


Our goal was to deliver the source code in a way that would be truly beneficial for the community, and we hope this will enable amazing community projects for years to come. After discussing with the council members, we made the decision to go with the GPL license to ensure compatibility with projects like CnCNet and Open RA. It’s worth noting this initiative is the direct result of a collaboration between some of the community council members and our teams at EA. This is a key moment for Electronic Arts, the C&C community, and the gaming industry, as we believe this will be one of the first major RTS franchises to open source their source code under the GPL. Today we are proud to announce that alongside the launch of the Remastered Collection, Electronic Arts will be releasing the TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL version 3.0 license. It’s time to finally answer the question around Mod Support, but it first requires the reveal of a special surprise for the community. Given the incredible C&C community projects over the past two decades, we appreciated how important this was going to be for the Remastered Collection.

Since the announcement of the Remastered Collection, one of the top questions from the community has been if the game would provide Mod Support. Also, he acknowledged the community’s desire for LAN multiplayer, but said it will not be in the launch build, though it might pop up in an update. While C&C games have mostly been moddable thanks to community tools like XCC Utilities, FinalBIG, OS BIG Editor, and numerous others, with only late SAGE games getting semi-proper mod SDKs, this time we’ll get full support in the form of one open-sourced DLL per game, and even a sample unit for learning how to mod the new release. In yet another update on the C&C Remastered Collection, Jim Vessella posted about a hot topic among fans – mod support.
