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CnC: Final War 1.0 has been released

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The first public version of CnC: Final War is now available! CNC: Final War is a semi-total conversion for the game Command and Conquer: Red Alert 2 - Yuri's Revenge with Ares.

The mod takes place after the events of the Allied victory over the Soviets in Red Alert 1. Deciding to prevent the spread of communism or dictatorship empires, the Allies banded together to form the European Coalition. While a secret group of leaders, politicians, military generals in exile, and entrepreneurs have united under a new soviet banner known as the Eastern Empire. And, there is also the Remnant Legion, which were created by Yuri before his disappearance, set upon a mission to find him when the time was right.






Head to this topic to download it . And there is also a mod guide here, for further information on the factions and units. Enjoy the mod!

Red Alert Unplugged AI showcase.

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Some days ago, SoScared has posted a video showcasing the AI on his OpenRA mod, Red Alert Unplugged, which improves the gameplay experience of the vanilla Red Alert mod from OpenRA engine. His AI is capable of expanding bases in a much smarter way than in the original OpenRA and also places structures in a smarter way as well. It also tries to protect harvesters and do some other neat features.







I trully hope that the OpenRA engine eventually inherits some of its features, because the current HackyAI bot needs some reinforcements on its logics to be taken more seriously. And let's hope AI also learns to capture tech buildings eventually.

Ore and Gems will be featured on Red Alert History

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Some days ago, we've welcomedRed Alert History to PPM and showed videos, announced releases that had green and blue tiberium, as well as refineries from Tiberium Wars, since this Tiberium Wars mod is not finished. The good news is that Madin has started to address this issue with great looking gems, ore and refineries for allies and soviets. Take a look at the screenshots below to know what I am talking about:














Looking very nice, isn't it? For more details, head to this topic at C&C: Red Alert History Forums at PPM.

Roundtable Discussion October 2018's Edition

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The Roundtable Discussion feature from our friends at CNCNZ.com is back. In the current edition, they've interviewed several community members, including yours trully, with several polemic questions related to the latest activity on the Command & Conquer community:

Quote:
Question #1: What were your initial reactions to Command & Conquer: Rivals? Have your feelings on the game changed in any way since?

Question #2: Has Rivals in any way affected your feelings towards the franchise as a whole? Are you able to play the previous games just the same?

Question #3: Certain other classic game communities continue to thrive despite the lack of publisher support (Supreme Commander, Transport/RollerCoaster Tycoon, Pandemic’s version of Battlefront…), but the C&C community seems to have grown lazy and apathetic. What would you point to as reasons for this discrepancy?

Question #4: What community projects are you following these days?

Question #5: Are any other RTS titles in your current “playlist”? If so, which ones, and what captivated you?

Question #6: What would an ideal RTS (C&C or otherwise) look like for you?

Question #7: Is there any hope that we’ll see a new good RTS in the foreseeable future, either from big publishers or indie developers?



You can read people's answers here. However, we are inviting to go further on that one and posts your answers in a reply to this topic, why not? That question #3 is still being discussed among us today and I think I might have a good contribution on how to improve the user interface for future C&C games and even make a mobile experience that might be closer to the PC experience in the question #6. So, go ahead and let's use this opportunity to discuss a better future for the C&C community. Go, go, go!

Mental Omega has been featured on PC Gamer issue #323

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The next edition of PC Gamer UK's magazine has Mental Omega as Mod Spotlight and features a 2 page review of it, focusing mostly the single player missions aspect. Here's a low quality glimpse of it:





And of course that there is much more interesting features at the november issue of PC Gamer, head to their site to know how to subscribe it and access the magazine or its apps.

Renegade-X 5.361 has been released!

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The team from Renegade-X has released the patch 5.361 some weeks ago. For those who are not aware, it is a Tactical Shooter that brings and modernizes with Renegade FPS experience with the Unreal Engine 3. Regarding the patch, here's their quick summary on its features:

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Patch 5.361 brings with it several visual enhancements to vehicle explosions, a wealth of optimizations for servers and clients, as well as some much needed balancing of a certain duo of weapons that more or less dominated the field and tunnels. It also sees the 1st attempt at dealing with a bit of radio spam, even if the solution is in its infancy. Most importantly however, a multitude of new maps have been added, hopefully breaking up the monotony of Walls/Field/Walls/Snow/Walls


The full list of changes is explained at their site, as well as the changes of the upcoming 5.362, because there are some annoying explots that will be fixed by the end of this week.

A Special Announcement from EA

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This article was originally posted on the main OpenRA website.

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Fellow Command & Conquer fans,

My name is Jim Vessella, and I’m a Producer at Electronic Arts. Ten years ago I had the pleasure of being on the production team for Command & Conquer 3 and Red Alert 3, along with being the Lead Producer on Kane’s Wrath. During those years, some of my favorite moments were interacting with our passionate community, whether at our onsite Community Summits, on the forums, or while attending various events such as Gamescom.

As most of you may know, we recently announced Command & Conquer: Rivals, a mobile game set in the Command & Conquer universe. Following the reveal of Rivals, we heard you loud and clear: the Command & Conquer community also wants to see the franchise return to PC. And as a fan of C&C for over 20 years, I couldn’t agree more. With that in mind we’ve been exploring some exciting ideas regarding remastering the classic PC games, and already have the ball rolling on our first effort to celebrate the upcoming 25th Year Anniversary.

We are eager to hear your feedback to help influence our current thoughts for PC and what comes next. Over the next few weeks we’ll be talking to fans in a variety of ways. In the meantime, please share your thoughts here on the OpenRA forums.

As a long time C&C fan and developer, I am just as passionate about the C&C franchise as you are, and look forward to hearing your thoughts as they help us shape the future of C&C at EA!

Thanks!
Jim Vessella
Jimtern


Jim will be reading and hopefully participating in the discussion on the OpenRA forums and r/commandandconquer (among other places).

Quick roundup on some PPM community goodies!

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Hello everyone! We've been advertising many news and releases that happened outside the PPM community recently and some of the goodies produced here did not receive the attention they deserve from our news posts. And they are all targeted for Red Alert 2 modders, although it may reach some other games as well (Tiberian Sun for Image Shaper and AI Edit). Anyway, here's what we missed:

- Image Shaper 01.01.00.14 has been released by Lin Kuei Ominae a week ago. This version fixes the RLE encoder used to save SHP files, so it is an important update for the users of this program.

- AI Edit 2.0.3.7 has been released last wednesday by E1 Elite. It fixes additional number of duplicate messages on reloading INI files.

- And advanced rubble for civilian buildings addon has been released by 4StarGeneral two weeks ago for Red Alert 2 fans.

Quote:
Includes fixed CANEWY05 with added urban combat frame
Created shadow for and fixed CAWASH06
Created snow rubble for CAOUTP
Changed CITY palette to fix colors of buildings using it
Fixed wrong palette for YACOMD rubble
Fixed wrong colors on miami hotel rubble
Fixed wrong palette for 1 frame of LA11 in multiple theatres
Fixed a bunch of buildings that didn't work for specific theatres because Westwood:
cdsydn02, cdsydn03, cdtran03, cdseat01, cala01, clseat01, clsydn02, clsydn03, cltran03, caegyp01,
calond05, camorr01, camorr02, camorr03, casydn02, ctlond06, cnla11, cula01, cula11



And finally, if you visit our Voxels forum, check out the full range AA rooster with an arsenal of great looking voxel models of anti-air units for Red Alert 2 that were released by Creator (member of PPM forums, not to be confused with the one who works on Contra mod for Zero Hour).








And that's it. Keep your tools and arsenal up to date with these goodies and have fun!

MadHQ Graveyardsis celebrating Halloween already.

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Halloween happens only by the end of the month, however, our friend MadHQ is already celebrating it at MadHQ's Graveyard with some spooky maps for Yuri's Revenge.









Head to MadHQ's Graveyard to download them and happy Halloween in advance!

CNCNZ Dev Detector: Eric Gooch interviewed.

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His name is Seth. It's just Seth. From God to Kane to Seth. And he is in the spotlight of our CNCNZ.com friends with their feature Dev Detector. This time, they've interviewed Eric Gooch, who modeled some of the units of the old Command & Conquer games from Westwood and he was also cast as the iconic Seth, Nod general from the first Command & Conquer game. Currently, he is a freelancer working for Bend Studio for the game Days Gone.


Quote:
11. The initial C&C Rivals character art style received a lot of criticism. How did you react when you first saw Redwood Studios’ rendition of Seth?

Actually, I thought it was funny. It’s like a cross between me and Ming the Merciless from Flash Gordon. It doesn’t bother me though, I think overall it’s fine, and hey, they brought Seth back!Cool

EA did contact me to “secure my digital likeness” so it’s all above-board too. I’m happy to see Seth live on.


Anyway, if I were you, I'd read his interview as fast as possible. Because, you know? Power shifts quickly in the Brotherhood.



Let's play Twisted Insurrection... once again?

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Why not playing Twisted Insurrection? That's the smart decision that TaxOwlbear took when he decided to record the video below for the internet. His last move was to do the Globotech campaign. Kane is very displeased of course and this bear is marked to be a guest at one of the upcoming Today's Execution TV show if it depends on the Brotherhood of Nod*. Check it out, one of the Globotech missions from Twisted Insurrection in the video below:






Yea, I know, this one is easier... but not that much. You can play that and much more by downloading the mod at the Twisted Insurrection ModDB profile and share your ideas about this mod at our friendly Twisted Insurrection Forums at PPM. Have fun with this awesome mod!


Warning: this is just yet another an non-biased, humble and modest advertisement news post from Project Perfect Mod

*Nope, we are not serious about that at all. Murdering and death threats are crimes and we do not endorse it under any conditions in this community.

October 2018's edition of OpenRA Magazine is available

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An OpenRA member known as N/a has published a magazine about this game engine. There are several features and interviews such as:


Quote:
1. The Journey of a hobbyist by N/a  
2. Interview with RAGL Champion Barf
3. Player Analyses with Orb & WhoCares?!
4. Interview with OPENRA Mod/Developer: Mustapha
5. Shattered Paradise exclusive with developers Nolt & ZxGanon      
6. KKND Exclusive with IceReaper
7. Running RAGL: by Netnazgul    
8. SoScared Interview! 
9. The Great Ones: The Pillars of the OpenRA Community



And that's just the first edition. There will be more in the next ones. You can download it and read it by heading to this DropBox file. Enjoy it!

RedAlert++ is now Chronoshift!

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The project that used to be known as RedAlert++ is now called Chronoshift. It attempts to recreated Red Alert 95.. but opening its source code. It works by injection where they slowly replace Westwood's original code with their's. That method allows the game to be tested since the beginning of its development, although there is no public version yet. They'll create a public repository by this week (or the next one, not sure). And there is also a Facebook Profile for this project as well.


Now, I know what some of you must be thinking by now. EA is making a "remaster" of one of the first Command & Conquer games and they've run into OpenRA and CnCNet for their expertise, completely ignoring PPM and everything we contributed for the past Command & Conquer games. So, this is our revenge against them, right? Of course that this theory is completely absurd and wrong. We may host forums for Chronoshift nowadays, but CCHyper and Blade were working on this project for years already and they have their own motivation for it.

The importance of a proper UI for Command & Conquer

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Hello everyone! In the event EA Play at E3, back in june, there was the announcement of the return of the Command & Conquer franchise with the revelation of Command & Conquer: Rivals. It was sold as the future of the Command & Conquer franchise at the time and it was a mobile game that did not deliver the gameplay experience that we are used to deal with the traditional PC real time strategy genre. Due to this approach, it had a terrible reception from most of the hardcore Command & Conquer fans. This week EA has recently announcement a fix for this situation and acknowledged that fans want their C&C experience back with a remaster, which we don't know if it is a remaster or a remake, although the remaster term was used in the announcement. In order to be a remaster, it must be based on Generals or a newer game, since the source code from games that were made before Renegade were lost. Considering that they've jumped to OpenRA and CnCNet communities for help, it will be either a Tiberian Dawn or Red Alert 1 remake (and not a remaster).

Anyway, back to the original subject. Some time after that EA Play event, I had the opportunity to talk to one of the EA developers from Rivals team with a group of C&C community members. I won't reveal his name here (and I hope you respect it for now), unless he request me to reveal it. Probably with the purpose of selling Rivals to us, he was saying that RTS genre is a niche nowadays and that the profit from most of the top RTS games in the market were much lower than the other games. Their idea was to seek popularity for the Command & Conquer franchise from other markets (mobile) and that the simplified gameplay was to make it more intuitive for the newcomers. From what I understood, although this did not seem to be explicitly mentioned, he seemed to think that one of the reasons that RTS games like Command & Conquer did not attract many players compared to MOBAs, FPSs and other genres is that it is complex to play (not intuitive nor accessible) and that real time is a huge burden on cognitive load. It means that people might need to do many delicate decisions with not enough time to properly think about their consequences and they can be heavily penalized on that. This may lead into some stress. If it stress the players too much, it is not fun anymore. I guess that is one of the reasons why many people prefer playing against predictable AI players than playing against other humans, since that it might be more stressful. In order to elaborate his idea, he has pointed out an article written by Nick Yee on Quantic Foundry.

Despite the dark scenario that he mentioned, his dream was to work on PC tradtitional RTS Command & Conquer games and that his hope was to see a strong RTS game release in the market that would motivate publishers to turn their attention and money back into this genre.



Balancing boredom, fun and frustration

The success of games and their genres are certainly connected to their fun factor. Keeping it into simple words would be "how to avoid it from being boring or frustrating to the player". There is a whole science behind it and you can start here if you want more details. But the whole idea is simple and applies to several concepts. One of them is the difficulty of the game: if the game is too easy for the player's skills, it gets boring, tedious. If it is too hard, the player may get frustrated. On both cases, it may lead the player to give up playing the game and that's game over. If it is not boring or frustrating, then it is fun. It is worth to point out that other situations may generate stress, which may lead to frustration as well. So, when designing a game, you should try to apply this idea also to:

- Pace of game/player's actions (no action = boredom; too much action = stress)

- Cost of game/player's actions (no cost = game too easy, boredom; high cost = play everything again... time wasted, frustration)

- Pace of rewards and progression (very fast progress = boredom, nothing else to do in the game; no progress = frustration, waste of time doing the same thing over and over again)

- Bonus of rewards and progression (high bonus = boredom, overpowered abilities makes the game too easy; no bonus = frustration, waste of time)

- Predictability (none = boredom, easy game; very high = frustration, game is unplayable... too hard).

- Pace of Learning (too slow = frustration, game is too hard)

- Cost of learning (very high = frustration, game is too hard)


The article that the EA employee pointed out tries to illustrate this point. The author has received feedback from over 140 thousands of players on how much strategic and exciting is a game, following his own definition of that. Don't take the results he obtained into heart, since the meaning of excitement and strategy varies for each people, as well as the way to measure it. Furthermore it is not clear how serious they've taken that poll into consideration, nor the specific game and features taken in mind when providing this feedback. Command & Conquer was included there with many other well known franchises. He identifies a region that he calls Cognitive Threshold where the complexity of the game doesn't allow it to be fun anymore and successfully commercially. The picture below illustrates the feedback they've got:






Cognitive Load on Command & Conquer games

It's not hard to figure out that games like Command & Conquer can be quite intensive in terms of cognitive load. In terms of macromanagement, you are responsible for the whole army, how it develops economically, its growth, its tactics, etc. In the micromanagement side of things, you are responsible for the moves of each unit, organization of unit groups and their formations, and even sometimes even you need to play specific units just as a third person shooter game paying a special attention to its own abilities. If that isn't enough, the current controls requires a considerably high precision and speed on both mouse and keyboards. And we also need to take in mind the complexity of doing all that, learning the rules, learning the units, buildings and their abilities. All in real time.

In general terms of boredom/fun/frustration, micromanagement is more frustrating than macromanagement, because the rewards achieved with micromanagement actions is close to none while macromanagement are much more of a game changer, having stronger effects in the battle. Not to mention that micromanagement usually demands more efforts from the player, they are also more repetitive and predictable on some cases.

It is really in the nature of real time strategy games to be tough in terms of cognition load, however, there are ways to tone it down without dumbing down the game if a proper user interface is used. And this is why I've tried to emphasize it in the last CNCNZ roundtable discussion.



How user interface (UI) can reduce Cognitive Load in Command & Conquer

There are several initiatives that can be done to reduce the cognitive load of these games by empathizing macromanagement over micromanagement or rescheduling the time to take certain decisions by redistributing them, reducing the stress to the player. Also, reducing the required precision and effort to issue orders/commands. And many of them may take into account a better user interface:


- Use attack-move as the default move order. If you need to move without attacking the enemies, use something like Ctrl + click: It's clear that most of the times that you'll send a group of units to some place, you'll want them to attack anything in their way as long as it doesn't divert them from their path. Unless your units are harvesters, MCVs and engineers. Those demand special treatment by simply moving and ignoring everything around them.  This should reduce micromanagement considerably when attacking enemies.

- Let groups be as accessible in the user interface as superweapons or special powers: Display them in the left side to make the group selection task easier. Let units or buildings to be added by drag and dropping them into the groups and orders to be issued in the same way. This reduce efforts to manage groups and requirements for precision and efforts.

- Allow the addition of factories into groups, so each unit made on that factory automatically joins the group that the factory belongs to. This should help the moments that you want to reinforce your attacking force with little to no effort. It's another attitude to reduce micromanagement.

- Automatic addition of created units/buildings into groups. Most units would be added to a defense group if their factories doesn't belong to another group, but some others like harvesters, MCVs, engineers requires a special treatment, probably deserving their own group.

- Addition of units from specific factories to specific groups. I.e.: imagine that you have a barracks and you want to add light infantry to a scout group while adding other infantry types should join the defense group. So, drag the drop the light infantry icon from that factory to the group that is set to scout.

- Allow the use of pre-fabricated scripts to determine the standard behavior of group, i.e. you can set a certain group to have a certain behavior… like setting group 1 to act defensively prioritizing units that are more dangerous to buildings or having a group 2 that destroys enemy buildings with artillery while other units protect these artillery, etc.

- Allow any construction/unit to be queued. Unit queues that showed up since Tiberian Sun are a great mechanism to reduce unnecessary micromanagement to build them everytime you noticed that the previous unit was constructed. This is one of the improvements related to rescheduling the time to take decisions. However, future Command & Conquer games could also allow buildings to be queued as well in advance, regardless of how much money the player has at the time. In this case, as you order a building to be constructed, drag and drop it to the position that you want it to be built. The building will be constructed as soon as the building time is over (and all money is spent for its cost) and there is no enemy unit in its position. If the user wants to replace it before its built, simply drag and drop the building to somewhere else.

- Buttons and commands to add or remove priority from a specific unit type from the group. I.e.: if you want to prioritize the artillery from your group over other units to ensure that other units will focus on their survival, you'd have to associate the artillery with this command, perhaps by dragging and dropping it or using a keyboard hotkey. Units with smaller priority will be in the front lines to conserve units with higher priority. That's prioritizing macromanagement over micromanagement.

- Display, over each tiberium field, the amount of harvesters assigned to it and the amount of credits currently available on them. It's something that already exists on some Starcraft games and that it helps the user to manage its resources.

- Allow users to click on Tiberium fields to define the maximum amount of harvesters on them. It should be an easy tool to define the priority of a tiberium field over others. It worth mentioning that it should have a default behavior in case the user doesn't bother to mess with it. Dragging and dropping tiberium fields to the add or remove priority command mentioned above would also have an effect on future harvesters interaction with that tiberium field.

- Display, over each allied refinery, the amount of harvesters expected to feed it with tiberium and the amount of cash generated per minute by that refinery. It should help users to identify overloaded and underused refineries.

- Display, over each allied factory, an icon of whatever is being built by it. It should help the user and their allies to be informed about the current activity of that factory. Click at the factory to quickly access its build options if the factory belongs to you, which is something helpful for games with multiples factories.





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And there is much more improvements in terms of user interface that could be done to improve the overall experience of Command & Conquer games and makes them more accessible to the horde.

So, what do you think of this article? What do you think of these ideas? Would you recommend anything to developers of Rivals and the upcoming Command & Conquer PC game? Share your thoughts here with us.

Renegade-X Patch 5.362 is available for download!

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The developers from Renegade-X released another patch with important bug fixes for the game...a week ago. But we are still catching it. Anyway, here's their say on this patch:

Quote:
Patch 5.362 brings with it primarily bug fixes from 5.361's release, along with some much needed balance changes to the cruise missile and some subtle changes to tier 3 infantry. A select few small features were also added just for quality of life, including the showing of owner names on vehicles, as well as the ability to lock the MRLS' turret forward.



If you love C&C related first person shooters, Renegade-X is a must download, a world wide reference on it. Head to Renegade-X Website to check the full list of changes and grab the latest version of the game. Have fun.

The Second Tiberium War 2.0 Release!

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The Second Tiberium War version 2.0 is Released!

Get it Here: ---->https://www.moddb.com/mods/the-second-tiberium-war/downloads/the-second-tiberium-war-20 <---

If you are new:

The Second Tiberium War is a game play modification that features large improvements to Command & Conquer Tiberian Sun including new units, maps, veteran upgrades, faster game play, difficult AI, audio effects, improved cameo's, and all built upon the new Tiberian Sun client.



Game Client
Several ambitious modders assembled a brand new game client that allows for many improvements such as online play with CnCnet, windows 10 compatibility, and many additional elements that Red Alert 2 held that Tiberian Sun Lacked. Credit goes to those developers found here: https://www.moddb.com/mods/tiberian-sun-client



Improved Visuals
- From the menu’s to individual units themselves, many aspects of the game have received overhauls to graphic fidelity. Unit icons were improved by making them clearer to distinguish from others, being able to pinpoint what your looking for in the midst of battle.



Units and Structures
- A review at the unit roster lead me to enhance many units and bring many new ones to the table. Both GDI and Nod both received new infantry, vehicles, and structures to enhance the game play experience. Each and every unit has been changed in some way to play a unique role in combat or utility.



- New Super Unit’s
The Mammoth MKII fell over after the banshee attack and the Cyborg commando went swimming and sank to the bottom of the sea, so new super units are needed. GDI has sent Commander Vega to the battlefield to wreck havoc in a heavy armored battle suit with his ammunition changing enhanced rifle cannon . The battlefield for the Brotherhood has now been graced the the Daughter of Kane himself, Ankha. The Tiberium enhanced assassin is the fastest infantry on the field. Sporting a personal cloaking device and armed with a devastating rail rifle that can be used effectively against all enemies including aircraft.

Audio effects
- Each structure now has a unique audio effect when selected including some vehicles and infantry. Such effects are the bubbling of tiberium from the refinery or the hydraulic footsteps of the titan as it walks in the battlefield.

Smarter / Difficult AI
- Your friends aren’t always online to play a good internet game, so when they aren’t you turn to bots to fill in the gaps but find them weak or just plain stupid. Not so here, AI now send strong task forces to destroy you and defend their own when attacked, you will think again before you touch that harvester. They also build sensor arrays and security towers so stealth rushes and air raids are less successful. In addition, the new Tiberian Sun Client allows for an even greater level of difficulty with an additional “Brutal AI” option which makes the AI opponent nearly impossible to defeat if you seek the challenge.

Maps
- Many multi player maps within Tiberian Sun and Firestorm were severely lacking detail and quality was begging for improvement. Scale also plays a large role to game play as the size of the maps and placement of base locations is pivotal to a smooth game play experience. The Second Tiberium War will feature a whole host of new maps with greatly improved detail, lighting, and scale as well as a few enhanced originals. Skirmish maps now feature two improved additions such as havoc wrecking Ion storms (S) and the presence of a third npc faction the Mutant Coalition (M).



Mutant Coalition
- The addition of a third NPC controlled faction, the Mutant Coalition, will spice up multiplayer maps making them feel like your playing a campaign mission with friends. The Mutant Coalition now has strongholds and a formitable army on your favorite multiplayer maps with rewards as this new faction greatly speeds up the veterancy of your units compared to ordinary combat.



Veteran upgrades
- The original veteran upgrades were poor and gave the upgraded units a minor addition to firepower or defense. Now all infantry and vehicles that are promoted to veteran or elite are given greatly improved stats including hit point regeneration, movement bonus, fire rate, and entirely new weapons with visuals and audio effects.

Standalone
- Want to check out the game but don’t have C&C Tiberian Sun? No problem, The Second Tiberium War is standalone meaning you don’t need any game installation to play. Just extract the game to wherever you choose and play with TiberianSun.exe .

CNCNZ Dev Detector: Joseph Kucan interviewed.

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CNCNZ.com has recently celebrated their 21st anniversary in the best way possible, by providing an interview with the messiah Kane, errr, I mean: Joseph Kucan. His name is Seth. It's just Seth. It is part of their Dev Detector feature where they interview some of the most well known developers or, in this case, actors that has participate of the Command & Conquer games. Joe Kucan, who has performed Kane on several C&C games and was also the director on some of them, nowadays is the producing director at A Public Fit.


Quote:
14. The C&C Rivals character art style received a lot of criticism, in particular all appearances of Kane. How did you react when you first saw them?



I’ve been told that those are just placeholders until they can successfully shave an orangutan and get it to pose for photos. Let’s face it – that’s really the only way that they’ll be able to capture my true essence!


Anyway, read his interview. Check it out, it is fun. Joe loves responding some of the questions with some random hilarious jokes like the one we just quoted.

And finally, a belated happy birthday to CNCNZ.com!

Red Alert: A Path Beyond Update

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A couple of days ago, the crew from Red Alert: A Path Beyond posted an update about their progress on their game.

The upcoming patch will include some lovely new units such as the MiG and the Cruiser. The MiG was modeled by Sir_Phoenix and textured by Fabian while the was totally done by Omegavision. Here's how they look like:






Omegavision has also remodeled both Gunboat and the Destroyer. Here's their new versions respectively:







They've also posted an upcoming Missile Submarine there. But this will be finished later.

For the whole post and more information about this game that recreates the Red Alert 1 universe at the Renegade engine, visit W3D Hub.

Red Alert History's new Light Tank

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Today Madin has spotlighted the new Light Tank that will be featured in the next version of Command & Conquer: Red Alert History. You'll be able to buy it for a little bit cheaper ($700 instead of $800) and it looks much cooler. Here are the latest pictures from it:







Find out more about Command & Conquer: Red Alert History, a Red Alert (1, 2 and 3) universe set in the Tiberium Wars engine, by visiting its forums.

Chronoshift Update: October 31st 2018

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Project Update: October 31st 2018

The Chronoshift is now officially open source!


It has taken almost 10 long years of blood, sweat and tears to get us to this point, but it does not mean we are done just yet!

A cleaner version of the codebase which we have been working on for the past couple of years has been pushed to the GitHub repo
and we will be continuing to clean up and rewrite our currently private hosted code, and then continue all development of the project publicly on GitHub.

As it stands at the moment, Chronoshift requires the original Red Alert 3.03 installation as it hooks our code into the binary and allows
us to test with 1:1 accuracy. But as we develop the codebase we will be also writing the code in preparation for when we can build a fully stand-alone binary.

You might be asking, "Why develop another Red Alert engine from scratch, if we already have FreeRA, FreeCNC, OpenRedAlert and OpenRA?" FreeRA, FreeCNC
and OpenRedAlert are far from complete and appear to be abandoned, while OpenRA is focusing on reimagining the classic Westwood RTS titles with
modern era twists such as features found later Command and Conquer titles or other RTS games. Our focus is on a classic recreation with great attention
to detail on the core mechanics, more akin to OpenDUNE, hence the Chronoshift project.

At this time, Chronoshift has to be built with a specific compiler due to the way it hooks into the original binary, but we are in the process
of also setting up an automated build system that will allow you to download the required files without going through the build process, allowing
a greater number of people to help us with testing.

The Chronoshift project is hosted on GitHub under our group,
(which also hosts the Thyme project: https://github.com/TheAssemblyArmada/Thyme)
The Assembly Armada, which you can visit here https://github.com/TheAssemblyArmada

You can visit Chronoshift on GitHub: https://github.com/TheAssemblyArmada/Chronoshift


In the mean time...
Join the official Discord server for Chronoshift!


Join the Discord Server now!
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