C&C Community News – May 2019

aEPwLqe.png

May has been a very active month for the C&C Community in terms of modding, here is an update on what's been happening this past month:

That's it for late April, May and early June.

Rivals News – Q1 & Q2 2019

cncnznews.png

For those interested in C&C Rivals' development, since last year, there have been several new updates to the game.

That's all for the first half of 2019.

C&C Remastered Update: Sidebar and Full Production

CNC_Remastered_New_Sidebar.jpg

After a period of silence, EA producer Jim Vessella posted a new update on Command & Conquer: Remastered, this time concerning the sidebar, and entering full production. He had this to say:

Quote

Fellow 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.

Cheers,

Jim Vessella

Jimtern

The post was originally made on the C&C subreddit.

C&C 3: The Forgotten Updated to v1.2.0

3DFORGOTTENLOGO.jpg

The C&C 3: The Forgotten mod for Tiberium Wars, over 9 years after its previous update, just had a new release. Version 1.2.0 rebalances the Forgotten units, adds a new Fissure Tank projectile model by Egozi44, and fixes a typo in the Veinhole Monster superweapon's description. It's always nice to see old mods resume development!

CnCNet Patches Singleplayer Portions of Red Alert 2 and Yuri’s Revenge

cncnet 2018.jpg

For many years now, Red Alert 2 and Yuri's Revenge required elaborate procedures to run smoothly on newer systems. Earlier today, CnCNet released an update for their Yuri's Revenge client, version 4.27, which incorporates compatibility fixes (black screen, Alt+Tab), a wider range of screen resolutions in the ingame menus, LAN capabilities and campaign speed sliders for the singleplayer installations of both Red Alert 2 and Yuri's Revenge. This means that you can just install the latest version of the client and run RA2/YR outside that client as you normally would for playing campaigns. It is, however, primarily meant for The First Decade and The Ultimate Collection versions of the games.

You owe it to yourselves to get this update. Simply run your existing version of the YR client and let it download the latest update automatically, or if you don't already have it, get it from CnCNet's website.

C&C Community News – April 2019

aEPwLqe.png

We've neglected the community side of the news in recent times, so here is a run-down of what's been happening in April:

First C&C Remastered Renders Published

cnc1_remastered_render_01.jpg

Less than an hour ago, EA producer Jim Vessella posted this first piece of art that will be used in Command & Conquer: Remastered - a faithfully recreated Construction Yard in GDI gold colours, along with a development update. He had this to say on the C&C subreddit:

Quote

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.

Cheers,

Jim Vessella

Jimtern

 

GDC 2019: Command & Conquer Post-Mortem Publicly Viewable

cncgdc2019.jpg

Even though GDC 2019 ended just over two weeks ago, the Command & Conquer Post-Mortem with Louis Castle, Erik Yeo, Steve Wetherill and Frank Klepacki has just now been made publicly viewable on the GDC Vault website. Have a look at how the original C&C was made!

In Memoriam: Eric Alan Martin

Eric Martin RIP.jpg

Eric Alan Martin, a Las Vegas actor who is best known to the Command & Conquer community for portraying General Mark Sheppard in the original 1995 game, sadly passed away earlier today. Despite a large turnout for a fundraiser meant to help covering his medical and other bills, and his strong desire to fight on, his medical condition was unable to improve. His sister-in-law, Tammy Martin, posted this in an update on the GoFundMe page:

Quote

Eric Alan Martin took his final bow this afternoon at 4:00 pm. He left in total peace and with his family by his side. There was no noise from the ventilator, there were no artificial chest respirations, no tubes, no needles and no pain. We will forever miss our son, brother, uncle and one of my very best friends. I will miss talking to him everyday. Thank you all for loving him. He was so easy to love and he loved so easily. Tonight he starts a new gig, on the biggest stage of all! Love to you all.

Our condolences go to his family and friends.

Nmenth’s Research Lab: Particle Cannon, Orbital Strike, Vacuum Imploder

NRL-Logo.png

It is the first Monday of April, so it is time for one last Nmenth's Research Lab. This month we will look at some of the more powerful weapons in Command & Conquer, including the Particle Cannon, Orbital Strike, and Vacuum Imploder to see how these compare with reality.

This will be the final edition of Nmenth's Research Lab as, unfortunately, there are a finite number of technologies to explore in Command & Conquer, and it is preferable to quit while they are still interesting.

eXTReMe Tracker