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Red Alert Map Editor Updates & High Resolution Patch

It's great to see the original classic Command & Conquer games are still getting new content made by dedicated fans. FunkyFr3sh has released an updated version of the Map Editor for Red Alert. It's one of the most simple and easy-to-use map tools for any game and now it supports new features, which are listed below.

 

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Features:

  • High Resolution Patch
  • Standalone (runs without having Red Alert installed)
  • Multiple instances are now possible, start the editor as often as you need
  • No disk space error has been fixed
  • No-CD patch
  • Loads a new settings file named "edwin.ini" (change your resolution in there)
  • Too fast scrollrate is fixed (can be disabled via edwin.ini [Options]SlowerScrollRate=no)
  • Tile selection via mousewheel and category selection via mouse middle button

This topic in our forums has some extra information and the download link.

Tiberium Alliances 24 Hour 30% Bonus TA-Fund Sale

Used up all your TA-Funds over the holiday period? Well, good news for Tiberium Alliances fans out there. A new 24 Hour 30% Bonus TA-Fund Sale has just kicked off. The sale starts today and will last until Tuesday January 27th @ 09:00 UTC (your local time can be seen here).

 

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  • 4000 TA Funds – 30% Bonus – Total 5200 TA Funds
  • 5000 TA Funds – 30% Bonus – Total 6500 TA Funds
  • 11000 TA Funds – 30% Bonus – Total 14300 TA Funds
  • 16500 TA Funds – 30% Bonus – Total 21450 TA Funds
  • 22000 TA Funds – 30% Bonus – Total 28600 TA Funds
  • 50000 TA Funds – 30% Bonus – Total 65000 TA Funds

Grab your funds right here and take advantage of this offer today!

Renegade X Beta 4 Preliminary Change List

The Renegade X team have posted a very detailed list of the preliminary changes that are in the works for Beta 4 of Renegade X, that is scheduled for a released at the end of February. The list below is just the general information.

 

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General:

  • Added support for custom maps
  • Added auto patcher to the launcher
  • Added 3 new maps (CNC-Complex, CNC-Under, CNC-Canyon)
  • Donations are disabled for the first mins of a game depending on new serversetting 'DonationsDisabledTime'. Default is 3 minutes.
  • The start of an online match is now delayed by 20 seconds. The start of the match will be delayed till either the server filled up or till NetWaitTime=20 rans out. After that a final 10 second counter will start before the game begins
  • Remote C4 does not influence the teams mine limit any more. Instead there is a special remote c4 limit of 4 per person
  • When you get killed the camera now rotates towards your killer so that you can see what direction you were killed from
  • Optimized particle trail effects on various missile, shells, and bullet particles for better performance
  • Mines now show who placed them in their targeted description
  • You can now disarm your own mines to place them somewhere else (With secondary repairgun fire you can still heal them aswell)
  • Added mapspecific mine- and vehiclelimits that can be configured in the UDKRenegadeX.ini. See DefaultRenegadeX.ini for examples
  • Timed C4 now plays beep(s) every 5 seconds
  • When you die from C4/Mines the kill message should now always display the C4/Mine owner as your killer instead of just "you suicided/died"
  • Added DM-Deck to the maplist (will play as a 10 mins TDM match if voted)
  • New character/vehicle shader system with cubemap reflections
  • Added visual countdown to the beacons targetingbox indicating how much time is left to disarm it
  • SBH and Stanks have their stealth deactivated when inside an EMP Field
  • Servers can now use a Fixed Map Rotation by setting bFixedMapRotation to true
  • Added bAllowWeaponDrop serversetting (off by default)
  • Body damage now causes blood splatter effects
  • Added Smoke Grenade. Spawns a SmokeScreen that blocks targeting and Line of Sight from Base Defences.
  • New Vehicle Locking system:
    • Players can now bind to a single vehicle, which allows them to lock/unlock the vehicle at any time.
    • Locking only locks the driver seat. If another player is currently the driver at the time it gets locked, they are moved to passenger (or booted out if no room).
    • A vehicle will auto-unlock if the owner dies.
    • Binds are lost on team change, disconnect, enemy hijack, binding another vehicle.
    • Auto-bind will occur if a player gets in a vehicle they purchased, and they don't already have a bound vehicle.
    • Lock/Unlock is performed by pressing L. Bind/Unbind is performed by holding L for one second.
    • Vehicles show if they are locked or reserved and whether you own them in their targeted description.
  • You now get 10 damage per sec when standing on an active air vehicle to prevent vehicle surfing
  • Crates adjustments:
    • You will not get a refill crate when your ammo and health are above 75%
    • You will not get a character swtiching crate if you already have a non free character
    • Crates now will spawn at the beginning of every game minute to make them less random
    • Initial Money ctate credits changed from 100 -> 150
    • Character Crates wont award the free char classes anymore so that its more worthwhile to get
  • Changing to and from walking and jumping is now client-predicted to make it smoother in online play
  • Additional improvements to pawn movement speed adjustments:
    • The Jumping slow down now applies while maintaining constant speed (before it would only apply if you changed to a different speed (eg from sprint to run)
    • The slowest you can be forced to go (via repeated jumping) is walking speed.
    • Improved smoothness.
  • Clients can now see the about to be kicked for idling warnings
  • Set KickIdlers on by default, and set to 5 minutes
  • Vehicles that have passengers but no driver now remain on the occupants team instead of going neutral.
  • If a vehicle reserve time expires, its team gets switched to Neutral.
  • Added a server option bReserveVehiclesToBuyer (default true) which when set to false, disables the automatic buyer-only reserve of a purchased vehicle. (It still remains Team reserved)
  • Added collision on a few deco props that needed collision
  • Added a 'Your score this minute' info to the additional HUD info that you get by using the 'V' key
  • Stolen vehicles dont count towards the vehicle limit of either team anymore
  • Harvester respawntime increased by 10 secs
  • Respawntime for vehicles created after a harvester increased by 2 secs to make it less unlikely for them blowing up the previously spawned harv
  • Added check to prevent players from placing beacons inside their own base (the check is based on the spotting locations/buildings
    if the nearest spotting actor is a friendly building the beacon cant be placed. The player gets a message informing him about it)
  • Decreased beacon disarm reward from 300 to 200
  • Improved the End of Map vote. You can now exclude the last X amount of maps (RecentMapsToExclude [def=3]) and also define how many options to list (MaxMapVoteSize [def=5]). They are also scrambled, so they aren't always listed in the same order. (Config in UDKRenegadeX.ini)
  • The EMP Grenade Blast can now disarm Proximity and AT Mines.
  • Hitting an enemy building with an EMP triggers the "Building Under Attack" message
  • Base Defences now all have proper names in kill messages.
  • Suppressed death messages when a player switches team or disconnects.
  • Harvester now gives proper kill messages when running players over.
  • Kill messages now differentiate between killing yourself and dying "by nobody" (eg the World).
  • Players will now switch to previously equipped weapon from any explosive-type weapon(s) once the ammo count has reached 0.
  • Characters have less gravity to be a little more arcade-ish
  • C4s now play "impact" sounds
  • Added vehicle death messages
  • Havoc and Sakura will now have multiple timed c4 as their default explosive weapons
  • Camera doesent get attached to head gibs anymore
  • Setup of global map info parameters for vehicles and characters similar to the stealth parameters that can allow various visual components of characters and vehicles to be edited on a per map basis. Such as global cubemaps, reflection colour, and brightness
  • The light at the end of the repair beam is now blue
  • Reduced momentum inflicted to dead bodies so that ragdolls are less extreme

There are heaps more changes, fixes and additions, check out the full list right here.

CNCNZ.com Poll: Official C&C Forums Closed Down

We have our first new poll for this year. For this poll we are focusing on the hottest subject in the C&C Community right now. How do you feel about the Official C&C Forums being closed down? What best describes your thoughts on the official forums being unceremoniously wiped out recently.  Are you fine with it, because we didn't need them anyway, perhaps it really annoys you, or you simply don't care because you never really used them. To vote in this poll you need to be on the main page of our site, and cast your vote in the poll box on the right side bar. You can also check the the current results in the Poll Archives. And, as always, don't forget to share any feedback or comments about this poll as well.

 

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Lets take a quick look at our previous poll, What is your favourite Command & Conquer soundtrack? Plenty of total votes for this one, but it looks like the Red Alert 2 Original Soundtrack is the favourite among many C&C fans with 28% of the votes. Full results can be found in the Poll Archives.

GameReplays C&C Tournaments This Weekend

Two GameReplays tournaments will take place on Sunday, January 25th. The first one is the Kane's Wrath Vanilla Mania 1v1 tournament (12:00 GMT), which will be played using 1.02+ mappacks. As the title suggests, subfactions are not allowed and only the main factions (vanilla GDI, Nod and Scrin) are available for choosing. The second one is the Red Alert 3 Dual Duel #1 (2v2) tournament (14:00 GMT), which will be played on stock maps, 1.12.2 bugfixed maps and two new ones. The Dual Duel #1 tournament also has an option of donating to the prize pool, which is not necessary to participate.

 

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You can check out the rules and information for the Kane's Wrath Vanilla Mania tournament here and the Red Alert 3 Dual Duel #1 tournament here.

Legacy C&C Subforum Opened on Official Tiberium Alliances Forums

While the future of the official C&C forums is still uncertain, new events have taken place. Those of you who have bookmarks that used to lead to the forums may have noticed that the link currently redirects to the Tiberium Alliances forums. The Tiberium Alliances community manager, EA_Fixnow, has created a special subforum there, called simply "Command & Conquer Franchise", with 4 boards: one for general chat and one for each series. You can read his statement below:
 

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Hi,

First of all I would like to welcome you all to the new C&C forums. You are probably wondering what might have happened to the good old franchise forums on http://www.commandandconquer.com. We would first like to apologies to you about removing the old forums without prior notice. The website has been updated and the forums were removed together with the old website.

We are currently looking into possibly backing up the old forums and threads so that we can integrate them here. However please understand that we cannot promise anything as of yet.

Please make yourself comfortable and free to discuss anything C&C related in our forums. Once again, big welcome to our forums!

 

You can check the subforum out by clicking here.

First OpenRA Playtest of the New Year is Available

The first playtest build of OpenRA has been made available for download. These playtest builds provide a snapshot of the current development for feedback by the testers. You can help shape the future of OpenRA by testing them and reporting bugs or simply letting the community know what you think. The main focuses of this release was to improve stability and performance, as well as implement some of the missing features that make Dune 2000 unique. Some highlights in this development build are:

 

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  • Added Carryalls and Sandworms to the Dune 2000 mod.
  • Added countries (with their own unique abilities) to the Red Alert mod.
  • Added an often requested lobby option for disabling the “Short Game” mode.
  • Improved performance and memory usage across the board.
  • Added hardware cursors support for smoother mouse movements.
  • Added new missions: GDI 03, Soviet 01 as well as Survival 01 and 02.
  • Fixed Fort Lonestar and the Dropzone minigames not starting.

View the full changelog for more details on the playtest changes and bugfixes. Visit the OpenRA site for the download.

Cartoon and Conquer #98

Cartoon and Conquer #98:

 

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Next on 30th of January.

CnCMaps.com Archive Uploaded

The CnCMaps.com website, which used to hold many fan-made maps for C&C games from Generals to Tiberian Twilight, was closed in the summer of 2013 after its administrator lost the time and motivation to maintain it. Two weeks ago, though, he decided to save much of the lost material by collecting all the maps that were sent over the years and uploaded them to the Microsoft OneDrive service for everyone to download.

 

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You can check out this vast archive by clicking here.

Mental Omega APYR 3.0 Act Two Update

The Mentalmeisters team has been pretty busy with Act Two of Mental Omega APYR 3.0. Their News Bulletins are released on a very frequent basis, and the latest ones tease with new mission screenshots, previews of new maps (many of which are derived from Tiberium Wars and Red Alert 3), new Ares features, a call for new contributors (voice actors, 3D artists, mission scripters, voxel artists) and some mysterious and shady new unit concepts.
 

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To see more details on the recent developments and contact info if you want to apply for voicing new units, check out their official website.