Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch Redux
366 Comments
Duckle up duckeroo 29 Jul @ 8:24am 
Ai will break walls regardless of the INI settings with test build 9. (most recent)
Nyerguds 13 Jul @ 11:06am 
Hm, did you ever fix aircraft spawning not looking for available pads? I just added that, but I don't see it in your feature list.
https://github.com/Nyerguds/CnC_Tiberian_Dawn/blob/938905c2e9b929087b7c4dc9052c2bc9c1ca088c/CODE/AADATA.CPP#L615
john_drak 26 May @ 6:21am 
I finally deleted my temporary CFE PRP TD mod because, apparently, the newest stable version of CFE Patch Redux is the latest test build, and it is indeed a big improvement to version 1.8.

Thanks to Chthon for doing this amazing work.
Nyerguds 2 Apr @ 10:45pm 
Do you have multiple mods enabled? Because the remaster doesn't really support that except if they just change some assets like graphics or sounds.
trey 2 Apr @ 9:37pm 
And for some reason i cant place down buildings with this enabled?
trey 2 Apr @ 9:25pm 
Wall connection not working for me
Mr.Anubis 25 Mar @ 10:13pm 
Best Mod!
Chthon  [author] 9 Mar @ 6:43am 
Thanks WakizashiM! I did see the news. However, like Nyerguds said, there's nothing new in that we both need and don't already have.
Nyerguds 28 Feb @ 6:49pm 
@ WakizashiM not sure why that would matter. The only thing in there that isn't already in the remaster code is the code for paying audio and video, which the remaster doesn't use, and a bunch of toolsets for creating the classic files, which the community already reverse engineered.
WakizashiM 28 Feb @ 1:58pm 
Hi Chthon,
Have you seen the news?

https://www.reddit.com/r/commandandconquer/comments/1izmpmb/cc_steam_workshop_support_source_code/

The full source code for C&C and RA1 have been released! Do you think that that might make it easier for you to do what you want to do with this mod?
Chthon  [author] 20 Feb @ 8:21pm 
@RoseHime: Use the latest test build on github.
RoseHime 19 Feb @ 9:00am 
Hi Chthon, can you take a look to see if you resolve an issue cause by this mod.
The AI will not build or rebuild their base if this mod is enabled.
Narxes081206 27 Dec, 2024 @ 8:45am 
I got it to work. Thanks for the reply.
Chthon  [author] 27 Dec, 2024 @ 8:00am 
@Narxes081206: Do you mean rally points for buildings, or movement queue for units? To set rally points, select the production structure, then click on the ground somewhere. For movement queue input, read the wiki page [github.com]. TD input is NOT on the Q button like RA due to GlyphX limitations. (Also, use the latest test build from github. I scrapped the RA implementation and completely rewrote it in the test build.)
Narxes081206 21 Dec, 2024 @ 8:50pm 
The mod isn't letting me set waypoints. This is the only mod I have installed and active.
Chthon  [author] 16 Dec, 2024 @ 10:51pm 
Regarding Turkey, I think I will try the following change as the default: Grant a build speed bonus as if you had 1.1x as many factories beyond the first one. E.g., if you have 2 factories, treat it as 2.1; or if you have 3 factories, treat it as 3.2. So you still get a build speed bonus, but it's not as big and it's not available as early.
Chthon  [author] 13 Dec, 2024 @ 5:21am 
Yes, it works fine with the recent patch. Do you have any other mods active? It's not enforced by the UI, but there is a 1-mod limit in practice. Trying to use multiple mods at once leads to problems.

Also, it shouldn't matter for compatibility, but use the test build off github rather than steam workshop.
Stealth Rabbi 12 Dec, 2024 @ 11:29am 
I'm on v1.153
Stealth Rabbi 12 Dec, 2024 @ 11:28am 
@Chton I have the mod enabled. It worked briefly, on a single map. But now I'm on a Nod mission and with the mod enabled, not only can I not do rally points, but I can't place any buildings -- the footprint is cut in half horizontally, and nothing can build.

Is this mod compatabile with the latest version of the game?
Nyerguds 12 Dec, 2024 @ 4:29am 
Chthon: Not really a multiplayer guy, so I have no idea about viable alternatives, sorry.
Chthon  [author] 11 Dec, 2024 @ 10:25pm 
@ Stealth Rabbi: Did you forget to enable the mod via the in-game mod menu? Do you have any other mods active?
Stealth Rabbi 11 Dec, 2024 @ 6:58pm 
I'm on Win11. I installed this mod and enabled. Nothing seems to be function. I can't set waypoints from unit buildings, and I can't do attack move. I tried with class and modern mouse controls as well. This is in Tiberium Dawn.
WakizashiM 7 Dec, 2024 @ 8:03pm 
Hey Chthon,
Thank you for still giving this game some of your free time. I'm super glad that you are still working on this, as your patches are essential for my enjoyment of the games.

Take your time and take care!
Chthon  [author] 5 Dec, 2024 @ 5:52am 
Hmmm... Could it be balanced at some lesser value, like say 5%, or maybe when paired with a penalty like 10% increased cost, or is faster build just inherently imbalanced? Assuming the latter, any ideas for a replacement bonus?
Nyerguds 4 Dec, 2024 @ 11:13pm 
Turkey's bonus was broken originally, and I believe in the original game, it wasn't a selectable multiplayer faction, so the bug went unnoticed. But when they fixed it, indeed, it turned out to be overpowered to the point there was no point in playing any other country. So that's why they reverted it.
Chthon  [author] 4 Dec, 2024 @ 11:04pm 
I suppose if I ever get RA caught up, I'll add a toggle for Turkey's build speed. Any idea what the rationale for the change was? Was Turkey overpowered with it?
Nyerguds 3 Dec, 2024 @ 12:15pm 
Turkey's build speed is indeed the change. It was disabled in 2021 in a server-only patch, and this change is now propagated to the actual client.
Cookie 3 Dec, 2024 @ 9:22am 
Ahhh. My bad. I forgot to turn the mod on in the options menu...
Sorry, it´s been a while. :-D

Works fine on my end now.
Chthon  [author] 2 Dec, 2024 @ 7:15pm 
On a different note, you all may have noticed I've been MIA for quite awhile. Long story short, my PC abruptly died, I still haven't finished migrating everything from backup to a new PC, I had trouble getting C&C to run at all on my new PC (which I just finally devised a workaround for today), and I've been sidetracked by another project that was supposed to take a couple days, but has blown up into a multi-month thing.
Chthon  [author] 2 Dec, 2024 @ 7:15pm 
As best I can tell, the current mod binaries still work.

I did a diff of the source code in the game folder, vs the source code on github, vs the source code in the game folder in a backup from several months ago. There are only 3 changes:
1. Different line breaks on github (*nix style) vs game folder (windows style)
2. A number of comments referencing line numbers in a particular file are off by one.
3. Turkey's build speed modifier is disabled via #if (0) with a comment dated 1/18/2021 in RA's techno.cpp in the current game folder source code, but enabled in the github source and the old backup game folder source.

I suspect this might be a version control error at Petroglyph/EA, since the comment accompanying the only substantive change is dated almost 4 years ago.

I'd welcome any insights into whether this change is desirable.
Nyerguds 1 Dec, 2024 @ 3:57pm 
Not sure anything changed for TD, actually.

btw, Chthon, note that the source code was apparently not updated on GitHub. But the version included in the game folder is correct.
Cookie 1 Dec, 2024 @ 2:23pm 
Any plans to update these mods so they work with the recent patch?
Nyerguds 21 Jul, 2024 @ 11:49am 
You know, that GDI9 Fix should really be that the player loses when they fail the south objective, not that the AI surrenders when only these turrets are left. That's kind of twisting the intent of the mission.
Could do something like the Chan trigger; if the mission is 9 and the campaign is GDI, add an "xxxx = Destroyed,Lose,...,1" trigger that automatically gets linked to units unloaded from a reinforced chinook. Though then you'd also have to somehow make the turret destruction execute both the chinook reinforce and the "dstry trig 'XXXX'" I guess.
Chthon  [author] 7 Jun, 2024 @ 6:27am 
Test build 9 for v1.9 is up. Download link and discussion is over here .
Chthon  [author] 19 May, 2024 @ 6:32am 
They do not. Mods that replace the dll are not compatible with each other.
Swanky 18 May, 2024 @ 9:12am 
Will do, thanks. Would you happen to know if one of the AI overhauls works with this mod?
Chthon  [author] 18 May, 2024 @ 8:58am 
Please try the test build from github. Alot of bugs have been squashed since the last steam release. (Also, there will probably be a new test build in a few days.)
Swanky 18 May, 2024 @ 8:52am 
Using only this mod, current steam build (from this page).
Chthon  [author] 18 May, 2024 @ 6:20am 
@Swanky, are you using the latest test build? Do you have any other mods enabled?
Swanky 18 May, 2024 @ 1:27am 
It's a great mod with a number of neat little QoL improvements, and I personally like the updates such as rally point and mammoth targetting updates, and veterancy.
Unfortunately, ever since I've been using this I have also experienced a number of crashes both on my beefy desktop (7700series amd board & 4070ti) as well as my sub-requirement laptop (i3... integrated graphics :D). I haven't been able to reliably reproduce the issue, so as of now seemingly happens at random... sorry I can't be more specific here. Currently playing exclusively in skirmish, and happened in both 1v1 and team games.
ghmd 12 May, 2024 @ 10:46am 
Thank you very much for your response.

I will have a look at it and perhaps get back to you.


I REALLY appreciate you replying and helping!
That is definitely not something I take for granted!

Have a great week!
Chthon  [author] 12 May, 2024 @ 7:42am 
@ghmd: That's what the git commit history is for. I *think* commits ad3859f, d2d6018, c591b0f, da3a781, 1d22980, 6eec19b, d515fff, f46a7ab, d2edf47, and 25a7721 should cover it. I think... To be on the safe side, clone the whole repo and do a case insensitive search for "megamap" and "8 players." I comment reasonably well, so that should hopefully pick up anything I overlooked here.
ghmd 12 May, 2024 @ 2:49am 
I am currently working on tweaking my TD using the New Construction Options mod, so that I have a Rules.ini available.

Is there any way to solely include the support of megamaps from CFE Patch Redux into that?

In other words: What exactly makes megamaps work?

I would like to implement it into my configuration.
Chthon  [author] 29 Apr, 2024 @ 10:41pm 
Version 1.9 Test Build 8 is available. Discussion thread and download link here .
Chthon  [author] 17 Apr, 2024 @ 11:58pm 
@ Afevis Solmunko: I believe you're mistaken. The RA skirmish logic is gated behind GameToPlay != GAME_NORMAL, so it only applies to multiplayer. Single-player still uses the original TD logic. The hard difficulty check is dead code, since it only applies in multiplayer, but I don't believe there's any way to set an AI house to anything other than normal in multiplayer. (Also, TD never had functional skirmish AI, so we can't really say the RA behavior is "right" or "wrong" relative to something that never existed.)
Nyerguds 16 Apr, 2024 @ 1:19pm 
Mods that contain code changes can never work together. They both replace the core game engine. You can only have one replacement.
ZombieDubs 16 Apr, 2024 @ 12:51pm 
Seems like it was a compatibility issue between this and a Tiberium Growth Rate mod. Fairly certain they used to work together though. Anyone know how to tweak that?
ZombieDubs 16 Apr, 2024 @ 8:09am 
Oh and thanks so much for the mod. Until this, I'd had zero issues. It really makes the game feel more comfortable to play without feeling 'modded' if that makes any sense.
ZombieDubs 16 Apr, 2024 @ 8:07am 
Not sure if there was an update that's busted something, but the mod seems to be stopping me from placing a power plant. The bottom two cells of the outline are missing and it acts like something is in the way when I attempt to place it down.
Chthon  [author] 24 Mar, 2024 @ 5:40pm 
It is the comment immediately below your first one.