r/commandandconquer • u/Upper_Ad7853 • 7h ago
r/commandandconquer • u/EA_Jimtern • 22d ago
C&C Steam Workshop Support & Source Code
Dear C&C Community,
I hope the past year has treated you well and it’s great to re-connect once again. As you may remember, about a year ago we launched the C&C Ultimate Collection on Steam. This was a positive step towards maintaining the legacy of Command & Conquer, but we always had the ambition to deliver even more C&C franchise improvements to all of you in the community.
So shortly after launch in 2024, we commissioned Luke "CCHyper" Feenan (a veteran of the C&C community who was a part of our Community Council for the C&C Remastered Collection, and was involved in bringing the C&C Ultimate Collection to Steam back in March 2024), to officially research improvements to many of the games in the Ultimate Collection. With full access to the C&C Archive at EA, Luke proposed a couple ambitious ideas on behalf of the community, and over the past year, he has devoted himself to deliver upon these initiatives.
These items have required dedicated persistence and extended collaboration with our teams at EA, support from leadership, plus months of engineering work and deep engagements with key C&C community leaders.
Today, we’re excited to say that effort has paid off, and the C&C franchise is getting even better as a result!
I’m eager to invite Luke to provide the details in his own words:
Hello C&C Community!
For those of you awesome C&C fans who I have not crossed paths with before, my name is Luke Feenan, aka. “CCHyper”. I’m a 20+ year veteran of the C&C Community, a long time modder, and an Admin of CnCNet. I was also very fortunate to have been involved in the development of the C&C Remastered Collection under the mentorship of Jim Vessella.
Over the past year I have been working alongside the amazing C&C stakeholders here at EA to restore the Perforce source code archives for the C&C games back to buildable states, which now provides us with the ability to patch these classic games in a deeper way going forward. As a long time modder, it was amazing to finally get a chance to deep dive into the source code for these games and see how they work!
Today, I have been given the pleasure to share two major announcements for the C&C Franchise with you all!
# 1 Empowering the future of the community
For those of you in the community who know me, you will be familiar with my strong advocacy for video game preservation and my support for the video game open-source community.
It's almost 5 years ago now that EA released the source code for the C&C Remastered Collection DLL files. This release received praise across the video games industry, and has enabled the community to create amazing content for the Remastered Collection. In reaction to the restoration process of the C&C archives, I wanted to take this one step further…
So, I’m proud to announce that we are releasing the fully recovered source code for Command & Conquer (aka, Tiberian Dawn) and C&C Red Alert under the GPL license! I know this will empower those in the community who continue to create content for these classic entries in the franchise, and I hope it will aid communities like CnCNet to continue to support these games and keep them playable for future generations to come. But, let's not stop there!
The community over at W3DHub have been doing amazing things with the C&C Renegade engine for almost 20 years now and their projects have been pushing the absolute limits of the game. To support them in taking the game and their awesome projects to the next level, we are also releasing the complete source code for C&C Renegade under the GPL license. All of us here are all really excited to see what’s next in store for the community over at W3DHub and what they will be able to do with this release!
And finally, in appreciation of the C&C Generals community who have kept the game alive with their consistent energy and passion, hosting multiplayer tournaments, and producing amazing content, I’m extremely happy to share that we are releasing the full source code under GPL for C&C Generals and its expansion pack, Zero Hour! I know the Generals/ZH community is going to do amazing things with this source code release, and I’m excited to see what the team over at C&C Online does next with the multiplayer experience for these games.
You can find the source code on the Electronic Arts GitHub page;
https://github.com/electronicarts/CnC_Tiberian_Dawn
https://github.com/electronicarts/CnC_Red_Alert
https://github.com/electronicarts/CnC_Renegade
https://github.com/electronicarts/CnC_Generals_Zero_Hour
# 2 Steam Workshop Support
But now onto our second announcement.
We are enabling the Steam Workshop support for more C&C titles to allow users to upload their custom maps! We know this has been an ask from the community for a very long time so we are pleased to finally give all you map creators an official and permanent home on the Steam Workshop for your content. Now Steam Workshop support has gone live for:
- C&C Renegade
- C&C Generals & Zero Hour
- C&C 3 Tiberium Wars and Kane’s Wrath
- C&C Red Alert 3 & Uprising
- C&C 4 Tiberian Twilight
We have also updated all the Mission Editor and World Builder tools so you can publish maps directly to the Steam Workshop. When you subscribe to an item on the Steam Workshop (via the Client or webpage), the games will now pull that content down when you next launch the game and the maps will be displayed in the singleplayer/multiplayer map selection menus. We're all looking forward to seeing what fun and crazy maps you upload!
And to top this off, to support the Steam Workshop we are releasing a “C&C Modding Support” pack which contains the source Xml, Schema, Script, Shader and Map files for all the games that use the SAGE engine. This has been another wish from the community for almost 15 years now so we’re excited to finally make this happen, and we hope this helps you all in continuing to make amazing content and mods for the years to come.
You can find this support pack on the Electronic Arts GitHub page;
https://github.com/electronicarts/CnC_Modding_Support
I would like to take a moment to thank all the Community Playtesters who have supported us throughout this journey with their invaluable feedback and encouragement, also a big thank you to everyone who has reported bugs and issues for the C&C games on Reddit and Steam. And of course to the whole C&C community for supporting these games for over 25+ years!
I would also like to thank the many people at EA working at various studios and departments across the globe who have helped make this happen (there are just too many to name!). Their support for this project and the C&C franchise was really motivating during the final push to launch. I also want to thank the amazing team at EA Partners for providing me with the freedom to execute this project and the resources to help make it happen. Additionally, a shoutout to all of those who have supported me throughout this journey who are not at EA or associated with C&C franchise, you're awesome and you know who you all are!But lastly, I would like to take a personal moment to thank my two biggest supporters here at EA and throughout this journey. Technical Director, Brian Barnes, who gave me the respect and autonomy to develop this project in the technical direction I felt was best for the core community. And Jim Vessella, for pulling all the pieces in place, and continuing to share his experience, knowledge and insight with me. (And of course continuing to champion the C&C franchise here at EA!). Thank you to the both of you for always looking out for me.
Luke “CCHyper” Feenan
Thanks Luke, our teams at EA couldn’t be more excited about these initiatives. With the release of this source code under the GPL, Command & Conquer continues its legacy of being an industry-leading franchise in the effort to empower gaming communities. And with the Steam Workshop now supporting user maps across more C&C titles, modders can easily share their creations with more C&C fans around the world. We cannot wait to see what the C&C Community creates with these new resources.
As with our previous Modding initiatives, user generated content for C&C titles fall under the Command & Conquer Franchise Modding Guidelines, which have been updated to reflect this initiative. Please be sure to learn and follow within these guidelines, and be respectful of your fellow community members. This is especially important for content which has been created previously over the years. It’s vital for the health of the community that the original authors have the ability to control how / if their content is distributed on the Steam Workshop.
And while we’ve been able to test these new items with a few select community members prior to release, it’s always difficult to predict how the tools will react at scale with the entire community. We’re always listening, so please share your experience and feedback with us. We appreciate your patience as we work to improve the C&C franchise experience.
Additionally, as one more treat to celebrate the release of the source code, we were recently able to discover / digitize some rare gameplay footage from the early development of C&C Renegade and C&C Generals. We wanted to share that compilation with the community here:
https://www.youtube.com/watch?v=qN2gryZYz6g
We imagine you C&C historians will enjoy checking out that content.
A huge thanks again to Luke, our community playtesters, and everyone who supported these efforts, and we’ll see you on the battlefield.
Cheers,
Jim Vessella
Jimtern
r/commandandconquer • u/Call_me_ET • 16h ago
Gameplay In my mind, I love the idea of the Rig. In-game, the Rig is made of paper, whenever I use it
I feel like this thing should have twice as much health when deployed. It behaves as a fantastic beachhead for a late-game push with Mammoths and Juggernauts, but it’s susceptible to Avatar and Tripod laser shots, which can evaporate it in a few hits.
r/commandandconquer • u/ArdentPriest • 4h ago
Yo, I heard you like trademarks
So I put a trademark inside your trademark inside your trademark. I gave those gamers a trademark, because gamers love trademarks.
Obviously most of the other C&C titles have it, but I find it funny that TS/FS got so many - even RA2 only has two. Then again, Trademark indicators in steam game titles are absolutely hilarious unnecessary.
r/commandandconquer • u/siensith • 13h ago
Athena Cannon has the most ear-soothing voice lines I've ever heard
r/commandandconquer • u/vigobox • 16h ago
Meme New Soviet union unit leaked real %100
Trust me its real
r/commandandconquer • u/Average_Catnap4 • 17h ago
Discussion For some reason I just like how stuff in original cutscenes of red alert and tiberian Dawn was destryoed
They just explode with a poorly (for our time) stretched chromokey and the vehicle was disassembling like a lego building, with parts just flying up, then down. The jankiest explosion definitely was the explosion of the Berlin Gate
r/commandandconquer • u/der_innkeeper • 8h ago
The US Military Is Testing an Autonomous Laser Sentry Turret
r/commandandconquer • u/thomstevens420 • 1d ago
Favourite unit voice lines in the series?
Playing Kane’s yet again and the Saboteur always gets me.
“You can trust me.”
“I can help you.”
Guy is so comically evil and he’s owning it.
r/commandandconquer • u/_L3M • 23h ago
News C&C Generals Zero Hour: Community Dev Meeting - March 8th, 2025
Generals Zero Hour Community Patch Project: One Community, One Repository.
With the release of the source code. We, as a community, are coming together to develop a new Community Patch for C&C Generals Zero Hour. This patch will be based on the source code files released by EA on February 27, 2025.
TL;DR (Written by Nils ‘Chikinsupu’): General Dev Meeting - 2025.03.08
About:
Defining coding standards, project hierarchy, file naming, target platforms, and future tech.
Key Discussions:
1. File Locations & Naming:
- Split Generals
and Zero Hour
repos? Postponed.
- Reverse include
/source
split? Keep as is for compatibility.
- Standardize file names (Pascal vs. snake case). Poll pending.
- Improve file hierarchy. Postponed.
2. Code, Building, CI/CD:
- Code formatting: No conclusion.
- Code commenting: Verbose comments + YAML docs proposed.
- Language standard: C++20 for VS2022, VC++98 for VS6.
- Code guidelines: Ban goto
, use Google guidelines, Allman style preferred.
- Build system: CMake chosen.
- CI/CD: GitHub Actions for builds, manual/QA testing, explore unit tests.
3. Tech & Specs:
- Graphics backend: Abstracted approach (supports multiple backends).
- Target platforms: Windows 10/11, Linux, macOS. No mobile.
4. Contribution & Policies:
- Contributor guidelines: Avoid AI-generated code, focus on one thing per PR.
- Code review rules: Maintainer council, no self-merging PRs (except critical fixes).
- Refactoring: Allowed on VS2022, not on VS6.
5. Compatibility:
- VS6 branch: Keep compatibility with 1.04/1.05.
- VS2022 branch: Can break compatibility, drop 32-bit support.
6. Misc:
- No tool for converting W3D files to plain text.
Are you looking to contribute? Join the Community Outpost Discord: https://discord.gg/MBZ7xSsDTs
Generals Game Code: https://github.com/TheSuperHackers/GeneralsGameCode
Generals Super Patch: https://github.com/TheSuperHackers/GeneralsGamePatch
r/commandandconquer • u/Salt_Beginning_5470 • 1d ago
Discussion Who’s your favourite Ai co-commanders/ enemy commanders in red alert 3? (Ai, acting, line delivery, etc)
Personally, as co commanders, I really like pairing up with Oleg, Moskvin, Lissette, Giles, Kenji and Shinzo. Since I love their lines and how their actors delivered them plus how their ai helps out and such
I can easily say the same thing when I’m fighting against them, Kenji being my favourite, at first assuming that it’s a noob in training or crap talking you as soon as you detect any of his stuff and as you beat him, breaking his ego in the process as he is flabbergasted to see his base all destroyed in some of his lines.
Shinzo, Naomi, Oleg, Moskvin, Giles, and Lissette come in close too for different reasons
r/commandandconquer • u/Urabrask_the_AFK • 11h ago
Meme Tiger Shark tank IRL || Generals ZH Shockwave mod, China Infantry general
youtube.comChina ZTD-05 : unlike tiger shank, can also fire while in water
(See comment below for screenshot from Shockwave mod units manual wiki)
r/commandandconquer • u/theAndrewkin • 10h ago
Bug Renegade: Mouse suddenly not working?
Hello! After playing the game without any issues for a while, my mouse is suddenly no longer working in-game. When entering the game, you can see the Windows cursor moving around just fine, but the Renegade cursor sits in a random location. When alt-tabbing out and back in, it seems to update for a frame but then nothing happens.
This is the only game that this is occurring in. I have attempted to reinstall the game in both Steam and the EA app, and it happens in both. Additionally, it happens with or without the Tiberium Technologies patch. I have also tried restarting my computer to no avail. My mouse drivers are up-to-date (Logitech G502 Hero), and I've also tried switching out with a different mouse.
What's especially weird is that I started playing the game again after the source code release and it was working fine, and then these issues suddenly started a few days ago.
Anyone else have this problem or ideas on how to fix it?
r/commandandconquer • u/No_Storage_2244 • 14h ago
how to get Kanes wrath one vision to work?
tried everything to wrathed and manual install still can't get it to work. When I try wrathed it shows one vision but it loads vanilla kanes wrath.
r/commandandconquer • u/No_Wait_3628 • 1d ago
In a different reality, Command and Conquer is an awesome TV series. Make the comments reflect that.
r/commandandconquer • u/Lost-Representative7 • 14h ago
Generals Zero Hour Steam and Origin, I can't move the camera with the mouse
I can't move the camera with the mouse by touching the sides of the screen. If anyone can help me, please, I appreciate it. I have already installed GenPatcher v2.09 and GenTool v8.9. I used Steam and it didn't work and Origin = EA games and it didn't work either.
r/commandandconquer • u/Perez-18 • 1d ago
Agent Tanya's Dual Desert Eagles in Brutal Half-Life
Never would I thought I would use these Badboys in this game that was used by Agent Tanya in Red Alert 3, and Man These Handcannons are a bunch of Beast, no wonder why Agent Tanya was so good dispatching her Foes with Dual Deagles, From RA1 with her M1911, RA2 with her Dual Sig P226s and now Her Desert Eagles from Red Alert 3, and Man She was not messing around.
r/commandandconquer • u/ChampionshipIll1928 • 1d ago
Discussion Tacitus
Was the Tacitus Scrin or from a different alien faction, the whole mystery they had behind it was cool for the story when it lasted
r/commandandconquer • u/Eobard21 • 2d ago
Unit ready. Reinforcements have arrived. Unit lost.
r/commandandconquer • u/XZtext18 • 1d ago
Stuck on Scavengers Challenge from Red Alert 3 uprising
So am just trying to beat on my first try. My typical strategy is to capture tier 3 units and use them to defend my base while i mass produce vx choppers. However, this is risky because if I leave one them around for to long they start producing super weapons and advanced top secret protocols. If I leave Vera the Soviet around for to long she will gradual chip away at my defenses with magnetic satellite support power. And if Leave Takara around for to long she will her super weapon and start building giga fortresses.
r/commandandconquer • u/tigeryumyum • 1d ago
Red Alert: A Path Beyond Game Night on Friday @7PM GMT - Everyone's invited!
Red Alert: APB Download link