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New C&C: Remastered Collection patch has been released!
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Supreme Banshee

Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Aug 06, 2020 6:23 pm    Post subject:  New C&C: Remastered Collection patch has been released!
Subject description: It's time for mods to dominate the world... with LAN workarounds!
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An important patch for the C&C Remastered Collection has been released today and that includes LAN play... with the ability to play mods on LAN. With few tricks, and I guess somebody will be able to play these mods with people around the world, heh? But guess what? LAN play is just one of the countless features of this patch. Here's Jim "Jimtern" Vessella's fully detailed post about today's patch:

Fellow Command & Conquer fans,

Today we’ll be launching our second major update for the Command & Conquer Remastered Collection.

As I’ve been sharing with you over the past month via our Beta Patch updates, this Patch focuses on the following items:

   LAN Play

   Balance adjustments to address several key issues

   Incorporating community maps as official Quickmatch maps

   Dozens of QoL improvements and bug fixes across the board

   Upcoming Quickmatch leaderboard reset

Below you will find the full list of Patch Notes for this update. Note: the Quickmatch changes will likely go into effect a few hours after the Patch goes live. But before we get too deep into the detailed list, let me provide context on each of the key items in this patch.

LAN Play:

As requested by the community over the course of the project, this update includes our official implementation of LAN Play. LAN Play allows players to enjoy Mod content in multiplayer, and should be an evergreen way to enjoy multiplayer far into the future. We did our best to test this feature amongst the Covid situation during development, along with attempting to get feedback from the community via Beta patches. But given the variety of ways people could play over VPN and with Mods, we expect there still to be some quirks in the system. Please continue to provide feedback so we can make any refinements going forward.

Balance Adjustments:

Over the past several weeks we’ve been collaborating with the community to tackle a few key balance items in the game. To see further context for these adjustments and read the full community discussion, please refer to my previous post here.

Community Maps:

A few weeks ago we announced the initiative of incorporating community made content into the actual game update so they can be officially utilized in Multiplayer and Quickmatch. We have decided to keep the first batch of Community maps as revealed, but have also made a few adjustments of the previous maps based on community feedback. The full details of these maps can be seen in the patch notes below.

Quickmatch Leaderboard Reset:

As mentioned in my previous post, we are getting ready to reset the Quickmatch ladder to get a fresh start on all these Quickmatch changes. This reset will likely happen in the next 48 hours if the patch launch here goes smoothly. In addition, one new feature of this patch is the ability to view the Leaderboard results of previous seasons (which should take a snapshot of the final results of this first season).

However, on this note I wanted to address a key topic with the leaderboard. We’ve seen reports, evidence, and even people admitting about “boosting” their leaderboard rank with alternate accounts. We feel this breaks the ethics of the Quickmatch landscape and undermines the leaderboard system. Being part of the C&C community should be a positive and fair experience for all players. So here’s the deal, we’re going to give a pass on this previous season, but this behavior will not be acceptable after the leaderboard reset. I respectfully ask everyone to please engage in ethical play behavior going forward, and if you are not sure what that means, I think reading our Positive Play Charter is a good place to start.

Mod Compatibility:

I’ll then reiterate this message from our previous Patch Notes. Because this patch includes updates to the TiberianDawn.dll and RedAlert.dll files, it’s likely that some 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.

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 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:

   LAN Play has been added to the game, including the ability to play LAN games with Mods enabled and over certain VPN networks. When browsing LAN games, the UI should display which Mods are required to join each game. LAN Play can be accessed directly from the Main Menu.

   Added the ability to change the resource regeneration speed in Skirmish and Multiplayer games. This is now a slider in the Rules section of the game lobby (With value “1” being the legacy default)

   Added a shortcut “Download” button to the Join Game and Lobby screens to quickly download a selected Custom Map by the host. This should make it much easier to grab Custom Maps and try them out. Along with this change, we are adjusting the lobby list so games with Custom Maps should appear alongside all other hosted games.

   Added the following community maps into the official game:

       "Elevation" (TD) by AchromicWhite & Lovehandles

       “Quarry” (TD) by AchromicWhite & Lovehandles

       "Heavy Metal" (TD) by FeRReT666 & Lovehandles

       "Electric Avenue" (TD) by FeRReT666 & Lovehandles

       "Canyon Pursuit" (TD) by AchromicWhite

       "Tournament Arena" (RA) by [UF] freezy

       “Tournament Ore Rift” (RA) by [UF] ^^ZxGanon^^

       "(WHT) Canyon" (RA) by AchromicWhite & FeRReT666

Quality of Life Improvements:

   Balance adjustment - In Tiberian Dawn the APC now has the Repair Facility as a pre-requisite to build, in order to help mitigate the early APC + Engineer rush

   Balance adjustment - The GDI Weapons Factory health has been increased by 30%

   Balance adjustment - The Naval structures have been removed the the victory condition

   Balance adjustment - The Nod Cargo Plane delivery time has been normalized to 5 sec

   Added the ability to Quickload with a Hotkey

   Quicksaving should now work in Custom Missions and Skirmishes with Custom Maps

   The USSR sub-faction price discount should now display properly in tooltips

   Improved the Harvester logic so it will more reliably collect Gems in the adjacent cell

   Added a flash back to the Nuke explosion in both games

   The Stop and Guard hotkeys can now be held down

   Made it so the “Insufficient Funds” dialog will no longer play if you’re not building anything

   Increased the priority of the “MAD Tank Deploying” voice over so it can be immediately heard

   Made a slight adjustment to how the enemy Airstrike targets in Nod Missions. The A10s should now focus on a single-target instead of splitting to multiple targets. This was a tough issue to track down and still looking for player feedback on how it feels in this new patch.

   Harvesters should now properly respond to a docking queue and override if a manual docking command is given

   Improved the readability of the text on the score screen in Tiberian Dawn

   Updated the Radar visuals for when its being jammed by a Radar Jammer or Tesla Tank

   Enabled the Hell March and Act on Instinct Achievements to be unlocked via the Main Menu Jukebox

   Added a download window when subscribing Mods via the in-game Mods browser

Bug Fixes:

   Fixed an issue in Tiberian Dawn where aircraft could force fire into the shroud

   Fixed an issue where the Transport Helicopter wouldn’t land if the spot was occupied

   Fixed an issue where Custom Missions were not loading if the number of sub-folders were greater than the number of custom missions

   Fixed an issue where the AI would sell the Temple of Nod in the final GDI mission and prevent the Ion Cannon ending

   Fixed an issue where Civilians and Technicians were not being automatically targeted by player units

   Fixed and issue where players could not see allied stealthed units, including Submarines and Stealth Tanks

   Fixed an underlying issue which may have been causing units to be uncontrollable at the start of a Quickmatch game

   Fixed an issue where the signal flare would stop animating after loading a saved game

   Fixed an issue where the Aftermath mission “Brothers in Arms” was near impossible to beat on Hard difficulty due to increased speed of Attack Dogs

   Fixed a legacy issue where turreted units would perceive their range differently depending on the unit’s facing, sometimes causing units to unnecessarily move into enemy range

   Fixed an issue in the Map Editor where several ital Red alert options were missing, such as MaxInfantry, MaxVessel, TechLevel, and IQ

   Fixed a legacy exploit where units could get stuck in a building if constructed while a unit was pathing through the tile

   Fixed a crash when trying to host a Custom Map game when there were subfolders in the custom map directories

   Fixed an issue where the User Maps dialog screen was taking an incredibly long time to load previews

   Fixed an issue where Harvesters would pause outside the Refinery before unloading upon receiving a docking command

   Fixed an issue where enemy units would become invulnerable in Soviet Mission 12

   Fixed an issue where a highlighter was seen when hovering over mission briefing text

   Fixed an issue where sometimes infantry controlled by the AI wouldn’t play idle animations

   Fixed an issue where replays weren’t generated if the AI won certain games

   Fixed an issue where the Save Button was getting disabled upon dismissing the overwrite save confirmation pop-up

   Fixed a typo in the description of Tiberian Dawn Bonus Gallery #047

   Fixed an issue where Sarajevo East and Sarajevo Center were swapped on the map selection screen

   Fixed an issue where Quicksaves were being overwritten between Tiberian Dawn and Red Alert

   Fixed an issue where the Introduction video button was getting disabled at times

   Fixed an issue where players were getting stuck in an error message when joining a full lobby game from the desktop

   Fixed an issue where the Badajoz map was incorrectly listed as a Snow climate

   Fixed an issue where the Sonar Pulse was only available for one time when infiltrating a Sub Pen with a Spy

   Fixed an issue where the Harvester wouldn’t follow orders after being moved off a repair pad

   Fixed an issue where aircraft were not getting destroyed once all player structures were destroyed

   Fixed a crash when destroying Ant nests in the ant missions

   Fixed an issue where Visceroids were dying immediately after spawning

   Fixed an issue where Custom Mission Briefings were empty on the Load Game tab

   Fixed an issue where the health bar would reveal hidden Submarines in legacy graphics mode

   Fixed an issue where reinforcements wouldn’t arrive in Spec Ops mission M1 if the Commando was in a specific location

   Fixed a subtitle typo of Mobius in the GDI Mission 12 briefing

   Fixed a subtitle typo in the GDI Mission 8 briefing

   Fixed an issue where the tech level was set too low in Funpark Mission 2

   Fixed an issue in the Map Editor where several scorch marks and craters were shown as large cells

   Fixed an issue in the Map Editor where the default setting for Mission units was set to “Sleep”

   Fixed an issue in the Map Editor where the default New Map creation was set to Cancel

   Fixed an issue in the Map Editor where the bottom tile picker was unavailable

   Fixed an issue in the Map Editor where the toolbox would go behind the Windows Taskbar

   Fixed an issue where Mission Briefings were getting scrambled text display

   Fixed an issue where the Spec Ops missions had inconsistent tech levels

   Fixed an issue in the Map Editor where Red Alert custom missions couldn’t use the @@ to force line breaks

   Fixed an issue where the Chem Warrior was not available at build level 98

   Fixed an issue in the Map Editor where players couldn’t resize the bottom tile picker

   Fixed an issue where the player name would occasionally show up as an AI player name in the player panel

   Fixed a crash when sometimes using the Ion Cannon

   Fixed an issue where the Player Panel would appear in single player custom missions

   Fixed an issue where the voice over for the Repair Facility wasn’t triggering

   Fixed an issue where enemy GDI Airstrikes were not disabled upon destroying the Communications Center in Nod Mission 13

   Fixed an issue in the Map Editor where the internal length limits for team types and triggers were not being enforced

   Fixed an issue in the Map Editor where checkboxes were being re-ticked upon reloading the map

   Fixed an issue in the Map Editor with the underlying Player settings

   Fixed an issue where right-click on a wall would cause an exception error

   Fixed an issue where the host couldn’t launch a match if all players had set their faction to Random

   Fixed an incorrect description in the tooltip of Parabombs

   Fixed a typo in AIPlayer1 in Observer mode

   Fixed an incorrect description in the mission objective of “Don’t Drink the Water”

   Fixed an issue where infantry were blocking the Ore Harvester from spawning

   Fixed a crash when sometimes loading the next Nod campaign mission

   Fixed an issue where the EVA dialog “Our base is under attack” was not playing for all allied players

   Fixed an issue where a camera bookmark was moving one cell to the right

   Fixed an issue where the Retry Mission dialog box was not appearing for Funpark Missions

   Fixed an issue where the Retry Mission dialog box was not appearing for Custom Missions

   Fixed a tile display issue on the Badajoz map

   Fixed an issue where structure health bars were not showing in Yellow when they should be

   Fixed an issue where the Spy was playing boxing animation frames when killed by Grenadiers

   Fixed an issue where units were not getting repaired on the Service Depot in Soviet Mission 10

   Fixed an issue where Submarines were not submerging after finishing an attack

   Fixed an issue where the Nod briefing text was becoming corrupted after Alt-Tabbing

   Fixed an issue where an enemy Medic would health the player infantry on certain missions

   Fixed an issue where air units would disappear when flying too close to the top map border

   Fixed a crash when sometimes opening the Options Menu

   Fixed a crash when sometimes opening the Player Panel

   Fixed an issue where the Sell and Repair sound FX were heard by other players

   Fixed an issue where certain VFX were not showing up in Multiplayer games

   Fixed an issue where the scroll bar in the Mods UI menu would pop back to the top

   Fixed an issue where a faction icon wasn’t displayed in the replays tab when choosing Random

   Fixed a crash when playing Aftermath mission “Harbor Reclamation”

   Fixed a crash when using the Quicksave command in rapid succession

   Fixed an issue with saved games from Custom Missions not appearing if they were the only save file present

   Fixed an issue in the Map Editor where some trigger values were seen as “0” after re-opening a saved map

   Fixed an issue in the Map Editor where the active size of the map was not visible when dragging to resize the map boundaries

   Fixed a typo in the final Nod Mission Briefing

   Fixed an issue where the Custom map list was being improperly indented

   Fixed an issue where infantry were automatically coming out of a Barracks without being purchased

   Fixed an issue where the Civilians were not revealing the shroud

   Fixed an issue where no music was being heard in GDI Mission 15

   Fixed an issue where the incorrect starting units were displaying in the Replays / Observer menu for Quickmatch

   Fixed an issue where the timer would disappear when loading a saved game on Allied Mission 10

   Fixed an issue in the Map Editor where tile P15 was not a complete terrain piece

   Fixed an issue where no sound FX was playing when activating / deactivating the Radar Map

   Fixed an issue where loading a Skirmish game would enable super weapons even if they had been disabled at game start

   Fixed a crash when trying to host a Multiplayer game with a Custom Map

   Fixed an issue where the “Primary Building Selected” voice over was not being heard in Tiberian Dawn

   Fixed an issue where several Red Alert assets had incorrect spaces in their filenames

   Fixed a crash when toggling Sell mode on certain missions

   Fixed an issue in the Map Editor where the trigger editor had no buildings listed for the “Built it” event

   Fixed an issue where the allied AI team members were not revealing shroud when attacking

   Fixed a crash when multiple MiGs attack a target in Soviet Mission 12

   Fixed or improved dozens of mismatched terrain tiles in a variety of multiplayer maps across both games


   Increased the default resource regeneration rate to value 3 in the new slider

   We are then making the following Map Pool adjustments based on community feedback:

       Tiberian Dawn

           Removing “Eye of the Storm” from the pool

           Removing “Nowhere to Hide” from the pool

           Removing “Tiberium Garden” from the pool

           Removing “Four Corners” from the pool

           Removing “Red Sands” from the pool

           Adjusting “Monkey in the Middle” to be Top Left vs Bottom Right spawns only

           Adjusting “One Pass Fits All” to be Top Left vs Bottom Left and Top Right vs. Bottom Right as the only viable spawns

           Adding “Elevation” community map to the pool

           Adding “Quarry” community map to the pool

           Adding “Heavy Metal” community map to the pool (Opposite corner spawns only)

           Adding “Electric Avenue” community map to the pool (Opposite location spawns only)

           Adding “Canyon Pursuit” community map to the pool

       Red Alert

           Removing “Things to Come” from the pool

           Removing “Shallow Grave” from the pool

           Removing “Equal Opportunity” from the pool

           Adjusting “Bullseye” to be Top Right vs Bottom Left spawns only

           Adding “Path Beyond” to the pool with Top Left vs. Bottom Right spawns only

           Adding “Tournament Arena” community map to the pool

           Adding “Tournament Ore Rift” community map to the pool

           Adding “Canyon (WHT)” community map to the pool

Thanks to everyone who contributed their feedback during our Beta Patch process, and 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


And, as Jim said, every patch like this one that alters the DLL files makes old mods incompatible. Pay attention the instructions above once newer versions of your favourite mods get released. For those who create those mods, EA has already committed the changes. Good luck when merging them with your stuff. If you have any doubts on how to use GIT to do that, check this amazing tutorial.

Key Words: #News #CommandAndConquerRemastered #RedAlertRemastered #CnCRemasteredCollection 

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Location: It was Damascus.

PostPosted: Thu Aug 06, 2020 7:30 pm    Post subject: Reply with quote

Uff. They have been busy alright...
One and only developer of C&C S. True Supremacy.
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I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue
I once ninja'd MigEater #Tongue
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