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    Saturday, July 11, 2020

    Command & Conquer Another Reconceiving - Hand Of Nod

    Command & Conquer Another Reconceiving - Hand Of Nod


    Another Reconceiving - Hand Of Nod

    Posted: 11 Jul 2020 09:11 AM PDT

    Red Alert 2 Review - Computer Gaming World Issue 198. Published January 2001.

    Posted: 10 Jul 2020 10:28 PM PDT

    I am working on a new map editor for the remasters

    Posted: 11 Jul 2020 03:02 AM PDT

    I am in the process of writing new a map editor for the remasters. Why am I doing this? The current options all have limitations. Lets look at those options: 1.The Petroglyph editor that is included with the remaster. Not the easiest to use. Has a number of bugs and missing items. Its basically impossible to extend if you add new things in a mod and want to place them on a map. No indication that Petroglyph plan to either open source their editor (nice as that would be) or to put any real work into improving it.

    2.Edwin by westwood. VERY limited feature set. Doesn't seem to work when I try to run the exe from my Origin copy of the game (asks for a CD). Doesn't support the remasters (the new things the remasters need, the remaster graphics, things you add in mods etc). Red Alert only.

    3.RAED. Also doesn't support the remaster stuff and also red alert only. Closed source and not extensible.

    4.CCMAP. No remaster support, possibly limited features, TD only. Closed source and not extensible.

    5.XCC Editor. No remaster support, not the easiest to use. Open source but the XCC codebase is a nightmare to work so its not even worth trying to modify or extend this. Also TD only.

    6.The inbuilt scenario editor (that is included in the source drops) as part of a vanilla "direct replacement for the original exe" project. No remaster support, not necessarily designed for ease-of-use and subject to the limitations of the 25yo in-game UI code.

    7.The inbuilt scenario editor as part of a more comprehensive upgrade to the codebase. Still suffers from limitations of the original 25yo source (unless you rewrite lots of it which takes effort and time).

    and 8.The inbuilt scenario editor as part of a dll mod for the remaster itself. This is a non-starter, the dll doesn't get enough access to the GlyphX engine to even try it (and there are far too many things hardcoded in the GlyphX side to make this happen).

    As for my new editor, its written in C++ using plain win32 for the UI, GDI+ for the graphics rendering, FreeImage for image loading, miniz for zip file handling and pugixml for XML parsing.

    The code is available at https://github.com/jonwil/remasteredit and is licensed under the GPL3 (same license as the remaster source code which I am using bits of)

    I am aiming to keep it clean and modern using all the latest C++ features that make sense to use without doing the things that can make programs super-complex.

    The goal is to render things in the same way the engine renders them (e.g. team colors) and not hard-code things if they don't need to be hardcoded (reading directly from the meg files, xml files and other remaster files). Its hopefully going to be easy to modify and extend whilst having none of the limitations and bugs of the Petroglyph editor. (and being C++ it should also theoretically be faster than the C# Petroglyph used although just how much difference it makes these days I dont know)

    Right now when you stick the editor in the remaster game folder and run it you can load a map (td or ra) and it will render the contents on screen (so far it renders map tile templates, smudges, overlays, terrain and buildings). You can also zoom in and out and scroll around.

    https://ppmforums.com/files/test_558.png is a screenshot of what I have so far

    I an hoping there are other people out there who want to help out with this project (especially C++ programmers but also people who can e.g. help design the UI or provide feedback or otherwise be useful to the project)

    submitted by /u/jfwfreo
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    As we survive 2020 - We are still working on our NOD Gaming PC (and waiting for Limited Run Games). Hear is a quick video on it 90% - 95% completed

    Posted: 10 Jul 2020 08:59 PM PDT

    TD Bug: Gunboats not firing

    Posted: 11 Jul 2020 01:08 PM PDT

    Solved the longtime mystery of why the gunboats aren't firing in mission 9. For the longest time, I believed it was intentional, but now I think it was a bug all along! The unit is unlimbo'd while still off the map so it's never "locked", and is left in an invalid state compared to a regularly placed gunboat.

    REINF.CPP:242

    case SOURCE_SHIPPING: cell = Map.Calculated_Cell(source, teamtype->House); object->IsALoaner = true; if (object->Unlimbo(Cell_Coord(cell), DIR_W)) { object->IsLocked = true; // yesfish: Fix for gunboat not firing 

    Edit: Oh, and a bonus bug I found while testing this, if you press S or G while a gunboat is selected and turning offscreen, it despawns.

    submitted by /u/yes_fish
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    Are we going to be getting an update for the map editor?

    Posted: 11 Jul 2020 02:18 PM PDT

    As it is, the map editor is quite bad. It's missing some very important features (can't even add credits?? You have to do it through the ini only??) and is buggy as hell (many triggers including 'destroyed' are not functional).

    It seems like the map editor was pushed out solely for creating MP maps and that's it. It's borderline impossible to make a single player mission like you can with fan made editors like CCMAP.

    An update would be sorely appreciated.

    submitted by /u/Sursion
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    What's your biggest desires if we had remakes, not remasters?

    Posted: 11 Jul 2020 05:43 AM PDT

    Personally I'd just like C&C3 to be more continuous with Tib. Sun, but otherwise no complaints here.

    I'd like Tib. Sun to be fully realized as what they wanted it to be.

    submitted by /u/TheProphetOftheHelix
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    Do we have insight on sales performance numbers for the remaster?

    Posted: 11 Jul 2020 12:22 PM PDT

    I've just been assuming that the remaster has been selling well and my hopes are high for a future remaster of RA2 and TS.

    But then I realized I'm only basing that off of passing reddit comments and it being #2 in sales on Steam for whatever amount of time.

    Does anyone have any insight on how the remaster is performing based on any of EA's expectations? I'm seeing almost entirely praise but I feel like I'm seeing most of my praise from classic fans of the game.

    Any thoughts?

    submitted by /u/Jacob_Johnson
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    RA1: You don't get to choose which war factory / naval yard / barracks units are generated from, right?

    Posted: 11 Jul 2020 04:48 AM PDT

    For 25 years I've assumed it's locked to the last structure you've built. I thought it was about time I double checked that assumption.

    submitted by /u/PablosScripts
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    Am I the only one playing a lot more of the other old CnC games since the Remastered launched?

    Posted: 11 Jul 2020 10:08 AM PDT

    Since beating the 4 main campaigns of the Remastered Collection, I've since bought the CnC bundle on Origin, and have been playing RA2's Soviet campaign, Tiberian Sun's GDI campaign, Zero Hour with buddies, and Renegade's story as well as Renegade X. I'm eventually gonna (reluctantly) check out CnC 3 and 4.

    But this just all makes me want a remaster of TS and RA2 more! Both those games would look and play amazing if updated a bit and with some of the bugs taken out, while still hopefully keeping the vibe of each game's artistic style, for example I really love the moody and dramatic use of dynamic and changing light shading in Tiberian Sun.

    Also I can confirm that Renegade single player blows lmao. The story makes zero sense, is corny as living fuck, and is glitchy beyond reason. Like I swear I could have wrote this story when I was 11 (around the age I was first exposed to this game, at which time I thought it was the coolest shit around). That said I can see how games like Halo: CE might have been inspired by this game, with the use of vehicle combat and the military-objective nature of the missions, and with the weapon variety and utility differences.

    submitted by /u/msullivan92
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    New mod -Red Alert 20XX Will be published next month. We would love to hear what you think can be improved. Thanks!

    Posted: 11 Jul 2020 02:52 PM PDT

    AI ally (but not Ally faction) screwed me over, but thankfully at the end of the game.

    Posted: 11 Jul 2020 02:28 PM PDT

    It also taught me a surprisingly good way to use the superweapon.

    So i was playing Uprising skirmish, and I had a Soviet ally (I'm USA with a bunch of Harbinger gunships). I'm winning the attack over the enemy base, and I have a ton of gunships there (16).

    Then the Soviet launches its Imploder. All my gunships are gone. But, I learnt that if my ally is being attacked like that I'll do that.

    submitted by /u/balne
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    One hurdle completed

    Posted: 10 Jul 2020 05:01 PM PDT

    Unpopular opinion...

    Posted: 11 Jul 2020 05:14 AM PDT

    I'm sure many would disagree and some might agree with this statement but...

    I sometimes think that the gameplay of RTS games are often overruled and ruined by its competitiveness. All too often when I watch videos of the typical 1v6 brutal AI, I'm disappointed at how 'spammy' the gameplay actually is. Like there's not really much time to enjoy the full potential of what the game has to offer.

    Maybe it's because I'm not the best at competitive RTS or maybe I just prefer it to be... slower?

    I always loved the campaign over the multiplayer because typically it offers more options for strategy. I've replayed every C&C game a stupid amount of times and every time I do, I try a different way. This is often highlighted by the Generals Challenge in ZH, picking different generals and eventually going up against that dumb chick at the end proves different effective strategies and can often be dragged out for dramatic effect, whereas multiplayer online in the same scenario is just;

    "I'm gonna spam this guy with infantry in the first 10 seconds and then building a stupid amount of refineries to use my harvesters against them too". Before you know it, you've barely built the later stage buildings/units and its game over.

    This is why I loved the 'Seige' mode in C&C3, for those of you that remember. It allowed both teams to quickly build up defences and armies and get all that end game tier buildings/units and the when that timer hits zero and the barrier goes down, it's all out war. This is where effective strategies come into play.

    submitted by /u/MrMethod1996
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    Is there something that needs to be done in order to get custom (mod) maps working?

    Posted: 11 Jul 2020 03:39 PM PDT

    We tried zombies defence (co-op) and after the first 5 zombies, the game was over.

    We tried getting the ant mission 3 started (co-op), but the start button is greyed out. And adding ai's starts the game but all the AI's appear with con yards.

    Are we doing something wrong?

    submitted by /u/Tyler_Nerdin
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    Anyone else having trouble crossing bridges?

    Posted: 11 Jul 2020 09:26 AM PDT

    It seems I can't cross bridges without my units thinking it's clogged and wanting to go around. It becomes a click-fest trying to get them across. Any tips or is this something that needs fixing?

    submitted by /u/Kuli24
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    Is there a tib wars mod that adds only the mk 2 mammoth for steel talons?

    Posted: 11 Jul 2020 02:47 PM PDT

    Will there be leaderboard resets?

    Posted: 11 Jul 2020 10:52 AM PDT

    I heard while I was watching another streamer rumors of them resetting the leaderboards. Is there any validity to this. I think if they do they should add a tab to view past leaderboards and reset them every couple months or so and call them seasons or something.

    submitted by /u/Kirball904
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    Is there a way to view CnC Remastered bonus gallery images in fullscreen?

    Posted: 11 Jul 2020 10:46 AM PDT

    Like the title says. You can do it with the videos, but I can't find a way to do it with the pictures. Am I missing something?

    submitted by /u/En_Ex
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    Homeworld: Deserts of Kharak is the game Tiberian Twilight should've been.

    Posted: 11 Jul 2020 12:03 AM PDT

    inb4 "C&C4 doesn't exist" jokes.

    As someone who's followed C&C4 from its first reveal in gaming magazines, to its rather fiery fall from grace, that particular game holds a strange place in my heart as the game that I conceptually love, but unfortunately executed those ideas in ways that are just tedious (e.g. the rank unlock system), unwieldy (e.g. the upgrade system), or just plain cringeworthy (the story and aesthetics). It was a game that strayed way too far from the traditional model of C&C, and tried way too hard to be a competitive game while forgetting what made the previous C&C games great.

    My personal opinion though though is that the Crawler system, and the entire lore premise behind C&C 4, is actually quite promising and intriguing, and indeed there were a few moments when I was playing the game where I glimpsed the potential that such a system could have achieved had it not been implemented in the manner it had.

    So it was that I played Homeworld: Deserts of Kharak a few days ago, and while I had played the original Homeworld and its sequel from the Remastered Collection a while back, DoK was the game where I saw the game that C&C4 could've been. It didn't have the kind of BS that C&C4 had, and instead it was traditional enough RTS that still managed to play differently via having a central mothership that handled all unit construction, upgrades, and base building while still having incredible combat ability. The Carrier in DoK was pretty much the Crawler from C&C4, only far better realized and while still maintaining the traditional resource gathering and combat mechanics from standard RTS games. No units locked behind ranks, no gamey MOBA-like mechanics, no respawning, and the units in DoK, while kinda plasticy-looking, actually looked like war machines and not toys. It did help that the default color for the Coalition (the main player faction in the campaign) was sand yellow, which pretty much resembled GDI's standard colors to a T, making the comparison easy enough in my opinion. I should pretty much be the only player who wishes that they take the Crawler concept from C&C4 and make it more similar to DoK but with a C&C twist, instead of discarding every concept that Tiberian Twilight introduced right out the trash.

    submitted by /u/SayuriUliana
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    C&C Film? The Tiberian Age

    Posted: 11 Jul 2020 05:35 AM PDT

    A film of Tib. Dawn might work; if we start off with Tiberium and it's mutative properties and have the film set just before the events of the game with the meteor crashing and introducing Nod and GDI later.

    And maybe have Michael Bay explosions every five seconds. This is Grenadiers Vs. Flamethrowers we're talking here.

    The audience themselves should be regarded as a character; though. There is no fourth wall in this movie.

    Note that the FMVs would make C&C partially one already.

    View Poll

    submitted by /u/TheProphetOftheHelix
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    Question about oil derricks

    Posted: 11 Jul 2020 08:44 AM PDT

    https://youtu.be/4F6xmBxPUFE?t=699

    So why did he destroy the oil derrick in a 1v1 game? You can't capture these with an engineer can you? What do these buildings do?

    submitted by /u/disb0ijimmy
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    does building multiple weapons factories/barracks decrease unit build time in singleplayer missions as well?

    Posted: 10 Jul 2020 08:35 PM PDT

    MythBusted Test CnC RA1 Remastered - Faction Bonus on Allies

    Posted: 11 Jul 2020 11:28 AM PDT

    After hearing some rumor that the factions bonuses of RA1 didn't work, With a teammate decide to test if that true or is going to be myth busted, that why the name of the video.
    Beside we check what is the best bonus overall on Allies Factions with the most common land unit in the game Tanks(Light & Medium) between the 3 most common allies nations.
    England -> 10% Armor
    France -> 10% Rate of Fire
    Germany -> 10% Damage

    Beside we notice a minor bug or problem with turret animation that depending of the direction of your tank moving is not going to shoot.

    https://www.youtube.com/watch?v=R4TNMxs7eKs

    Hope you enjoy, Any feedback or ideas to test for more videos to come.

    submitted by /u/EMGPY
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