The Dawn of the Tiberium Age is a stand-alone Tiberian Sun to Tiberian Dawn (C&C 95/Gold) total conversion which aims to allow people to both play and mod TD, while having all of the benefits of the TS engine. With version 1.10 of DTA the "enhanced mode" was also introduced; you get to pick whether you want to play the classic or enhanced mode when you start the game. The enhanced mode aims to improve/enhance the gameplay you're used to from TD by adding new features (like the XO Powersuit, the "Spawn visceroids" super weapon and naval battles) and refining the game balance (prices, speeds, damage, range, etc.).

DTA 1.12 Release and Relocation of Official Site

In case you missed it, The Dawn of the Tiberium Age version 1.12 was released about a day before New Year's eve and given how busy the days surrounding this date are, I haven't even had time to make a proper news post for it yet and I only barely managed to finish the trailer video in time.

So exactly what are the main changes and additions in DTA v1.12?

First off, Classic mode's balance between vehicle speeds, infantry speeds, weapon firing rates and weapon firing ranges now matches Tiberian Dawn much more accurately and many of these changes have been applied to enhanced mode as well.

This doesn't only make classic mode's gameplay feel more similar to Tiberian Dawn, but these changed unit speeds also make infantry more useful in both classic mode and enhanced mode, because they're relatively much faster now and thus are no longer destined to become red paint on a tank's tracks. All water is animated now (this includes shores, water cliffs, water falls and so on), which can been seen on the old maps you know from version 1.11 and also on the decent number of new maps that have been added in version 1.12.

And since we're on the subject of water already; ships are now easily able to navigate around obstacles without issues (regardless of the distance or number of obstacles between them and their destination) and also even the AI is able to (and will!) use ships now. So if you think you can still safely move your MCV to an isolated island and build up your base there without getting bothered by the AI like before, some AI cruisers will likely come and give you a rough wakeup-call.

Playing DTA online and in skirmish mode is better than ever now, thanks to CnCNet5, the spawner that comes with it and of course the new launcher. You can forget about the Comp Stomp maps and their teleporters that were introduced in DTA 1.11 or having to search the map to find friend's base before you can form an alliance, because you can now select your starting locations and set up teams before the match has even started; you can even form a team with an AI player.

And last but not least, the Red Alert factions have been added as playable sides in Enhanced mode. The Tiberian Dawn factions are of course also still playable in Enhanced mode, which means that you can now for example play with Nod against Soviet or mix it up however you like. Take a look at the trailer video if you haven't already to get a glimpse of what such battles with mixed TD and RA factions can look like...

...or you can of course just download the mod and experience it yourself. To install the mod, you can either download the installer and let it automatically download the mod's latest files and install the mod for you, or you can download the mod's files in a zip package from Mod DB's faster servers and then extract it into an empty folder.

You can view the change log to see a complete list of all additions, changes and fixes in version 1.12 of DTA and also exactly who deserves credit for all of these changes.



With that said, it's also time to announce that DTA's profile at Mod DB will from now on be used as DTA's official website.
Also please use DTA's forums at Project Perfect Mod instead of the forums at this site from now on.

This decision was made to keep resources for DTA as central as possible, so that DTA's players and followers won't be likely to miss out on information or discussions they might have wanted to participate in.
More of DTA's staff members are active at PPM (Project Perfect Mod) than at the forums here and there are also many other experienced modders at PPM, which means that you'll get answers to any technical (and other) questions much quicker there than here.

This site will be kept online for archiving purposes so that old posts can still be viewed whenever necessary.

Vote The Dawn of the Tiberium Age for Mod of the Year!

It's that time of the year again! Previously we haven't specially concentrated on the competition for reaching the Top 100, but our watcher count has been increasing steadily, and we believe we could have a chance to get at least near the Top 100 this time.

2013 Mod of the Year Awards via Mod DB

As you can see, in our preparations for the upcoming release of DTA 1.12 we've also thrown the boring standard ModDB skin away and replaced it with a cool, customized Tiberian Dawn -style theme.

It's been a long time since the last update. My latest news post was 16 months ago, and that's way too long of silence in my opinion. During the time we've mostly posted new maps, and we've also had some breaks where we haven't posted anything for multiple months; maybe some of you have even thought of DTA being dead. Well, that's far from true. In the meanwhile, we've actually made quite a few discoveries about the engine in addition to adding more maps into the game. Implementing these discoveries has taken a bit of time - but we believe they're certainly worth it. You'll see some of those below.

Water animations

Water animations

Graphically, one of the more important changes is what you see in the pictures above. That's right, we've converted TD's water animations for the TS engine. That includes not only the basic water animation, but also all other water-related things like water cliffs, shores and rivers. For gameplay, there's a lot of improvements as well. Units with overlapping roles have been tweaked, the AI isn't that insanely difficult on Medium (AKA AI Level 1) anymore offering a much more balanced experience for most players, while the Level 2 AI has again been made stronger providing a very nice challenge for the most experienced players (especially on Comp Stomp -- getting slaughtered together with your friends is much more fun than getting slaughtered alone!). Talking about the AI, I might as well add that the AI is now also able to use ships (click on the image to view it in its usual size):

DTA AI using ships

The AI using ships both for attacking an enemy base (Purple AI, Red AI) and defending its own base (Sky Blue AI)[/center] The teleporter system in Comp Stomp maps has also been replaced with a completely new system, leaving no dependence on the player manually entering their MCV into the teleporter. Instead, there are no teleporters; right in the start of a Comp Stomp game your MCV will automatically fly into your real starting location (engine wise, this is done with some scripting on friendly invisible carryalls). We have also added text triggers for convenience to people who haven't played DTA or Tiberian Sun before and as such don't know the hotkeys. See the image below for a demonstration.

DTA Comp Stomp Carryall system

There's also a very large surprise incoming with 1.12 which we won't reveal yet. It has actually taken most of the development time for 1.12, and with the long development time, you can expect it to be something fairly big. I can only say that 1.12 will really extend the game - in an awesome way ;) The release isn't far away anymore. We won't discuss strict release dates, but expect 1.12 to be here soon. In the meanwhile, we will continue posting updates like maps and other content changes until we are ready for unleashing the next major version of DTA. Before that, you can still enjoy the very polished 1.11 which offers plenty of fun and which has been downloaded about 20,000 times as an estimate during its almost two-year long lifetime.

So, what are you waiting for? Visit our ModDB page to help us reach the Top 100, Commander! Remember that you can vote for multiple mods, so voting for us doesn't make you unable to vote for all the other awesome mods out there, too!

Our progress since DTA 1.11

It's been a while since DTA 1.11 has been released since then this site moved from cncxs to PPM after some server issues that couldn't be resolved and 6 updates have been released, including today's (version 1.1117). Here's a global overview of the most important changes that have been made since DTA 1.11:

  • Most importantly, two options to improve the performance have been added, of which the most notable one must be AlexB's hack which disables VideoBackBuffer. 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 that the game becomes unplayable). Of the people who have tested this, the majority was able to notice a significant boost in performance and for a few people the game's performance even went from being so slow it was entirely unplayable, to perfectly playable. There were just a few people who reported that disabling VideoBackBuffer itself made the game unplayable for them however, so for this reason an option to enable VideoBackBuffer again has been added to the launcher (but as mentioned, leaving it disabled is faster for most systems).
  • The other option to enhance the performance which was added before that, is a setting to disable the darkening effect on sidebar icons which you see whenever you build a structure. For all systems this slows the game down at least a little bit (for many systems it's barely noticeable however) and for some systems it this was bad enough to almost make the game unplayable. With videoBackBuffer disabled, the slowdown caused by the darkening effect should have become entirely unnoticeable on most systems however, which makes the option to disable the darkening effect unnecessary for most systems, but it's still there for the few very slow systems where lag is still noticeable when building structures and the few systems where disabling VideoBackBuffer caused problems.

Other improvements include that the launcher the now displays how many DTA players are online at CnCNet and will also display this in the bottom right corner of the screen via a text balloon in the bottom right corner of the screen; this way you you'll be able to minimize the game while waiting for other players to come online, while at the same time making other people aware that there's someone waiting to play in the lobby.

The launcher will now also check whether all of the mod's files are present and unmodified (to ensure there won't be any issues when playing online), it'll show the total progress instead of progress per file whenever you install an update (or install DTA from scratch) and it will also tell you the size of the update up front.

The maps that are included with the mod are now located inside of folders instead of in MIX files and although that might seem meaningless to the people to the people who just play the mod, it means that future updates will be much smaller considering only the specific maps that have been added or changed will have to be downloaded then, rather than the whole 20+ MB MIX files that contain the maps. Mind that any custom/downloaded maps still have to be placed in the mod's main folder rather than inside of the Maps folder however.
The map editor now also has an option to disable sounds (although I replaced the map editor's original sounds with something less disturbing, some people were apparently still bothered by them) and there's also 2 new tool scripts; one for disabling building bibs (this is done on some maps where they look bad because of the custom lighting) and one for enabling naval yards for maps.

Moving onto actual ingame additions,
  • all buildings with chimneys (power plants, the war factory and the research facility) now have smoke/steam animations in the enhanced mode (which can be disabled by lowering the detail level)
  • there now are hunter-seeker crates (they don't inflict as much damage as the ones in TS, but they can help with finding/destroying that last pesky hidden unit when Short Game is disabled)
  • laser fence posts no longer look like tiny wooden poles and have more hitpoints (about 3 times as many as a brick wall piece), although they can no longer be turned off
  • you can now build MIGs and Tesla tanks after capturing the tech center of an opposite faction
  • and GDI can now build the M.A.D. Tank

Nine new maps have been added: Train-ing Holiday, The Experiment Lab, Frozen Wasteland, Beach, Landing, Field, Dante's Desert, Red Valley, Circle of Death and Hectic Oasis.

As you might have noticed, that last map has no tiberium on it. This is because it's a Scavenger map. Scavenger is a new game mode which was added in DTA 1.1117, where players have to aquire credits, units and powerups by collecting crates, while only being able to build a barracks, a war factory, a repair facility and some defenses. You can only build a few basic vehicles from the war factory, while all more advanced units can only be acquired via crates.

You can also choose to disable bases, which basically makes the game mode similar to the Survivor game mode which older versions of DTA used to have.
Right now Hectic Oasis is the only Scavenger-only map, but in addition to that there's 7 other maps which have been converted from other already existing maps.

Have a look at the change log to see all other changes since DTA 1.11.

DTA 1.11 has been released!

It's been nearly 2 years, but DTA 1.11 has finally been released!

View the Change log to see what new features it has to offer or just watch the video below.

Download now!

A New Theater

I bet you thought I was already done with showing off all of DTA 1.11's new terrain, didn't you? Well, you thought wrong, because here's some more Wink
What I held off to post for a little while is that I in fact made an entirely new theater for DTA 1.11, including all tilesets the other theaters have as well; such as
water cliffs, shores,...

rivers, roads, normal bridges, high bridges,...

other ground types that can be placed on top (I already showed the dirt LAT in an earlier news post),...

trees (converted from the temperate theater),...

and more.

Just like how the snow theater is actually part of the temperate theater, this new theater is likewise part of the desert theater, which allows mappers to get extra creative by mixing two theaters together.

Since this theater is still brand new, there will only be a few maps that use it included with DTA 1.11's initial release (such as j4m3sb0nd's "The Sandbar", shown in in the image above), but more can of course be made post-release.

1.11 Campaign Revealed

Many of you have been asking one specific question from us for multiple years, and have brought it up again and again every once in a while. Relating to the title, you may already guess it; "Will you include the Tiberium Dawn campaigns someday?"

The answer has always been and still is, "possibly when we've got time and interest for it". With the current staff we'd probably have the time for it, but at least I don't find converting missions really interesting. However, not having the original C&C95 campaigns doesn't mean that we wouldn't have made our own singleplayer missions and campaigns.

A Nod base gets lighted up with flames by an Ion Cannon strike.

We actually have a campaign in 1.11. It's not a full-length campaign with twenty missions, nor is it the entire "official story" of DTA, but something a bit different and shorter. Looking at what Westwood did with their New Missions in both TD and RA1, I really liked all their special mission ideas, with planes that suddenly drop nukes into my base, dinosaurs eating my infantry and fun surprises like that. I wanted to make my own campaign, which'd also contain special elements and would fit the C&C95/Westwood style.

After months of working we now have something that I'm hoping to be as fun for you as it has been making it. The Toxic Diversion lasts for 4 missions of varying length and objectives, has multiple choices for the player to make during the missions, and contains 4 drastically different ending missions; the one you'll get depends on the choices that you've done on the previous missions.

Although you might see some new, special weaponry and structures that you haven't seen before, The Toxic Diversion is a Classic mode campaign. It's actually aimed to be between the TD and DTA's Enhanced Mode times, so while it's a Classic mode campaign with Classic mode rules it contains some elements from Enhanced mode, such as veterancy and some new units, aswell as some completely unique things that will never see the light of the day in multiplayer in either Classic or Enhanced mode.

While the campaign is relatively short with one playthrough lasting for 4 missions (even though all the choices give it replay value - with 4 different endings we could say that the campaign containts practically 7 different missions), we've tried to make the missions as fun as possible, and also so challenging that if someone is expecting to run through it quickly, that player's aim is going to fail. I of course make use of the TS engine's 3 different difficulty levels so it'll be well beatable even by inexperienced players; they'll just have to start it on Easy. Medium is recommended for most players and Hard for those who are used to special tactics and want a challenge.

With those words, I'm hoping that you'll have a fun experience with the campaign when DTA 1.11 is released.

The Toxic Diversion isn't all about it though; we also have some other single missions in 1.11 (similar to the "New Missions" in C&C95), like a remake of TD's [NOD] Under Siege. More singleplayer maps will also likely follow with updates that we're giving with the Launcher that I introduced two weeks ago.

In addition to our missions, creating your own missions in 1.11 will be much easier. You no longer need to hunt for files like Battle.ini from your possible Tiberian Sun installation and set them up properly for DTA, but instead we'll include those with 1.11 so you only have to add your campaign to the simple list of the Battle.ini file to make it show up ingame. Map progression is a bit more complex to do (it took me and Bittah multiple days (!) to find out how that works while I was making The Toxic Diversion), but our own campaign contains a good example of how it's done, and if you can't figure it out yourself, we're always here to help.


Today I'll show off the new LATs I made for DTA 1.11. Don't ask me what the letters L A T stand for, because I don't have a clue either; it's just what Westwood internally called the system with which one ground type is connected to another one. So in other words, what I'm showing off is new ground types and the transition tiles that surround them to smoothly connect them to another ground type.

The map editor has an auto-LAT system which automatically places the mentioned transition tiles around ground types you place on the map; this only works when you place the ground type on top of the default temperate or desert clear ground however.

In the image above you can see a dirt LAT placed on top of the lighter sand ground, but since the lighter sand isn't the default desert clear ground, the auto-LAT system won't work for it. This means you'll have to place the transition tiles around this ground type manually.

As you can see in the animation above, I've made marble madness tiles to make it easier to manually place LATs (for when you can't use the auto-LAT system). In case you aren't familiar with what marble madness tiles are, they are what you see when you switch to Framework Mode in the map editor; this is meant to help mappers by switching to graphics with which it's easier to see how to connect certain tiles to one another, meaning it makes it easier to prevent or fix visual map errors.

DTA 1.11 Technical Update

If you've been reading the news here lately, you might've read Bittah talking about some "launcher", without knowing what it really will be. Well, I am here to present that Launcher to you.

Firstly, let me intoduce myself. If you've also followed us at ModDB, you may have noticed DTA 1.11 screenshots coming not only from Bittah but also from someone named Rampastring. I am (obviously) one of the staff members of DTA, and my task has been creating this Launcher (together with Nyerguds) which I'll tell you more about soon, and I'm also a single- and multiplayer mapper (the 1.10 map "Rivers of Refener" is mine for example, as well as the DTA 1.11 map Tunnel Train-ing), and last but not least I'm the one who is making sure that your Skirmish and Comp Stomp matches in 1.11 will be as painful as possible (aka the AI Coder).

Now, to the more relevant (and technical) stuff:

You have more than likely already seen those screenshots of the new GUI (the menus) posted here by Bittah. So what will happen if for example you run a resolution of 800x600, even though a 1024x720 GUI exists? Well, you won't get the high resolution GUI, but instead you'll see a GUI that fits your resolution (in this case a 800x600 GUI). The game obviously doesn't support switching GUI's by itself, so we had to make something that'll switch the GUI automatically depending on the desired resolution. And so we did.

A very old and obsolete development build of the Launcher.

The Launcher didn't last as a simple resolution-switching tool for long though; after a talk with Bittah we came to the conclusion that instead of making you all wait 2 years for a new version after 1.11's release, we should constantly update the game with new content. Since it'd be annoying for you to get new updates manually every once in a while, the Launcher needed an updater which'd do it for you every time you launched DTA, without bothering you much.

And while we created the updater, why not also add some other functionality, like being able to launch the game directly from the program and at the same time fixing some of Tiberian Sun engine's incompatibility problems with modern systems, like multicore processors? So, soon the Launcher really became what it's named; it's used to launch DTA automatically with required compatibility settings (in a user-friendly way; you don't need to do anything yourself) and it keeps your installation up to date all the time.

Later I added the possibility of downloading music and the C&C95 ingame videos (FMVs) using the Launcher, and I also made it possible to install the most recent version of DTA from scratch when you only have the launcher and none of DTA's other files.

The Launcher as it currently exists, running under Windows XP.

Easy multiplayer:

Then, to the point that many of you should be very interested about; multiplayer. Maybe you've wondered how to play DTA online with your friends or just against random people, and read that it requires unreliable, hard-to-set-up extra stuff like WOL and Hamachi. Well, that's history with 1.11.

After I considered the Launcher finished, I heard about something that required a bit of extra code; we were supposed to use CnCNet v2 for a very user-friendly multiplayer service in 1.11. However, that version of CnCNet was discontinued in favor of a new version 3, and I had to integrate support for the new version. At first writing extra code to replace something that I had already done seemed annoying, but it proved to be very well worth it; playing DTA 1.11 online is now simpler than playing most large commercial games online.

Well, how will we play DTA 1.11 online?

Currently clicking on the "Play on CncNet" button in the Launcher will take you ingame instantly, where you'll just have to click the CnCNet button after choosing to play in Classic or Enhanced mode. However, this system is just temporary as CnCNet is a quickly developing service, and in the future the Play on CnCNet button will be changed so that it'll instead open your web browser and send you to CnCNet's website which serves as a lobby where you can meet other players and arrange games with them. The in-game part of CnCNet multiplayer will remain similar to how it's currently done though.

What you'll see after launching DTA in CnCNet mode and selecting Enhanced.
The second step is as simple as clicking the CnCNet button.

Let's start playing!

And then you can host games, join to games, and play games like you'd usually do on a LAN party. Except that now you don't need to set up a LAN for that. No registering or any of that stuff is needed, you just need to have DTA 1.11 installed and click on a button on a website.

Compared to previous multiplayer methods CnCnet v3 has only one disadvantage; it's a rather fast developing service, and we have to adapt to its changes (which, with our Launcher system, might make the multiplayer unavailable sometimes if I don't have enough free time for making changes to the Launcher at the time of a new CnCNet release). But those changes shouldn't break anything for the most part.

Depending on how popular CnCNet gets, it might be possible for you to be able to play online with other people than just your friends in DTA 1.11 at any time (that's what we're aiming for at least; a constant multiplayer community). If you don't have any friends interested about DTA, CnCNet happily makes finding other players easier with its chat service. Just go to the CnCNet homepage and click on the "Chat/Player Lobby" button. As CnCNet also supports other C&C games, like Red Alert and Tiberian Sun, most of the players there at the moment are likely not interested about playing DTA, but we are hoping to change that with 1.11's release.

So that's about the end of my way-too-long description about the Launcher. Thanks for reading, assuming you really read that all, and even if you didn't, be prepared for seeing non-technical stuff on the next updates.

Graphical User Interface

The GUI for DTA 1.11 has been completely redone.

First of all, Lin Kuei Ominae made a new background for the multiplayer score screen, which he put together with graphics from Tiberian Dawn.

Don't ask me how he managed to end up with such scores in only 12 seconds though Tongue

The dialogs were redone by myself and because it was a trial and error process I actually spent quite a few hours on them.

As you can see the map preview is now a lot larger (which was in fact my main goal) and the overall size is 800x600px.
These dialogs obviously won't fit on the screen when using a res of 640x480, but to get around this problem the resolution now has to be selected in the launcher before starting the game and the launcher will then automatically swap the language.dll file (the file that contains the dialogs) with the one that contains the biggest dialogs that fit within the selected resolution. There are 3 different overall dialog sizes; 640x480, 800x600 and 1024x720. So if you select 854x480 for the game resolution, the launcher will swap the language.dll file with one that contains dialogs with a maximum size of 640x480, since those are the biggest available dialogs that fit within 854x480.
As mentioned, the biggest dialogs have an maximum size of 1024x720 pixels.

Since wide-screen monitors are common nowadays, I made the height is 720 instead of 768 so that it'll also fit when a resolution of 1280x720 is selected.

The launcher that's responsible for swapping the language.dll file was initially made as a setup tool by Nyerguds, but it was later on changed into a launcher with a lot of added functions by Rampastring. Rampastring will tell you more about this himself later on.

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hosted by Project Perfect Mod.