Dawn of the Tiberium Age (DTA) is a stand-alone mod that combines Tiberian Dawn (C&C 95) and Red Alert. While classic mode gets as close to the original game-play and balance as possible, Enhanced mode provides improved game balance and a lot of fun new stuff. DTA features many customization options for Skirmish and multiplayer (where you can play as GDI, Nod, Allies and Soviet on over 100 maps), challenging original singleplayer missions, as well as co-op missions. Since this is a stand-alone mod, you don't require anything but the mod itself to be able to play: the original game is not required.

These are all the people that contributed to DTA's development.

Posted by on - Basic Other

- AlexB
- Aro
- Aqrit
- Berend Engelbrecht
- CCHyper
- Crash
- ChronoSeth
- cybermind
- DavyCrockett
- dkeeton
- DonutArnold
- Drive
- FunkyFr3sh
- Gangster
- j4m3sb0nd
- hifi
- Iran
- kilkakon
- Lin Kuei Ominae
- Machine
- MeesterMan
- Mig Eater
- Muldrake
- Nyerguds
- Nooze
- OmegaBolt
- Pd
- Ragox
- raminator
- Rampastring
- Reaperr
- ReFlex
- SeriousToni
- Sombracier
- stormrider
- SuperJoe
- tomsons26
- Tyler Adams
- Warlord
- Bittah Commander


AlexB
Wrote the following hacks:

  • The game to allocates all graphics to the system RAM instead of allocating some of it to the video RAM.
    Without this hack, graphics that are normally allocated in the video RAM first have to be copied to the system RAM before the game is able to use them and this process can slow down the game a little or a lot, depending on your system (for some systems it's even so much land that the game becomes unplayable).
  • Idle (guarding) units will no longer chase after enemies that move out of firing range.
  • Units in Area Guard mode will now revert to regular Guard mode when you press S.
  • It's no longer possible for more than 75 icons to appear on the sidebar, causing the game to crash.
  • Made it possible for different harvesters to have different "harvester without back" images.
  • A fix that allows the game to play random music tracks after a theme that's specified for a map has finished playing (normally the game would go silent after a map's specified theme finished playing).
  • A fix that for the infamous "100-unit-bug", that caused the AI to keep spamming only one single unit when more than 100 buildable units exist.
  • Made it possible to have more than one "Base Unit" and "BuildConst structure" in the game.
  • A fix that entirely prevents the "New Construction Options" bug for structures.
  • A fix for a crash that commonly happens on maps where an AI's harvesters and infantry frequently intersect on tunnel entrances.

Aro
Made the sidebar icons for the Hover MLRS, the XO Powersuit and the JumpJet infantry, made
the pebble tiles, the building bibs and made the multiplayer map "Hollow Grave".


Aqrit
Developed the IE-DDraw and the DDWrapper renderers.


Berend Engelbrecht
Developed QRes; a resolution switch tool which is used by DTA to automatically switch to 16-bit colors when running the game in windowed mode.
Copyright (c) 1997-2005 by Berend Engelbrecht. All rights reserved.


CCHyper

  • Made the vectors I'm using for the loading screen images.
  • Made the original versions of the Repair, Sell, Power and Waypoint buttons (I resized and further edited these to make them fit with DTA's GDI/Nod and Allied/Soviet sidebars).
  • Applied or assisted me with the following HEX hacks:
    • Change the highest selectable tech level in multiplayer games
    • Make SHP units use 32 facings instead of 8
    • Lowering the laser detail so that they look thinner and will no longer cause WaveClass errors
    • Disable the AutoShore in FinalSun by default (so that I could remove the option)
    • Disable FinalSun's "Tip of the day"
    • Allow the tiberium's image to get affected by lighting
    • Allow the game to start even if the movies mix isn't found (without ignoring it if it does exist)
    • Give ships bigger selection boxes

ChronoSeth
Made the following maps:

  • Canyon Chase
  • Death Valley
  • Dust Devils
  • Desert Storm
  • Tower of Power
  • The Crater
  • Dusk
  • Canyon Chase 2
  • Tiberian Twilight
  • A Path Beyond
  • Beach Landing
  • Field
  • Red Valley
  • Arctic Circle

cybermind
Provided a hack to allow FinalSun to do 255 undo/redo actions instead of just 15.


Crash
Made the maps "Deceiving Adjacency" and "Delirious Island".


DavyCrockett

  • Made the following units and buildings:
  • termite
  • subterranean APC (unused)
  • hovercraft
  • torpedo boat
  • cyborg prototype
  • stealth generator
  • stealth APC
  • mobile sensor array
  • tesla hovercraft


  • Recolored the Nod Comm. Center
  • Made sidebar icons for the following:
    • tiberium fuel
    • mobile repair vehicle
    • microwave tank
    • research facility
    • Ion Cannon Uplink
    • hijacker
    • stealth APC
    • cyborg prototype
    • hovercraft
    • torpedo boat
    • subterranean APC
    • termite
    • stealth generator
    • field repair
    • stealth APC
    • mobile sensor array
    • tesla hovercraft
  • Made the following maps:
    • Forest of Fear
    • Chaos Rivers
    • Razor Blade"

dkeeton
Wrote a hack that makes units and defenses automatically fire at Civilian Made civilian units that have weapons.


DonutArnold

  • Made civilian cars
  • Made the hover transport
  • Made the Hover(craft) MLRS sidebar icon

Drive
Made the following maps:

  • Desert City
  • Renegade War
  • Yaseca Island
  • Black Forest
  • Death Prison
  • Shifted War Areas
  • Alpine Assault
  • Mountain Walk
  • Island Tactics
  • Arctic Disaster
  • Turfed Islands

FunkyFr3sh
Provided a hack to make it possible to add the "Auto Deploy MCV" game option and assisted Rampastring with fixing the bug that caused the difficulty of a campaign to always revert to Medium if a saved game was loaded an you progressed to the next mission afterwards.


Gangster
Made the small desert bridges and converted half of the original desert rivers.


j4m3sb0nd
Made the tiles for the Ion Cannon beam and made the following maps:

  • Tiberian Blitz
  • Radial Range
  • Triad of Deception
  • Dead Winter
  • The Sandbar
  • Perilous Islands

hifi
Developed CnCNet5, which provides better performance in multiplayer games and offers online support for the many new multiplayer options of Iran's spawner.
He also developed TS-DDRAW, which greatly enhances the game's performance on Windows 8.


Iran
Coded the spawner, which allows the game to be used with CnCNet5 and also is responsible for many new features, including the following:

  • selecting starting position before a match
  • selecting teams before a match (including properly working human+AI alliances)
  • the ability to have unique sidebars for Allies and Soviet
  • the ability to have loading screens for Allies and Soviet
  • the ability to load single player missions/campaigns, skirmish games, saved games, LAN and online games externally
  • saving/loading saved games to/from a sub-directory
  • displaying messages you typed yourself in online games
  • the possibility for the client to add code to a map for all players before starting a multiplayer match
  • The possibility to pre-place units/structures on a map that belong to players that start at specific locations.
  • automatically displaying the mission briefing at the start of missions
  • allowing mappers to specify specific players as owners of pre-placed units and structures
  • allowing mappers to specify specific players as owners of teams
  • allowing mappers to specify specific players for the "14 Change House..." trigger action parameter
  • allowing tiberium to do no damage when Power=0 is specified for a tiberium type

Iran also provided the following additional hacks:

  • allow the game to start without having BLOWFISH.DLL
  • allow neutral units to be auto-targeted

kilkakon
Made the buildup animation of GDI's tech center.


Lin Kuei Ominae

  • Made the following maps:
  • Car Park
  • Tiber
  • Dante's Desert
  • Emerald Canyon
  • Switching Islands
  • Island Raiders
  • Africatorial
  • Trinity
  • Coastal Path
  • Frosty Lake
  • Archipelago
  • Coastal Path Revisited


  • Made the following units:
    • Gunboat
    • Cruiser
    • Missile Cruiser
    • Aircraft Carrier
    • Scarab Speedboat
    • Laser Corvette
    • Destroyer
    • Frigate
    • Submarine
    • Missile Submarine
    • Project 941
    • Sea Mine
    • 4 trains
    • Queen Ant
  • Made the following other graphics:
    • Veterancy pips
    • Scrap Metal
    • GDI Tech Center buildup animation
    • Multiplayer Score Screen
    • Torpedo projectile
    • Tracers
    • Gatling gun impact animation (and also the sounds)
    • Airstrike superweapon
    • Research Facility
    • Tiberium Fuel upgrade animation
    • Infested trees
    • Smoke/steam animations of the power plants, war factory and research facility
    • A number of rocks and pebbles for the desert theater
    • 16 trees for the desert theater
    • New selection boxes of units that picked up a power-up crate.
    • Train tracks
  • Made the following (rules.ini and art.ini) code contributions:
    • Coded the nuke superweapon
    • Coded the A-10 elite weapon
    • Coded the scrap metal
    • Made the "Field Repair" superweapon more reliable
    • Fixed the grenade weapon
    • Coded the Land Mines
    • Coded the torpedo weapon
    • Coded the airstrike superweapon
    • Coded the Tiberium Fuel upgrade
    • Coded collectable wood and steel crates which can be placed on multiplayer maps.
    • Coded infested trees (these are trees that slowly mutate into tiberium trees over time).
    • Coded tiberium spreaders, which allow tiberium to be spread in a wider radius around tiberium trees.
    • Various other code contributions
  • Improved the refinery's unload animation
  • Improved Nod's airfield
  • Fixed the SHPs of units and buildings so they no longer have glowing pixels on dark maps
  • Modified several animations to make them glow on dark maps
  • Added an extra row of pixels in the shadows of all turreted units in order to fix the shadow bug (this bug sometimes causes a gap appear in between the shadow of a unit and the unit itself)
  • Converted the SHP of the Bio-Research Facility again so that it wouldn't look stretched out anymore
  • Converted the structures from Red Alert.
  • Edited the graphics of several of the new crate units that have a switched chassis/turret.
  • Expanded the "Sandpit" multipalyer map.
  • Improved the "Canyon Chase" multiplayer map.



Machine
Made the XO Powersuit and the Hover(craft) MLRS.


MeesterMan
Made the "Sand Serpent" map.


Mig Eater
Made Red Alert YAK, MIG and Badger Bomber voxels.


Muldrake
Muldrake made the following voxels:

  • Apache
  • Chinook
  • Carryall

Nyerguds

  • Fixed the lighting on the Refinery after I mirrored it
  • Made the beta Hand of Nod SHP
  • made the following audio (speech) files:
    "unit armor upgraded", "unit weapon upgraded", "unit speed upgraded", "your harvester is under attack", "unit sold", "structure sold", "Building captured", "Building online" and "Building offline" speeches
  • Made the [TD] Deluxe Cameos
  • Converted the RA mouse to SHP format (with tools written by Ultraq)
  • Fixed the font on the Power and Waypoint sidebar buttons
  • Helped me to edit FinalSun's exe to suppress and error message it kept giving after I edited the exe to make it read Tiberian Sun's install path from FinalSun.ini instead of from the registry
  • Helped me remove obsolete buttons from FinalSun's toolbar

Nooze

Made the civilian structures:

  • Light house
  • Windmill
  • A large crater map prop for the temperate theater
  • 20 TD civilian structure remakes

OmegaBolt
Made the following maps:

  • Social Divide
  • Tideland
  • Stranded
  • Northern Lights



Pd
Provided the offset (a specific position to go to in DTA.exe with a HEX editor) where I can change the maximum usable Skirmish tech level.


Ragox
Made the map "Unforgiving Islands".


raminator

  • Made the train
  • Made the Microwave Tank
  • Converted the Hover MLRS to SHP
  • Converted the Mobile Repair Vehicle to SHP
  • Made the A-10 voxel
  • Made civilian cars
  • Made the new ORCA

Rampastring

  • Made DTA's client
  • Coded the AI
  • Improved the spawner's direct loading of saved games so that they'll no longer be likely to give a black screen and then fail to load.
  • Made it possible to save and load multiplayer games.
  • Fixed the bug that caused the difficulty of a campaign to always revert to Medium if a saved game was loaded an you progressed to the next mission afterwards.
  • Created the TunnelFixer tool (located in the Maps\Custom\ directory) that allows mappers to easily fix newly created tunnels.
  • Made the following singleplayer missions:
    • All missions of the "The Toxic Diversion" GDI campaign
    • Reunification
    • Eradicating the Red
    • Red Paradise
    • Desperate Grip
    • All missions of the "Creeping Destruction" Soviet campaign
    • 2 GDI tutorial missions
    • Stealthy Inhibition
    • Frostbite
    • River Raid
  • Made the following multiplayer maps:
    • Rivers of Refener
    • City in Conflict
    • Tunnel Train-ing
    • Springnight
    • Town of the Unfortunate
    • Composite
    • Train-ing Holiday
    • The Experiment Lab
    • Frozen Wasteland
    • Circle of Death
    • Tiberium Garden III
    • Chilly Glow
    • Shiner's Yard
    • Epicenter
    • Icy Floes
    • Deceptive Wonderland
    • Divided Composition
    • Eternal Spring Dream
    • Heart Attack
    • Tiberium Rig
    • Casey's Canyon
    • Defunct Combat Platform
    • Grid Gardens
    • White Acres
    • Razor Land
    • Subterranean Greenery
    • Subterranean Greenery Extended
    • Counterpoise
  • Made the following Co-Op maps:
    • Reunification
    • It Came For DTA
    • The Experiment Lab
    • Freezing Offensive
    • Freezingly Desperate Grip
    • Second Wind
    • Double Team
    • Ally Under Siege
    • Disguised Manipulation
    • Forged Payback
    • It Came For DTA II
    • Cloaked Twilight
  • Added extra details (such as LATs, terrain objects and light posts) to the following multiplayer maps:
    • A Path Beyond
    • Lost Arena
    • Pitfall
    • Unforgiving Islands
    • Sandpit
    • Sand Trap
    • Canyon Chase
    • Lakefront Clash
    • Crossroads
    • Dust Devils
    • Tower of Power
    • Dustbowl
    • Delirious Island

Reaperr
Converted the text font from TD to TS format.


ReFlex
Made the maps "Sandpit", "Dustbowl" and "Toxic Passage" and made the "Under Siege II" singleplayer mission.


SeriousToni
Made the "Crossroads" map.


Sombracier
Made the "Chrono Hazard" and "Lesson in Blood" Co-Op missions.


stormrider
Made the following maps:

  • Back County
  • River Front
  • Island Trouble
  • Drifted River
  • Coastal Battle
  • Naval Rampage

SuperJoe
Wrote the AI triggers\teams\scripts that make AI players properly deploy their MCVs after building them.


tomsons26

  • Created a high-res Tiberian Dawn icon, which was used to create DTA's high-res icon.
  • Remade the Red Alert main menu background in high resolution, on which DTA's main menu Allied and Soviet theme backgrounds are based.
  • Remade the bottom part of the Red Alert sidebar (under the icons), on which DTA's version is based.
  • Made a high-res remake of the Red Alert Main Menu, that was adapted for DTA's Allied and Soviet theme main menus.
  • Helped with creating DTA's main menu logos.



Tyler Adams
Made the Longbow voxel.


Warlord
Made the original version of the "Enemy Lines" map.


Bittah Commander
This is me; the founder and leader of this mod. Considering I started this mod on my own and I worked on my own for over a year, I had already done a large amount of work before I even had to keep track of credits and it'd have been an impossible task to make a list of every individual thing I deserve credit for. So instead of taking on the impossible task of trying to list everything I did since 2006, I'll just state that I did everything aside from the things I credited the people above for.

Realizing that likely only other modders will know exactly what that means, I'll try to list the global roles I've been inovled with that I can think of:

  • Converting (and editing) most original graphics and sounds from Tiberian Dawn (and also many from Red Alert)
  • INI coding
  • HEX hacking
  • Designing the Graphical User Interface
  • Making all of the map preview images
  • Making maps
  • Making/editing SHPs (this includes units, buildings, animations and terrain objects)
  • Making/editing terrain
  • Managing and (if necessary) fixing or improving work submitted by the staff (this mainly includes maps and SHPs)
  • Designing the client's graphics (background, border and button textures) and some of the layouts
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X005
X005

Bittah Commander, I find that you were "brave" to have mixed Red Alert , C & C Tiberian Sun and Rampastring same thing .

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Guest
Guest

thanks voor all the hard work! this is a great mod!

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Guest
Guest

Hello, and thanks to everyone who made this amazing mod!

A few issues found so far:

- After saving, all dialog windows disappear, but the battlefield remains frozen. First confused, I then realized that the options menu is still active, albeit invisible, so if I make a click at the spot where the "resume mission" button was originally drawn, the button will appear for a moment, and the game will resume on mouse-up.

- I recently found out that the mod does not allow resolutions above 1920x1200 (I've got a big monitor). If possible, I'd like to hear whether there is any workaround for it. A hack for the resolution combobox items list in DTA.exe, maybe?

P.S. I've already browsed the forum, and found the mix patch.

P.P.S. Thank you for the single player missions, the soviet campaign is really awesome! You guys totally rock.

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Bittah_Commander Author
Bittah_Commander

The issue with the invisible dialog is known and can't be fixed. It's related to the selected renderer in the client's options and also your graphics card. Selecting a different renderer might help, but it could also make your performance worse (or better).

Using resolutions with a height that's greater than 1200px isn't supported by the client right now because the game itself also doesn't support it without the mix patch: the height of the sidebar causes the game to crash with that resolution.

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