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A new version of Shattered Paradise has been released. This is a modification for OpenRA that introduces Tiberian Sun factions, including Mutants, CABAL and Scrin.

Version 20190623 introduces several bug fixes and balance changes. There is a list of changes of this version available at this public Google document. A recent stream from FiveAcesCheckmate shows this new version of the mod in action.

You can download the mod by visiting its GitHub section.

For further information on this project, Shattered Paradise has forums at PPM and a Discord Channel. Have fun!

Hello everyone! For those wondering what's going on recently at PPM, this news is here to help. Apparently, there was some progress on some tools made by our community fellows. Here is a quick round up into that:

- Red Alert Online Decrypter: BySc has made a script that, when used together with QuickBMS, allows you to decrypt files (especially textures) from the Red Alert Online game from Tencent. Head to this topic for a guide on how to use it.

- CnC Maps Renderer 20190618: E1 Elite has posted a new version of this tool, that renders maps from Tiberian Sun and Red Alert 2, with the following features:

- Added show tunnel path lines option.
- Components are made optional. Either generate PNG/JPEG/Thumbnail or use modify map features or use a preview window.
- Few UI changes, a clear button for log and main application remembers its location.

- G-E's RA2 INI Scripts Pack: G-E has also been updating his tools once in a while. The latest changes were done with the AICHECK 6.5 that checks for smudges, overlays and terrain objects for missing data/art.  It also improves the way it logs errors, it removes some redundant error conditions and it does some other optimizations.

And finally, it is also worth mentioning that Ares 3.0 is being developed and it has several new interesting features. But, as usual, it needs feedback from testers. So, if you are working on a Red Alert 2 mod, take a look at it.

YR Red-Resurrection 2.2.12 released!
June 08, 2019 - 17:31

Four months of development, but hopefully worth the wait! Feel like I've said this a lot, but 2.2.12 is a big patch. It's main change is the inclusion of a brand new 5-mission campaign for the United States, marking the beginning of Red-Resurrection timeline. Furthermore the campaign features great voice acting and fully animated cutscenes between missions to tell the story in detail! Check out the trailer below.

The campaign can be found in the singleplayer menu of course, and although it can be played in any order I recommend going through them as listed for the story to make sense! Due to the size of the cutscenes I have put them up as a separate download, but please grab them before playing as they should massively improve the experience (and a lot of work went into them!).

That's not all however. Soviet Russia has received a replacement for the Tupolev, a jet which greatly added to their already potent frontline force. Instead, they receive a support power on T3 with the Air Strategy Control named the Judas Corps.

Judas Corps paradrops in 2 Spetsnaz infantry, equipped with a long range rifle and 'Blackout' EMP charges for use on structures. That is their main use, to sabotage enemy producted by disabling factories. This gives Russia another dimension and unique ability to slow down their enemy with subterfuge.

On top of that there are a bunch of new maps! Here are a few examples:

Of course there are many balance changes too, bug fixes and so on! Here's an overview of the entire patch:

Big Features
  • Added a brand new 5-mission United States campaign, including full voice acting! The US has had enough of Libya's belligerence and launched an invasion with the goal of toppling it's president Hamza al-Sanussi - and thus beginning the Red-Resurrection story.
  • ADDITION: the Judas Corps support power for Soviet Russia. Available at T3 from the Air Strategy Control, it paradrops 2 Spetsnaz special forces equipped with a long range anti-infantry rifle and anti-structure EMP bombs. Capable of disabling enemy structures for 45 seconds at a time. Replaces the Tupolev.
  • 11 all new maps for skirmish and multiplayer.
  • Improvements to several Red Alert 2 campaign missions, making them harder on higher difficulties.
  • Hot new lava tilesets featured on many new and old maps.
  • Reworked existing maps for more interesting strategies and improved balance.
  • Many balance adjustments and bug fixes.

You can view the full changelog here.

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!


OpenRA upcoming features!
June 07, 2019 - 04:37
The OpenRA developers have been working hard recently for a new release in the next months that should include important features such as savegames, improved user interface, polished map previews, suport power directions and much more. Sounds very promising so far. Here are their words on it:

Singleplayer savegames
Probably the most wanted missing feature, the next version will include support for savegames in both skirmish and the campaigns. No more losing all progress to a stray dog eating your Tanya!

Longer missions can now be played in several takes instead of needing you to pull through in one go.

Spectator UI and new Tiberian Dawn sidebar
Our spectator UI has always been noted to be clunky and take too much space on the screen. With the next update we are happy to finally introduce a more slim and focused spectator UI.

The new transpart overlay is a huge quality of live upgrade for both casters and casual spectators.

Our second most visible update features yet another long standing UI rework that was just completed last month after sitting on the shelf for years. The sidebar in Tiberian Dawn was completely overhauled and looks better than ever.

Polished building placement previews
There is not much to say here, the images will tell the story. The tweaked placement preview makes it easier to see both the building being placed and any cells that are blocked by units or debris.

On a side node for the modders reading this: With the coming update the core engine will also support placing building variants in your mod (if you like north and south facing refineries for example).

The new Tiberian Dawn UI includes a refreshed building placement overlay and brand new sidebars.

Polished map previews
The ingame UI was not the only thing getting an upgrade. We overhauled the map previews of the map chooser to look the same as ingame.

The new previews include the positions of forests and civilian structures.

Setting support power directions
Parabombs and airstrikes have long been a point of both frustration (when taking too long to reach their destination) and joy (when immediately whipping an army at the map edge). We kept the joy aspect, but removed the frustration! The upcoming release will allow you to conveniently select the approach vector by dragging into a specific direction while placing the power.

Want to avoid air defenses by sending your troopers in from the south? We’ve got your back.

Even more upcoming changes
The list is long, too long for this post. A few other noteworthy changes include:

  • A new time limit lobby option for multiplayer and skirmish games

  • Many fixes for queued unit orders, aircraft, and harvesters

  • Removed Mono requirement on macOS and Linux

  • A new name and artwork for the long-controversial Allied Hind in Red Alert

  • Many new tweaks and traits for modders

  • Even more bug and performance improvements

And there is more... you can read the whole list of changes at this wiki topic.

Yesterday, Jim Vessella, the producer of the upcoming remasters of Command & Conquer Tiberian Dawn and Red Alert 1 has shared some bits on their progress with the sidebar of the game. His main objective is to reduce scrolling from the player. So, here are his words on it, as posted on reddit:

ellow Command & Conquer fans,

We have concluded our Pre-production phase and are now formally into Production. The art team at Lemon Sky is in full swing creating 4k content, and Petroglyph is continuing to stand up more features every week. Multiplayer is now playable for Tiberian Dawn, and we even had a chance to show the software to the Community Council a few weeks ago. Overall this transition into Production is a big milestone for any project, and we’ve been humbled by all the support thus far.

For this post, we wanted to share our approach to the in-game UI, and provide a sneak peek to our current in-progress version. Back when we announced the game in November, the UI was one of the key areas many of you in the community had passionate discussions about. As such, we listened to your videos, read comments from across the sites, and brainstormed with the Community Council. The trend we heard is that you still wanted the classic C&C Sidebar UI, but would welcome updates to the legacy UI to help the usability experience.

So with that in mind, one of the most requested improvements was to reduce the need for scrolling the Sidebar as much as possible. A key suggestion on how to accomplish this was to introduce the build tabs from Red Alert 2 and Tiberium Wars into the classic UI. We have thus decided to embrace this suggestion, and you can see the build tabs present in the associated preview image. However, because of the construction queue rules of the original games, we wanted to keep all buildings under a single tab, with associated tabs for Infantry, Vehicles (Air, Land, Naval), and Support Powers. To further support the goal of reduced scrolling, we have then designed the Sidebar to fit 18 build buttons. The combination of these elements means you’ll need to scroll much less, and along the way will benefit from many of the modern feedback elements of more recent C&C titles.

In terms of cosmetic design, we wanted the UI to follow our overall project direction of keeping elements authentic to the legacy version. We’ve done our best to capture the visual spirit of Tiberian Dawn, and or course would embrace a similar approach for Red Alert. We are recreating the build buttons in the spirit of the Gold Edition style, and again aiming to keep these as authentic as possible to the original design while preparing them for a 4k experience. Other updates include replacing the Repair, Sell, and Map buttons for icons to support our eventual localization efforts. And we’ve also shifted the Money and Options sections to above the radar map to ensure optimal screen allocation for the battlefield. All of these changes are done in the aspiration of keeping the spirit of the legacy Sidebar, while optimizing for a modern RTS gameplay experience.

Given the ongoing amount of passion around this UI topic, we are certainly eager to hear your thoughts in the comments, and looking forward to making the best UI experience possible for C&C Remastered.


Jim Vessella


And here's the sidebar, click on it to see it in its full glory:

Hello everyone! I am sorry for the lack of updates for... over a month. I'm deeply sorry about that. Real life has been too much busy for me. But fortunately, during these years, we have been building a... "satelite system" to capture communication from our favorite projects and, fortunately, our radar has caught something really interesting recently from the Dawn of Tiberium Age, which is a project that brings the Tiberian Dawn and Red Alert 1 to your Tiberian Sun:

So, we hoped to deliver a bigger update with maps, singleplayer and co-op missions by the end of last year. As you know, that didn't happen. The biggest reason for that is that near the end of last year, our multiplayer community got far more active. During the last half a year, it hasn't been a rare sight to see 20 players online simultaneously, and more people have been talking about DTA and organizing games on various Discord communities. As a result, we've actually been playing our own game instead of only creating content for it.

While spending time on playing, we haven't been all inactive when it comes to updates. We've released 14 updates since our last news post. With the active PvP community and our participation in hundreds of games, we've managed to gather feedback and implement a lot of competitive balance changes. We've also added new multiplayer maps and our usual stream of client and game engine updates as well as new terrain has continued as well.

Speaking of multiplayer maps, multiple players from our active online gaming community have also got interested in creating maps for DTA. Flippy, Tiberius and TrainStation have all made some pretty maps within the last couple of months.

During Easter we also released the "Bunny Hunt" special mission, which has gathered a lot of praise. Despite being an Easter special it's still available, so go play it if you haven't already! While DTA's missions are known for being hard, I made this one lighter than usual so everyone could have fun in it.

...oh, you actually like it hard? You want to challenge yourself? Don't worry, there's still an extra twist for you who enjoy torturing yourself on Hard mode.

While our gameplay and balance have been in a good state for years and we've also improved them greatly within the last year, we've identified some more ways to make our game more interesting. We also haven't forgotten the plans to create more singleplayer and co-op missions. The work that we did for them prior to our multiplayer community exploding is still there, and we've been continuing it, with some missions already finished and more under development.

So while we've been rather lazy with PR work (or too busy developing and playing to do it), which involves writing news posts, there's been a lot happening behind the scenes! Expect to see a major update with significant gameplay changes and new missions later this year!

For further information, you can read the original news post at their ModDB Profile or browse DTA forums at PPM.

Ares 2.0p1 has been released!
April 22, 2019 - 07:35
Hello everyone! Today AlexB has announced the release of Ares 2.0p1, which is the first patch to Ares 2.0, which according to him, fixes issues with Type Conversion feature that was implemented in 2.0, parsing issues with PrismForwarding=forward and EMPThreshold, as well as some saving game issues.

So, did you hear Ares 2.0 in the previous paragraph? Yea, apparently, it was released back in september and we had no idea about it at all. The main feature is the Type Conversions, which allows units to deploy into other unit types or upgrade when promoted. Other features includes enhancements on waves, spy effects and much more. Here's his official announcement on it:

AlexB wrote:
Unbeknown to the public, back in mid-September Ares 2.0 has been released. Ares 2.0 enhances several existing features like waves, more spy effects, more fine-grained customization of several settings.

But the most interesting addition is that Type Conversions are now a thing. Units can deploy into other unit types, changing various characterists, or upgrade when being promoted. Another possibility is to change the type when an amphibious units moves into water or onto land. All the opportunities...

And behold, there's also Ares 2.0p1, which has been released recently to fix a few issues in Ares and the original game.

Happy Modding!


Hello everyone. Few days ago, the EA producer Jim Vessella has posted an update on the progress that they are doing on the Command & Conquer (Tiberian Dawn) Remaster. Here's his words on it:

Jim Vessella wrote:
Fellow Command & Conquer fans,

We are approaching the conclusion of our pre-production phase, having achieved several of our key milestones since our last Reddit post. During March we delivered our first playable campaign mission (GDI Mission 1), which included multiple samples of the remastered art running at 4k. This was accompanied by a more complete Visual Target image, which helps the dev team align around our goals for the artistic fidelity. We are now in the middle of getting Multiplayer up and running for the first time, along with dozens of art assets iterating towards their finalized look. Last week we showed many of these items to the Community Council, and continue to receive fantastic feedback via their contributions.

With that in mind, today we wanted to share a glimpse of the pre-production work with all of you here in the C&C community. And this is the first time anyone outside of EA or the Community Council has seen work from the Remaster. In this spirit, we felt it appropriate to start with one of the first assets you see in Command & Conquer - the classic Construction Yard.

Now, if you’ve been reading our previous posts, our primary goal with the visual approach is to maintain the authenticity of the original in-game asset. It’s worth calling out that if there’s a conflict between the in-game asset, cinematic asset, or UI portrait, we’re always going to side with the in-game asset. That being said, if there are opportunities to pull in details from the cinematic footage to enhance an asset, we’ll do our best to incorporate those details. A good example here would be the blue pattern / texturing on the Con Yard door (Inspired by the classic Con Yard unpacking cinematic).

As always, we are eager to hear your thoughts in the comments, and looking forward to sharing more details about the visual approach down the line.


Jim Vessella


And, as clearly stated in his post, he has included the Construction Yard preview (click on it for a full size preview):

And that's where our zombie new post mode ends. The latest remastered versions of Command & Conquer Tiberian Dawn and Red Alert 1 will use Petroglyph's Glyph engine for graphics and may use the original engine code possibily for some of the physics and AI code. The last remaster of Command & Conquer Tiberian Dawn was made for Nintendo 64 in 1999 and it was already 3D. So, nothing new here.

The construction yard model shown above also follows strictly the design from all preview versions. The differences from the original design lies mostly on the crane (only when compared to FMVs) and the ventilation system (compared to N64), which, in my opinion is too far from the rest of the building, which doesn't make much sense. Despite that stupid detail, there is nothing else that may compromise the model. So, my overall humble opinion about it is very positive, with great texture work. This is why I think that Vessella's words seem to be somewhat accurate here. So, yea, it is worth to point out that they are making the models from scratch. Feel free to compare with the pictures from Nintendo 64 below and two from the FMVs from the windows 95 version:

Construction Yard on Nintendo 64, as taken from a YouTube video.

Construction Yard from FMVs, as taken from a YouTube video.

And that's all for now. I hope we'll see more from it on the next E3 in june.