The first content update for C&C Dawn of Tomorrow has been released! It includes three new missions, several fixes for existing missions, as well as a slew of bug fixes.

You can learn more and download the mod from my website,

The following download mirrors are also available:
- EXE:
- Zip:

New missions include:

  • "Consicence" by Scionox. Play as the United States in this challenging mission as they seek to liberate a lost city and free a defecting scientist.
  • "The Hunt". A non-production mission where you have to take out a number of Tomorrow MCVs before they escape a mountain pass.
  • "Survivors", which incorporates a new terrain adapted from work by Tschokky. It's a brief glimpse into what life is like for the Company of Answers after the conclusion of the campaign.

Other adjustments include:

  • Cold Front and Checkmate have been made more challenging as they were easier than I had intended.
  • Nowhere has ownership of a few buildings changed around so the defences at the end of the level are powered.
  • Tear Gas APCs no longer disappear into nothingness when they're destroyed.
  • Mission Critical Structures are now labelled with a tooltip (thanks to Nyerguds).
  • The Propaganda Centre is no longer referred to as a Prison in FoT3 (thanks again to Nyerguds).
  • A few typo fixes and similar adjustments here and there.

Hope you enjoy the new content and have fun!

A couple of days ago, Renegade-X: Firestorm has been revealed with an interesting trailer. It brings the Tiberian Sun: Firestorm theme to their first person shooter game, created with the Unreal engine.

And today we have more tidbits where the developers discuss how they are working on it and further details about the project.

For more information about Renegade-X: Firestorm, visit Renegade-X's site.

Hello everyone! The crew over EA and Petroglyph have been working hard on the fan feedback for the recently released Command & Conquer: Remastered Collection, and the first patch has finally arrived. There are many changes to the game, a very long list of things as you can see below. Some adding a better quality of life features, others tweaking the balance, and many bugs fixes as well. Here are the words from the producer Jim Vessella about it:

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 to 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:

   1) Disable the mod in the Mods Menu
   2) Unsubscribe from the mod in the in-game Workshop Mods menu
   3) Quit and restart the game
   4) Re-subscribe to the mod via the Workshop Mods menu
   5) Activate the mod and restart the game as prompted
   6) The updated mod should then work as intended

Players may experience some issues if they try to activate mods which 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 cancelling 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 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 an 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


   * 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.


Jim Vessella


As you can see, there are a lot of interesting features. From a modder perspective, I have highlighted somethings that I have considered to be quite relevant, which is the mod support part and the new debug command line. The break of mod compatibility is something that normally happens when a new patch like this is created, unfortunately. If you have edited any of the DLLs, you should merge the changes here with yours. If you need any help with this merge procedure, ask it on the C&C: Remastered Editing Forums.

However, the Command Line “MOD_DEBUG” is a critical addition to make the debug job easier and more comfortable. CCHyper's explanations on command lines for the C&C Remastered Collection has been updated to cover this subject.

I hope you enjoy this patch. Happy gamming and happy modding!

Hello everyone! For those wondering about using C&C Remasters assets on OpenRA mods or standalone projects, CCHyper, Tore and pchote (a.k.a. Sleipnir), as members of the Community Council, has been trying to clarify this matter recently with the C&C Remastered Collection development team. Here's what he has to say about it:

CCHyper wrote:
Hey everyone, so there has been people asking about the C&C Remasters assets and using them in their open source standalone mods, as well as other sectors of the community asking questions along those lines (CNCNet, OpenRA etc).

The Community Council for the C&C Remasters have been discussing this topic with EA closely and EA have come up with a statement we can share with the community based on these questions;

We (The Community Council) have discussed with EA directly the topic of using the C&C Remastered assets in community projects. EA reserves all rights to the C&C Remastered assets, but they do not object to community projects using the assets under the framework of the current Remastered Collection modding policy.

This means that in order to use the assets from the Remastered Collection these requirements must be met;
 - The user must have purchased the C&C Remastered Collection and have it installed through Steam or Origin.
 - The community project must be clear that it is a fanmade project and unaffiliated with EA.
 - The community project can in no way commercialize the usage of the assets.
 - The community project cannot redistribute the Remastered assets.

I, or any other member of the C&C Remasters Community Council will not be able to answer any more questions on this topic, but we hope this provides everyone with a clear understanding and correct use of the C&C Remasters assets.

- CCHyper

So, I guess that says all. CCHyper has stickied it in Assembly Armada's and, as relevant news, we are replicating it to the rest of the internet. For those who want an OpenRA using Remastered assets, you need to own the game and OpenRA would need to extract them straight from your C&C: Remastered Collection Steam or Origin installation. And that's it.

Updated News Tracker at PPM!
June 16, 2020 - 08:12
Hello everyone! I've been working hard on our site's backend these days to provide proper coverage for the new Command & Conquer: Remastered Collection at PPM. And one of the parts of the site that required an upgrade was the News Tracker. That thing you see at the top of our site (not at the forums, to be clear) and you can see the latest 10 news for specific games or community activity in PPM. Well, some things changed there:

- A new game has been added: Command & Conquer: Remastered Collection . We now have the news posted on our front page and some of our tools compatible with the game. We still do not host any forums for any mod for Tiberian Dawn Remastered or Red Alert 1 Remastered, but if anyone is interested to get a public space to discuss your mod, hire people to help you and discuss your upcoming plans, contact us and your project will certainly get attention in the News Tracker as well.

- Other games are now receiving the frontpage news related to them. We are finally using our Hashtag system to organize the News Tracker. For those C&C webmasters who like fetching our feeds, we also have one with all our Command & Conquer franchise-related news. And we have other hidden ones for other games which we will increase coverage in the future (or not, depending on their popularity here).

- The PPM News Tracker has a new category called 2D Art. If fetches artistic images of any kind with a non-limited pallete. So, it doesn't include SHP files. But it may include cameos and textures from other games, such as Generals, Tiberium Wars or even both Remastered C&C games, concept arts, logos, photo-realistic renders, artistic photos, and much more. Submit your 2D Art here and help us to gather resources to help upcoming C&C: Remastered Collection modders.

We have also fixed some internal bugs and added Tiberian Sun: Forgotten Wars into our News Tracker system and in Tiberian Sun's left menu. Enjoy the News Tracker

For those modding Renegade, Generals and Lord of the Rings: Battle for Middle Earth 1 and 2, Command & Conquer 3 and Red Alert 3 here's good news: your favorite and only Blender Plugin from OpenSage, that exports W3D and W3X models from Blender, has been updated once again.

The version 0.5 has several bug fixes that makes the exporter more reliable.  Here's the change list:


-    use proper enums for vertex material shader properties
-    create pivots for meshes on export if they have no parent bone
-    create a bone for each hierarchy pivot on import (otherwise pivot order can not be maintained on roundtrip)
-    reduced export time for meshes (O(n*n) -> O(n))
-    handle empty/invalid/default materials correctly on export
-    Bugfix: texture name got falsely '.dds' appended on export
-    Bugfix: export proper opacity value of material (fixes invisible objects in W3DViewer)
-    Bugfix: do not export uv coordinates if no texture is used by the material
-    Bugfix: fixed mesh triangulation on export
-    Bugfix: use proper hierarchy name for animation and hlod on export

Head to their GitHub repository to download the latest version. Note that it is not trivial to find the download there. You should try expanding the "Assets". Happy modding!

Some days ago, our forums received the honors of hosting another interesting Tiberian Sun Mod, the Tiberian Sun: Forgotten Wars. A mod that brings the Forgotten and CABAL to fight GDI and Nod in the battlefied. Here's an overview of its story:

Mere weeks have passed since the destruction of CABAL’s core in Libya, along with the mighty Core Defender -  but peace has not returned to the world. GDI orbital networks have started picking up new CABAL processor signatures, matching that of the AI’s Libyan core, yet coming from more than two dozen new locations across the globe. At least three of the new core signatures have been traced back to ocean-bound locations in the Pacific, suggesting that the devious Nod AI has turned to floating naval bases in order to avoid GDI and Nod scrutiny on land - necessitating the deployment of both GDI and Nod naval detachments to combat this new waterborne threat. Finally, in a twist of fate that would see Tratos spinning in his grave, a new charismatic mutant leader has arisen to lead the Forgotten - and she is hell-bent on having her vengeance on those that have crossed the Forgotten in the past…

The mod is still on early development stages, but as you can see, there are some interesting screenshots posted, like the ones above. For more information, pay them a visit, provide them some feedback and some love! And let's hope we will get an interesting release out of it some time later.

Hello everyone! I've recently uploaded a new version of the Open Source .BIG Editor, which is a program that allows you to browse, extract files and generate new .MEG files used in games like Command & Conquer: Remastered Collection, 8-Bit Armies, Grey Goo, Universe at War, Star Wars: Empires at War, and .BIG files used in Command And Conquer Renegade, Generals, Tiberian Wars, Red Alert 3, Tiberian Twilight and also on Lord of the Rings: Battle for Middle Earth games.

This version also supports .PGM packages seen in Command & Conquer: Remastered Collection and 8-Bit Armies. Mostly on custom maps. Apparently, they are .MEG files in disguise.

We also have a very important bug fix when saving .MEG files. Offsets should be correct now.

And that's it for now. Download the latest version here and happy modding!

Oh, a final observation: as you can see on the picture above, the "maps" you download from Steam Workshop are just packages that includes the map in a .mpr file, a preview and a json file with data that the game reads when it displays the map. If you use a map editor for an old Command and Conquer 95 or Red Alert 1, make a TGA preview of your map's minimap and a json file copying some basic data of your map, and place them in the correct folder, you can play the map in the Remastered games! So, you can use other map editors like XCC Editor, RA95.exe or even Red Alert Scenario Editor to create maps for these games, in case you dislike the one that was recently created by Petroglyph and is bundled with the game.