Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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CFE Patch Redux
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GameType: TiberianDawnMod
File Size
Posted
Updated
26.152 MB
26 Sep, 2020 @ 8:31am
11 May, 2022 @ 9:48pm
6 Change Notes ( view )

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CFE Patch Redux

Description
CFE Patch Redux

This mod updates the original CFE Patch mod by cfehunter and its RA port by Root-Core to the official 9/24/2020 hotfix patch (supposedly the final official patch) and adds new features.

The current version is 1.8.

This is the Tiberian Dawn mod. The Red Alert mod is available on Steam Workshop here: link

If you don't have Steam (or Steam is misbehaving), you can download the mod directly from Github here: link[github.com].

Static Features
  • Megamap support
  • 8-Player support
  • Incorporates "Pixel-Perfect Zoom"
  • Incorporates "Jozef's Silver Funpark"
  • Numerous vanilla bugfixes

Customizable Features

The detailed features list has grown too long to fit in the Steam description. See the features and settings chart on the github page[github.com] for full details on the features and how to configure them.

Brief features list: A* Pathing, Infantry Tiberium Aversion, Suspend Building Repairs, Rally Points, Harvester Queue Jumping, Harvester Load Balancing, Harvester Optimization, Harvester Self-Repair, Disable Commando Airstrikes, Commando Guard, Safe Sabotage, Attack-Move, Smarter Aircraft, Smarter SAMs, Smarter Repair Bay, Smarter Mammoths, Configurable Build Distance, Tiberium Growth Scale, Better Tiberium Growth Algorithm, TS/RA2-style Wall Building, Inverse Wall Placement Preview, TS-style Visceroid Spawns, Meaner Visceroids, Veterancy System, Balance Patch, Nuke Tank (disabled by default), Q-Move Overhaul, Tiberium Index Bugfix, GDI9 Fix, MP Preplaced Unit Order Mode, Disable MP Neutral Attacks, Building Death Announcements.

These features can be controlled via the INI file located at "My Documents\CnCRemastered\Mods\Tiberian_Dawn\CFEPatchRedux\CFEPATCHREDUX.INI". See the settings chart on the wiki[github.com] for details.

LAN Multiplayer

This mod is fully compatible with LAN multiplayer. The only mod feature that doesn't work perfectly in LAN multiplayer is the visual preview for TS-style wall building. This is an unfixable consequence of the way the GlyphX client/server handles LAN multiplayer. The "Inverse Wall Placement Preview" feature is provided as a substitute of sorts.

Additionally, this mod includes a large number of bugfixes for issues with Remastered's LAN multiplayer.

Megamap and 8-Player Support

This mod supports megamaps (128x128) and up to 8 players in LAN and skirmish. Note that while this mod can play megamaps, it doesn't enable the editor to create them. If you want to create megamaps for TD, you need to use either screaming_chicken's standalone editor[github.com] or vanilla-conquer's standalone TD executable[github.com]. In order to better accomodate bigger maps and more players, some object limits have been increased (notable for mission-makers: REINFORCEMENT_MAX=100, TEAM_MAX=120, TERRAIN_MAX=1000, TRIGGER_MAX=200) and the file size limit for mission/map .ini files has been increased to 64kb.

Pixel-Perfect Zoom

"Pixel-Perfect Zoom" has been incorporated, plus a couple extra half/quarter-step zoom factors between 1x and 2x where the gaps were very large. There are 11 zoom factors -- the odd ones should be pixel-perfect on 1080p and 4k monitors; the even ones should be pixel-perfect on 2k monitors. Note that not all zoom factors are available on smaller maps.

TODO List

See wiki[github.com].

Credits

For more details on who wrote what, see the readme on GitHub[github.com]
  • CFE Patch Redux: ChthonVII
  • Original CFE Patch:
    • cfehunter
    • FluffyQuack
    • A__Gun
    • Spyyre
    • pchote
    • Butch
  • Features borrowed from other mods: screaming_chicken, Jozef, bleid, CCHyper, zerobyte666, the vanilla-conquer developers, Petroglyph
  • LAN multiplayer testing: Noddynod443
  • Arcane knowledge & "a most remarkable Metasequoia Glyptostroboides": Nyerguds

Source Code & A Reminder About the GPL

The source code is available here[github.com].

A reminder like this shouldn't be necessary. But it appears it is necessary since one of the most popular mods on Steam Workshop has appropriated a lot of GPL code (both from EA and from other modders), and yet its author has ignored at least a dozen public requests for its source code. So let me be clear: You are free to copy my source code and use it in your mod, so long as you do so in accordance with the GPL. That means, if you use my code in your mod, then you are legally required to license your mod under the GPL and to make your mod's source code publicly available (and a few other things too -- go read the GPL[github.com]). Using my code in a manner inconsistent with the provisions of the GPL is copyright infringement. If it comes to my attention that you are using my code in your mod, but not making your mod's source code publicly available, I will give you a brief opportunity to rectify the situation, and then I will file a DMCA complaint against your mod if you fail to do so. Don't make me do that. Don't be a jerk. Publish your source code.

A Reminder that Mods Are Not Official EA Products

This is a mod. It's not an official EA product. In fact, EA wants mod authors to remind you that “EA has not endorsed and does not support this product.” So there.
Popular Discussions View All (12)
22
7 Jun, 2024 @ 6:27am
Test Build 8 for 1.9 Available
Chthon
28
22 Nov, 2023 @ 11:59pm
Test Build 5 for v1.9 Available
Chthon
15
29 Apr, 2024 @ 10:39pm
Test Build 7 for 1.9 Available
Chthon
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?