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TO SEE THE LATEST FEATURED VIDEOS OF TIBERIAN DAWN REDUX CLICK HERE
C&C Tiberian Dawn Redux Patch 1.31 is in progress is in progress with another breakthrough!
After successfully making the much anticipated release of C&C Tiberian Dawn Redux v1.3, the C&C Tiberian Dawn Redux Development Team has heard your questions and concerns about the Mod and is trying their best to make the important patch 1.31 for all of you as soon as possible! The latest improvement also includes important fixes to the Skirmish AI while new specular and diffuse lighting effects are now enabled to render on the in-game models themselves!
If you have not downloaded and played C&C Tiberian Dawn Redux v1.3 the link is now available HERE
Check out our latest demo video and screenshots below:
LATEST VIDEO:
While I have been working on some model skinning concerns, (that many of you have made mentioning about) I was also experimenting with enabling the Mod's W3D Models with Diffuse and Specular lighting effects in a similar fashion that the models in the newer SAGE C&C games (e.g. C&C 3) use. This was achieved by purely using the C&C Renegade's Gmax plugin RenX and the W3D Viewer tool which is used primarily for editing and creating C&C Renegade & C&C Generals in-game models that usually do not often use such advanced features in-game. But this should no longer be the case with this update that is underway.
Another concern expressed to us has been with the new Skirmish AI causing some Lag and/or not working at all on many maps, this issue is being extensively worked on and tested out further with many issues being resolved already. While doing this, we are also working on optimizing the special effects that are new to this Mod.
LATEST SCREENSHOTS:
Here you can see in these new screenshots, fully operational AI bases on Hard settings (around 10 minutes into a game) EVERYTHING YOU SEE HERE IS FROM THE IMPROVED AI! I did go through the AI scripts and through several suspected maps that have been known to be problematic with this bug and it appears that I have resolved the problems for most of the suspected maps. I also have managed to take some time to fix and update some terrain and texture issues along with a couple model revisions.
CURRENT PATCH UPDATES:
1.) Several new terrain textures that replace more of the old Generals terrain textures.
2.) Reworked the Chinook Transport Helicopters thus removing the texture error that was on top.
3.) All new concrete textures that I have made myself for the building floor tiles.
4.) Changed the Tiberium Refinery arrow floor lights.
5.) Added "color" to the new environmental fog effect that does change on a per map basis depending on the terrain and climate.
We wish to conclude with a big THANK YOU to everyone who has continued to support us in our steady development of this project. Because of your support and votes, C&C Tiberian Dawn Redux has made it into the Top 100 Mods on ModDB! The final phase of voting is almost over! If you wish to vote for us in the final stages of the voting period please do so now by clicking HERE and look for us under the category of Top 100 Best Released Mods of 2009 in C&C Generals Zero Hour!
Please feel free to visit our ModDB Profile and our Forums to join the discussion and post your questions, comments, or concerns as we would love to hear from you!
PEACE THROUGH POWER!
2010 sgtmyers88 & The C&C Tiberian Dawn Redux Development Team
sgtmyers88
on
Tuesday 19 January 2010 - 10:58:04
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Command & Conquer Tiberian Dawn Redux Mod Version 1.3 is now released!
It has been over a year since Command & Conquer Tiberian Dawn Redux released a major Mod Update to the public. But now the much anticipated release of Mod Version 1.3 of C&C Tiberian Dawn Redux is finally here!
CHECK OUT THE 2009 MOD RELEASE TRAILER! WHAT YOU SEE IS WHAT YOU GET!
MOD INTRODUCTION:
This Mod has the complete GDI and Nod factions available including two subfactions. GDI's Task Force Talon and the Nod Black Hand. The Mod also utilizes the Classic Construction Yard build system. If that was not enough, there are 18 Singleplayer Missions and over 120 Skirmish/Multiplayer maps which include your favorites featured in C&C Generals Zero Hour that have been modified to work in the Mod!
If you are new to this Mod or have never played the original Command & Conquer CLICK HERE to view the C&C Game of this Mod's namesake!
Remember the original Command & Conquer? Remember all the units, characters and themes from the game? Remember the gritty feeling of RTS Warfare? Remember Tiberium?
Well, that classic game from the early 90's that spawned over a dozen titles and revolutionized the RTS Gaming World has been reincarnated in the advanced 3D RTS World of the C&C Generals SAGE 3D Game Engine and looks better than ever!
All the classic units and themes are back, the original videos and music are all here too. As a special bonus, several of the GDI and Nod missions have been recreated in the best detail possible. More missions will become available once they are completed! However, you can dish it out in a skirmish or multiplayer game to your hearts content, as this Mod does work in both modes!
This Mod also explores the "special" units and features that the first Command & Conquer shown in the cinematics, but not in detail in-game. This includes the evolution of the subfactions spawned from GDI and Nod with experimental units and weapons that were being developed after the great battle where Kane was presumed dead.
SEE BELOW FOR THE LATEST FEATURES AND UPDATES:
LATEST SCREENSHOTS:
VERSION 1.3 UPDATES:
- This Mod uses never before seen visual effects with Pixel Shader 2.0
which includes Bloom Effects and detailed shadows, along with dynamic fog and sunlight effects.
- New terrain textures along with new high quality shrubbery, waterfalls, and various other
nature props create beautiful realistic natural scenes in the in-game maps.
- New environmental hazards which include terrain obscuring fog, volcanoes with lava
that can destroy your forces if they get too close, and deadly Tiberian based monsters such as Visceroids and Tiberium Ground Vein Monsters which can attack your forces randomly.
- Most of the maps, models, model skins, and particle effects have been totally
replaced or improved with stunning new details not seen in most C&C Generals Mods. This includes fully 3D animating wheels and treads on vehicle models, enhanced shadowing, enhanced sun/moon lighting effects, reflective water, dynamic fog and weather effects, new terrain, bump mapped textures, and much much more!
- Audio details have been improved with new sounds and effects.
- The in-game user interface has been updated with new textures and also
includes new text fonts, team/player color selections, and mouse cursors.
- Over 40 all new Skirmish/Multiplayer maps made by both our development team
and by various members of the C&C Community! This brings the grand total to consist of over 120 Skirmish/Multiplayer maps!
- The Basic Power Plant can now be directly upgraded to an Advanced Power Plant.
- The Skirmish AI has been given a huge overhaul for all the playable sides with
more dynamic tactics and responses which include ambushing and retreating.
- In order to resolve AI issues with the Conyard built Tiberium Refinery that disabled the
Harvesters ability to automatically collect Tiberium and return it to the Refinery, the Harvesters will no longer be automatically spawned to harvest Tiberium. There is now a button available at the Refinery that you can click on to spawn the Harvester. NOTE: If you forget to deploy the harvester you may receive an EVA notification about it. Strangely enough, if you build a Tiberium Refinery using the MCV as a Dozer, the bug does not occur.
- The Nod Black Hand has a new vehicle known simply as the "Microwave Tank".
This experimental vehicle shoots a powerful microwave beam that cooks infantry and it can also disable vehicles and buildings while doing a small amount of damage to them.
- GDI's Task Force Talon Special Forces Unit has a new base defense, the "Vulcan Turret".
This is a Beta to the Component Tower Vulcan Cannon Turret well known in Tiberian Sun. It is useful for taking out infantry, light vehicles, and even aircraft.
- Several other small graphical, coding, and scripting bugs from version 1.2 have been fixed,
while several Skirmish/Multiplayer maps and the 18 Singleplayer missions have also been improved.
ADDITIONAL TIPS AND FEATURES:
IMPROVED SKIRMISH AI DETAILS:
EASY AI: Builds only a few defenses, builds small strike forces and rushes bases often with inadequate forces.
MEDIUM AI: Concentrates on heavy defenses and heavy weapon strikes while devising several small ambush and harassment teams in a more coordinated manner.
HARD AI: Starts out as mostly a turtler and builds a considerable amount of defenses around its base and around important areas of the map while assembling small strike teams to guard these areas, It also likes to utilize Air Power and Superweapons frequently (when available), and prefers to build up a large strike force that is designed to overrun an enemy base easily.
SETTING UP & FINDING HAMACHI ONLINE NETWORK ROOMS FOR THE MOD:
1.) Download Hamachi on any site available (use Google for best results) 2.) Install and follow the configuration instructions with the program. 3.) Then once you see how Hamachi functions create or join a public Mod network under this ID series:
ROOM: CCTDRDXROOM001 PSWD: CCTDRDXROOM001
and so on...
There is a limit of how many users are allowed into a Hamachi room so you will likely have to make multiple rooms if they are not already created. You can of course make your own designated rooms but you will have to tell other users how to access it. But if you want a public room it is best to stick with the following network ID configuration described above for easy access.
However, you can still use Generals Online as the Beta Testing team has been quite successful playing the Mod through there as well.
Feel free to check out our FORUMS and MODDB PROFILE for the latest information!
A NOTE FROM SGTMYERS88: This past year has indeed been quite an amazing one! I have personally learned a lot with using the tools at my disposal and seeing how far I can push an old game engine while also recreating such a great game that is much older! Thank you everyone in the C&C Community for your continued support of this project! This is your reward and my Christmas Gift to all of you!
MERRY CHRISTMAS!
IN THE NAME OF KANE! C&C TIBERIAN DAWN REDUX HAS RISEN AGAIN!
sgtmyers88
on
Thursday 24 December 2009 - 11:56:01
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C&C Tiberian Dawn Redux Mod Version 1.3: The final countdown begins!
***ATTENTION COMMANDERS AND GENERALS***
A man known in the C&C community as sgtmyers88 has brought to our attention an important battlefield report with some fascinating battlefield intelligence in the C&C Generals Zero Hour Modding arena! His Intel is in regards to the new version of Tiberian Dawn Redux set to release this Christmas!
EVA DATABASE REPORT: (EDITED BY SGTMYERS88)
To launch the final countdown for the release of Tiberian Dawn Redux Version 1.3, the Tiberian Dawn Redux Development Team showcases more graphics and gameplay features while debunking your questions and concerns.
We again start off with showing a video that features more of the never before seen graphics and gameplay features. We also have added a signature C&C music title which is actually an all new remix version of Frank Klepacki's famous "Act On Instinct". The new remix version of Act On Instinct featured in this video was composed by Trevor Morris and the song itself is featured in EA's Command & Conquer 3 Kane's Wrath. For a great C&C Game Mod such as this, what song could be more appropriate than that?
We also show off more amazing in-game screenshots taken straight from the Beta Testers that show more of the new graphical enhancements which include improvements to water and lighting effects and the new environmental effects such as fog and volcanoes! Many of our maps and models have also been given another huge overhaul to help bring the player closer to the original C&C feeling. This includes more appearances from Visceroids which indeed attack players forces randomly and there is also the rare and infamous "Blue Tiberium" which is known better in "Tiberian Sun" for exploding violently when hit by explosives and flames.
Also included is some specially themed Tech Buildings such as the Tech War Factory and Tech Repair Bay while many of the ones you already know from Zero Hour have been replaced with structures that fit the "Tiberian Dawn" theme with the return of the classic Hospital, Technology Center, and the Bio Research Lab to name a few. Of course, the Tech Oil Derrick and Tech Oil Refinery remain the same since the effects of Tiberium have not yet hampered the oil production industry due to the fact that most countries have not yet converted to non petroleum based energy sources.
Of course, we are continuing to modify, debug, and update as much content as we see fit to help bring you a high quality and professionally made Mod to the popular Zero Hour game! This video is only showing a fraction of what you can expect to experience in the near future with the latest version of this Mod. Much of the shown features have already been further improved and gameplay has been further stabilized to create a fun and well balanced Mod while delivering a huge amount of eye candy into a 6 year old game. We believe in the philosophy of "for the fans, by the fans" and we listen carefully to all your comments and concerns about this Mod. We are doing our best to make the adjustments needed and creating a system that will help make this Mod an enjoyable and long lived playing experience for the fans of Command & Conquer!
We are still accepting submissions for fan made maps to be featured in the newest version of the Mod as many of you have already responded. We give great thanks to all of you who have authorized your content to be added to this Mod. If you have not submitted anything and would like to do so, please check HERE for more information. We would love to see what you have for us!
SGTMYERS88 MAKES AN IMPORTANT RECAP TO ANSWERING "FREQUENTLY ASKED QUESTIONS":
Q1. Will this Mod recreate the original story campaigns?
A1. Yes to an extent, we currently have eight GDI missions and eight Nod Missions completed from the original game which have been designed and scripted in incredible detail. We also have one GDI and one Nod mission which are totally new, but they are based on popular missions featured in the Covert Operations Expansion and from the extra missions featured in console versions of the original Command & Conquer. We are continuing to do our best to work on completing the rest of the missions for future versions of the Mod.
Q2. Will this Mod finally include a Launcher?
A2. Yes it will indeed. I have assembled a simple launcher system that will let you choose between playing Zero Hour and Tiberian Dawn Redux and it even includes an option for starting the WorldBuilder map editing tool for both Zero Hour and the Mod! So feel free to make as many Tiberian Dawn Redux maps as you like while working on the ones from Zero Hour too! Or perhaps you have a desire to be converting maps between the two? Why yes you can!
Q3. Will my computer be able to handle the new graphics?
A3. While the graphics is indeed a nice new feature that we have added to Zero Hour and to the Mod, the most important thing we focused on was the gameplay. That was the purpose of Mod version 1.0 thru 1.2. The idea was that we wanted to assemble and lay out the overall playstyle of the original C&C which included an improved version of the Classic Conyard System first seen in the C&C All Stars Mod for Zero Hour. At a later date, we finally made the effort to make the graphics better while fixing many things from previous versions including several bugs and balance issues found in the Mod's gameplay. This is what version 1.3 will bring to the table this year.
For this new version, you may indeed need to have a PC that is less than 5 years old to get the best and smoothest visual gaming experience from this Mod and a multicore processor with a dedicated graphics card is a must. You could easily say that this Mod is closer to the C&C3 level of system requirements than you would for Zero Hour. After testing the LOD Settings on Zero Hour and C&C3, I do think that it is a good way to grade these new Mod graphics for determining how well you will be able to run the Mod. Do not fret, You will have an option in our new launcher that will disable these effects to bring the Mod to a level closer to Zero Hour settings so those of you with older systems will still be able to play this Mod efficiently with decent graphics from the new terrain, models and textures. We want to make sure everyone can have a fair chance at experiencing this Mod and that nobody gets left in the dust or in the dark because their PC is not powerful enough.
We hope you have analyzed this information carefully Commanders and Generals as this information may prove useful in your future battles and conquests!
FORUMS ARE HERE
CHECK OUT OUR MODDB PROFILE HERE
-sgtmyers88 & the C&C Tiberian Dawn Redux Development Team
***EVA CONSOLE TERMINATED***
sgtmyers88
on
Saturday 07 November 2009 - 20:59:01
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C&C Tiberian Dawn Redux Mod Version 1.3 will release this Christmas!
Greetings from the C&C Tiberian Dawn Redux Development Team! We return with another update and an announcement that Command & Conquer Tiberian Dawn Redux will make a release of the highly anticipated Version 1.3 this Christmas!
Our Beta Testing Team has been studying the Mod and playing through the 18 singleplayer missions that are currently completed. They also have been doing a lot of skirmish and multiplayer testing. The results are that we have achieved many important fixes in regards to stability and balancing in the past couple of weeks alone! Myself and the others feel confident with the progress we have made in this past year to go ahead and move forward with releasing this new version to the public on Christmas Day with the new graphics and fixes. I know many of you have been waiting and watching in great anticipation and your wait will soon be over!
CONTENT COMING SOON FOR VERSION 1.3:
This Mod uses never before seen visual effects with Pixel Shader 2.0 which includes Bloom Effects and detailed shadows, along with dynamic fog and sunlight effects.
New terrain textures along with new high quality shrubbery, waterfalls, and various other nature props create beautiful realistic natural scenes in the in-game maps.
Several graphical, coding, and scripting bugs have been fixed and improved.
Most of the maps, models, model skins, and particle effects have been totally replaced or improved with stunning new details not seen in most C&C Generals Mods. This includes fully 3D animating wheels and treads on models, enhanced shadowing, enhanced sun/moon lighting effects, reflective water, dynamic fog and weather effects, new terrain, and much much more!
Audio details have been improved with new sounds and effects.
Improvements and fixes have been made to the single player missions and with several of the skirmish maps that previously had various bugs.
The in-game user interface has been updated with new textures and also includes new text fonts, team/player color selections, and mouse cursors.
I strongly recommend you to check out and register at our MODDB PROFILE and FORUMS today! Join the discussion and talk with the Mod Developers!
IMPORTANT INFORMATION FOR THE FANS AND DEVELOPERS:
We are starting a new program that will last until Mid December where WE WANT YOU to take part in the Mod. If you are a Generals or Zero Hour Mapper and have a Map that you would like added to the Mod for all to enjoy or to simply see converted into the new graphics, please contact us and send it in! We would love to give your map new life in this Mod! We just require that it is in good working order and has plenty of build space and lacks any complicated scripting. We will of course, add you to the Mod Credits as a Mapper.
Have a great day as we hope to hear from you soon!
2009 sgtmyers88 and the C&C Tiberian Dawn Redux Development Team
SIMILAR NEWS CAN BE FOUND AT THE OFFICIAL C&C WEBSITE!
sgtmyers88
on
Friday 02 October 2009 - 16:19:21
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C&C Tiberian Dawn Redux Celebrates the 14th Birthday of Command & Conquer!
The C&C Tiberian Dawn Redux Development Team wishes a very Happy Birthday to Command & Conquer as it has been fourteen incredible years! As a C&C Mod Development Team, we take this day with particular pride and honor as we continue to work hard to recreate the classic C&C game that conquered the world fourteen years ago and started an epic RTS franchise!
As a reward to the beloved C&C fans, (as we are ourselves, of course) we will present a recap of some of our newest and most interesting videos and images for the C&C Tiberian Dawn Redux Mod for C&C Generals Zero Hour...
OUR SECOND MOD GAMEPLAY MUSIC VIDEO
Here are some of our latest in-game screenshots featuring never before seen dynamic fog and lighting effects for the C&C Generals SAGE Engine.
Three new "special" buildings from the classic game have been completed in order of appearance... the Bio Research Lab, the Technology Center/Prison, and the Research Hospital.
Here are some samples of the completed buttons/icons being used for Tiberian Dawn Redux Version 1.3. We are using RenX, W3D Viewer, GIMP, Shader 2.0, and Paint Shop Pro in an attempt to create these images from scratch using the actual in-game 3D Models and some random background scenery from real world photographs to give a realistic feeling!
These images are not in any way finalized for Version 1.3, but I felt I should go ahead and show you some samples for your feedback as this Mod has been and will always be developed by C&C Fans for C&C Fans. We listen and your opinion always counts!
SPECIAL NOTE: These icon images have been slightly enlarged from their originals and some of them may look grainy or distorted here.
ANOTHER NEW UNIT HAS BEEN BROUGHT TO THE MOD: THE MICROWAVE TANK
The Black Hand Subfaction of the Brotherhood of Nod has a deadly new experimental unit utilizing microwave technology at their disposal.
The image shown below is the original Westwood Studios concept art for the Microwave Tank originally planned for use in the original Command & Conquer. It was cut out before actual production began. (from my speculation it was due to story and game engine limitations) However, this tank is now brought to life and now has a home in C&C Tiberian Dawn Redux for the Nod Black Hand Subfaction! Note the slight modifications to the actual model in contrast to the concept art shown here. I also speculate that this design was actually revisited later by Westwood for Tiberian Sun in the form of the Mobile EMP Cannon for GDI as many other concepts originally intended for C&C 1 had actually made it into Tiberian Sun.

The image shown below is the actual unit as it will appear in-game for C&C Tiberian Dawn Redux! Once again, this was an experimental unit first designed to be a highly mobile (but less destructive) version of the Obelisk of Light. However, as the First Tiberian War concluded and Nod was badly crippled and lacked funds for research and production, the only existing versions of this tank design and its blueprints was eventually lost or abandoned.
As a special feature, we wish to include a interesting scripture from the Holy Bible that C&C fans and Kane/Nod Fanatics may take great interest in...
THIS IS FROM ACTUAL BIBLE SCRIPTURE:
Genesis 4:15-16
"The LORD said, If anyone kills Cain, he will suffer vengeance seven times over. Then the LORD put a mark on Cain so that no one who found him would kill him. So Cain went out from the LORD'S presence and lived in the land of Nod, east of Eden."
We hope you have enjoyed the updates from C&C Tiberian Dawn Redux as this is our gift to the fans of our beloved Command & Conquer!
Tiberian Dawn Redux Version 1.3 is getting closer to completion and will be coming soon!
Cheers from the C&C Tiberian Dawn Redux Development Team
OUR MODDB PROFILE
JOIN THE FORUM HERE
NOTE THAT WE MADE THE OFFICIAL C&C WEBSITE MOD SPOTLIGHT HERE
sgtmyers88
on
Monday 31 August 2009 - 00:11:06
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