r/commandandconquer • • Aug 27 '26

News Today we're releasing OpenTS, a reverse-engineered open-source Tiberian Sun engine reconstruction, to celebrate 27th anniversary of the game

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2.2k Upvotes

Fellow Command & Conquer fans,

Twenty-seven years ago today, Tiberian Sun was released. To celebrate, we have a gift for you: today we're releasing OpenTS – an open-source, playable reconstruction of the Tiberian Sun engine.

Of all the classic C&C games, it's the second generation – Tiberian Sun, Red Alert 2, Yuri's Revenge – whose source code never made it out. None of it was part of the Remastered Collection release, and none of it was among last year's source drops.

And so for nearly three decades, every fix and feature this community built for those games had to be reverse-engineered and patched into closed executables.

We decided to do something about that, starting with Tiberian Sun. Building on EA's GPL-released code for the games around it and years of Tiberian Sun reverse engineering, we rebuilt the engine and matched it function by function against the original executable – all ~11,150 known functions, reaching roughly 98% instruction-level matching (a code-matching score, to be clear, not "98% of the game").

It's ready to try today: drop Game.exe into your Tiberian Sun install from The Ultimate Collection and go. Campaigns, Firestorm, skirmish, and saves are all play-tested; LAN works with lighter testing; it plays like the game you remember, plus a batch of fixes and resolutions up to 4K. Alongside the engine, we're publishing a manual documenting the game's INI configuration, mapping, and internals, drawn straight from the source.

And this is a beginning, not an endpoint. Next up: CnCNet and client support (not in this first release yet), porting the community's accumulated fixes toward parity with ts-patches and Vinifera – and then going further, overhauling the engine to allow modding reach heights previously not possible.

We're also celebrating live: together with [FC]Matt we'll be streaming the original Tiberian Sun campaigns at https://www.twitch.tv/fortuneschaos, starting today at 14:00 UTC (15:00 UK · 16:00 CEST · 17:00 MSK · 10 AM Eastern · 7 AM Pacific), with a Q&A along the way — come hang out and ask us anything.

Downloads & source: https://github.com/OpenTS-Developers/OpenTS

Manual: https://opents-developers.github.io/OpenTS/

Discord: https://opents.net/discord

Support the project: https://www.patreon.com/c/ZivDero

OpenTS is free and always will be — but if you'd like to support the work, my Patreon is above. (Just mine: tomsons26 prefers not to take donations.)

Happy 27th, Tiberian Sun. We're not done with you yet.

— ZivDero & tomsons26


r/commandandconquer • • 2h ago

Meme Paladin tank in the heart

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96 Upvotes

Some love for the Paladin bois!


r/commandandconquer • • 15h ago

Random Unit of the Day #133: Demolition Truck (Allies/Soviets, Red Alert: Aftermath)

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181 Upvotes

r/commandandconquer • • 18h ago

Red Alert 3 Premier Edition

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185 Upvotes

What a nice poster this edition included.


r/commandandconquer • • 23h ago

Fanart GOT ROOM FOR 5

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401 Upvotes

r/commandandconquer • • 1d ago

Meme Generals ZH gaming expectation vs reality

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399 Upvotes

In the end, the gameplay feels like Sim City by building a huge base and turtling.


r/commandandconquer • • 22h ago

I finally finished the Allied campaign of Red Alert!!!

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161 Upvotes

I've been playing Tiberian Dawn and Red Alert a lot for the past couple of decades, but it's only now that I finally finished the Allied campaign!

I think I actually like this one more than the Soviet campaign. As much as I like Mammoth Tanks and V2 launchers, I really like having GPS, cruisers, and cheaper base defenses. They're both damn good campaigns, though. And taking Stalin out was a super satisfying ending, especially given how nasty he is in the Soviet campaign.

This is probably my favourite retro game. I love how varied it is, especially with expansions and skirmish mode. I also love the dark and moody feel it has.


r/commandandconquer • • 17h ago

The two greatest people in the CC universe, reunited.

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71 Upvotes

r/commandandconquer • • 17h ago

Generals Original

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70 Upvotes

Found my original copy of Command and Conquer Generals.


r/commandandconquer • • 2h ago

Gameplay My most ridiculous ally campaign end

3 Upvotes

About 20 years ago (not so) little Retrowinger was on the last allied mission (Red Alert 2), and things started to go wrong. Little by little the Soviets brought my base down. Only the airstrip east of the base was left and my enemy still had the nuke. Time for a restart, right? Not so fast!

The airstrip was my only constant troop supply, so I was building up my army little by little. Slightly interrupted by nuclear explosions. I managed to build up a significant army and started to bring down the Kreml base little by little. Great sacrifices were needed but we brought down the construction yard first, then the iron curtain and finally the nuke.

Freed from the nuclear menace, we were finally down to the elite apocalypse tanks. The Kreml, surrounded by hundreds of paratroopers and a single surviving Tanya, had no chance.

What was your most ridiculous win/loss/situation?


r/commandandconquer • • 4h ago

Unofficial My browser based Generals Zero Hour + Shockwave mod

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4 Upvotes

Hi

It’s just my side hobby project to learn Babylonjs, but to be honest, there’s still a lot left to do to become full game. I’m not even planning to turn it into a real project or finish and release it anywhere. I might just leave it as it is, I don’t know.

Feel free to visit if you want a bit of nostalgia :|


r/commandandconquer • • 52m ago

Command & Conquer: Red Alert 3 - 18th anniversary!

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• Upvotes

It has been 18 years since Command & Conquer: Red Alert 3 was released. Cheers, happy birthday to this game!

P. S. Decided to include a Soviet general from the iOS version of Red Alert, and also include the new commanders and characters from the expansion pack, Uprising. Said expansion pack celebrated its 17th anniversary back in March!


r/commandandconquer • • 16h ago

Gameplay I've been working on a visual overhaul for Generals Zero Hour while keeping the original gameplay intact

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28 Upvotes

I've been working on modernizing C&C Generals Zero Hour, mainly focusing on improving the visuals and eventually the performance, without changing the original gameplay.

The game now runs on a native 64-bit Vulkan renderer, based on the Vulkan project available on ModDB. Credit goes to the original developer for the Vulkan groundwork, as well as TheSuperHackers team, whose latest build I'm also using as a foundation. I've been building on top of their work with additional graphical improvements and UI changes. I've also added borderless windowed mode, allowing players to Alt+Tab freely without the usual fullscreen issues.

I haven't touched the unit behavior or balance since I want to preserve what makes the original game great. I also haven't replaced many of the original textures. Most of the improvements are on the rendering side rather than just replacing everything with higher-resolution textures.

Here's what I've added or improved so far:

  • Volumetric smoke and dust, both adjustable in the settings.
  • Improved shockwave effects, including directional shockwaves that follow the direction of the blast rather than just expanding uniformly.
  • Changes to the shaders and lighting.
  • Unit and building outlines to make them stand out more. The original textures are pretty dated, so this helps quite a bit.
  • Further lighting improvements, including Ambient Occlusion and Global Illumination. AO was already part of the original Vulkan project.
  • Improved shadows, including proper cast shadows for infantry.
  • Moved the HUD to the bottom-center of the screen and made it so it doesn't scale with screen resolution.
  • Added optional General portraits at the top of the screen, with a net worth indicator below each portrait.
  • Added superweapon ability icons to replace the old text-and-countdown display. The icons also indicate when a superweapon is currently being used, making it easier to tell what's happening at a glance.

A bit more about the General portraits:

I wanted the portraits to reflect how each General is doing in the match rather than just being static images.

The net worth displayed below each portrait doesn't include remaining cash. It only counts the value of what a player has spent, so someone sitting on a huge amount of unspent money won't necessarily appear ahead.

The portraits also change depending on how the match is going:

  • Victory portrait: Appears when a General's net worth is above the match average and they've destroyed enemy units and buildings worth at least 20% of an enemy's net worth.
  • Defeat portrait: Appears when a General's net worth is below the match average and they've lost units and buildings worth at least 20% of their own net worth.
  • Normal portrait: Appears when neither condition is met.

There's also a visibility restriction for enemy net worth. You can only see an enemy General's net worth if you currently have vision of their Command Center. Otherwise, that information stays hidden.

I realize that even with this restriction, knowing how much an opponent has spent could influence decisions and change the meta a bit. That's why I made the entire General portrait feature optional through a pre-match toggle. Players can decide whether they want it enabled before starting a match, rather than having it forced on everyone.

What I'm currently working on:

One of the bigger things I'm trying to tackle is separating the renderer from the simulation.

The original game is heavily single-threaded, so most of the work still runs on one CPU core, even on modern hardware. I'm trying to change that so rendering and simulation can run more independently and make better use of multicore CPUs.

I've already made some progress on this. For example, the camera is no longer tied to the simulation, so it can update independently instead of having to follow the game's simulation updates.

As you can probably see in the video, though, the particles are still tied to the simulation. That's something I'm still working on.

Right now, I'm focusing on improving how the engine goes through everything in the game world and figures out what actually needs to be drawn on screen. It's one of the things I need to sort out before I can properly separate more of the rendering work from the simulation.

There's still quite a bit to figure out, especially since I don't want to introduce multiplayer desyncs or mess with how the game behaves. But at least some parts are already running independently now.

As for the overall goal of the project:

I just want to bring the visuals and performance of Generals Zero Hour closer to modern standards without losing what made the game great in the first place.

Mod compatibility is also one of my priorities. I'm trying to keep as much compatibility with existing mods as possible, so people won't have to give up their favorite mods just to use the graphical improvements.

I'm not trying to remake Generals or change how it's played. I just think the game still has a lot of potential, especially now that we have access to its source code.

There's still a lot of work to do, but I wanted to share what I've been working on so far.


r/commandandconquer • • 16h ago

Tib sun mod for just 1080P and crisper textures?

9 Upvotes

I want to play the main two stories again, but with 1080 res and add in a texture pack that cleans up the low res textures and makes it look crisp.

TY.

EDIT: searching and found this, I want some of this... (Should I just wait for this? this looks like it's not changing much but graphics?)
https://media.moddb.com/images/mods/1/4/3990/tim-scholtens-tiberian-sun-12.jpg
https://media.moddb.com/images/mods/1/4/3990/tim-tiberian-sun-41.jpg

Still just link me a mod that just covers textures and 1080, and nothing else changed plz, TY


r/commandandconquer • • 12h ago

C&C Renegade Montage 8 - The Disco Life Of Renegade (Vextreem Mashup) Music by @IIVexanoII (187)

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2 Upvotes

Hi all,

I made a new Command&Conquer Renegade montage.

Have fun watching!


r/commandandconquer • • 1d ago

OpenCNC 3D + RA3D Announcement Trailer

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344 Upvotes

Looks freaking awesome!


r/commandandconquer • • 1d ago

Random Unit of the Day #132: Awakened (Marked of Kane, Kane’s Wrath)

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159 Upvotes

r/commandandconquer • • 1d ago

Strike Order - Getting there

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12 Upvotes

So after 2 years of development, Strike Order is finally coming together. This is not an AI game, this is a real 2 year development project that is coming out May 2027 on Steam and my Website.

Good god, it's been a long 2 years. My name is Rhys, I'm 36 and live in the UK. I've always dreamt of making my own games since Red Alert, then Generals came out and man, if you're a fan, you know exactly what I mean, you're getting just as old as me and you still play it.

Campaign,

Skirmish/Online

Tutorials

Advanced Map Editor (Competition Coming Soon)

and more...

11 years ago, I tried to follow the dream, but mental health and all that life stuff happened, then I had kids, and it was just difficult to do anything. So 5 years ago, I started planning how the game would work, look, feel and interact with the player, then started designing and looking into code and how things work and just overall learning. (wow coding is a bitch to learn).

Anyway, to cut this shorter, I went to Universtity about 4 years ago, did 2 years out of the 3, they were pushing a lot of irrelevant stuff on us and I couldn't deal with other work rather than the £16k lessons I paid for to learn to design and develop a game.

So I went on my own path, I was learning from University how to code, design and all that and instead of following their actual "class models" I spoke to the tutor and told him my goal (he loves C&C) and he said ok, we will implement that into your work, so I owe him for this.

I'm now here, 2 years later, a coded game, a designed game, 98% done by myself. AI has helped with testing the game, I had several issues, being my first game, you are going to have issues. Mine was the loading times, my god!! Absolute frustration and felt like I did all this for nothing. Loading Skirmish took over 300 seconds just to load, then going into the game, it was freezing. I did a lot of work on the models trying to figure out if it was them, I got it down to 220 seconds. Then was stuck. So I paid for Codex, got it to look through the game, run a series of tests on my CPU and GPU to make sure it wasn't that. Then it went through the game, it was all down to shaders. They were loading all over the place in-game, even after changing the installation of the game, it was still doing it. Now, thanks to Codex, it takes 46-52 seconds to load. That is an insane difference. Especially when I'm testing it.

Take a look at my website www.playstrikeorder.com and youtube [www.youtube.com/@preseligames](mailto:www.youtube.com/@preseligames) the videos are coming up to being outdated so I need to get some updated gameplay up, you can see from previous videos with the direction I'm heading.

Just for all the AI haters, yes, theres a couple of in-game images that are AI assisted, not AI generated, I use AI because it's a tool, not a damned devil that ruins games. This game is legit. The faction emblems have since changed due to critisism, (It's not just a game for me, it should fit others too, so I am open to constructive feedback), the faction infantry (apart from 1) are AI generated because by god, I cannot do human models, I am getting there, but I'm not happy with it, I have done 1 and it's good, so once I get more time, I will continue to model the tiny human models.

Voices are my friends in the ADC faction, but, the ESD and MLF factions are AI voices for now. I need help with getting a Chinese and Middle-Eastern accents to speak in English.

Once this game is released, I will be adding more factions, relevant to the current factions. Strike Order will be available on Steam soon. Currently finding a bank to use, I am not very good at life.


r/commandandconquer • • 1d ago

Discussion We can now enjoy C&C on our phones, thanks to Droid Deck

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170 Upvotes

Installed Droid Deck on my phone and the first thing was I installed was some C&C. Playing RA2 and Generals on a phone is surreal. More than 20 years overdue.


r/commandandconquer • • 1d ago

Old school 2D graphics of RA2 completely destroy C&C generals 3D graphics:

25 Upvotes

This RA2 screenshot is from a mod that makes Generals in RA2 engine.

For those who are not aware, Generals is a good game despite its terrible graphics and camera.

RA2 aged like wine, Generals aged like milk.

This happened in a lot of other RTS games. When they tried to go 3D they mostly failed. Examples: Stronghold series, Caesar series, AoE series, Lords 2 -> Lords 3, Red Alert, and many other series.

You can see that in the screenshot of RA2 the graphics are clear, sharp, and everything is easy to read, the buildings the units.

The screenshot of Generals has the typical fish eye camera, everything looks weird and harder to read, buildings barely fit in the screen.

Im not saying Generals is a bad game, Im saying it is a good game, despite its graphics.

https://i.imgur.com/V4zqQIi.jpeg


r/commandandconquer • • 1d ago

Red Alert 2 Big Box

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89 Upvotes

It's still in pretty good shape.


r/commandandconquer • • 1d ago

OC Building...

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110 Upvotes

After successfully working Red Alert 1 + Counterstrike + Aftermath, now is the turn for Red Alert 2. I will upload the necessary files to Github (of course you will need your original copy of RA2).


r/commandandconquer • • 1d ago

Fanart Hardest part of rebuilding Generals on Unreal Engine is turning out to be getting the models right

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59 Upvotes

Does anyone else care that all the parts work the way they’re supposed to? I think it’s awesome.

For the record, the Hawkeye propellers don’t normally stop in flight, that’s just to be in line with the music.


r/commandandconquer • • 18h ago

What if C&C got into Smash Ultimate

0 Upvotes

Imagine a world where Smash Bros ultimate got bigger with more roster and games and Command and Conquer got invited what do you think they would look and play like

to Me it'd operate off of buildings starting off with just basic gun and normal attacks building the barracks gives you side smash abilities then you build the war factory to get down special then a air field to get an upsiecial for recovery then a Special building like temple of Nod or Battle lab with harvesters acting like a way to get credits to build or something the idea can be unique but it's hard to make a RTS like C&C in smash

Skins i'd probably do 2 perfection 2 for Nod Gdi Allies Gla and Soviets why Not USA and Chhina well there real nations and having them in smash would be controversial but for the last few make them cut skins or something

now what do you think would be your idea for C&C in smash ultimate I'm curious but also have a good day


r/commandandconquer • • 1d ago

C&C3: Kane's Wrath Skirmish AI Patch R25j Launch! (1.02+ & 4K Mod Combined)

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28 Upvotes

The much anticipated skirmish AI launch is here! Also 1.02+ and the 4K mod are finally one download.

This is a huge deal for all the PvE players out there!