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 200 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.

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Spy
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TAK02
TAK02 - - 584 comments

Are you guys using Ares by any chance? :)

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ErastusMercy
ErastusMercy - - 777 comments

DTA is on the TS engine, their hacks are done either in-house or by contributors.

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Rampastring Creator
Rampastring - - 1,190 comments

The Spy logic was already functional for the most part in base TS, but it had a few issues with some effects.

However, dkeeton of CnCNet fixed those issues a while ago, making it possible for us to fully implement the Spy without any compromises or problems.

And we indeed don't use Ares, but rely on the CnCNet TS-patch project that I've also contributed to: Github.com

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TAK02
TAK02 - - 584 comments

Welp, there goes my chance of adding Yuri to this mod... Not that I was planning on doing that in the first place :P

By the way: Are the building SHPs public assets (or usable by the public for their own mods)?

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Rampastring Creator
Rampastring - - 1,190 comments

Most building assets have been directly converted from TD and RA, so it could be said that those are public assets.

However, new DTA buildings such as the Nod Stealth Generator, as well as altered and remade buildings like the Allied / Soviet War Factory, are assets unique to DTA and as such they're private; you're not allowed to use them in your own public mods. This also includes new additions like the power plant steam / smoke, building bibs (the gray sand under buildings) etc.

So, if you want to use the TD and RA buildings in your own mod, it'd probably be a better idea to just take and convert them from TD and RA. Unique assets in DTA are for DTA only, because they're one thing that makes DTA unique among all the other projects.

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TAK02
TAK02 - - 584 comments

Shame. I kinda liked the remakes for those oldies.
Do you know anything about the SHPs for these two mods?
Moddb.com
Moddb.com

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Rampastring Creator
Rampastring - - 1,190 comments

I don't have anything to do with them, so nope.

I'd say that mod assets are private by default. But you could try to contact the mod authors (if they're still around in the community) and ask them.

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TAK02
TAK02 - - 584 comments

But they aren't around anymore, if the dates are anything to go by. I even sent ICFRA's dev a PM concerning the assets at least a year ago with no reply.
That's why I'm asking someone who's been around longer than I have on how to do deal wirh this.

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Rampastring Creator
Rampastring - - 1,190 comments

Then you can't use ICFRA's assets, unless someone knows better. (If you want to be certain, you could ask at PPM; I never really followed that mod, and it seems that it was mostly developed when I had just joined the community in 2007.)

The creator of Return of the Dawn could be still around, according to his ModDB profile he last visited the site less than 2 weeks ago: Moddb.com

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TAK02
TAK02 - - 584 comments

I fail to understand why you can't use a mod's assets if the devs are quiet for over year about their progress without at least mentioning a hiatus on their or mod's main page, but alright.
Thanks for the info.

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Rampastring Creator
Rampastring - - 1,190 comments

Their inactivity doesn't mean that they wouldn't still own the assets. Just like you can't legally take assets from old games (for example, if you took assets from an old Warcraft game, Blizzard would likely send you a C&D letter), you're not allowed to use assets of inactive mod projects unless their authors have said that they're publicly available. This is also not just my own opinion, but that's how it's widely seen in at least the Western C&C community. The policy has also been enforced by offending mods and their developers getting banned from basically all Western C&C fansites if they've stolen assets.

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Olku_
Olku_ - - 2,074 comments

Spy op

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Tesel
Tesel - - 740 comments

now do gap generator plox

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SeriousToni
SeriousToni - - 626 comments

Awesome! I loved spies! :)

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Description

Allies will be able to build the spy in version 1.16. After infiltrating a structure it will reveal information that's relevant to that structure:
-For factories it reveals which unit or structure is being produced by that factory.
-For refineries and silos it will reveal the amount of resources that are stored in that particular refinery or silo.
-For power plants it reveals how much power the player has in total, as well as how much is being drained.
-For radars it will reveal (and keep revealing) shroud around any unit of the player whose radar you infiltrated.