C&C Remastered Collection – Reveal Trailer & Preorders

The C&C Remastered Collection reveal trailer has finally premiered, showing all the key features the game will have, most of which have already been announced in previous updates. The game is available for pre-ordering here, and will be available on Origin and Steam, as well as in unique physical collector's editions. It launches on 5th June 2020.

C&C Remasters – Update on The Tiberian Sons

In a second update in a single hour, we have more news on the C&C remasters. Turns out that 20 tracks recorded by Frank Klepacki and The Tiberian Sons (who had their legendary live performance at MAGFest last year) will be available as a bonus in the already announced jukebox feature. Above is a sample of that - including the track Just Do It Up which was not played at the concert. Here's the full update from Jim Vessella:

Fellow Command & Conquer fans,

Over the past year, we’ve dedicated several posts to provide details on the soundtrack for the Command & Conquer Remaster. But we’ve kept one special surprise up our sleeve, which we’re now ready to reveal today.

Last year at MAGfest 2019, there was an amazing Command & Conquer setlist performed live by Frank Klepacki and the Tiberian Sons. The Tiberian Sons are a band who specialize in remixes of video game music, with members Tony Dickinson, Travis Moberg, Connor Engstrom, and Max Noel. For MAGFest 2019, they collaborated with Frank to put together a 90 minute concert of iconic C&C music from across the entire franchise. Like many of you I watched this concert streamed live and was blown away by the performance. And I knew at that moment we needed their talent represented in the Remasters.

So the next week I pinged Frank and asked if he and the band would be interested in recording the performance for the Remasters. Frank and the band loved the idea - so we made it happen. Frank and the band re-recorded their entire MAGFest performance in a studio environment, and Frank personally mixed the tracks throughout 2019. What we now have are over 20 high-fidelity tracks performed by Frank and The Tiberian Sons (spanning the entire franchise), which will be included in the Remaster at no extra charge. All tracks from The Tiberian Sons can be listened to via the “Bonus” category in the new Jukebox, and if you so choose, may be seamlessly integrated into campaign missions via the toggleable audio settings.

Now, you may remember that around this time last year, I posted a survey here on Reddit asking for the community to vote on their favorite tracks. I can now tell you the goal was to ensure we had the community’s top 10 favorite tracks represented in the studio recording. When the votes were tallied up, it turns out 9 of the top 10 voted tracks were already included in The Tiberian Sons setlist. However, there was one fan-favorite track that slipped through the cracks of the original setlist - Just Do It Up. So to deliver on the community’s top 10 vote, Frank wrote an arrangement of Just Do It Up to have specially recorded by The Tiberian Sons for the Remaster. After keeping this content under wraps for an entire year, we’re ecstatic to finally share a sample of Just Do It Up and other tracks in the video above.

We hope you are as excited about the involvement of The Tiberian Sons as we are. A huge thanks to Frank, the band members, and their visual artist, Nate Horsfall, for extending their incredible talent to the Remaster project. We anticipate these recordings will become an icon of C&C history and be listened to for the next 25 years and beyond.

But in the here and now, this week is just getting started. Tomorrow is going to be an exciting day for the C&C Remaster, and we want the whole C&C community to be there. Tune in at 7:00am PDT tomorrow (March 10th) to join us for all the details.

Cheers,

Jim Vessella

Jimtern

C&C Remastered Collection Stream – Tuesday at 14:00 GMT

An official C&C stream will go live tomorrow (Tuesday, March 10th) on YouTube at 07:00 Pacific Time (14:00 GMT). Judging by the way it's titled and Jim Vessella's not-so-cryptic hint at some sort of collector's edition, we might be looking at a pre-order window announcement at the very least.

C&C Remasters – FMVs

In the latest update on the C&C remasters (this time official!), Jim Vessella takes it to the video format for the first time since the original announcement to address one of the most pressing questions among the members of the community - how the ingame cutscenes will be managed.

C&C Remasters – Petroglyph reveals Red Alert screenshot and alternate TD logo

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Within the past week or so, Petroglyph Games' website has been updated for the first time in many years, showing a more modern design showcasing most of the games they've worked on thus far. What's interesting here is that the site features the first look at Red Alert Remastered in-game, as well as an alternate C&C Remastered logo in the video reel at the top:

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You can see the full resolution of the split screenshot here. Wonder what the official word on this will be.

C&C Remasters – Update on Multiplayer

CCR_multi.jpg After a good while, we have another update on the C&C remasters. The project has since reached the Content Alpha milestone, meaning all assets have been remastered to at least some degree. EA producer Jim Vessella touched on the topic of multiplayer in the latest update:

Fellow Command & Conquer fans,

We hope everyone had a great holiday season and their New Year is off to a positive start. For those of us on the Remaster project, we’ve been hard at work over the past two months since our last update. In terms of development progress, we just completed our Content Alpha milestone. This is a huge moment for the project, as it means there are no longer any legacy / placeholder pieces of content in the game. Every frame of animation, every tile of terrain, every second of audio, and every piece of UI has received a remastered pass. This allows us to play both games in a completely remastered fashion, and identify areas we’d like to continue polishing based on feedback from the team, colleagues, and the community.

Now, since the announcement of the project, many of you have been asking how Multiplayer will function in the Remaster. So for this update, we wanted to take a deep dive into the components of Multiplayer and describe how we’re approaching this beloved part of the game.

At a high level, Multiplayer has effectively been rebuilt for the Remaster. Starting with the backend, Multiplayer now runs on dedicated servers based on Petroglyph’s architecture, with a goal of providing reliable connections and prevent misbehavior. We’ve been playing multiplayer games for several months with our QA teams around the world, and feeling confident about the stability the architecture is providing. Now let’s jump into the actual modes and features.

When navigating to the Online portion of the menus, players will first have the ability to host or join custom multiplayer games. Once players join a game lobby, they can choose their team setup, select maps, and set game rules. In terms of rules, we’re aiming to support the most relevant multiplayer options, from starting resources and units to flagging Crates or Visceroids. (Yes, the Visceroid has also been remastered and is as weird as ever) We’re then looking into some additional options based on guidance from the Community Council. You can also chat with other players in the game lobby, and ensure you get the perfect setup for your custom game.

Alongside custom games is the introduction of 1v1 Quickmatch for Tiberian Dawn and Red Alert™. Quickmatch will focus on competitive play and utilize an Elo-based matchmaking algorithm. Games will pull from a filtered map pool with set game rules to reduce luck and randomness (For example, no Crates in Quickmatch). To highlight the results, 1v1 Quickmatch will be supported by an in-game leaderboard to track a player’s wins, losses, and points. We’re looking forward to watching the most competitive players go head-to-head and see who can become the top ranking commander in each game. I fondly remember being one of the best C&C3 players in the world for about 2 hours when the game launched, only to be quickly humiliated when competitive players began to learn the game, haha.

In a further effort to help modernize the online play experience, we’re also introducing replays into the Remaster. Players will be able to watch replays from their custom and quickmatch games, and we’re currently iterating on the available controls within the replay system itself. In conjunction with the replay system is the addition of Observer mode into both games. Through the Observer mode, players can spectate on live games in-progress (with a small time delay), which we hope will be a valuable tool for shoutcasters and viewers alike.

There are then several other multiplayer oriented features which have been requested by the community over the past year. We’re in the process of evaluating these features and will aim to share more in the months ahead. As always, please continue to provide your comments in the thread below.

As you all know, 2020 is the 25th year anniversary of Command & Conquer. We expect this to be an exciting year for C&C, and we’re looking forward to celebrating this anniversary with all of you.

Cheers,

Jim Vessella

Jimtern

The original post is here.

Assimilator, SAGE Animation Extracting Tool Out Now

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As a New Year's gift, @Lauren (a.k.a. Darth Jane) published an entirely new tool called the Assimilator. The way it works is that it loads any .skudef of a late SAGE game (Tiberium Wars, Kane's Wrath, Red Alert 3, Uprising, or Tiberian Twilight), and then it lists all the W3D animations contained in that game. You can then select any animation, and in the right part of the window, you'll see the XML output of that animation. This way, you won't have to resort to custom art packs to get the animations you need. The tool can be downloaded right here on CNCNZ.com (relevant download pages have been updated). Note that you require Windows 7 SP1, Windows 8.1, or Windows 10 build 1607 or newer with .NET Core 3.x installed.

C&C Remasters – Update on EVA Announcements

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After his suspicious silence in November, Jim Vessella posted on the C&C subreddit a short while ago about the announcement voice lines in C&C and Red Alert 1. It turns out that the original recordings could not be found. However, the voice actress of the Tiberian Dawn EVA, Kia Huntzinger, will reprise the role and has already re-recorded her lines in a professional studio. Alas, the voice actor of the Red Alert announcer, former chief of Virgin Interactive Entertainment Martin Alper, passed away a few years ago, but it was decided his voice lines will stay as they are, while Frank Klepacki will try to clean the audio as much as possible. Here is the full statement from Vessella:
Fellow Command & Conquer fans, First we would like to say thank you for all the feedback on the gameplay teaser reveal back in October. We’ve made an effort to read every comment that came through on Reddit, along with feedback posted in Discord and other media channels. We’ve been categorizing the feedback into various buckets, and exploring which items are feasible to tackle within the original source code and our overall production schedule. Alongside this effort, the team has already been addressing some of the low-hanging fruit items, such as the team color inaccuracies called out in many of the comments. For the update this month, we wanted to share the approach we’re taking for one of the most important characters in the franchise: EVA. We wanted to start with a behind-the-scenes story of what it was like to record the original voice over, and then describe how we’re planning to remaster this iconic character. Below is an overview from Frank Klepacki on this experience: “Because C&C Tiberian Dawn was breaking new ground for us at the time, and the first game in the series to kick things off, our audio department was really experimenting with trying to see what would work well. We only had just begun acquiring improved gear, but we were making do with whatever limitations we had to work with, such as average microphones, preamps, and the not-so-practical rooms we recorded in. It was the wild west of development – we cast people within Westwood Studios for various voice roles. One larger voice role however, was the part of EVA. Kia Huntzinger worked at Westwood, and our Audio Director Paul Mudra thought she might be a good fit based on hearing the recorded voice messages she left on our phones and paging she did over the intercom system. In many ways, she was the unofficial voice of the company once you made it past the front door because we listened to her throughout the day. She was excited to give it a shot, and the original voice session was recorded in a padded closet! Everyone liked the quality of her voice in that role, and the rest is history. Unfortunately the original tapes of Kia’s performance were not found – but that being said, there is definitely inherent noise, and noticeable rumble throughout the original games files, which would have needed a lot of clean up. So we did the next best thing – we hired her to reprise her role, this time in a professional recording room! And fortunately for us, she still sounds very close to the way she did years ago.” On a personal note, I’m so excited that Kia is reprising her role as EVA in the Remaster project. As with many of you in the community, Kia’s voice has been embedded in my subconscious after playing Tiberian Dawn over the past 24 years. In the same spirit as Frank and Petroglyph themselves, Kia has brought an authenticity to the project which just couldn’t be achieved in any other way. Kia wanted to do this for the fans and approached the recording full of passion and eagerness. We’re forever thankful to Kia for contributing to this remaster journey, and hope everyone in the C&C community will appreciate her performance. As a sneak preview of this content, Frank has compiled a sampling of Kia’s original and remastered audio lines for your listening pleasure. And of course, if you do want to play the Remaster with the original voice over for nostalgia sake, we’ll have that as an option too. Now, some of you may be asking how we’re going to approach the “Announcer” for Red Alert. In terms of history, the Red Alert announcer was performed by Martin Alper, who also happened to be the President of Virgin Interactive Entertainment at the time. Sadly, Martin Alper passed away a few years ago, and we didn’t feel it would be the same to replace his performance with another actor. So therefore we’re going to keep that in its legacy form for the Remaster, and Frank will do his best to clean up the original audio. We know you’re eager to see more gameplay details as well (especially around Red Alert), and will aim to share more of that content in the new year. Please continue to provide your comments in the thread below, and we hope everyone has a great holiday season. Cheers, Jim Vessella
Jimtern
You can read the original announcement and hear the new EVA voice samples here.

GenTool Version 7.9 Available

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GenTool, xezon's extension for Generals and Zero Hour, has received a new update, version 7.8. Here's what's new: New features:
  • Added player rank (*) and experience points (XP) to Money Display
  • Enabled Money Display for match observers
  • Enabled full access to Camera Height and Camera Pitch feature for match observers
Fixes / improvements:
  • Fixed a crash on game shutdown caused by the use of a DirectX 8 to DirectX 9 wrapper
  • Fixed an issue that would show Money Display for players sometimes
  • Fixed an issue where Camera Height feature could be exploited in LAN matches
  • Fixed non-functional ranked maps if game client was started without internet connection
  • Removed observer player entries from Money Display
  • Removed cnc-online.net popup message when launching the game with GameRanger
  • Reworked GenTool key input manager
  • Improved Match Timer to show the actual match progress instead of passed time
  • Enabled full compatibility with Zero Hour Contra Mod
  • Upload Mode: Fixed a directory issue when uploading files
  • Upload Mode: Fixed errors 23, 35, 56 at begin of upload session
  • Upload Mode: Increased quality of uploaded images
  • Upload Mode: Decreased upload session retry wait time from 120 to 60 seconds
  • Upload Mode: Removed minimum replay size limit (5 kb) from upload session
  • Upload Mode: Improved contents and formatting of replay text information
  • Upload Mode: Improved upload session success message to show full upload url
  • Updater: Fixed broken patching of Window.big or WindowZH.big for some game installations
  • Updater: Removed broken map.ini from [RANK] Australia ZH v1
  • Updater: Disabled installations of ReadMe txt files
  • Updater: Implemented new *.dat format for generic patch files
If you already have GenTool installed, you can update it by simply running Generals/Zero Hour and exiting. If you want to do so manually or you do not have it installed yet, you can download it from the GenTool website or from here at CNCNZ.com.

DBolical’s Mod of the Year and Indie of the Year 2019 Awards Started

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It's December, and PC gamers know what that means - DBolical's annual Mod of the Year and Indie of the Year awards! The voting process is the same as always - simply go to the ModDB/IndieDB profile of the project you want to vote for, click on Vote Now, and you're done! You have until 11 December to do so, at which time the Top 100 mods and Top 100 indies will be unveiled, which will have their own voting process afterwards. On the 22nd, the Editors' Choice will be published, followed by the Players' Choice for unreleased projects on the 27th, and on the 29th, we'll know the Players' Choice for released projects. To reminisce 2019 in modding and indies, DBolical has prepared Year in Review articles on ModDB and IndieDB. Also, voters are eligible to win some games! So get voting, help your favourite C&C mod/standalone game get to the top, and you might just go home with an extra game!
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