Features: - 17 Singleplayer Missions - 1? Multiplayer Maps - some MP maps come with a skirmish AI having a base and building units Mirrors: See http://cnc-comm.com/community/index.php?topic=3079.0 Screenshots:
  4. OpenRA Release 20130915

    Our September release is another huge jump, with over 1,100 changes and improvements by 17 authors. The headline changes in this build are: Refined Fog of War behavior (buildings and ore/tiberium/spice are now frozen as they were last seen). Added game options for starting units, starting cash, team construction, shroud, fog of war. Reworked engineer behavior - C&C again uses the classic behavior, and RA/D2K external (C&C Generals style) capturing. Overhauled firing, projectile, and explosion effects for all mods. Native support for the D2K game files, significantly improving the artwork and sound quality. Fixed windows installer problems. A lot more bug, crash, and performance fixes. Please note that that OpenRA now requires GPU support for framebuffer objects. This should not be a problem for most computers manufactured in the last 5-7 years, but some older high-end GPUs may not work from this release onward. The full list of changes is far too large to include here, so we recommend clicking through to the human-optimized changelog or full list of commits. If youd like to get involved, the best point of contact is our IRC channel #openra (webchat). This release also adds beta support for Tiberian Sun and Red Alert 2 assets. Work has started on an official Tiberian Sun mod, but we dont expect this to be ready for several more months. In the meantime, modders can take advantage of the new voxel and shp(ts) support in their own projects. D2K now uses the original translucent explosion effects. The overhauled lobby interface offers several new game options. An early test showing voxel units in OpenRA (we have no plans on shipping this!). We have also taken this time to overhaul our website. Its hot off the virtual press, so please let us know if you spot any typos or rendering glitches.
  5. Hey guys, For those of you who have been following my project, I have recently released a new version of C&C-HTML5 (Play C&C in your web browser) http://www.adityaravishankar.com/projects/games/command-and-conquer/ This version includes significant updates to multiplayer - new maps, multiple speed while playing multiplayer. - In-game and Lobby Chat The game also includes a LOT of the units from the original (light, medium tanks, aircraft etc...) I am still actively developing the project and adding new features/units/buildings regularly. Please do check out multiplayer and let me know what you think.... no installation needed/no plugins needed... Just go to http://www.adityaravishankar.com/projects/games/command-and-conquer/ and click to play either single player or host/join a network game.... Feedback welcome Aditya
  6. OpenRA Release 20130514

    Today we're announcing our long-overdue "Mammoth May Madness" release. In the last 7 months, 26 authors have contributed more than 1,100 individual changes and improvements. Some of the highlights in this release include: Significantly improved AI. UI improvements to the menus and lobby. New UI for replays, spectators and defeated players. New construction radius limits for C&C and D2K. Repairable bridges. Desert theater for RA. Left-click mouse controls (beta). 5 new missions for RA. 20 new multiplayer maps across all three mods. Significant balance improvements across all three mods. More bugfixes than you can shake a tesla coil at. Screenshots A Composite screenshot showing the new lobby tooltips and player color selector in the Dune 2000 mod The Red Alert mod includes a new main menu and desert-themed shellmap. The C&C and D2K mods now require buildings to be constructed near a construction yard, reducing the effectiveness of multiple-building-queue base-walking strategies. Bridges can now be repaired by sending an engineer into the rubble. Head to the Official Website or Desura to download.
  7. Hail to the community! I tried to figure out if there was a mod that would bring the Tiberian Dawn elements into Red Alert. I mean, not a conversion. A mod that would add the TD elements to RA, in order to play allies, soviets, GDI and Nod in a same game (and also desert maps and snow-covered TD maps). But I didn't find such a mod. So I need help, and I'd like to ask several questions: 1) Would it be possible to add the GDI and NOD to RA while letting the soviets and allies? 2) If yes, how to do it? Maybe by adding the TD .mix files in RA by a way or another, in order to keep the TD sounds for GDI and Nod units? There would be two med tanks, two mammoths, two e1, etc; but it would allow even more .ini modding. I hope it could be done, but I'm unsure if there are hardcoded limitations nor other things like these. I also don't know how the game handles the .mix files. Anyway, thanks in advance!
  8. Trayman and Devils have completed the Polish language pack for the original Command & Conquer, which is now available for download at Nyerguds' C&C Gold 1.06 project page. This 0.72 MB pack changes the ingame strings and briefings, but not spoken language or movies. Still, some Polish fans might find it easier to play in this type of environment. Click here to download it.
  9. Alright boys and girls I have two problems here. The first is this: I am trying to apply my "mod" to tiberian dawn and i get an error. (See attached screen shot). and if i hit retry it just keeps on going to more errors. It goes on like this for probably every item you can edit in the editor. After which you can choose to run game. But when you run game the changes are not there. Now on the other hand if you hit cancel it closes and crashes. It was fine prepatch. i would like for this to work on this patch if at all possible. If any of you can help me i would much appreciate the help. If not oh well i tried. Now on to the other problem concerning Red Alert. When i alter any of the three games using the editor and apply them (which they apply fine) they dont work in game. Now i have saved the rules.ini as aftrmath.ini and also haven't saved it as aftrmath.ini. TIbed recommends you save but i have done it both ways and non of them seem to work. This problem even applied pre 1.03. again i would like to maintain using patch 1.03. hopefully some one will be able to help me with this problem and the previous problem. thank you in advance Trikid69
  10. Command & Conquer Project 1.06 has finally been updated, more than a year after the previous release. Combining the classic EXE hacking with the external CnC-DDraw dll gives this new release a huge list of new features. Read the ModDB release article for a full overview of the new features. Here's a quick overview of the major additions: Free resolution control; you can play in any resolution you want Videos can be stretched without black horizontal lines in them Videos can be stretched to fullscreen in higher resolutions A windowed mode is available Better support for maps with less than 6 starting points A new configuration tool combining the settings of both CnC-DDraw and the game itself into one set of easy options. Some of the smaller features: A beep is now played when receiving a message in multiplayer The radar minimap is no longer zoomed in by default All game fonts have been updated to correct errors Colour errors in the stretching of the Nod map selection screens have been fixed The new patch can be downloaded at the Project 1.06 website, while the full release notes can be found here.
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