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YR Red-Resurrection - Retrospective
December 10, 2018 - 12:20


OmegaBolt has recently posted a retrospective about the development of his mod, YR: Red-Resurrection. Here's his words on it:

And so it's coming to the end of another year. A year of productivity and regular updates. I thought it might be interesting for a few to give a retrospective of the mod's long history as well leave perhaps a teaser to the future. So begins the Red-Retrospective...

2010 – The beginning of development

YR Red-Resurrection started life all the way back in 2010 in a topic on the now defunct Freedom Studios forum. Although even at the time it was a very quiet place relative to PPM or Revora, I chose to show early development progress on the platform for that very reason – it felt like there was a smaller, more connected audience and that I wasn't just preaching to the air (a concern of mine that would rear it's head later too).

Initially it began as another YR+ mod – that is to say one that kept the feeling of the original game but that rebalanced it to my liking. I chose that direction because for several years prior I had tried to create total conversions but without the true inspiration, dedication or skills to pull them off. They also focused too much on the story, which actually means nothing unless there is a campaign tell one, when I ought to have been focusing on gameplay first. Therefore, I felt like going back to a simpler time in modding with no grand vision, just the intention of making something fun.

To that end I wanted to solely focus on a war between the Allies and the Soviets, excluding Yuri. Primarily, because I always preferred the dynamic of vanilla RA2 and the Soviets with psychic tech was just a lot more compelling than the pure brute force they had in YR. I also never quite liked Yuri as his own country; it was just one step too far from the stereotype-driven cold war satire that was Red Alert 2 – and Yuri had no part in that.

That said, despite small intentions, I did want to fully rebalance the game, not only add a few new toys but actually go through every single existing unit, buildings and weapons with my own set of balance standards. This was actually quite a therapeutic and methodical process, as line by line everything was neatly organised in a way that became comfortable for me – certainly doing that helped to ingrain most aspects of the mod in the back of my mind that helped speed up development later in unforetold ways.

2012 – 1.0 release

The first release of the mod would finally come on the 13th of March 2012. This (like it still is!) was a multiplayer only build, with skirmish and online using CnCNet4 . It featured the Allies and Soviets with the same eight countries that are currently in the mod, however back then they only featured one unique unit and another that was shared with one other country, therefore not a lot of national distinction.

Back then too, GI's were replaced with Peacekeepers – a straight up Conscript clone, to add some simplicity and directness to the Allies. The Soviets did not have Scorchers but instead Scarabs; little drones with a heatray, and they still had Flak Tracks instead of Rykovs. Buratinos were nowhere to be seen, but instead the art was used for the suggestively named Penetrator, a long range anti-tank unit which felt rather bold at the time considering it hard countered the predominant force in C&C games and mods.

[b]2013 – 2.0 release

The next year saw some attempts at diversifying the countries, involving lots of experimentation with new units, however I never found many that I was happy with, being honestly dry of inspiration and quite tired of modding in general. Interestingly, however, a lot of attempted designs from this period would stick in the back of my cranium and later resurface in some fashion, such as it did with the Overseer. That year also saw additions such as Dust Devils (early Scorchers with machine guns instead of flamethrowers), Archangels and the Equalizer ability, among others, that would become staples of Red-Resurrection.

A lot of these developments, however, drove the mod in a confusing direction that I ultimately felt detracted from the core experience, and thus halfway through the year I decided to re-download my own mod and start over from there (and it wouldn't be the first time that happens!). This meant I began patching from 1.0, incorporating only the best experiments that were seen since then, and thus a cleaner 2.0 was finally released on 10th of December 2013. However, the countries ended up being no more diverse than they were prior as a result.

Furthermore this year saw the first livestream of the mod by Hecthor Doomhammer and featured myself as co-commentator, the video of which can still be found on the YR Red-Resurrection YouTube channel today, if you really want to dig up history.

2014 – 2.1 release

The following year saw the release of a relatively quick patch (especially for back then) which largely made balance and bug fixes but most notably introduced a reworked Allied airforce which can still be found in the mod today – the larger airfield, Lightning and Spirit aircraft.

And then...

Silence. At least publicly. Around this time I had become very tired of YR modding, feeling like there was very little reward for all the effort that went into it. I also felt like there was too much of an expectation to compete with Mental Omega, which was probably at it's fervorous peak around that time. I never had the particular interest or manpower to produce a campaign and yet that was all people ever asked about, even after working hard for months on something else, and that was demoralising.

To try get away from the tired feeling of YR and Red-Resurrection gameplay I embarked on another big experimental development process, trying out ideas such as a network of invisible Gap Generators to produce a fog of war type effect (however that had issues), rework the tech tree to be more divergent and add four tiers (something you see in the mod today) and produce a number of new units, the basis of which later went in as country specials in 2.2.

After probably working for half a year or more, I ultimately became too exhausted with it and retired from modding altogether. I deliberately refused to touch the game in order to focus on other hobbies, such as music ( ), screen writing for film and broader game development. I successfully managed to not touch the game for almost two years, which was something of an accomplishment considering I'd done it like habit for about nine years prior at that point.

2017 – Nothing ever dies

I had known for a long time that after CnCNet 4 went down, YR Red-Resurrection 2.1 would no longer launch without some decent understanding of YR modding from the user. This was because of a poor decision on my part that went into the launcher that relied on making a connection to CnCNet 4 to even start. But oh well, the mod was dead and I didn't plan to fix it.

However, at some point I saw Doomhammer streaming some old YR mods. One of them was Mooman's Rules and the moment I saw the old loading screen it infused me with a sense of nostalgia and the inspiration hit me to [/b]resurrect<span> (redly) Red-Resurrection with the, at the time, relatively newly available CnCNet 5 client, so that it could once again be playable. I did not anticipate there would be any interest, nor how big that endeavour would become.

I believe around May time I started talking to Starkku (developer of Project Phantom, and someone I'd discussed modding with for many years) about the idea of updating the mod and the bringing it to CnCNet 5. Luckily, and really what sparked 2.2 entirely, he was willing to provide a build of the client that would function with Red-Resurrection, as it requires some coding knowledge to set up. He did so and the porting took place, initially purely with the intention of it being version 2.1 with a few bug fixes and shiny new client. I (once again) re-downloaded my own mod to retrieve the files and set to work. I also established a discord channel for the mod, hoping that some old testers would return and anyone interested in playing the mod, as it was still multiplayer focused. To my surprise many people started joining, some old faces and some new, and soon enough in June a beta was put out for people to engage with. Games were had and feedback started rolling in. That's where the modding bug hit me, as really for the first time people actually seemed to show genuine interest in playing, largely I think thanks to the development of discord itself proving to be such a great place to create a community.

Taking that inspiration I proceeded to start dripping in content that had been developed shortly after the release of 2.1, starting with the most reasonably complete stuff and then adding entirely new content as well. It started off with eliminating the shared country “uniques” and getting five or six specials per country, but the development kept on rolling and I just seemed to have endless ideas and energy to the work on it! I would actually say 2017 and 2018 were the most productive modding years in my 13 year 'career' thus far, and I'd attribute that to the active discord community that formed, showing constant interest and being a place where ideas could be thrown around and rapidly tested. The entire development process of 2.2 was a quick cycle of iteration, a way I really enjoy working. It wasn't the usual monotony of developing for six months to a year in solitude, then finally releasing everything to inevitably brutal feedback, but rather a more free flowing system that crafted the mod into something that worked not through theory but practice. So a lot of credit has to go to the community on discord for at least being there, otherwise 2.2 would've been nothing like it is right now.

[b]2018 – Control less

In the end, the small patch turned into a gigantic one that added nearly a hundred new units, buildings and powers since 2.1! Yes, MASSIVE. I don't think I'd created that many units in the ten years prior, but it happened. Every country got approximately twelve unique assets and felt much more developed and fleshed out as a result. Wanting to release the mod finally, I set a date and worked towards it, finally releasing 2.2 on April Fools day 2018. The 0.1 increment would be deceptively small, as not only did it include the three digit additional toys to play with, but also a fully ported Red Alert 2 campaign, CnCNet 5 support, new gamemodes, maps and a comprehensive manual both online and offline.

Immediately after launch I continued with development, fixing bugs and adding content. I will note though that these additions are never for the sake of it. I don't want to develop something indefinitely or beyond the scope of the project. YR Red-Resurrection should have a particular feel to it and I intend to uphold that. Any additions are purely there to try to squeeze out the most from the countries so that they have a personality and gameplay theme that is fun and engaging. The intention is never to please everyone and I know that due to the fast paced and aggression focused.gameplay many C&Cers would never be a fan, but its what the mod needs to be and what I'm interested in.

Overall, 2018 has seen some huge and very regular updates, thanks to the client update system which makes it so much easier to do than ever before.

2019 – The future

How far will this mod go? I don't know, just like I didn't expect it to go this far. There are plans however. The UK is the last country that I'm not entirely happy, so intend to give them a refesher. Some countries also suffer in naval combat, due to others getting distinct advantages thanks to their unique arsenals, and that's also something that can be adjusted. Then there's always the usual stuff like balance changes, fixes and new maps.

Oh and, maybe more. The possibilities of tiberium are limitless.

Visit YR: Red-Resurrection Website for more information, its ModDB profile to download it and its forums and Discord channel to discuss it.

CnC: Final War 1.0b and Developer Blog #3
December 07, 2018 - 17:38
Hi everyone, m7 here with another Developer's Blog for CnC: Final War. Today, we'll be talking about the upcoming changes coming in CnC: Final War 1.0b. There are several points to highlight, and we will follow the 1.0b Changelog's formatting in discussing these changes. We'll cover the new client updates, new gameplay features, bugfixes and balance changes, and show off one of the new maps as well. Without further ado, let's begin!

The first aspect have been client updates. Starkku has provided an updated build of the client software with bug fixes and internal improvements, as well as new features such as extra chat lobby commands. AlexB of the Ares project has provided a version 2.0 of the powerful Ares modding tool, and even allowed for the use of the custom hacks he created for Final Alert 2 which will allow players to use the map editor with greater ease now. Finally, some skirmish and multiplayer options were updated for the new naval combat additions that were brought to the project. These include a custom map filter for naval-enabled maps and a toggle for disabling the naval features altogether.

Naval Options return! Rejoice sub lovers!

The second aspect have been the new gameplay features, most of which are what held the release of this patch up. The return of naval combat was a huge addition for the mod, adding a new factory and 5 to 6 units for each faction to wage war across many seas. The client was given extra support for the naval additions as mentioned above, and maps were added and tested to provide fun naval-focused battles.

Eastern Empire's Naval Preview

In addition, players also received updates to their defensive options, with the return of Battle Bunkers as well as the Eastern Empire's Hellstorm Cannon and the Remnant Legion's Thumper Emplacement. These new powerful defenses are T3 unlocks that mirror the European Coalition's Grand Cannons, sharing their build limit of two as well.

Battle Bunkers for All!

Finally, the Remnant Legion saw many updates to their arsenals through new artwork for their Barracks, gaining access to the Hand of the Legion hero vehicle, and their air armada have seen a rework to allow them greater power and versatility while maintaining their roles on the battlefield.

The Legion stampeding over their foes.

The third aspect of the project have been bug fixes and balance updates, many of which were reported by the players at ModDB as well as some reported in Discord. Units such as the Vulture Gunship for the Okhrana saw a total rework to fix their weapon problems, or the Aurora Platform which was moved the Coalition Crusaders faction and replaced with the Icarus Array to increase the reliability of European Coalition artillery. Others saw just visual updates, such as the Eastern Empire Mobile Refinery as seen below.

The future is...unemployed?

As I wrap up this Developer's Blog, I'd like to showcase a new map featured in CnC: Final War and one that will be seen in greater variety. I'd like to introduce AroTech to the mod lore, a gladiatorial entertainment company that runs combat simulations in their specialized underground combat arenas utilizing various battlefield setups. These maps are tight close quarter affairs, designed to promote intense "in your face" combat.

AroTech Arena - Crater Variant

Enjoy the newest version of CnC: Final War, 1.0b! It's now available for download both as an automatic update via the mod client or as a manual download in the downloads section of the CnC: Final War ModDB page! Have a wonderful holidays, I'll see everyone in 2019 with singleplayer and co-operative updates!

Zeke_Dlyoung at ModDB has released the Alpha 0.2 version of Command & Conquer Generals: Frontlines. Frontlines aims to revitalize the stale game-play mechanics of Zero Hour by bringing new content, and to provide both an interesting single player and multiplayer experience. The version 0.2 of the mod adds the Basilisk for General Yang and some bug fixes. Here's some screenies:

Find out more about this mod and download it at Command & Conquer Generals: Frontlines ModDB profile.

YR Red-Resurrection 2.2.10 released!
November 24, 2018 - 23:52

Aaand patch 2.2.10 for YR Red-Resurrection has been released, this time with the major theme being revitalising naval combat. Two new units have been added for that - the Gunboat and Zhaba - and existing units have been reworked, moved around on the tech tree etc. Hopefully it feels more well structured, chunkier and satisfying to play on the seas.

Europe has also received another dose of adjustments, with the addition of the Quantum Lab and Crackdown power, making them a bit more versatile and less rigid in their playstyle. Screenshots of those changes can be seen below.

Big Features
  • REWORKED NAVY, including a new ship for both the Allies and the Soviets as well as rebalanced and reworked existing units for more sensible battles on the seas.
  • NEW CONTENT FOR EUROPE: the Quantum Lab on T2, which now provides the Quantum Leap ability, and Crackdown, a T3 power that equips GIs with riot gear!
  • NEW CONTENT AT THE SECRET LAB: the Magnetron! On T3, it now slows units to a crawl, and attaches a magnetic effect to them further slowing other nearby enemies. A highly useful support unit.
  • Lots of big reworks to existing maps with a navy focus, helping to further flesh out that area of the game.
  • 7 brand new, high quality maps for multiplayer!
  • Updated campaign missions to support the new navy as well as fix a few issues and adjust unit availability.
  • Lots of balance adjustments to existing units and bug fixes.

You can view the full changelog here.

YouTube Content
As always, the YouTube channel has been continually updated with new content - and that will continue! Subscibe to the channel for updates on every video.

The patch can be downloaded and manually installed, if you are unable to use the client updater for whatever reason.


Remember you can always join our Discord for active discussion and first-look at every upcoming patch!


The announcement comes from the official source: Tiberian Dawn and Red Alert 1 are being remastered at Petroglyph Studios and being published by EA. Frank Klepacki will be doing the music, of course. Here's the whole thing:


Fellow Command & Conquer fans,

A month ago, we let the Command & Conquer™ community know we were bringing the franchise back to the PC, starting with a remaster initiative.  The reaction from fans has been amazing, with many of you sharing your favorite C&C moments from the past 23 years. We have been reading these comments and listening intently.  And now, we are ready to reveal our first PC offering and how your suggestions are already influencing our approach.

Today, I’m thrilled to tell you we are going back to the beginning. We have decided to remaster Command & Conquer: Tiberian Dawn. And while this is incredibly exciting on its own, we’re also aware of how passionate the community is about the Red Alert universe.  So, we will also remaster the original Command & Conquer: Red Alert™.  But what about the classic expansion packs you may ask - Covert Ops, Counterstrike, and Aftermath?  Well, C&C and Red Alert wouldn’t be the same without them, so all three expansion packs will be bundled with the base games into one remastered collection - without microtransactions.

In addition to the excitement and support of this remaster initiative over the past month, there has also been a healthy skepticism that we can pull this off. How are we possibly going to remaster these titles while maintaining the authenticity of the original experiences? Bottom line, there is no better way to achieve this than to partner with some of the talented developers who brought these original games to life.

So, after years of the fans asking for their involvement, I am humbled to announce that EA is going to partner with Petroglyph Games to develop the C&C remastered collection.

Petroglyph Games includes many of the original developers from Westwood Studios, and some of the most influential members of the original Command & Conquer development team from 1995. Joe Bostic is known as the co-creator of C&C, having also served as the Lead Programmer on Tiberian Dawn and Red Alert. Steve Tall joined Joe as a Lead Programmer on Red Alert, and Mike Legg contributed to all forms of audio systems at Westwood, having been an employee since 1986!  All three members helped start Petroglyph Games in 2003 after the closure of Westwood and are joined by a veteran group of RTS developers from the past 15+ years. And don’t think we haven’t noticed the #1 request from the community in all the comments from the past month...  You want Frank Klepacki. So as a cherry on top for the fans, we are thrilled to announce that Frank will be re-joining Petroglyph Games to be our Composer and Audio Director for the remaster collection!

On a personal note, I can tell you the past few weeks have been surreal. During my first visit to Petroglyph, I was able to brainstorm “C&C feel” with Joe, sit with Frank and hear him recite Commando lines, and gab with Steve about whether we should fix the Tib Dawn Harvester AI.  Getting to chat C&C with the original developers has been one of the highlights of my gamer journey, and I can’t wait for all the incredible conversations to come.

In addition to the fantastic team at Petroglyph, we will also be partnering with Lemon Sky Studios to help bring these original games to 4k glory. Lemon Sky is one of the premier art studios around the world, with a unique specialty in remastering classic RTS titles.  After meeting their team and hearing their passion for C&C, we are incredibly lucky to have them team up with Petroglyph to develop the highest quality C&C possible.

The exciting part is that we haven’t started development yet. The community is literally getting in on the ground floor of this project and have every opportunity to help influence how we build this remastered experience. Please continue to engage on Reddit and community channels and help us create the best possible remasters of C&C and Red Alert!

Welcome Back, Commander!

Jim Vessella


There couldn't be a better start for that, isn't it true! So, yes, I am excited with it and I am pretty sure that many of the visitors of this site also are.

We'll keep up posting more updates as soon as we know more about these two remasters.

Anyway, thank you, EA and Petroglyph for my birthday present. You almost got it right: it is tomorrow Wink.

Few days ago, Red Alert: A Path Beyond has been released. It features new units like MiG and Cruiser, several remodelized units, a new interface and a huge set of bug and balance fixes.

The list of features is huge and you can read the whole thing here. Have fun!

After the polemic on the Light Tank (that was based on a Westwood concept of a unit that they've called Light Tank and it did not had treads and ended up no longer having that name), Madin has been posting several updates displaying other units in his mod, Command & Conquer: Red Alert History.

One of them was related to Boris and his MiG, as you can see in the pictures below:

Then, we have the Harrier and the Airforce Command for the Allies, as seen in the picture below:

And finally, a multi-drone system as seen below:

Learn more about Command & Conquer: History mod for Tiberium Wars by visiting their forums and share your comments and ideas about it.

Frontline Chaos - November 2018 Update
November 06, 2018 - 04:03
Dutchygamer has posted another progress report about Frontline Chaos recently at Frontline Chaos is a total conversion for Generals: Zero Hour that brings two factions (Revenant and Legion) in an apocalyptical future dominated by the sinister M-Tec Corporation and its private army. Here's his recent report:


In today's update, a showcase of the remade Revenant Refinery,
and various other changes that have been made in the time between last update.

As is usual for projects like this one, things change over time. Back when I made the first (proper) iteration of various structure models, things were a lot less fleshed out for this mod then they are now. One of the major things that has changed since back then is how the resource works (both lore and gameplay wise). As a result, the old Refinery model I made for the Revenant faction didn't fit anymore. And to be fair, compared to the more recent structure models it looked... bad. Back then I was happy I found a design and texture style I liked, but nowadays it just doesn't fit anymore. Luckily, the invented something for that: remaking models.

After various fatal accidents with the first-generation Refineries, Revenant engineers were forced to redesign the blueprint for their Litensplant Refineries from scratch. To contain the complex chemical processes used to convert Litensplant into raw resources, a large concrete dome was used as the base for the new design. The remainder of the structures was build around this dome, with the Harvester docking hanger at the front, the storage containers for the gathered Litensplants in the back, and the remainder of the structure to the sides of the dome. The storage containers received additional protection, the smoke stack was redesigned and doubled, and the non-volatile part of the chemical process was moved to a large tower outside of the dome. Lastly, the hanger is now able to deploy new Harvesters, which have been removed from the Weapons Assembly Depot as a result.

As with the first-generation Refinery, it is a valuable part of any Revenant base. Without a Refinery, Revenant forces are unable to convert Litensplants into raw resources, thus depriving them from their primary income. While the second-generation Refinery comes with additional armour, it still needs protection from enemy assaults.

Besides that, Legion also needed some love. Model-wise they barely have anything that has a proper texture (besides what has been shown before), and 90% of it is made from before even the first iteration of Revenant structure models. Infantry-wise, they all used vZH infantry models, repurposed for whatever use I had in mind. Recently the Legion infantry roster has been revised, and now it's time to introduce their basic light infantry, the Enforcers.

Enforcers form the core of the Legion infantry platoons. Drawn from the armies of their defeated foes, Enforcers are known for being highly trained and motivated soldiers. Each Enforcer is equipped with ballistic armour that covers most of the body, and a LE-2 Service Rifle which can fire accurate bursts even at medium-long distances.

Trained to handle most infantry combat situations, Enforcers can handle most enemy personnel in even numbers. Unlike their Revenant counterparts, Enforcers have neither the training nor the equipment to capture neutral or enemy structures. This role has been delegated to dedicated technical personnel according to Legion doctrines. Similarly, the usefulness of Enforcers against armoured vehicles is limited, and thus must rely their fellow soldiers trained to hunt down these armoured threats.

To provide a focal point on what to finish first, I've begun working on an actual mission I had planned out. Not a remake of an existing C&C mission as I attempted (and never finished) earlier, but an actual campaign mission. While I originally wanted to wait with this update until I had finished everything needed for this mission, I have come to the conclusion that at the rate at which I was progressing, it would be until next year before I had finished everything. It doesn't also help that I added some brand new things for that mission that I found would make it look better. Here are some sneak previews of the mission, which include some of those new things as well.

Lastly, I've also been dabbling a bit in modding for a little game called Doom (ye old one, not the 2016 one). Long story short: due to me making some fixes for a mod, and the owner not having the time currently, I now also have a Doom mod as one of my projects. You can check it out here if you are interested.

And with that, I conclude this update. Until next time.
Dutchygamer signing off.

If you are curious for more information about this mod, visit the Frontline Chaos forums at PPM.