Major update released
Check out the patch notes to find out what's been improved
Fellow Command & Conquer fans,
Today we’ll be launching our major update for the Command & Conquer Remastered Collection. As mentioned in the post last week, our goal with this update was multifold:
Complete several of the top community requested features which just missed the launch date
Implement some additional quality-of-life improvements
Address many of the top bugs which have been seen in the launch version
Iterate on our Quickmatch ruleset
Below you will find the full list of Patch Notes for this update. But before we get too deep into the detailed list, there are some higher-level items to mention as part of this patch.
Stuttering Issue:
This patch aims to improve the framerate stuttering issue some people have been experiencing since launch. Admittedly this issue has been complicated to address. Effectively what we ended up having to do was refactor the way textures are loaded by the game and push the majority of that loading before you get into gameplay. This will have two primary impacts for everyone going forward:
1) Loading the overall game may take longer than before
2) Loading the first map may take longer than before
These longer load times would be most seen after a fresh restart of the computer. While we understand this extra loading time may not be ideal, our testing indicates gameplay performance should be improved across the board, and this felt like a worthwhile tradeoff. We want to continue gathering feedback / data on this issue, so if you have been experiencing the stuttering issue with the launch version, please let us know if this patch improved your gameplay performance.
Mod Compatibility:
Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that previous mods will no longer be compatible with this updated version of the game. Modders will need to update their mods with the latest code and refresh their mods on the Steam Workshop. Certain mods may also need to be repackaged to be compatible with the new texture process above, and we’ve provided a script / tool to assist with this in the root install directory for the Command & Conquer Remastered Collection, within the folder called “SOURCECODE/SCRIPTS.”
Once a mod has been updated on the Steam Workshop, players will need to follow a few steps to update and reactivate their mods:
Disable the mod in the Mods Menu
Unsubscribe from the mod in the in-game Workshop Mods menu
Quit and restart the game
Re-subscribe to the mod via the Workshop Mods menu
Activate the mod and restart the game as prompted
The updated mod should then work as intended
Players may experience some issues if they try to activate mods that are not updated to the patch version.
Detailed Patch Notes:
With those items in mind, please see below for all the updates made in this patch:
New Features:
Added the ability to host Private Game Lobbies:
The host must check the Private Game box in the setup screen
Hosts can then choose a four-digit passcode for their game
Private games will show an icon in the Join Lobby list
Attempting to join a Private Game will require the passcode
Host invited players will not need to enter the passcode to join
Added a Player Panel in-game to view player names, factions, team colors, and status. This can be accessed via the Players button on the Sidebar.
Added the ability to mute a player’s chat while in-game. This can be done from the new Player Panel and tapping the mute checkbox next to their name.
Added the ability to overwrite saved games. Note: Tiberian Dawn and Red Alert saved game names are not exclusive, so be aware of overwriting saved games from one title to the other.
Custom Missions can now be manually saved and loaded. Note, due to the underlying system this will currently only work for manual saves via the Pause Menu, and will not work for Quicksaving.
Added the ability to see your Quickmatch stats and Leaderboard position if you’re not in the top 200 (Players must complete at least three Quickmatch games first)
Added the ability to choose your sub-faction in Red Alert Quickmatch games
Added the ability to choose Random faction in custom games
Added support for the Origin Video Broadcast feature
Added the Jukebox to the Main Menu Options / Audio menu. You can now customize your playlist here and listen in its entirety without needing to load into an actual game. Note: The Jukebox won’t override menu music, as the menu music is tightly connected with all the UI flows.
Quality of Life Improvements:
The “Deploy” hotkey will now apply to all items with the Deploy Cursor, including un-garrisoning troop carriers, laying mines, activating the MAD Tank, and triggering the Chrono Tank
Add the ability for multiple units to be queued on the Tiberian Dawn Repair Facility, the same as the Red Alert Service Depot
Reduced the Hard Difficulty balance in Tiberian Dawn. We’ve effectively split the difference between Normal Mode and the launch version Hard mode. If you happened to already beat missions on Hard mode (Or somehow received the Achievement), then wear that with a badge of honor.
Adjusted how you cancel queued in-progress units in the Sidebar. The first “cancel” click will now pause the in-progress unit, with the next click canceling items in the stack. This will allow for quicker pausing to manage economic cashflow.
Prioritized and reduced the cooldown of the EVA line “Our base is under attack”
Changed the balance of being in low or zero power in Red Alert. There is now a maximum of a 4x build time increase for being at zero power (Compared to roughly 27x in the legacy title), which will ramp depending on the amount of low power.
The Build Time tooltip will now update to reflect an increase in build time due to low power
Added the ability to load a saved game from the Replay Mission dialog
We’re experimenting with new Harvester logic, where Harvesters will now return to the original tile they harvested from and prioritize the fullest tile. This should help optimize Harvester behavior within certain resource fields.
Made it so Middle and Right-click scrolling no longer removes a structure placement selection
Removed AI takeover from Multiplayer games. Exiting the game will now destroy all your units and structures. This was a top community request to prevent the prolonging of games.
Removed the Ready checkmark as a button in multiplayer lobbies. You can now only Ready up via the button in the bottom-right corner which should reflect the active state.
Added the Command Line “MOD_DEBUG” that will disable the Client/InstanceServer timeout when the debugger hits a breakpoint in the mod DLL. This Command Line will also allow the game to be paused and stepped through frame by frame with F1 and F2. Note: Online play will be disabled if this Command Line is enabled. Note: MOD_DEBUG requires at least one mod be installed and enabled.
Added the ability for turrets to stop force firing on the ground by using the “Guard” command
Adjusted disabling the profanity filter so it will now also disable profanity in Custom Map names and Custom Mission briefings
Added an Author field when custom maps are selected to highlight who created them
The Installation and Intro Logo movies must now be skipped with the ESC key. This is to help ensure no one accidentally skips these meaningful videos on their first playthrough.
Bug Fixes:
Fixed an issue where restarting a mission would sometimes change the difficulty back to Normal
Fixed an issue where units could no longer be controlled after loading a saved game in which those units were selected
Fixed an issue where Unit Queueing was getting disabled after loading a saved game
Made an adjustment to Soviet Mission 5 where the MCV wasn’t loading onto the Naval Transport and getting the mission into a broken state (This was inconsistent for us to reproduce and hope it's now fixed)
Made an adjustment to GDI Mission 8 where Civilians will now avoid Tiberium tiles, and the trigger-happy Civilian has been removed from the map entirely
Fixed a memory leak which was causing instability in Multiplayer matches
Fixed an issue where the Nod Cargo Plane could be targeted and destroyed
Fixed an issue where units would move at hyper increased speed if players set certain units to Formations
Fixed an issue where double-tapping to jump the camera to a control group was sending the camera to a random location on the map
Fixed an issue where mines were considered buildings and preventing games from ending
Fixed an issue where preview images were not displaying in the Workshop Mods menu
Fixed an issue where the Mods Menu was not auto-refreshing after subscribing to mods
Fixed a prominent crash where the Windows Input Method Editor (IME) was required to input characters
Fixed an issue where the power indicator on the power bar was incorrect compared to legacy behavior
Fixed a legacy issue where the Capture the Flag flag art was off-centered with the surrounding rings
Fixed an issue where the Harvester was unable to path to a Refinery on River Raid
Fixed a legacy issue where units would sometimes be instantly repaired by the Service Depot
Fixed a legacy issue where the Advanced Communications Center could be captured in multiplayer and by the AI (Since the Temple of Nod can’t be captured)
Fixed an issue where the faction icon was seen incorrectly for Skirmish saves
Fixed an issue where the video Introduction button was being disabled after navigating back and forth from Custom Maps
Fixed an issue where it would rarely show “Mission Accomplished” in Quickmatch after losing the game
Fixed a crash when saving the game during the Temple Strike mission
Fixed an issue where player names were not able to be highlighted during the first 30 seconds of an Observer Mode viewing
Fixed an issue where the incorrect portrait was being displayed for the Red Alert Artillery unit
Fixed an issue where the green docking cursor was shown when selecting enemy Harvesters
Fixed where the Phase Transport was displaying the incorrect portrait when added to a Custom Mission via the Map Editor
Fixed an issue where the laser from the Obelisk of Light was graphically corrupted in legacy graphics mode
Fixed an issue where the multiplayer lobby list was not taking up the entire vertical space
Fixed an issue where settings were not getting applied if tapping certain areas of the UI
Fixed an issue where GDI Mission 8 was not getting added to the Mission Select screen after destroying the Airstrip in GDI Mission 6
Fixed an issue where units could pass over a river in Blue Lakes
Fixed an issue where the Laser Orcas would not properly load from saved game
Fixed a crash if aircraft were destroyed outside the map boundaries
Fixed an issue where User Map details were not being displayed by guest players in a lobby
Fixed a crash when selecting the Workshop Mods button multiple times in a row
Fixed a misspelling of the word “Affected” in the Paradox Equation mission briefing
Fixed an issue where an extra Dr. Chan was appearing in Nod Mission 10
Fixed an issue where the Map Editor was not compatible with older versions of .Net Framework
Fixed an issue where if a Quickmatch fails to load properly, the game will send you back to the Main Menu after a 60-second timeout (Instead of being stuck in an endless loop)
Fixed mismatching tile issues on Bullseye
Fixed mismatching tile issues on Central Conflict Extreme
Fixed mismatching tile issues on Destruction Derby
Fixed mismatching tile issues on Gold Coast
Fixed mismatching tile issues on Normandy Landings
Fixed mismatching tile issues on Lakeland
Fixed mismatching tile issues on Land Ladder
Fixed mismatching tile issues on Lotsa Lakes
Fixed mismatching tile issues on Naval Conquest
Fixed mismatching tile issues on Open Warfare Mega
Fixed mismatching tile issues on Pilgrim Fathers 2
Fixed mismatching tile issues on River Rampage Mega
Fixed mismatching tile issues on Rivers Wild
Fixed mismatching tile issues on Scapa Flow
Fixed mismatching tile issues on United Kingdom
Quickmatch:
If you didn’t see the post from last week, we already made the following changes for Quickmatch on June 16:
Increased the Game Speed from Normal to Fast
Reduced the Starting Units to zero
Removed Aftermath units from Quickmatch in Red Alert (due to extreme balance issues)
Added two more maps to the Tiberian Dawn map rotation:
Monkey in the Middle
One Pass Fits All
With this patch, we are making additional Map Pool adjustments based on community feedback:
Adding “Eye of the Storm” into Tiberian Dawn
Adding “Four Corners” into Tiberian Dawn
Removing “Path Beyond” from Red Alert
Removing “Snow Garden” from Red Alert
Removing “Warlords Lake” from Red Alert
Adding “Arena Valley Extreme” into Red Alert
Adding “Bullseye” into Red Alert
Adding “North by Northwest” into Red Alert
Adding “Things to Come” into Red Alert
Overall, we hope this update improves your experience with the Command & Conquer Remastered Collection. Thanks for your ongoing support, and please continue to provide your feedback here on the subreddit, in social channels, and with our support teams.
Cheers,
Jim Vessella
Holy mother, that's a long list for a 25-year-old game ^^
let me summarize that for u, bored dev with no hope of making a real game anymore at EA, convinced EA somehow on how to make money out of thin air using a franchice rotting away in their vaults while squeezing the last bits of hope left out of the command and conquers communitys defiled corpse and now the milkcow has a pulse again, zombiecow ready to be milked for a few more remasters
honestly as a fan, this thing should have been a freebie the moment they relialized they didnt have the original video footage anymore and as an apoligy for the years of shit towards the community who kept giving them chances over and over and for the necrofelia they did to the franchise corpse
i think the rts genre could really benefit from a decent free to play rts, actually its needed really badly
So i decided to buy the game and well, great old times, but the bother is that the "Grenadiers killing your own allies" is the worst thing.. The worst is even the decision wether you put part of the team in the vehicles and sacrifice infantery/Grenadier support or go full hell on everyone (literally)
Specially the 4th GDI mission where you must cross a tiberium area by putting the soldiers in vehicles and cross it.. And reinforcements always comes late (that, or only happens whenever everyone you own dies in the map)
Same mission is how the AI rages the hell out on you when you try to flank 'em from the top of a mountain (their infantery creation building) and EVERY NOD UNIT HIDDEN IN THE MAP RAGES THE FUCK OUT AND KNOWS WHERE YOU ARE IN NO TIME...
Can someone please give me some advice?..I've never finished the original games and wanted to revive em correctly but damn the AI too (pathfinding too..THE ENEMY IS INFRONT OF YOU, DON'T RUN AROUND!)
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The 1st vid is the one i said about "RAGING THE FUCK OUT" but yeah, it's more like "Rush the hell out once you know where the FUCKING BOX is at" than doing some flanking to take advantage.. But that'd just cause everyone to come at ya and waste time
The 2nd vid i already did it today and i did almost the same thing as before. Destroy the HAND OF NOD to prevent infinite respawning but then everyone came out to ya.. Luckily (in it's entirety) a helicopter came out of NOWHERE from the TOP LEFT (or a vehicle from the BOTTOM LEFT (When you expect it to come from the BOTTOM RIGHT) and sent the soldiers in it (After destroying most of the base and just rush to the box
I haven't reached the 3rd vid one so i'll not check the vid....YET
Right now i'm on a mission where you must repair the GDI base at the bottom right and then create a fucking army to destroy a NOD base at the top left... With outta nowhere vehicles that spawns out and even if you destroy some buildings they re-appear seconds after (Hand of NOD)... And the tiberium truck and tanks be like "LOL Nope, my infantery bastards..*SQUISH!*"
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I really fucking wanted to love this game but i give up. 20€ screwed up at the toilet.
-Path finding is the worst
-"Oh, we cannot cross this -sand bridge- yet coz there's other vehicles, so we either run around the map or kill the enemy's recollecting machines, alerting every fucking one"
-"Your mission is a failure..." without knowing the WHY...All i know is "Defend a medical center and Dr.Mobius (Wich you can control so i put him in a safe place, bottom of my base)" and i even destroyed the enemy's "Building that builds stuff" (The core) and when i was about to go to the other side "Your mission is a failure..."
....I fucking give up. I had more fun with RED ALERT 2 / 3 with almost no issues? than , i know it's pretty old, PATH FINDING BUGS NOT BEING FIXED (because Duuuuh, it's old!)
GDI 8 A i think, the mission i've described above. I know i can choose another one, but the last mission i've completed tooked me 45 fucking minutes.
Can someone remind me if RED ALERT (Remastered) had that shit fixed up?..
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Last edited by DV2 on Mon, 20th Jul 2020 10:11; edited 1 time in total
I really fucking wanted to love this game but i give up. 20€ screwed up at the toilet.
-Path finding is the worst
-"Oh, we cannot cross this -sand bridge- yet coz there's other vehicles, so we either run around the map or kill the enemy's recollecting machines, alerting every fucking one"
-"Your mission is a failure..." without knowing the WHY...All i know is "Defend a medical center and Dr.Mobius (Wich you can control so i put him in a safe place, bottom of my base)" and i even destroyed the enemy's "Building that builds stuff" (The core) and when i was about to go to the other side "Your mission is a failure..."
....I fucking give up. I had more fun with RED ALERT 2 / 3 with almost no issues? than , i know it's pretty old, PATH FINDING BUGS NOT BEING FIXED (because Duuuuh, it's old!)
GDI 8 A i think, the mission i've described above. I know i can choose another one, but the last mission i've completed tooked me 45 fucking minutes.
Can someone remind me if RED ALERT (Remastered) had that shit fixed up?..
You're playing a 25 years old game. Of course it has its quirks but that's ok, it's pure nostalgia. I was realy surprised to amount of fun I had with a couple of levels and somehow the gameplay is still good. The bad is just part of the game, it's how gaming was in the 90's.
I really fucking wanted to love this game but i give up. 20€ screwed up at the toilet.
-Path finding is the worst
-"Oh, we cannot cross this -sand bridge- yet coz there's other vehicles, so we either run around the map or kill the enemy's recollecting machines, alerting every fucking one"
-"Your mission is a failure..." without knowing the WHY...All i know is "Defend a medical center and Dr.Mobius (Wich you can control so i put him in a safe place, bottom of my base)" and i even destroyed the enemy's "Building that builds stuff" (The core) and when i was about to go to the other side "Your mission is a failure..."
....I fucking give up. I had more fun with RED ALERT 2 / 3 with almost no issues? than , i know it's pretty old, PATH FINDING BUGS NOT BEING FIXED (because Duuuuh, it's old!)
GDI 8 A i think, the mission i've described above. I know i can choose another one, but the last mission i've completed tooked me 45 fucking minutes.
Can someone remind me if RED ALERT (Remastered) had that shit fixed up?..
You're playing a 25 years old game. Of course it has its quirks but that's ok, it's pure nostalgia. I was realy surprised to amount of fun I had with a couple of levels and somehow the gameplay is still good. The bad is just part of the game, it's how gaming was in the 90's.
Exactly.
It's a ton of fun at least for me. Just finished my 2nd playthrough of the game.
But i thought that you can only build things near your base and you tend to start your base at the bottom center because there's no space to build at the hospital?...
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But i thought that you can only build things near your base and you tend to start your base at the bottom center because there's no space to build at the hospital?...
sandbag does extend your build space. An odd exploit/feature of the original C and C. Red alert has this exploit mitigated.
So i've finished the ALLIES Campaign with the mission 14 where:
Spoiler:
You start as Tanya and 2 thieves who i never used, then blasted the shit out of the enemy base with helicopters and medium tanks later on, wich the bottom base ENTIRELY DISAPPEARING after defeating a single specific building
by the path i wanted...Can someone explain me if i got a correct ending or something?...
Spoiler:
So the movie's soldiers (Such nice actors ..."Dude, are we finished? o3o..") finds Stalin and a guy that kinda resembles Kane (Starvos, who i don't remember seeing him before) tells them to leave, then kills Stalin in such a kind way (ROCK ON THE HEAD , but funny how at each camera change the mouth blocker disappears here and there)
In the meanwhile i'll take a break from the game.. Not sure if i'll go back to the original CCR GDI campaign and resume that fucking Einstein mission i've posted 'ere before or go Soviets on RED ALERT.. But i just like playing "The good guys' side"
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Well that hurts a lot to know then.. Good thing i've already finished back then RED ALERT 2 and 3... Never will be able to play CC4 (The supposed end) because of "Internet only" and well... Screw it ==;;
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Well that explains a lot like if you're playing as Tanya and a dog comes to close and you're like 'but I shoot him what happened' the answer is - dog bullet. At close range the dog turns into a bullet and you can't shoot him anymore.
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