Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

Remaster Update and Red Alert Preview


Grant
 Share

Recommended Posts

@EA_Jimtern released the update just moments ago on the C&C Subbredit.

Official announcement

6bykrbwduha31.jpg

Quote

Fellow Command & Conquer fans,

Positive momentum continues and earlier this month we completed our first production milestone. This milestone included several key improvements to Tiberian Dawn, most notably delivering our first Campaign mission to full Alpha quality. This means all the mission visuals are now showcasing the 4k assets from Lemon Sky, and the mission can be completed with all the core gameplay mechanics. I’ll admit when playing this full mission experience, the game started to transport me back to when I first played C&C, and I hope it does the same for all of you when the game is released.

However, one of the more exciting accomplishments of this milestone actually had nothing to do with Tiberian Dawn. That’s because we were able to get Red Alert playable for the first time. We are now able to load Red Alert missions, and the game is already being populated with several of the remastered visual assets. That’s because even though Red Alert just became playable in the software, Lemon Sky has actually been creating assets for Red Alert over the past several months. So to celebrate this first step for Red Alert, we thought it would be fun to share a preview for one of the most iconic Red Alert units - the Tesla Tank.

In the same fashion as our approach of the structures, our primary goal for units has been to maintain the authenticity of the original in-game asset. In an effort to take advantage of the 4k resolution, many of our earlier unit concepts included extra widgets and details, but we often found this compromised the unit’s readability at camera game height. So we continued to iterate, and over the months we’ve begun to hone in on these elements, and feel like the Tesla Tank here strikes a good balance between readability and those added details. Of note, we only interpreted one Tesla ring from the legacy in-game asset, but there’s already been a healthy debate with the Community Council whether the Tesla ball should have two rings to match the cinematic reference. Perhaps we can get feedback here from the greater community to help decide this unit’s final look : )

Thanks for your ongoing support and participation, and looking forward to sharing more details as both games now become more playable.

Cheers,

Jim Vessella

Jimtern

 

  • Like 2
Link to comment
Share on other sites

10 hours ago, AchromicWhite said:

Pretty cool looking... but isn't the really iconic unit of RA1 the heavy tank? tehe

The Tesla Tank did appear on the box cover for Red Alert Retaliation.

  • Upvote 1
Link to comment
Share on other sites

  • 1 month later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Similar Content

    • By yuri624
      So I try to change the template type of a cell ingame. This is on the Desert theme, going from an empty, passable cell to an impassable brush.
        Code:    CellClass * cellptr = &Map[257];
         struct {
            TemplateType TType;      // Template type.
            unsigned char TIcon;      // Template icon number.
         } temp;
         temp.TType = TEMPLATE_BRUSH1;
         temp.TIcon = 0;
         cellptr->TType = temp.TType;
         cellptr->TIcon = temp.TIcon;
         cellptr->Recalc_Attributes();
         Map.Flag_Cell(257);

      After triggering this code the cell is no longer passable as it should be.
      In the classic graphics the cell gets correctly updated (both the passable status and the GRAPHIC itself), but in the remastered graphics it does NOT (not GRAPHIC update).

      What am I missing here?
    • By yuri624
      I am looking for a way to let text appear during a mission like here (from GDI Mission 9):



      I went through the code and couldn't find anything related.
      I did find the sound that is played when that message appears. It's "TDR_SFC_BLEEP2.WAV" in the "SFX3D.MEG".
      It is found twice in "AUDIO.CPP" but not referenced anywhere to be played.

      Any input would be nice ^^
    • By yuri624
      I'm trying to render a custom graphic. Let's say I have that pink box. How can I render it on top of the sidebar next to the credits (1), over the build icons (3) and maybe the game view (2).
      All I found was code in power.cpp, radar.cpp and sidebar.cpp that mostly doesn't seem to do anything. I can comment out a lot of it without seeing any change ingame.
      Any idea how to do that?

    • By Soviet Reaper Dragon
      As any of you fellow traditionalists out there remember about the very first Command & Conquer game, The Global Defense Initiative's armies wore Gold and The Brotherhood Of NOD's armies wore Grey.
      The remastered version is almost complete except for this one minor crucial detail. GDI still has the option of choosing Gold as their color, however Grey is missing and traditionalist Brotherhood Of NOD players like me cannot select it, but must settle for second best in choosing Red when playing as NOD.
      Has anyone else told the developers about this and suggested they remedy this acute annoyance by adding in Grey to one of the downloadable updates for C&C Remastered?
      🤔

    • By Xeroyashar
      how can I do i put zombie mission civilan my map ?


      (Türk var mı varsa yardımcı olabilir mi )
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...