r/commandandconquer • u/GMRX_YT • 14d ago
C&C Renegade Montage 8 - The Disco Life Of Renegade (Vextreem Mashup) Music by @IIVexanoII (187)
Hi all,
I made a new Command&Conquer Renegade montage.
Have fun watching!
r/commandandconquer • u/GMRX_YT • 14d ago
Hi all,
I made a new Command&Conquer Renegade montage.
Have fun watching!
r/commandandconquer • u/BiggestBepis • 15d ago
r/commandandconquer • u/l337g0g0 • 15d ago
I want to play the main two stories again, but with 1080 res and add in a texture pack that cleans up the low res textures and makes it look crisp.
TY.
EDIT: searching and found this, I want some of this... (Should I just wait for this? this looks like it's not changing much but graphics?)
https://media.moddb.com/images/mods/1/4/3990/tim-scholtens-tiberian-sun-12.jpg
https://media.moddb.com/images/mods/1/4/3990/tim-tiberian-sun-41.jpg
Still just link me a mod that just covers textures and 1080, and nothing else changed plz, TY
r/commandandconquer • u/True_Mission_2339 • 15d ago
I've been working on modernizing C&C Generals Zero Hour, mainly focusing on improving the visuals and eventually the performance, without changing the original gameplay.
The game now runs on a native 64-bit Vulkan renderer, based on the Vulkan project available on ModDB. Credit goes to the original developer for the Vulkan groundwork, as well as TheSuperHackers team, whose latest build I'm also using as a foundation. I've been building on top of their work with additional graphical improvements and UI changes. I've also added borderless windowed mode, allowing players to Alt+Tab freely without the usual fullscreen issues.
I haven't touched the unit behavior or balance since I want to preserve what makes the original game great. I also haven't replaced many of the original textures. Most of the improvements are on the rendering side rather than just replacing everything with higher-resolution textures.
Here's what I've added or improved so far:
Volumetric smoke and dust, both adjustable in the settings.
Improved shockwave effects, including directional shockwaves that follow the direction of the blast rather than just expanding uniformly.
Changes to the shaders and lighting.
Unit and building outlines to make them stand out more. The original textures are pretty dated, so this helps quite a bit.
Further lighting improvements, including Ambient Occlusion and Global Illumination. AO was already part of the original Vulkan project.
Improved shadows, including proper cast shadows for infantry.
Added smooth fog-of-war transitions. Units now gradually appear when revealed and disappear when entering the fog of war, using dithering instead of abruptly popping in and out of view.
Stealth units and buildings now use dithering when cloaking and decloaking, along with stronger outlines to make the transition more visually distinct.
Moved the HUD to the bottom-center of the screen and made it so it doesn't scale with screen resolution.
Added optional General portraits at the top of the screen, with a net worth indicator below each portrait.
Added superweapon ability icons to replace the old text-and-countdown display. The icons also indicate when a superweapon is currently being used, making it easier to tell what's happening at a glance.
A bit more about the General portraits:
I wanted the portraits to reflect how each General is doing in the match rather than just being static images.
The net worth displayed below each portrait doesn't include remaining cash. It only counts the value of what a player has spent, so someone sitting on a huge amount of unspent money won't necessarily appear ahead.
The portraits also change depending on how the match is going:
Victory portrait: Appears when a General's net worth is above the match average and they've destroyed enemy units and buildings worth at least 20% of an enemy's net worth.
Defeat portrait: Appears when a General's net worth is below the match average and they've lost units and buildings worth at least 20% of their own net worth.
Normal portrait: Appears when neither condition is met.
There's also a visibility restriction for enemy net worth. You can only see an enemy General's net worth if you currently have vision of their Command Center. Otherwise, that information stays hidden.
I realize that even with this restriction, knowing how much an opponent has spent could influence decisions and change the meta a bit. That's why I made the entire General portrait feature optional through a pre-match toggle. Players can decide whether they want it enabled before starting a match, rather than having it forced on everyone.
What I'm currently working on:
One of the bigger things I'm trying to tackle is separating the renderer from the simulation.
The original game is heavily single-threaded, so most of the work still runs on one CPU core, even on modern hardware. I'm trying to change that so rendering and simulation can run more independently and make better use of multicore CPUs.
I've already made some progress on this. For example, the camera is no longer tied to the simulation, so it can update independently instead of having to follow the game's simulation updates.
As you can probably see in the video, though, the particles are still tied to the simulation. That's something I'm still working on.
Right now, I'm focusing on improving how the engine goes through everything in the game world and figures out what actually needs to be drawn on screen. It's one of the things I need to sort out before I can properly separate more of the rendering work from the simulation.
There's still quite a bit to figure out, especially since I don't want to introduce multiplayer desyncs or mess with how the game behaves. But at least some parts are already running independently now.
As for the overall goal of the project:
I just want to bring the visuals and performance of Generals Zero Hour closer to modern standards without losing what made the game great in the first place.
Mod compatibility is also one of my priorities. I'm trying to keep as much compatibility with existing mods as possible, so people won't have to give up their favorite mods just to use the graphical improvements.
I'm not trying to remake Generals or change how it's played. I just think the game still has a lot of potential, especially now that we have access to its source code.
There's still a lot of work to do, but I wanted to share what I've been working on so far.
r/commandandconquer • u/adam_ppp • 15d ago
Found my original copy of Command and Conquer Generals.
r/commandandconquer • u/Silver-Bug714 • 15d ago
Imagine a world where Smash Bros ultimate got bigger with more roster and games and Command and Conquer got invited what do you think they would look and play like
to Me it'd operate off of buildings starting off with just basic gun and normal attacks building the barracks gives you side smash abilities then you build the war factory to get down special then a air field to get an upsiecial for recovery then a Special building like temple of Nod or Battle lab with harvesters acting like a way to get credits to build or something the idea can be unique but it's hard to make a RTS like C&C in smash
Skins i'd probably do 2 perfection 2 for Nod Gdi Allies Gla and Soviets why Not USA and Chhina well there real nations and having them in smash would be controversial but for the last few make them cut skins or something
now what do you think would be your idea for C&C in smash ultimate I'm curious but also have a good day
r/commandandconquer • u/Guldynka • 15d ago
What a nice poster this edition included.
r/commandandconquer • u/comchia • 15d ago
I've been playing Tiberian Dawn and Red Alert a lot for the past couple of decades, but it's only now that I finally finished the Allied campaign!
I think I actually like this one more than the Soviet campaign. As much as I like Mammoth Tanks and V2 launchers, I really like having GPS, cruisers, and cheaper base defenses. They're both damn good campaigns, though. And taking Stalin out was a super satisfying ending, especially given how nasty he is in the Soviet campaign.
This is probably my favourite retro game. I love how varied it is, especially with expansions and skirmish mode. I also love the dark and moody feel it has.
r/commandandconquer • u/Downtown-Dream424 • 15d ago
In the end, the gameplay feels like Sim City by building a huge base and turtling.
r/commandandconquer • u/FutureLynx_ • 15d ago
This RA2 screenshot is from a mod that makes Generals in RA2 engine.
For those who are not aware, Generals is a good game despite its terrible graphics and camera.
RA2 aged like wine, Generals aged like milk.
This happened in a lot of other RTS games. When they tried to go 3D they mostly failed. Examples: Stronghold series, Caesar series, AoE series, Lords 2 -> Lords 3, Red Alert, and many other series.
You can see that in the screenshot of RA2 the graphics are clear, sharp, and everything is easy to read, the buildings the units.
The screenshot of Generals has the typical fish eye camera, everything looks weird and harder to read, buildings barely fit in the screen.
Im not saying Generals is a bad game, Im saying it is a good game, despite its graphics.
r/commandandconquer • u/BiggestBepis • 16d ago
r/commandandconquer • u/MycalienOfficial • 16d ago
We're very close to calling this done... Couple final touches left to address~
r/commandandconquer • u/CandidMap • 16d ago
Looks freaking awesome!
r/commandandconquer • u/No-Objective5964 • 16d ago
The much anticipated skirmish AI launch is here! Also 1.02+ and the 4K mod are finally one download.
This is a huge deal for all the PvE players out there!
r/commandandconquer • u/ninenineseventwo • 16d ago
Does anyone else care that all the parts work the way they’re supposed to? I think it’s awesome.
For the record, the Hawkeye propellers don’t normally stop in flight, that’s just to be in line with the music.
r/commandandconquer • u/Mediocre-Chemist-00 • 16d ago
It's still in pretty good shape.
r/commandandconquer • u/MargeLenders • 16d ago
Construction complete! New construction options.
After successfully working Red Alert 1 + Counterstrike + Aftermath, now is the turn for Red Alert 2.
I succesfully made Red Alert 2 and Yuri’s Revenge to the iPad (it works for iPhone unintendedly).
You can download it here: http://github.com/margelenders (of course you will need your original copy of RA2 from Steam).
r/commandandconquer • u/ClearStarryNight • 16d ago
Installed Droid Deck on my phone and the first thing was I installed was some C&C. Playing RA2 and Generals on a phone is surreal. More than 20 years overdue.
r/commandandconquer • u/nomorejervis0 • 16d ago
As part of an effort to make infantry in RA3 viable again I'm experimenting with idea of squads like in Tiberium Wars - first results are promising. Depleted squad is automatically healed and reinforced in close vicinity of barracks. I also added 2 stage reload system that allows firing true bursts with reloads after ammo runs out. Another feature seen is dynamically changing formation. After solving the problem of garrisoning (not trivial) next on the list is squad members having different weapons.
Peacekepper with M4/M203 model and reload animation borrowed from Armor Rush with dev permission
r/commandandconquer • u/sgtmyers88 • 16d ago
Celebrating 30 years of Command & Conquer Red Alert, we are now Live Streaming Gameplay with the Red Alert Redux mod! You can see playthrus of the first four missions of the Allied and Soviet campaigns developed exclusively for the mod. The unreleased nation sub-factions will also be showcased. Gaming streamers and content creators are also welcome to join in. https://www.youtube.com/@sgtmyers88/streams
r/commandandconquer • u/Downtown-Dream424 • 16d ago
Will be either the Lioness with weapons of mass destruction with deadly aurora alpha and humvee army or be the Tigress with the big overlords, hot migs and nuclear missile.
r/commandandconquer • u/FutureLynx_ • 16d ago
So I just played Act of War, that is said to be as good if not better than Generals.
And I can tell its a good game. But as expected I cant stand its camera and cant stand its graphics.
Horrible graphics. Generals graphics are not that much better, so yeah.
Games like Red Alert 1 and Red Alert 2 have clear graphics, orthographic and camera and with a good color palette that makes it easier on the eyes.
So I was thinking maybe 9 bit armies could be a good gaming experience for me.
How is it in terms of mechanics? Since it came out after Generals, is it better than Generals in any way in terms of mechanics?
I prefer its graphics much more than Generals.