Today we have good news for those who are interested in modding Renegade, Generals, Zero Hour, Lord of the Rings: Battle for Middle Earth 1 and 2. The crew over W3D Hub released a new version of their W3D Tools and 3Ds Max 2017 exporter. The version 1.6.0 fixes several bugs from previous versions, becoming a more reliable tool. Here's the changelog:


Quote:
1.6.0

   Fix crash caused by some objects brought up from Max 8.
   Objects without mesh data (e.g.lights, dummies) no longer crash the exporter when they have "Export Geometry" checked.
   Exporting instanced meshes can now only export one mesh into the .w3d file instead of redundant copies.
       Requires "Export Transform (Bone)" to be checked on all instances!
       Requires "Eliminate duplicate reference meshes" to be checked in the export dialog.
   W3D export properties are now properly propagated between instances of the same mesh
   Fixed bug where cloning multiple nodes using Shift+Drag would jumble W3D export properties.
   Its now possible to edit the MaxScreenSize field via an edit box on the "W3D Tools" rollout.
       New default value is 1.0 for the new scripts 5.0 percent screen size LOD implementation.
   Remove "Student Version" message from max files.
   (The added "Export New AABTree" checkbox in the exporter does nothing as of yet.)



Download it at its own section on W3D Hub Forums.


It is worth mentioning that 3Ds Max 2017 is not free, nor a cheap tool. For those wondering if there is something similar for Blender, there is a W3D Plugin from OpenSage team. Its latest version is 0.4.6 that was updated about 5 weeks ago. Here's their changelog as well:


Quote:
   apply modifiers to meshes on export
   handle export of 'multi-user' meshes
   default material type is now 'VERTEX_MATERIAL'
   Bugfix: handle free vertices correctly
   Bugfix: handle already applied file extensions by user
   Bugfix: check for referenced armature case insensitive



Head to their GitHub to download the latest version and their source code. And happy modding!

The upcoming Command & Conquer: Remastered Collection will be released for the public on June 5th, however, members of the famous Community Council have been playing and testing it for a long time already. And recently, they have started posting content on the Steam Workshop section for this game, as you can see in the pictures below (if you excuse my Brazilian Steam).






As you can see, most people (Tore, Neogrant, and few others) posted maps, except for CCHyper who posted mods that rename units and change the main menu user interface and pchote (aka Sleipnir) who posted his own DLL file that enables OpenRA/RA2-style wall placement. And honestly, the mods from Hyper and pchote are the ones that interest me the most, because they will be better samples of how to properly customize the game when Steam starts to allow us to download them. At the moment, we can only subscribe to eventually download them when the horde gets access to it.

And keep your heads up for PPM and remember that our tool OS .BIG Editor will allow you to browse and generate the .meg files that you will need to handle to create mods like the ones from CCHyper. We will have more updates for OS .BIG Editor in the next days to make your modding experience more confortable.

Hello everyone! Dawn of the Tiberium Age has received a massive update today with version 1.19. It brings huge gameplay changes including factions being reworked, a myriad of new units, and existing ones being overhauled as well, new assets, multi-player and single player maps, and much more.

The huge list of details is explained at their ModDB profile








Head to their download page to grab the latest version! While it brings  Tiberian Dawn and Red Alert 1 factions likewise the upcoming Remasters, it comes with a different perspective, balance and gameplay experience. Give it a try and enjoy it!

Command & Conquer: Remastered Collection will be released on June 5th, which is in less than two weeks from now, and with the recent announcement modding support (with a GPL TiberianDawn.dll and RedAlert.dll) raising the green light for modders, we need to get our tools ready to rock and roll.  

The Remastered Collection will use the GlyphX engine from Petroglyph Studios, which uses .meg files to store game files, textures, models, and much more. These .meg files suffered few changes since its first presence in a public game (Star Wars: Empire at War). There is a high probability that recent editions of OS .BIG Editor and other .meg editors/browsers are compatible with the upcoming game.

However, they are all win32 files, which restricts RAM usage up to 3gb and, therefore, it also restricts the size of the files that you can generate with into something far lower than 3gb, due to certain resources required to write these files. Some people can generate up to 500mb or 800mb files. I don't know for sure. And the upcoming game will require at least 32 GB of your disc due to the massive amount of videos that it will have. So, for this reason, we need a win64 tool.

The good news is that a 64 bits version of OS .BIG Editor is now available for download. The only problem is that, right now, it is not honoring the term "Open Source". I  will disclose the source code soon, but not in the SVN yet. I still want to convert this program to Lazarus/FreePascal before bringing 64 editions of the program to the SVN, but issues with the Drag and Drop component is preventing me from doing so.

Anyway, we need help to test this program. Hopefully, it should allow us to generate up to 4gb sized meg files or at least each file inside a meg file must not be bigger than 4gb and the header of the meg file must not be bigger than 4gb as well, which limits the amount of files that you can insert into it. I am not completely sure about its limits. So, any sort of testing from those interested to play with it will be welcomed. Provide your feedback in a reply to this topic, in order to allow us to have reliable modding tools. And have fun!

Today, an official modding FAQ for C&C Remastered Collection has been published at the official site. Considering EA's long time history of deleting official site content after some time, we will be replicating its contents below:

Quote:
Command & Conquer™ Remastered Collection Modding FAQ
Your modding questions answered.


Want to take your game even farther? Find out what you need to know about creating and using mods when The Command & Conquer Remastered Collection launches June 5, 2020, on Origin and Steam.

EA does not pre-screen, endorse, or specifically support any C&C mod.  Please use mods with caution and understand there may be a risk.  EA reserves the right to address any inappropriate use of our C&C content.


------------------------------------------------------------------------------


Will modders be able to access the source code?

Yes. Electronic Arts will release TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL v3.0 license.



How do I use mods on Origin?

If you’ll be playing the Command & Conquer Remastered Collection via Origin you’ll need to save your mods to the associated game’s Mod folder. We’ll aim to provide more specific details on these folders prior to launch. Once you’re in the game, navigate to the Options / Mods screen, where you can then activate the mods.



How do I use mods on Steam?

If you’ll be playing the Command & Conquer Remastered Collection via Steam, you can subscribe to mods directly from the Steam Workshop by visiting the Remastered Collection’s Community Hub within Steam, or tapping on the Steam Workshop button from the in-game Options / Mods screen. Alternatively, you can save mods directly to the associated game’s Mod folder. We’ll aim to provide more specific details on these folders prior to launch. Once you’re in the game navigate to the Options / Mods screen, where you can then activate the mods.



What game elements can be modded?

Maps, custom units, replacing art, gameplay logic, and data can be modified.



What game modes will support mods?

Mods will only work in single player Skirmish and single player Custom Missions.



Will existing mods work with the Remastered Collection?

Each mod is built differently, but it’s likely that existing mods will need to be adjusted by their creators to work with the changes made in the Remastered Collection. It’s possible some mods may need to be rebuilt entirely in order to work.


Will there be a charge for using mods?

No, as long as the mod’s creator allows them to be downloaded for free.


The EA's producer Jim Vessella has posted an update on reddit about the upcoming Command & Conquer Remastered Collection, which is too good to be the truth. And it is true indeed. You will be able to edit almost everything in the game logic, add units and do things you can't imagine with the game. I'll let his words describe the details, but what I can assure you is that I will really buy this game:


Quote:
Fellow Command & Conquer fans,

Since the announcement of the Remastered Collection, one of the top questions from the community has been if the game would provide Mod Support. Given the incredible C&C community projects over the past two decades, we appreciated how important this was going to be for the Remastered Collection. It’s time to finally answer the question around Mod Support, but it first requires the reveal of a special surprise for the community.

Today we are proud to announce that alongside the launch of the Remastered Collection, Electronic Arts will be releasing the TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL version 3.0 license. This is a key moment for Electronic Arts, the C&C community, and the gaming industry, as we believe this will be one of the first major RTS franchises to open source their source code under the GPL. It’s worth noting this initiative is the direct result of a collaboration between some of the community council members and our teams at EA. After discussing with the council members, we made the decision to go with the GPL license to ensure compatibility with projects like CnCNet and Open RA. Our goal was to deliver the source code in a way that would be truly beneficial for the community, and we hope this will enable amazing community projects for years to come.

So, what does it mean for Mod Support within the Remastered Collection? Along with the inclusion of a new Map Editor, these open-source DLLs should assist users to design maps, create custom units, replace art, alter gameplay logic, and edit data. The community council has already been playing with the source code and are posting some fun experiments in our Discord channel. But to showcase a tangible example of what you can do with the software, Petroglyph has actually created a new modded unit to play with. So we asked a fun question - “What would the Brotherhood of Nod do if they captured the Mammoth Tank?” Well, one guess is they’d replace the turret with a giant artillery cannon and have it fire tactical nukes! Thus the Nuke Tank was born. This is a unit that is fully playable in the game via a mod (seen in the screenshot above), and we hope to have it ready to play and serve as a learning example when the game launches.

Alongside Mod Support, I wanted to be transparent and address a feature which many of you have also been passionate about, which is LAN Play. Earlier this year, we had every intention of including LAN Play in the launch version of the game, but sadly this feature did not make it in time. Unfortunately, LAN Play became the key impact of the Covid-19 situation as we realized the challenge of developing / testing a “local area network” feature in a workplace time of social distancing. We understand this feature is vital as both an avenue to play mods in multiplayer, and also to serve as a backup in case the online systems are ever down. We’re bummed this one got away and will continue to keep this on our priority list going forward.

Now in terms of discovering user content, we wanted to take full advantage of the PC platforms to streamline this process. For Steam players, we’re utilizing the Steam Workshop for sharing both maps and mods. Players can subscribe to maps and mods directly in the game’s Community Hub within Steam, or utilize in-game menus to browse / download content as well. Origin players can use the same in-game process for downloading maps but will need to manually install mods into their respective folders outside the game. For both versions, once you’re in the game, you may navigate to the Options / Mods tab where you can then activate the mod. We’re aiming to put together further documentation on uploading content and the entire UGC process around the launch window.

Overall, we are incredibly excited to see what the community creates over the coming months. We anticipate some fantastic content for the Remastered Collection itself, some great updates in current community projects as they incorporate the source code, and perhaps we’ll even see some new RTS projects now made possible with the source code under the GPL. One final note we want to emphasize - we’ve done our best to bug fix and prepare these UGC systems for launch, but we have no doubt that once thousands of you begin creating and sharing content, some quirks will be discovered. Please continue to share your experience once the game launches, and let us know how we can continue to improve these tools for your benefit.

We look forward to seeing all of you on the battlefield in less than three weeks, and in the meantime please stay healthy, safe, and thanks for all your support and feedback.

Cheers,

Jim Vessella

Jimtern



It is really fantastic to see EA taking the initiative to open the source code of TiberianDawn.dll and RedAlert.dll. Our possibilities with it are limitless and I am sure that this Remastered Collection will continue to sell for eons with such initiative.

I should mention also that it is a pity that LAN parties will not be featured when the game releases, but as he said above, there is still a chance that it gets done at some point, especially when the COVID-19 pandemic social isolation cools down on their area.

Release 8 finally sees both the Allies and Soviets free of Tiberium War influence! At last you will have no choice but to utilise the history of the Red Alert series to your advantage!
The new additions? It is fair to say the bias is heavily towards the Allies (although the Allies did have the most GDI structures which makes this understandable), however the economic structure that Soviets have gained make late game domination simple!
The Allies? Finally they have an air transport, that is said to contain a secret upgrade program! and the conversion of the Armoured Car into the legendary IFV, greatly diversifies the Allies tactical options!







https://www.moddb.com/mods/cc-red-alert-history/downloads/cc-red-alert-history-release-8

OpenRA Release 20200503
May 03, 2020 - 20:14
We are pleased to finally announce OpenRA Release 20200503, which brings the public release up to date with development changes from September 2019 through to March 2020. Two months of public playtesting have allowed us to polish these changes into the release today.

The new release adds some long-awaited UI improvements, core engine upgrades, and a few balance changes for the multiplayer community.

Once again, FiveAces has put together a patch spotlight video that explains many of these changes:





If you don’t like videos, the main changes have been outlined in previous news posts [one, two, three, four], and, as always, in the full changelog. A new Mod SDK release is also available, and the Resource Center now accepts maps designed for the new release.

Grab the installer now for your operating system from  OpenRA's download page and let us know what you think in the comments below, on our forum, Discord, or GitHub. We hope you’ll enjoy this newest installment of OpenRA! Have fun!