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Ares 0.E has arrived
September 14, 2017 - 05:49
With the new Ares 0.E, which is just fresh out of the oven (so grab it while it is still hot!), many more IFV modes are now possible, as well as Tunnel Networks known from Generals. Another focus was on warheads: Kill Driver got CellSpread support, sonar and disabling weapon effects are also possible now, and damage can be dealt using a similar logic like the MAD Tank from The Aftermath.

There are, as always, several new minor features like half a dozen of new Veteran Abilities, a new spy effect to blow up a structure, and more. As always, the inner workings of Ares have been overhauled and some noticable performance gains will now benefit players.

There's more to come, but for now that ought to be enough.
Happy Modding, and see you later!


Community News - Early September 2017
September 05, 2017 - 17:13

in this community update, I will relay what's been covered in today's community update, followed by some other non-C&C news bits which may interest this audience.

  • The Red Alter mod team have started working after a long hiatus, and have released the source models of what they've created so far.
  • Kane's Wrath Reloaded (a Tiberium Wars mod despite the name) has been updated to version 1.91.
  • Rampastring's alternate Tiberian Sun client has been updated to version 5.40 (use 5.30, then update it manually), and now even features the missions that were exclusive to the demo.
  • An unofficial hotfix was released for the Zero Hour mod Shockwave, which resolves the pink Pathfinder texture on snow maps, fixes Kwai in the General's Challenge and makes Tao use his advanced nuclear silo in skirmishes and the General's Challenge. A full install of Shockwave version 1.201 is still required.
  • OpenRA playtest version 20170902 has been released, featuring 40 resolved issues, a balance overhaul and the new "Agenda" map for the Red Alert mod, balance tweaks for the Tiberian Dawn mod, and a new version of the Mod SDK.

And now for the rest:
  • The unofficial 2.02 patch for Battle for Middle-earth II: Rise of the Witch-king has reached release 7.0.0, featuring numerous balance fixes, bug fixes and an overhauled experience system (so much so that it has its own changelog). The Age of the Ring mod, which requires patch 2.02, has released a compatibility hotfix to prevent issues with the new version.
  • Kotaku UK wrote an article covering the recently released BFME1: HD Edition project by the team at Revora, even plugging the T3A:Online multiplayer service.
  • Petroglyph released an official update for the Steam version of Star Wars: Empire at War and its Forces of Corruption expansion, bringing their multiplayer to Steam's servers three years after GameSpy's implosion, and incorporated Steam Workshop capability. However, this makes retail and GOG versions of the game inferior, and with no ability to redeem retail keys to Steam at this time.

OpenRA Playtest 20170902
September 03, 2017 - 00:28
A bit over a month after the previous OpenRA playtest, we are pleased to announce the new release candidate, playtest-20170902.

In addition to all the new features and improvements the previous playtest brought along, in this new playtest we fixed over 40 issues that were identified through feedback from players and modders. Among the more noticable ones were the movement stuttering that ground units were showing, air units sporadically returning to base as well as some issues with the new command bar and some other UI hiccups.

Furthermore, the Red Alert mod in particular received a larger balance overhaul, along with a new map (Agenda). "Agenda" and the updated "Great Sahara 2" now serve as examples of more prominent use of civilian 'tech' structures that provide various benefits when captured.

The new capturable civilian tech structures, displayed on the new map Agenda. Forward Command provides build space, Communications Center reveals terrain.

Tiberian Dawn balance received some further polishing as well, making bridges more robust (in particular to light weapons and flames) as well as making Orcas and rocket infantry less effective versus infantry in general.

A new version of the Mod SDK is also now available with a few improvements and bug fixes. The big new feature is the ability to automatically create installers for your mod "in the cloud". We encourage everyone who is working on mods for the last release to try out the Mod SDK and report back any issues you find or suggestions that you may have, so that we can iron out any remaining issues before the legacy oramod infrastructure is removed.

The new playtest can be downloaded here.

Just like with the last playtest, we ask you to give this a try and report any bugs or balance issues you might come across, as this will likely be the last playtest before the next release. The changelog for this playtest (as well as the previous one) can be found here: changelog

Tiberian Sun Client 5.38
August 21, 2017 - 17:07
^Rampastein has recently announced a new version of the Tiberian Sun Client, which for those who are not aware of it, is an upgraded Tiberian Sun with numerous interesting features. Here's the changelog:

Version 5.38 (August 19, 2017):
  • Added Fan-made map "Lost Contact" (Credits: Tuc0)
  • Added support for multiple sides for Prerequisites and AITriggerTypes (Credits: AlexB)
  • Fixed several minor spawner issues (Credits: dkeeton)
  • Fixed several minor client issues (Credits: Rampastring)
  • Added OpenGL version of the client (Resources\clientogl.exe) (Credits: Rampastring)

Head for Tiberian Sun Client ModDB profile and the Tiberian Sun Client topic at PPM for more information and downloads.

I know it has been a few years since I last talked about this mod. and I was planning on including it in the C&C Mod Spotlights, but that was only until its lead developer, Omegabolt told me he was working on an update, since the CNCnet4 was no longer working and it breaking the mod a bit.

So tonight, August 18 2017 at 18:00 GMT OmegaBolt will join me as I will do an old fashioned Pre-release Beta stream of his mod: YR Red Resurrection!
We'll have a trip down memory lane and remember why I loved this mod so much as well as showcase some new units, support powers etc.

I hope to see you all then on my channel on Twitch

OpenRA Playtest 20170722
July 22, 2017 - 05:09
The OpenRA developers are pleased to finally announce playtest-20170722, the first release candidate for what will be the biggest OpenRA release in many years. Core development has focused on three areas, and they have included many other great improvements contributed by our open source community.

You'll notice the first major change before you even start the playtest: the "OpenRA" launcher is no more, and has been replaced with individual launchers for Red Alert, Tiberian Dawn, and Dune 2000. This is part of a major reorganisation of the project structure to improve backwards compatibility and modding support.

Individual mods are now launched directly from your Desktop / Application Launcher.

The in-game mod chooser has been removed, but it is still possible to switch mods when joining a server from the Multiplayer list. Even better, if you have multiple versions installed (e.g. Playtest and Release, which now install to different locations on Windows) the server list will show games from all versions, and will switch to the correct version when you try to connect.

The second focus area relates to how you control your units on the battlefield. For many years OpenRA has supported features like Attack Move, unit stances and queuing orders using hotkeys, but these have not always been obvious or intuitive to use. They have added a long-planned command bar interface for these, and made some adjustments and bug fixes to make them better and behave more like the original games.

A new bottom command bar is now available for issuing common orders and changing unit stances.

The final focus area fundamentally changes the way that buildings occupy space and receive damage, taking inspiration from the original Dune 2000, which was more advanced than the earlier (and some later!) games.

New building physics improves the way that structures are targeted and take damage.

Some of the smaller but still important new features include:

- Automatic discovery of LAN games in the Multiplayer browser.
- Improvements to the Global Chat UI.
- New search and filtering options in the Map editor.
- Another 9 campaign missions for D2K, which is now half way complete!
- Missing maps can now be installed directly from the Replay browser.
- Significant performance and memory improvements when playing music.

Please see the full changelog for information on many more improvements that we have not mentioned here.

It is now possible to search and filter actors and tiles in the map editor.

This playtest includes big changes which may have broken your favourite feature, and which have definitely affected the game balance in all three mods. This makes it more important than ever to play games on this and future playtests and let us know of any issues via our forum, our GitHub issue tracker, or in the comments below.

Don't forget, if you're on Windows or macOS you can have playtest-20170722 and release-20170527 installed at the same time, and switch between the two when joining servers with other players. So head over to our download page and give it a try!

And now for a special note to our modding community:

As OpenRA modding grew in popularity it became clear that requiring players to manually install mods on top of our OpenRA releases, with the in-game mod chooser to switch between mods, was more of a burden than a benefit. The OpenRA developers have listened to the feedback from both players and modders, and have spent the last few months working on a comprehensive solution.

They have done this by decoupling the game engine (OpenRA.Game.exe and support files) from our default mods, and have put the mod in charge. Mods now manage their own engine files, which means that they can exist alongside our official mods with no dependencies between them.

The new mod SDK provides a development environment that simplifies the engine and dependency management, and allows you to generate proper installers for players to install your game. Games built with the mod SDK will not be affected when the player upgrades or even uninstalls other OpenRA-based games.

The mod SDK is still a new project, and our documentation is still rough. They encourage modders who want to port their projects over to the SDK to file issues if you have any problems, or visit the development IRC channel (webchat) if you have any questions during european-timezone evenings.

Requesting reinforcements...
July 19, 2017 - 20:30
Hello everyone! You may have notice my silence in the news for a couple of... errr.. months, perhaps. But I think that most of you know the reason: my bloody doctorate, where my situation only gets worse in terms of the schedule. Regardless of that, I am very motivated to keep this site running and increase the activity a lot once my doctorate is over. But for now, I need help to keep the news flowing.

Posting news takes a while, in order to find news to post, analyze it, figure out the most fun way to express it here, etc. Sometimes I take half an hour, sometimes I take a couple of hours. And, in my current situation, it is being hard to dedicate so much time with it.

But, of course that this place can survive without my news. Any of you (registered and non-banned members in the forum) can post a news at the Community News Forum. And if it is written in a proper way, it takes less than 30 seconds for me to promote it to a proper news post.

The forums are still quite active with development on Ares, Thyme, some hosted mods like Colony Wars, The Dawn of the Tiberium Age, Twisted Insurrection, some non-hosted projects like Arrakis Reborn, YR: WIP, RA2: New World Order, etc... There are also a couple of interesting voxels and SHPs being posted. And once in a while, OpenRA's dev blog gets some interesting updates related to the upcoming Tiberian Sun mod for it.

Outside this place, I've also heard news of a new patch for Mental Omega, a new patch for C&C Ultimate Collection from Bibber fixing another one of Origin's  nasty collateral damages, a new C&C Legos movie at (which is now under the supervision of Zee Hypnotist), new patches for A Path Beyond at W3D Hub, a revamped CnC-Communications Center and a couple of updates on Contra. And that of course means that I must be missing a lot of stuff, I am pretty sure of it.

The problem is that even the task of writing this news took much more than 30 minutes, but I hope it helps us to get more support in the news front.

The first 17 seconds of the randomly selected video below shows our feelings about it. Spare us a couple of minutes to share interesting C&C and modding news by posting a topic about it at our Community News Forum. And that's it, brotherhood, unity, peace.

Ares 0.D is available
June 11, 2017 - 20:25
Here's the official Ares 0.D, which adds some big features like support to change mouse cursors, mechanics and ambulance vehicles, or to make the AI build more than one building of a type. Ivan death bombs are now included, after being cut from the original game, and multiplayer matches can now start with a deployed Construction Yard instead of an MCV.

There are many more minor features like Temporal weapons considering the victim's health, customizable fall rates, digging animations and so on. I think it goes without saying now that several bugs have been fixed also, and many old pieces of code have been modernized and previous features have been reworked.

Thanks once more to all testers involved!

Happy Modding, and see you very soon!