Have you seen the trailer from the Command & Conquer Remastered?





There is a lot of interesting information on it. So, let's spotlight some of the features that deserve some comments. First of all, it's not the same old game, for both Tiberian Dawn and Red Alert 1. If you want to play the original games, you don't need to wait until June 5th. You can download Command & Conquer: 95 and Red Alert 1 right now. These are from The First Decade, and they were released for free by EA itself. For the Remastered, they've added some quality of life features as shown on the picture captured below:




One of the most interesting things is the addition of skirmish for Tiberian Dawn. You can choose all player types (AI difficulty level for each player or observer), the color, and the team on the left side. On the map, you are able to choose each player's position. There are also custom rules, that allows players to choose the Mode, Game Speed, Starting Units (probably up to 10), Tech Level, Starting Credits, Unit Queueing, Tiberium Regrowth, Crates, Redeployable MCVs, Super Weapons and Visceroids. It is not clear what would be the other game Modes at the moment. The list of options is poor when compared to mods hosted here and OpenRA. There could be Multi-engineer support, Build of Allies, Fog of War or Explored Map options, but so far, this is something we couldn't see there.




The match selection screen has a limitation of 8 slots when you create a Red Alert 1 game and 4 slots for Tiberian Dawn. It is not clear if observers may affect this limit. So, if our internet connection gets better through the years, it might not be possible to have 8 players games with observers. For those wondering, OpenRA supports 12 players plus spectators (observers).






Another addition is a Mission Selection Browser that lets you to replay missions, check their introduction and ending videos and, select the difficulty mode. And that's an interesting feature: I don't remember Tiberian Dawn missions allowing you to choose the difficulty level. So, the difference between Casual, Normal, and Hard difficulty levels is something mysterious at the moment. Also, it is worth mentioning that you can select missions by faction and even by other means. You can play secret dinosaur missions or even missions that were exclusive to videogame versions.




Replays is also a big addition for the game. You can play and pause the game and probably select a part of the replay to skip. Apparently, it shows how many units and buildings each player destroyed and their money in real time. Compared to the original game, it is a breakthrough. However, compared to OpenRA, it is very poor. OpenRA allows you to view economy data, faction production in real-time, kill/loss data for units and structures, superweapons and much more.






Camera and zoom controls is also something that should be more useful when observing the game, however, it can also be used when playing it, of course. It should be a simple keyboard shortcut. Here's a video showing it in action:





And a picture with a zoomed-in Red Alert battle. Note that OpenRA also has a similar feature in the latest PlayTest.



The evolution of the game also reaches the controls. You will be able to choose between the legacy and right mouse attack/move click options. And it is not just that. You can control when it displays the unit's health bar, if it is either only on selection, for damage or every unit. I have the feeling that if you have the health bar being displayed for all units, it would be a solution for the problem of highly detailed terrain deteriorating the visibility of enemy units (especially soldiers). You can also choose if you want to always display Harvester resource capacity/use and probably APCs too. And, yea, you can finally queue units. The limitations of queueing units were not informed publicly yet. But the lesser, the better. Planning your upcoming units and buildings in advance is important to allow you to better schedule your actions and your attention to what is going on at the battlefield. Unfortunately,  you can only queue units, not buildings in this game.



I'm wondering if I uncheck the Constrain Mouse Cursor to Game Window, it would allow me to play the game in one screen and do other things on other screens. That's something that would be interesting. In OpenRA, I need to do ctrl + alt + tab to do that, and it is quite annoying.



Another important addition is the quick save. With Shift + P, you can quick save the game, and it can help you to not loose countless hours after a failure. Thumbs up for this addition. The picture above shows some other shortcuts, where you can toggle classic graphics with Space, access different tabs, with W E R T, etc.

Bonus Gallery with the possibility to watch all videos, including ones from Red Alert 1 Retaliation, as well as all musics, including from Tiberian Sons band, is something very exciting for die-hard fans. However, we need to call the developper's attention to the average joe user because, it greatly increases the storage requirements of the game. The best thing to do is to make such content optional at Origin and Steam. So far, it is not clear if this is what is gonna happen, but the 32 gb of minimum storage requirements and the same value for recommended storage requirements gives a hint that it might be an obligatory content.





There is no public information of the Map Editor yet, except for its compatibility with Steam Workshop (on Steam's version at least). So, there isn't much I can comment about it so far.




Finally, but not the least, the new sidebar is fantastic. I love the new cameos and the organization is perfect! For those wondering if there is a room for improvements, some transparency would be a room for improvement, since it would allow players to have a bigger view of the battlefield itself.





And that's it for now. What do you think of what has been revealed so far about this game? Share your comments here!

The previous news post wasn't simple enough for all the content about Command & Conquer: Remastered that Jim Vessella has shared recently. He has also provided details of the two boxed collector's edition of the game, for the big fans of the franchise who have some space on their pockets:



Quote:
Fellow Command & Conquer fans,

The past several days have been incredibly exciting, and this morning we’re revealing some even bigger news for the C&C Remaster. Now formally called the Command & Conquer™ Remastered Collection, the game will be launching worldwide on June 5, 2020!

To deliver on one of the community’s most requested items, in addition to the Origin™ platform, the game will also be launching on Steam with a native integration, meaning support for Achievements, Friends Lists, Trading Cards, and the Steam Workshop (With an included Map Editor on both Steam and Origin). All the content we’ve described since the start of the project, including Tiberian Dawn, Red Alert, and their three expansions, will be available for one flat price of $19.99. Nothing priced behind DLC, and no microtransactions. Pre-orders are now live on both Origin and Steam, but you might want to first read the opportunity below...

For this next part of the story, I must confess a passion of mine. I love big box PC games. Like many of you I’ve kept all my PC big boxes from childhood, and proudly display them around various rooms and my workspace (With C&C boxes getting premium shelf space of course). Nowadays in 2020, it’s nearly impossible to find boxed versions of new PC games, let alone big box versions that would match the 90s style. The 25th anniversary of C&C deserved a big box edition, and thus I was determined to find a way to create a big box physical version of the Remastered Collection.

So over a year ago, I reached out to the team at Limited Run Games, who specialize in creating physical boxed versions of titles, including several awesome big box PC offerings. After early discussions and then meeting the Limited Run team at GDC 2019, we were ecstatic about working together on creating a physical Big Box Collector’s Edition for the Remaster. That was in March 2019, and we spent the next six months working out all the details of getting this proposal greenlit and signed. The incredible news is that it happened, and we are now thrilled to announce two physical Collector’s Editions for the game - the Special Edition and 25th Anniversary Edition.

The Special Edition is inspired by what many of you have asked for over the past year. A Tiberium Crystal USB stick contains the entire remastered soundtrack, clocking in at 119 tracks and over 7 hours of music, including the entire Tiberian Sons album revealed yesterday. The highly requested faction pins are in the box, along with tech tree printouts for each faction (Featuring all the remastered sidebar portraits), a reversible poster, jewel cases, and faction stickers. And of course, a 2-piece big box to display alongside your classic C&C boxes.

The 25th Anniversary Edition is then the dream of every C&C fan. All the items of the Special Edition above, plus a metal Mammoth Tank replica and painted PVC Tesla Coil and Obelisk of Light replicas with light and sound. More fun items include a reversible faction beanie (which I expect many of you to wear while streaming), a 100+ page art book, and faction patches. But the true highlight is a physical 6-disc remastered soundtrack individually signed by Frank Klepacki himself! The 25th Anniversary Edition will come in a beautiful foil and embossed rigid box, and is destined to become a centerpiece of any C&C collector.

Both the Special Edition and 25th Anniversary Edition will come with a Steam download code for the game, which will be emailed before launch so you can play upon release.

And for those of you who are not familiar with Limited Run’s campaigns, here are the details. These two Collector’s Editions will be up for sale for the next 30 days until April 10th at 11:59PM EST. After that, the Collector’s Editions will most likely never be available for purchase again, making them a truly limited item. We made these Collector’s Editions for you, the most dedicated fans of Command & Conquer, and we hope you’re all encouraged to grab one so we can continue advocating for these types of projects. To learn more about all the editions and lock in your order, please visit our website here:

https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered

Now, some of you may recognize the box art adorning these physical versions, and also being used today in many of our storefront and website materials. As some of you know, this design was created following our announcement in 2018 by longtime C&C community member Pierre “Tchutch” Maindron from CnC Saga. When I first saw the design back then, I fell in love, and believed the design represented everything special about the community support for the project. So a few months ago I reached out to Pierre, who I had known from our Community Summits over ten years ago, and asked if we could commission the design from him to be officially used for the project. Pierre was graciously supportive, and we are so humbled to have a community design be the key art and box cover for the Remastered Collection.

There are then so many other details being revealed today about the Remastered Collection. Be sure to visit our updated C&C website for a full overview, including a “deep dive” trailer with long-awaited Red Alert gameplay footage. We couldn’t make this game without the community’s ongoing support, so please continue to share your comments and feedback in the thread below.

Cheers,

Jim Vessella

Jimtern


Hello everyone! On June 5th, 2020, Command & Conquer: Remastered will be released and today, Jim Vessella has released the first official trailer of the game:





And that is not all. If you've paid attention to the details of the trailer (too many details to pay attention), they are including some bonus musics, including 20 remixes from The Tiberian Sons band, which includes Frank Klepacki (the legend who created the musics for the original Tiberian Dawn and RA1) himself. Here's the words from Jim Vessella about it:


Quote:
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


And the musics:






Regarding my comments, I usually post comments.... but I must admit that I need some time to process all the awesomeness found on these news. I'll post it later.


Finally, it is really worth mentioning that you will be able to buy this game online on other stores than Origin, such as Steam, for instance.

It has the following minimum system requirements:


OS: Windows 8.1/10 (64-bit Version)
Processor: Intel Core 2 Duo E4600 @ 2.4ghz or AMD Athlon 64 X2 6400 @ 2.4ghz
RAM: 4 GB
Video card: NVIDIA GeForce GT 420 or ATI Radeon HD 5570
DirectX: 11
Storage: 32 GB




Jim Vessella, producer of Command & Conquer Remastered and Red Alert 1 Remastered has posted an update about the full motion videos and the bonus gallery that should be featured on EA's upcoming remasters. He has explained that in the long video below, with a teaser of the remastered FMVs.





Quote:
Fellow Command & Conquer fans,

Ever since we announced the project in late 2018, one of the biggest questions has been how we’re going to approach the FMV cinematics. Today we are finally ready to describe this approach, but there’s actually quite a story to tell about our FMV journey over the past year. So this time, instead of a written post, I’ve put together the above video to tell this story and provide all the intricate details. And in addition to the FMVs specifically, be sure to watch the entire video to learn about an exciting new feature coming to the Remaster.

This post is then kicking off a special week for the Command & Conquer Remaster. As mentioned in the video, be sure to refresh the subreddit here on Monday for another Remaster announcement, and we’re looking forward to engaging with the entire C&C community over the next week.






The original VQA files, which is what they could start work on, for the FMVs from both remasters, consists of 320 x 156 resolution videos. So, for those wondering why faces are so blurred and eyes are like aliens, that happens due to the lack of data of the original videos (probably not much more than one pixel to represent the eyes). Taking these conditions into account and the fact that it is humanly impossible to record these videos again or repaint them from scratch, this is the best they could have. And I must admit that, the upscaling quality of their work is fine, but it won't do miracles.

Do you like it? Do you have better ideas? Share your comments here.

The OpenRA developers have recently released Playtest 20200303, with an overhauled renderer that adds several long-awaited features:


  • Smooth Zooming: The previous "pixel doubling" feature has been updated with the ability to smoothly zoom the battlefield using the mouse wheel or new hotkeys ([ and ]). The default zoom level can be changed using the new Battlefield Camera option in the settings menu.

  • UI size options: Players with larger screen resolutions can increase the size of the menus, sidebar, and other UI elements using the new UI Scale option in the settings menu.

  • Improved HiDPI support: OpenRA can now detect HiDPI rendering modes on Windows and Linux, fixing the blurry rendering for players on Windows with higher resolution screens. Many UI elements now include high-resolution artwork, staying crisp when drawn at larger sizes.

  • New introduction screen: A new screen is displayed when launching the game for the first time to introduce the most important display and control options.

  • Overhauled settings menu: The Display and Input settings panels have been refreshed with new options and a new layout.


Note that OpenGL 3.2 or OpenGL ES 3 is now required. Moving away from OpenGL 2 is important for future compatibility with modern rendering APIs (Vulkan/Metal). This does, unfortunately, mean dropping support for some older systems (typically 10+ years old) that currently can run OpenRA, but we believe that this is a necessary tradeoff for the future.




The new introduction screen shows the most important control and display options.


Other notable changes in playtest-20200303 include:


  • Updated production rally points: Rally points can now be queued (Shift + Click) to define more complicated paths, and are now hidden until explicitly set.

  • New hotkeys: Shortcuts have been added to select and cycle harvesters (N) and the production structure associated with the sidebar (Tab).

  • New spectator Army tab: A new spectator view provides another way to compare player strength.

  • Notarized macOS releases: OpenRA is no longer blocked by the Gatekeeper on recent macOS versions.

  • Improved pathfinding logic: Units are now smarter about moving when their original path is blocked.

  • Map editor improvements: Undo/Redo is now supported, and improvements have been made to Copy/Paste and the actor property editor.





Production rally points can now define queued paths.





The spectator Army tab provides an overview of each player's forces.


The playtest also includes a collection of modder-focused changes, and marks further progress towards the work-in-progress Tiberian Sun mod with fixes for low-level rendering bugs and new logic for production exits, EMP vs. Aircraft, and the Firestorm Generator.

See the full changelog for a more detailed overview of all the changes, and head on over to OpenRA's download page to try it out! Please report any other issues you find on their forums, the community Discord server, their GitHub issue tracker, or in the comments below.

We hope you enjoy it!

Hello everyone! I hope you had a great Carnival like the one I had. A very calm Carnival, far away from any crowd, specially the drunk zombie hordes that haunts the region that I live locking its citizens into its own apocalypse. Anyway, today we have an interesting news to Voxel Section Editor III. Back in August, 2019, Kerbiter did release a fork of the program with support to import assets from MagickaVoxel. It originally could replace the current voxel section contents with the image from MagickaVoxel or create a new section out of it.

In the last 24 hours, I've added support for it at the official version of VXLSE III and made my tweaks, also allowing to start new models from MagickaVoxel images. The picture below is how this File -> Import -> Image from MagickaVoxel looks like. If is there any of you, who are much more skilled than I am with graphics, willing to give a help, we can improve what we have so far:




You can download the latest beta version of Voxel Section Editor 3 here. You must be connected to the internet to run it for the first time, if it is a new installation. The source code is available at PPM SVN.

TheChosenEvilOne, a member of C&C Mod Haven Discord channel, has been working recently on a fork of Goxel (originally made by guillaumechereau), which is a free open source volumetric model editor.  Unlike the original version of the program, TheChosenEvilOne's version can load and edit .vxl file format from Westwood Studios. It can also use the Westwood palettes as well, at least few of them loads by default. Here's a picture of the program taken by tomsons26:




If you are as skilled as tomsons26, you can make some good edits of Westwood voxels, like the demo truck below:




Anyway, here's the changelog from TheChosenEvilOne's fork so far:

Quote:
### Added
- Normal rendering, loading and writing. (TheChosenEvilOne)
- Cross section editing. (TheChosenEvilOne)
- Palette picker. (TheChosenEvilOne)
- "Game View" ortho camera option. (tomsons26)
- Importing palettes from vxls during import is now an option. (TheChosenEvilOne)
- "New" image button. (TheChosenEvilOne)
- Shortcuts for changing palette index. (Not set by default) (TheChosenEvilOne)
- RA2 palettes uniturb, unitsno and a fully grey palette "Grey Palette". (TheChosenEvilOne)

### Fixed
- Fuzzy select works now. (TheChosenEvilOne)

### Changes
- Moving the camera using arrow keys is now slightly slower. (tomsons26)
- Default material and render settings now fit better. (tomsons26)



Goxel can be downloaded here, however, due to the unreliability of this link, I've taken the opportunity to mirror it at PPM. Have fun and happy voxelling!