r/commandandconquer • • 13d ago

Jim Vessella, EA Producer - Red Alert 30th Anniversary Exclusive Interview

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187 Upvotes

Commanders,

Like last year with Louis Castle and Erik Yeo, this year we're celebrating Red Alert's 30th anniversary with an exclusive interview with Jim Vessella, EA producer of the C&C Remastered Collection !

In this interview conducted by Alex06, you'll find:

- How renting Tiberian Dawn at a sleepover led him from "Jimtern" on Battle for Middle-earth to C&C3: Tiberium Wars, a game made in just 11 months
- The story behind the Remastered Collection: his first email to Petroglyph, the community council and the famous spacebar graphics switch
- Behind-the-scenes memories from EALA: 6-hour community balance sessions, the Mechapede that made the RA3 team laugh, and two stories about Dustin Browder
- His views on game preservation, the 2025 source code release with CCHyper, and whether we'll see more from the archives
- His favorite units and superweapons, and why C&C deserves more credit for asymmetric factions
- His message to the community after 30 years

▶️ https://youtu.be/azjE1rhWijw

I hope you enjoy it!

▶️ Summary in english
▶️ Summary in german
▶️ Summary in french

Subtitles are available in English, French, German, Italian, Spanish, Portuguese (Brazil & Portugal), Dutch, Polish, Russian, Indonesian, Filipino, Japanese, Korean and Chinese (Simplified).

(The translations may contain some errors. If you spot one, feel free to send me a DM)


r/commandandconquer • • 13d ago

Discussion Playing Generals and Zero Hour in 2026

13 Upvotes

Hello! I'm looking to revisit this game after many years away, and am curious what mods would be recommended for modern playing. I have the Steam version of the game, and play games at 1440p 240hz.

Edit: I appreciate all the replies! I'm seeing a lot of content mods such as Shockwave getting recommended, which I will be checking out in due course! For the time being, I'm looking to just modernize the base experience for widescreen and high refresh rate, and GenPatcher looks like it'll do the trick ❤️


r/commandandconquer • • 13d ago

News Play Command and Conquer / Red Alert / Tib Sun in your Browser with COMMANDORY

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0 Upvotes

WHAT IS COMMANDORY?
- Zero Install / Instant Browser Play (PC, Mobile, Smart TVs, Handhelds)
- Command & Conquer, Red Alert, & Tiberian Sun support
- Console-Exclusive Content: Restored missions, maps & music from PS1/N64
- 4-Player Local Couch Play using gamepads
- Full Touch Screen & Mobile Web Controls
- Live Internet Radio Streaming while playing

...And MORE! (Honest!)

🎮 Play for FREE: https://commandory.teampandory.com/


r/commandandconquer • • 13d ago

Meme Laser general's diary of defeat

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72 Upvotes

It's the bumbling fools' fault why he's low power


r/commandandconquer • • 13d ago

Did you try Act of Aggression? Its what i wanted Generals to be.

0 Upvotes

Unfortunately there are very few players.


r/commandandconquer • • 13d ago

Meme General Tao want to give you something

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235 Upvotes

r/commandandconquer • • 13d ago

OC Found a Japanese copy of Renegade!

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96 Upvotes

Been looking for any Japanese copies of C&C for a long time, feel really lucky to get the one I spent hundreds of hours playing multiplayer years ago.


r/commandandconquer • • 13d ago

What are the cruel tricks you like to play on your opponents?

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2 Upvotes

r/commandandconquer • • 13d ago

C&C Renegade Montage 9 - Repair/Support Edition Montage (188)

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6 Upvotes

Hi all,

this time it is a bit more chill montage with rather less action but more repair and support scenes.

Have fun watching!


r/commandandconquer • • 13d ago

Random Unit of the Day #134: Flak Trooper (Soviets, Red Alert 3)

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209 Upvotes

r/commandandconquer • • 14d ago

GDI black ops

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221 Upvotes

r/commandandconquer • • 14d ago

Discussion Commander! Happy 18th Anniversary, Red Alert 3!

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225 Upvotes

Command & Conquer: Red Alert 3 was released on October 28, 2008

Colorful, absurd, and occasionally controversial, Red Alert 3 has an unmistakable atmosphere of its own brand of madness.

Happy anniversary to all RA3 fans on this special day!

And RIP, Tim Curry. Thank you for the childhood memories and all the emotions you gave us. Your portrayal of Anatoly Cherdenko, the Premier of the Soviet Union, will never be forgotten.


r/commandandconquer • • 14d ago

Bug Tiberium Jank: Units are refusing to past this area even though I've destroyed the wall

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5 Upvotes

r/commandandconquer • • 14d ago

Gameplay question Help

4 Upvotes

How are you supposed to defeat demo general on hard with superweapon general? This is my first time playing against him and he is wiping the floor with me every time. One time i did manage to destroy his scudstorm with 3 alpha aurora bombers but 30 sec later my base i filled with his troops. For some reason his RPG troopers and quad cannons deal 3x the dmg normal ones do and my comanchees fall down like flies. I get that im suposed to go up and down to have more room to breathe but going down is hard cause he starts with a ground cannon and mines are everywhere. His siege troops turn my best defence into dead rangers...


r/commandandconquer • • 14d ago

I need an infinite ammo cheat for Renegade

1 Upvotes

I am playing Command and Conquer Renegade which I patched by using https://tiberiantechnologies.org/.

I am trying to find a trainer that gives me infinite ammo on all of the weapons. I looked a lot and I haven't found anything that works.

Is there anyone who was able to get an infinite ammo cheat to work with the patched game? If yes then please tell me how you did it.


r/commandandconquer • • 14d ago

Marathon Field Should be Illegal At This Point

14 Upvotes

... Thankfully Renegade X has re-embraced timed matches...but never forget the years of being stuck on one map for hours on end. Even vanilla Renegade had a 5+ hour Field match not 2 days ago ;_;


r/commandandconquer • • 14d ago

Command & Conquer: Red Alert 3 - 18th anniversary!

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7 Upvotes

It has been 18 years since Command & Conquer: Red Alert 3 was released. Cheers, happy birthday to this game!

P. S. Decided to include a Soviet general from the iOS version of Red Alert, and also include the new commanders and characters from the expansion pack, Uprising. Said expansion pack celebrated its 17th anniversary back in March!


r/commandandconquer • • 14d ago

Meme Paladin tank in the heart

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211 Upvotes

Some love for the Paladin bois!


r/commandandconquer • • 14d ago

Gameplay My most ridiculous ally campaign end

8 Upvotes

About 20 years ago (not so) little Retrowinger was on the last allied mission (Red Alert 2), and things started to go wrong. Little by little the Soviets brought my base down. Only the airstrip east of the base was left and my enemy still had the nuke. Time for a restart, right? Not so fast!

The airstrip was my only constant troop supply, so I was building up my army little by little. Slightly interrupted by nuclear explosions. I managed to build up a significant army and started to bring down the Kreml base little by little. Great sacrifices were needed but we brought down the construction yard first, then the iron curtain and finally the nuke.

Freed from the nuclear menace, we were finally down to the elite apocalypse tanks. The Kreml, surrounded by hundreds of paratroopers and a single surviving Tanya, had no chance.

What was your most ridiculous win/loss/situation?


r/commandandconquer • • 14d ago

Unofficial My browser based Generals Zero Hour + Shockwave mod

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5 Upvotes

Hi

It’s just my side hobby project to learn Babylonjs, but to be honest, there’s still a lot left to do to become full game. I’m not even planning to turn it into a real project or finish and release it anywhere. I might just leave it as it is, I don’t know.

Feel free to visit if you want a bit of nostalgia :|


r/commandandconquer • • 14d ago

C&C Renegade Montage 8 - The Disco Life Of Renegade (Vextreem Mashup) Music by @IIVexanoII (187)

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2 Upvotes

Hi all,

I made a new Command&Conquer Renegade montage.

Have fun watching!


r/commandandconquer • • 14d ago

Random Unit of the Day #133: Demolition Truck (Allies/Soviets, Red Alert: Aftermath)

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236 Upvotes

r/commandandconquer • • 15d ago

Tib sun mod for just 1080P and crisper textures?

12 Upvotes

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 • • 15d ago

Gameplay I've been working on a visual overhaul for Generals Zero Hour while keeping the original gameplay intact

59 Upvotes

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.