Dark experiments have permanently altered time. Or have they? Now, Soviet tanks crush city after city while Allied cruisers shell bases. Spies lurk, land mines wait, and strange new technologies aid both sides in their struggle for ultimate control. Einstein was a brilliant mind, but he did not comprehend the consequences of his actions until it was too late... Command & Conquer: Red alert gives you the opportunity to be more devious, cunning and ruthless than ever before. Easy to play and highly addictive, Red alert puts the fate of the world in your hands!

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15 comments by Milanium on Apr 24th, 2015

This release a huge step forward for the Dune 2000 mod in particular. It includes just shy of 1000 commits by 53 contributors, the culmination of six months of relentless work. With more than 2000 files and 210,000 changed lines it is one of our busiest development cycles to date.

A large development focus has been on the Dune 2000 mod, which contains the most visible changes. A new sidebar, sandworms and Carryalls are the big new features, which should make any Dune 2000 player feel more at home in our mod. Additionally, the OpenRA.Utility now supports importing maps from the original Dune 2000 game, so we hope that the number of maps and of course the number of players will increase in the near future!

The other mods were not neglected, though. In Red Alert, the standout feature is the support of playable factions such as Russia, England, France, Ukraine and Germany. In both Red Alert and Tiberian Dawn, new single-player missions are available that will keep you occupied.

Of course, we have not only improved the mods themselves. Here is a list of changes that affect the game in general:

  • The server browser shows and allows joining games from any installed mod.
  • It is now possible to disable the “short game” mode that was forced in the past.
  • The player name and colour can now be set up in the settings dialog.
  • When creating a server, the game informs the host about port forwarding issues.
  • Left-click mouse orders have been markedly improved.
  • Some missions now support difficulty levels.
  • A huge number of smaller gameplay fixes and improvements, including:
    • Friendly units blocking the exit of a production building will now move out of the way if needed.
    • Units will no longer hunt cloaked units.
    • The spy plane in Red Alert will no longer lure your anti-air capable units across the map.
    • Planes will no longer collide with helicopters and push them out of the way.
    • Your faction will not be revealed to enemies when you have selected a random faction in the lobby.
    • In sell mode, the tooltip will now show the expected refund value for structures.
    • Harvesters should now no longer block themselves at refineries, and also make use of all available refineries if the nearest ones are occupied.
  • A similarly massive number of performance improvements have been made in this release.
  • Many race conditions and crashes have been fixed across the board.

For the complete list of changes, please visit our changelog page.

A note on key bindings: In the previous release, the key to toggle team chat was changed to ‘Alt’, which, looking back, was an unfortunate decision. It has been reverted to ‘Tab’ in this release, where it serves a double role: on an empty line, it toggles team chat, otherwise it auto-completes player names.

For modders and mappers, there have been quite a few important changes as well. We have introduced a new map format, to which maps running on this release will be updated automatically. All of the shared engine code has been moved into the OpenRA.Mods.Common project, so that third-party mods can drop their dependencies on our game mods. A lot of code has been changed to enable features that will be needed by the Tiberian Sun mod. One important change for Red Alert mappers is that the gem mine has been replaced with a new one. For more details, check out the changelog, as well as the trait and Lua API documentation.

Looking forward, we hope to get the next release out faster than this time around (famous last words!). Feature-wise, you can probably expect the first appearance of the in-game map editor in the next release, in addition to much of the things that are currently in our pull request queue. Beyond that, we will see… If you want to keep track of the development, keep an eye on the release milestone and the development changelog.

We will also try to make more use of our YouTube channel to show off new and little known existing features, provide mission walkthroughs and other content, so watch and subscribe!

Now enough with the talking! Head on over to our download section, grab the installer for your OS, and enjoy the game!

The long awaited sandworms and Carryalls have finally arrived in our Dune 2000 mod!

Playable countriesRed Alert now has playable country factions, and matching choices for random faction selection.

Overhauled server browserThe server browser now lists games from all available mods, and also allows joining games across mods.

Mission difficultySome missions have received support for multiple difficulty levels.

Refund tooltipIn sell mode, the tooltip will now show a structure’s expected refund value.

Tiberian Sun teaserBehind the scenes, the still unreleased, work-in-progress Tiberian Sun mod has received support
for some crucial features. Keep an eye out for more news and media about TS on our Facebook page!

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Post comment Comments  (0 - 10 of 63)
Scarlat.
Scarlat. Mar 17 2015, 9:52pm says:

Good times. :3

+1 vote     reply to comment
Dark_Assassins
Dark_Assassins Jul 11 2014, 4:13am says:

Ouch..... I miss westwood......

+1 vote     reply to comment
Zerran
Zerran Mar 5 2012, 11:56am says:

Only had this game on the first playstation aww....what a wonderfull game (still is) and the first RTS game i played!

+4 votes     reply to comment
asif_ridwan
asif_ridwan Aug 22 2011, 7:23am buried:

(buried)

Why was this not made by EA?


-16 votes     reply to comment
Gandbon
Gandbon Oct 10 2011, 8:01pm replied:

this was before ea owned westwood GO BACK TO C&C4!

+16 votes     reply to comment
theshed
theshed Jun 26 2011, 4:19pm says:

EA made this game freeware so how come its not free for PS3 on the PlayStation store?

+4 votes     reply to comment
APB_ICE
APB_ICE Sep 8 2010, 1:03pm says:

New question: Civilian buildings have snow-covered versions for winter theatre.

Is it possible to add snow-covered versions for the other buildings?

I made a snow barracks (barr.sno), and I put it in a snow.mix file, but it doesn't show ingame.
Is it hardcoded or something?

+2 votes     reply to comment
Milanium
Milanium Oct 7 2012, 7:00pm replied:

I am not sure, but you can try Open-ra.org just put your barr.sno in the mods/ra/bits folder.

+1 vote     reply to comment
APB_ICE
APB_ICE Aug 20 2010, 5:03pm says:

Please disregard my previous post.

About 2 weeks ago I figured out how to use XCC Mixer to make all types of SHPs.

+2 votes     reply to comment
APB_ICE
APB_ICE Jun 27 2010, 10:15pm says:

Say, does anyone know a good (free) program to make Red Alert 1 shps (shapefiles)?

I want to make some new infantry/vehicle graphics, but SHP Builder 3.36 corrupts them.

+2 votes     reply to comment
Milanium
Milanium Oct 7 2012, 6:58pm replied:

Try OpenRA.Utility.exe which is a command-line tool documented at Github.com

+1 vote     reply to comment
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C&C: Red Alert
Platforms
Windows, DOS, PSP, PS3, PS1
Developer
Westwood Studios
Publisher
Virgin Interactive
Engine
Westwood 2D
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Official Page
Westwood.com
Release Date
Released Nov 24, 1996
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9.7

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Highest Rated (7 agree) 10/10

Love RA1! You can tell that the best of the best was put in for this game, despite its graphics compared to now. Then they were very good, plus the cmapaign had a great storyline no matter what, with that great question of "what if..."

Nov 22 2010, 7:10pm by NoblePhoenix8310

Style
Genre
Real Time Strategy
Theme
War
Players
Single & Multiplayer
Project
AAA
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Sequels
C&C: Red Alert 3, Released Oct 27, 2008
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C&C: Red Alert 2, Released Oct 3, 2000
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C&C: Red Alert, Released Nov 24, 1996
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