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C&C: Reloaded 1.0.6 (hotfix)

I uploaded the hotfix release C&C:R v1.0.6
Is a maintenance release so no important changes until the next major revision.

It is an acumulative update so you don't need install any previous update (v1.0.x) before this one.

This is the list of changes from 1.0.4 to 1.0.6:
- Updated Ares to stable version 0.2P1. It fix an important bug related to bridges.
- Added a DOS batch executable that can enable/disable the mod. Ideal for some users with a problem when activating the mod with the C&C:R mod launcher I couldn't reproduce.


Can be downloaded from here or in ModDB.
Posted by FS-21 at November 6, 2012
Comments: 8 :: View Comments




FA2: TS terrain palette support

I'm going to talk about a tool I developed some days ago but I haven't finished it until today.
One of the problems when you are creating a TS map in Final Alert 2 is that FA2 not reads the new palette, only the Desert palete (isodes.pal) inside ra2md.mix. Ok so this tool patch (and unpatch :p ) ra2md.mix with the new colors of the TS terrain. When you have finished you can restore the original file to the original state.

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For extra security, there is a check box (see the screenshot) that when is checked does a full copy of ra2md.mix (200MB aprox.) in your game folder (with .backup extension) and instead if unpatch it that backup is used for restoration. About a better FA2 support, for now I haven't finished it but this tool will help you in meanwhile...

You can find it in the Downloads section.

Tip: if you put that executable in your "C&C:Reloaded folder -> mod\" and then you enable the mod a copy in your game folder is made.
Posted by FS-21 at July 13, 2012
Comments: 0 :: View Comments




C&C: Reloaded 1.0

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First of all, thanks for waiting these 7 years until this new release of C&C:Reloaded.

I have been working the last few years to complete this new release & this is the final product of hard work. July 7 of 2012 is the 7º anniversary of the first public release, in 2005 and to celebrate it I released this new mod version in that special date (as always with delays :-P ). Moreover, I have planned what new features will come next, like finish the TS GDI campaign & the Firestorm campaigns (& more maps, more TS graphic improvements etc.
I hope you can enjoy it! :-)

Because the changelog is too long I'll list the main features:
- Restored Yuri's Revenge, Red Alert 2 and Nod's Tiberian Sun single player campaigns (53 selectable missions in total from these C&C games but with extra AI code on each single player campaign from skirmish game mode to increase a bit the difficulty).
- AI of each side has been re-designed from scratch.
- Added CnCNet support. Now you can play online with other people from the "Network" (LAN) button. You can know how many players are online in the LAN lobby without running the game watching the stats from cncnet.org.
- More TS graphics have been improved since the last public release.
- 11 new detailed multiplayer maps (TS maps).
- Dozens of additions/fixes.

If somebody is interested to read the full changelog, please visit here:
http://forums.revora...tures-changelog

Download links:
http://www.moddb.com...oaded/downloads
http://reloaded.cncg...downloads&t=001

For advanced users:
md5:
122b339be5028c7fbac0801a71c1fb73

Instructions:
1º) Install
2º) Run the C&C:R Mod Manager
3º) Enable mod
4º) Play (& enjoy)


To Uninstall the mod:
1º) Run the C&C:R Mod Manager
2º) Disable mod
3º) Remove the C&C:Reloaded folder manually
4º) (optional) Remove the Desktop icon if you created it.


For any problem please visit the OFFICIAL C&C:Reloaded forum:
http://forums.revora...76-cc-reloaded/
Posted by FS-21 at July 8, 2012
Comments: 1 :: View Comments




June 2012, Updates summary

I added some new screenshots in-game of the current state of the mod at modDB. As I said previously I have been working fixing TS graphics & possible bugs I could find in YR/RA2/TS missions (Nod only in this release) for the v1.0 of C&C:Reloaded.

There are those images I mentioned before:


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In addition: If you want help me with the Mod Launcher testing I'm preparing for the 1.0 release I left a copy of the old v0.98 release of this mod packed with this program in this forum topic, feedback would be necessary to polish any possible bug I couldn't notice.

Soon more news... ;-)
Posted by FS-21 at June 15, 2012
Comments: 5 :: View Comments




May 2012, development update

Hi!

Long time has passed since the last news I published in the website, until now all new updates were published on the C&C:R development forum, ModDB, Facebook & Google+.

The only changes I'm doing for the next 1.0 release are related to TS graphics. I always delayed or post-poned this because hand-fixing resized TS graphis stress me a bit and makes me loose interest quickly but because Ares is more & more close to the stable 0.2 release I decided to not delay it for post-1.0 releases and now I'm fixing those civilian buildings. You can see what I'm saying (v0.98b2 was released ~7 years ago) :

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High bridges, TS terrain radar colours, civilian buildings... and for future releases I'll focus in TS terrain tilesets (cliffs, roads, etc).

With those improvements in TS civilian buildings I could start implementing (in future releases) a RA2 feature: garrison into buildings.

Another thing I have to decide before the release is what I'm going to do for the RA2 & TS videos for the RA2 & TS Nod single player campaigns... YR video campaigns aren't a problem but RA2 campaigns can't be used directly from the installed game :-/, well, soon I'll open a forum topic in the C&C:R development sub-forum for disscuss it. Anyway it would be an optional download so it would not delay the mod release.

I hope the next time I'll publish news is for the 1.0 release announcement. ;)
Posted by FS-21 at May 7, 2012
Comments: 2 :: View Comments




Development report

Hi again!

For who not visit the forum I'm going to do a small resum to justify the lack of news in the website:
- Features freeze since months, including AI (except 2 features that will be added/changed if Ares 0.2 will have it, related to "thiefs" & "carryall").
- Fixed YR campaigns & converted RA2 campaigns.
- Converting TS campaigns (still under development). Having the "infrastructure" I asked me: "Why not now?", unlike RA2 missions here I have a lot of "small details" that I need to fix & in addition FinalSun map editor didn't help me to know what speech "number" is what "xx-xxxxxx" file, etc...

You can do numbers of how much missions could have the 1.0 release.

http://www.youtube.com/watch?v=kLq-M-y145U

In the worst case, always I can stop the development, hide unfinished TS campaigns, release the v1.0 with only YR & RA2 missions & re-enable them again in a future update when I finish those missions.
Of couse when I say TS I'm not forgeting FS missions but for now the priority are the original from TS.
Unlike RA2 or YR missions the TS missions will be "blessed" with some AI scripts from skirmish because you should remember that AI was a "bit" brain-dead in TS missions, but well, that's another history...

For more news, as always, in the development forum.

Note: sorry if I forgot to mention other changes since the last development report but I think that these are the most visible :p
Posted by FS-21 at October 17, 2011
Comments: 8 :: View Comments




Development report #4

Hi again!

For who not visit the forum there will be posted the 4š report of the next C&C:Reloaded release (usually I post them in the Development forum). It will be a bit like a small resum of the other reports.

As I said in previous reports it will be launched as version 1.0 instead of "v0.99 beta X" (X = number) because is very stable than the last public release, it will not be backward compatible (I removed the cloned power plants AI hack for GDI and Nod from the code & re-designed AI scripts), and will use the future **Ares v0.2 as core of the mod development.

AI is "almost" done, I haven't included (yet) the Allied/Nod spy missions because I was more focused in improving/observing how AI worked in-game but spy missions can be recycled from the previous release so this part can be considered finished.

I have tested and implemented all the features that will have the next release (see changelog) and the only task left is fixing TS graphics that I haven't done in the last public release. In this case I'm working to finish all the Nod graphics (main standard/semi-destroyed image, animations, build up) that I left without fixing and I'll fix the Civilian buildings that exist in TS maps.
These are examples of what I mean "fixing bad pixels" (due to the resize of TS buildings to the RA2 size, aprox. a ~20% bigger, I don't remember the exact percentage):

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Because fix bad pixels is a slow & tired process to me there will be other TS graphics that probably will not be worked until next mod releases like the TS terrain and any possible image that I forgot to fix in previous releases.

I'm still not decided about if I re-design the C&C:R mod manager, making it more intuitive & removing the updates tab due to the current internet conection speeds (5 years since the last release... now we have better conection speeds & the mod size has been reduced thanks to **Ares) or if I use the Launch Base tool. I'll wait to the end to see how will envolve this tool before I do the final selection.

I hadn't contact in these months of my french traslator of the mod so I'll release C&C:R v1.0 when it is done and if the future C&CBoy returns then the french edition will be published :-)

As final note, I don't know when will be the final release date due to the TS graphics (if I'm not wrong, in this moment I'm counting 12 build ups & 4 animations to be fixed the bad pixels). So in a future report I could indicate when will be published this release and what I'll do for the mod manager.
Nothing more to say... happy new year 2011! :)


** Ares = Is a Yuri's Revenge expansion DLL, the next generation of binary-based Command & Conquer modding that fix bugs from the original RA2:YR engine and expand it with new features that can be used for enrich our mods, totally transparent for the gamer.
Posted by FS-21 at January 1, 2011
Comments: 3 :: View Comments




Development report

This time Nod & GDI will get more love than previous updates:

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If you want comment anything please go to the dedicated topic in the development forum :)
Posted by FS-21 at April 24, 2010
Comments: 3 :: View Comments




C&C:Reloaded Mod Manager Update (v2.35)

New version avalaible of the C&C:Reloaded Mod Manager. Can be found the changelog of the v2.35 here.

Can be downloaded from the C&C:Reloaded website (downloads section). This hotfix will fix the new domain to the C&C:Reloaded website (reloaded.gamemod.net instestead of reloaded.game-mod.net) & will prevent "future changes" of server domain with the addition of an auxiliar server to check updates & error menssages like this URL change.

I'll update the .zip files of the mod with the new MM version on the next mod update.
Posted by FS-21 at July 26, 2005
Comments: 14 :: View Comments




New mod update (v0.99b2)

Has been released a new C&C:Reloaded updated, the 0.99b2 & now can be downloaded from the Mod Manager. In the next hours will update the Downloads section of the website with the zip versions (the 0.99b2 update & full download of C&C:R).

The updated changelog can be readed from here.
Because was released a Mod Manager version yesterday & you will not be able to download the new mod update until you get the new MM update, (in the Mod Manager tool will show the download URL of the new MM version & you can download the program from the downloads section of the website).
Posted by FS-21 at July 18, 2005
Comments: 11 :: View Comments