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Command & Conquer Red Alert 1 (v0.09c) is now downloadable!

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Have you ever been curious about how does working in progress version of a classic work out? Even how does their internal map editor looks like? Then, there is good news that will satisfy your curiosity. I'll quote it straight from the source:

Quote:
Hi, C&C Community! CCHyper, Nyerguds, Tore, TaxOwlBear and Chad1233 decided to band together and obtain a real treasure in C&C history and share it with the whole C&C community!

We present to you...


A collector of classic games and rare items who goes by the nickname Siberian GRemlin obtained this very early build of Red Alert through a contact of his. The real source of this discovery is unknown; it is quite possible this was an early QA or Playtest build for an event like E3 from 1996. Here is a short message from him:

“Good day, comrades. This version was found on a bootleg CD copied from an unknown source in 1996. Maybe this version was used for some game shows and expos. How it leaked from Westwood Studios and come to Russian bootleggers is unknown. I just bought it from the previous owner, whom I will no longer meet.”

So, the five of us got together and decided this was something the community really needed to experience and explore, so we contacted him and came to a deal so we could share this treasure with all of you!

For the past couple of days we have all jumped right in and have been testing the game as much as we could, documenting any differences from the release version of Red Alert. We have also pulled the game files apart, to see if there were any hidden files or new files to be discovered, and we weren't disappointed!

Here a few of the interesting discoveries and changes we found;

   
  • A couple of previously unseen FMVs, including the infamous “shipyard” FMV that never made the final game, and another FMV showing the UN flag.

       
  • Unheard voices for some units. Allied:“It is done!”, Thief:“Like candy from a baby.”, “Let’s pick ‘em clean.”, “Time for a little five-finger discount!”.

       
  • “Soviets” and “Allies” are the only factions available in Skirmish.

       
  • Contains a primitive version of the Skirmish AI.

       
  • Game balance is very different to the final game, with some weapons being quite overpowered.


Also, a really interesting discovery we found. This version of the game contains the internal developer map editor! There are also quite a few debug keys, for example; one that grants you instant special weapons, instant win/lose of the current mission and one that gives you 10,000 credits! You can find full details on how to activate it in the document below.

We have uploaded some shots of the “Editor” to an imgur album, and with the help of Chad, there are also some screenshots of the differences in the multiplayer maps maps here: https://imgur.com/a/OyBos03

TaxOwlbear Has been busy and very kindly prepared a full ‘Let’s Play’ for you all of the campaign and more which you can watch on his channel here (new videos will appear every 15 minutes from now!): TaxOwlbear YouTube Channel

Nyerguds has uploaded the FMVs and Thief quotes to his YouTube channel for your viewing: Nyergud YouTube Channel

Tore has also kindly hosted the the original, unmodified ISO image for you all, which can be downloaded from: https://downloads.cnc-comm.com/?dir=red-alert/beta

You can find a full list of our discoveries and changes, along with instructions for installing the game here: https://downloads.cnc-comm.com/red-alert/beta/rabeta_instructions_and_notes.pdfMake sure you read the instructions first! It will guide you through installing and running the game, and will give instructions for running on newer operating systems like Windows 10.

Have fun, and let one of us know if you discover anything we didn't catch!

Long live Command & Conquer!

CCHyper /u/cchyper88
Nyerguds /u/Nyerguds
Tore /u/Tore29
TaxOwlbear /u/TaxOwlbear
Chad (CNCNet)

One Vision 0.92 Beta released!

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One Vision Beta 0.92 has been released around 8 days ago. For those who are not aware of it, this Kane's Wrath mod aims to improve its gameplay experience by adding countless new faction unique upgrades and units, improving its graphics and much more.

According to the authors of this mod, this release should make units feel more "responsive" and fun to play with. Furthermore, many upgrades, abilities, support powers and useless units were changed to make them impact more the gameplay. Some of the highlights of this version are:

  • Balance changes and tweaks to nearly all units
  • A new economy system for a more fluid game experience
  • A more "responsive" feel on many units
  • Improved Commandos for RRF, Black Hand and Messenger-8
  • New audio and visual effects
  • Tweaks and balance changes to all T3 tanks
  • Revised mutations for Reaper-17
  • Vast improvements to heavy infantry (such as Zone infantry) or specialized infantry (Ravagers, Shadow Teams)





For further information about this mod and download, visit their ModDB profile and have fun!

OpenRA Playtest 20191021

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A new playtest is now available for OpenRA’s increasingly poorly named “Summer 2019” release. Thanks to everybody who tested the last playtest, this build should address all the issues and feedback that have been reported so far.

The key changes in playtest-20191021 from the previous playtest-20190825 include:

- Fixes for several issues with game loading/saving
- Fixes for several crashes and a desync issue
- Fixes for several glitches related to unit movement
- Fixes for several mission related issues in Red Alert and Tiberian Dawn
- Fixes for several compatibility issues with Linux and FreeBSD
- Refinements to the new spectator UI
- Further Red Alert balance adjustments

We hope this will be the last playtest build, and if no further issues are found we expect a new release version in a few weeks time. Head on over to our download page, try it out, and let us know if you find any issues or have any other feedback before it is too late! As always, the full changelog is available on GitHub if you would like to find out more.

-------------------------------------

Season 8 of the Red Alert Global League is well underway. Resident RAGL wrangler netnazgul has been posting weekly wrap-up reports on the forum (Week 1, Week 2), covering the highlights and providing links to stream VODs for everybody who would like to keep up with the action.



RAGL Season 8 has been packed with explosive action.

-------------------------------------

We have been relatively quiet about OpenRA’s Tiberian Sun mod lately, but this does not mean it has been abandoned. Development has been focused mainly on resolving low-level game engine issues, which has been slow due to the complexity of the work involved and relative lack of manpower.

Examples of this work can be seen in release-20180923 which included renderer changes that roughly doubled TS’s in-game performance, in release-20190314 which fixed a collection of game-breaking bugs with Nod’s cloak generator technology, and in the upcoming release which significantly improves deployable units and aircraft.

Deployable units were a big part of Tiberian Sun, with several combat units, support units, and even production facilities (in the Firestorm expansion) all having the ability to switch between mobile and stationary modes. OpenRA’s unit-deploy code was originally written for the classic Construction Yards, and was poorly suited for the more dynamic gameplay cases used in Tiberian Sun.

This code has been overhauled to add missing features and additional quality of life improvements. Deploy commands can now be queued between other orders (great for managing transports!), and deployed units can be ordered to undeploy and move to another location (including into a transport, or onto a service depot) as a single action. The risk of accidentally packing your Construction Yard with a misclick has been reduced by requiring the force-move hotkey to be held while issuing these orders.



Aircraft and deployable units work much better in the under-development Tiberian Sun mod.

The code defining aircraft and helicopter movement has also been rewritten, implementing many of the flight dynamics needed for Banshees, Orcas, and Carryalls. The Carryall’s transport behavior has also been refined, with unit pick-up behaving much like the original game, but unit unloading now requiring an explicit order like other transports. This makes it possible to queue multiple transport runs, or to land the Carryall without releasing its cargo. Carryalls can now also be ordered to pick up deployed units, which will undeploy for pickup once the Carryall arrives.

We are slowly working through our list of must-have features for a public release, but there are still many more to go. We still cannot predict a release date, but the Tiberian Sun mod is developed in the open on GitHub (like everything else in OpenRA) so everybody is welcome to follow the progress and participate in this work.

Command & Conquer Remastered Gameplay Teaser and Website

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It has been one year since Jim Vessella, EA producer, has announced that they would remaster Command & Conquer Tiberian Dawn and Red Alert 1 and, today, they have brought some interesting news. As the title of our news says, it has a gameplay teaser (see below) and these games now have an Official Website of Command & Conquer Remastered.

Here's Jim's words on it:

Quote:
Fellow Command & Conquer fans,

Crazy to believe it’s nearly been one year since we formally announced the C&C Remaster and began development with Petroglyph Games and Lemon Sky Studios. To celebrate this milestone, today we’re excited to showcase one of our biggest reveals on the journey so far - a first teaser of the game in action!

And with this teaser comes an answer to one of your key questions from the past year:

  • “Is the Remaster going to be in 2D or 3D?”


We’re ready to share the Remaster has been developed in the classic 2D visual style, unlocking our ability to stay as authentic as possible to the original games. Below we’d like to provide more details on how we’re approaching these visuals, and why we felt the 2D style was the best fit for the project.

As you may remember from one of the first posts, our plan is to remaster (not remake) the classic games. Creatively, this means our guiding light has always been to remain authentic to the original feel, and we’re constantly on the lookout for ways to achieve that goal. When we recovered the source code to C&C Tiberian Dawn and C&C Red Alert, this gave us a viable avenue to accurately match the core gameplay, feel, and signature look of the legacy titles. We felt the 2D style was the best way to bring all these elements together, and ultimately achieve the authenticity we were looking for.

It’s been wonderful to see the passionate, artistic care taken by Lemon Sky and the team with this creative approach. Lemon Sky has re-concepted, re-modeled, and re-animated every gameplay asset from scratch - examples of which you’ve seen with the Construction Yard and Tesla Tank. Once it reaches the final stage as seen in those previews, we render and export the assets in 2D so they lineup frame for frame with the original visuals. In some cases like the Grenadier, this can mean over 600 frames for a single unit. This creative process has allowed us to modernize the game assets as you originally imagined them, and stay true to the gameplay you’ve known and loved for 25 years.

In addition to the authenticity, we’re excited to reveal an extra benefit of this 2D approach is that Petroglyph has been able to utilize their deep familiarity with the source code to enable the real-time switching of Legacy / Remastered graphics in Campaign missions. This means at any time when playing a Campaign mission, you can tap a single key to smoothly toggle between the original assets at 320 x 200, to the Remastered assets up to 3840 x 2160. Playing with this toggle over the past several months has been a true joy, and we believe will be one of your favorite features in the Remaster. Along with the real-time toggling, you’ll have the ability to zoom the camera to take in all the high definition detail, with an effective zoom distance between the DOS and C&C Gold camera heights.

You can see an example of these features in action in the associated video above (just in case you made it this far and haven’t watched it already). To get an even better feel for the visual difference, we encourage you to visit our new website site at:

https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered

Here you can use an interactive component to see the Legacy / Remastered visuals playing side by side. Keep in mind some of the assets you’re seeing in these videos are still in progress (I’m looking at you, Tiberium Silo), as we’re continuing to fix bugs and polish items based on feedback from our colleagues, the Community Council, and all of you.

We’re eager to hear your thoughts on everything you’re seeing in this post, so please share your comments in the thread below. Thanks for your support and participation, and looking forward to sharing more game assets in the months ahead.

Cheers,

Jim Vessella

Jimtern








In one of Jim's responses at Reddit, he has confirmed that you'll be able to select different zoom levels, as seen in the trailer above.

So, I've tried to peak that idea and some random expressions of his text such as "2D", "recovered the source code to C&C Tiberian Dawn and C&C Red Alert" and... I have a good feeling that these games will have a good chance of being moddable. But that's speculation from my side so far.  Of course, it would come with a cost: you'd probably have to make the frames for each zoom level of these units, I guess. I am not sure about that, but at least a "low quality" and a "4k quality" will be required.

What do you guys and ladies think? Share your comments in a response to this topic.

(PS: Thanks to Plokite Wolf from CNCNZ.com for the YouTube version of the video above.)

AI Generals in Tiberian Sun

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Do you know that, during the development of Tiberian Sun, Westwood Studios actually tried to implement a system of AI Generals, where each AI houses could be associated with Generals that would provide different behaviors?

They planned to add five "Generals":

• Brain Dead - No behavior defined.
• General Meade - Strong defense, weak attack.
• General Jackson - Strong defense, strong attack.
• General Grant - Weak defense, frequent attack.
• General Hooker - Unpredictable.

But the idea was abandoned at some point, commented out. When I was a more active Tiberian Sun modder, I tried to understand the leftovers of this feature [registered users only], especially seen at ai.tlb file (but also at game.exe), and figure out if it was possible to use it.

Some days ago, CCHyper has posted detailed information about this [registered users only]. Here's a snippet:

CCHyper wrote:
Some of you may know that in my free time these days, I still research the TibSun engine for the Vinifera(shameless plug) project. Last night, I was just going through the section of TibSun that handles all the AI Houses and their "per frame tick"(simple terms, the routine the game executes to process the AI house every second) rules and I noticed something, a small call to a function that seems to never get made, because its requirements are never met. I decided to research this further.

We know that TibSun does not read the [AIGenerals] from the RULES.INI, we have done for some time now. But did you know that all the COM CLSID's that are defined in that list are actually embedded into the games executable? If you are into technical details, you can read up on how COM and interfaces work at: https://en.wikipedia.org/wiki/Component_Object_Model, but in simple terms, it is the same system as Locomotors use.

The TLB files that ship with the game are not necessarily useless, to people who actively reverse engineer the game or are interested in how games are programmed, they contain some great information.



If you are curious, visit our Tiberian Sun Research Center and check out this topic about AI Generals from CCHyper. But note that all Research forums here are restricted to registered users only. It takes few seconds to register on the forums and you don't get spammed because of that. So, it should not be a problem.

Mod News Roundup (October 18th to 26th 2019)

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Hello everyone! Sometimes I may get a bit slow on news posts here and, it may not reflect the progress seen on mods, rather they are developed here or not. So, it is time to make some justice here and share some bits that have been displayed by mod project leaders recently.


The Desolated Future

- This total conversion for Red Alert 2: Yuri's Revenge has received a new unit recently, for the Wasteland Scavengers faction. It is the "Honest John" SSM Launcher.



Quote:
The Honest John surface-to-surface ballistic missile is perhaps the crown jewel of Scavenger weaponry. Developed in the 1960's, it is ancient among weapons and is treated with mythical awe. According to recovered archives, many missiles were manufactured and saw use by many nations until they were phased out in the 1990's, only to infamously end up in the hands of the Brotherhood of Nod who utilized them throughout the First Tiberian War. While all of them were lost to history, a famed archaeologist known only as The Safekeeper was able to uncover the aforementioned archives which contained schematics of the weapon, among others. Using current materials, only the most skilled mechanics are able to rebuild them, as well as building specialized trucks used to carry and launch them on the go. As devastating as they are against even the sturdiest of structures, they can be easily shot down by anti-air defenses and the trucks carrying them are rather slow and poorly armored, requiring protection from other units.



Dawn of The Tiberium Age

- DTA has a new map known as Gravity Valley, which was made by Rin and it will be included on DTA 1.18. Here's a preview:





Command & Conquer Red Alert History

- This Tiberium Wars mod will include the Tech Airport in the upcoming release and the airbone support weapon, of course. Here's a snippet.





Tiberian Sun: Reborn

The Tiberian Sun: Reborn team posted a development update 9 days ago showcasing the taller Cyborgs, new Mech animations, GDI War Factory changes, and Nod Construction Yard updates.





And that's all for now. Share your comments here or at the topics we have linked.

OpenRA Playtest 20191102

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We are today pushing a new build of OpenRA that addresses several issues discovered in the previous playtest.

The changes in playtest-20191102 are:

- Fixed infantry failing to dodge crushes
- Fixed pilots ejected from killed aircraft remaining in the air
- Restored ability to force-move helicopters above enemy buildings
- Fixed several long-standing issues with classic (left-click) mouse controls
- Fixed 64-bit installation directory on Windows

We are now aiming for a late November stable release, which gives approximately two weeks for any final issues to be discovered with this playtest.

Head on over to our download page to grab the new playtest, and prepare for battle!

The original Playtest 20191021 announcement can be found here.

OpenRA Release 20191117

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Just in time for the holiday season, OpenRA release-20191117 is now available with all of the features and fixes that have been tested and refined in the playtest builds over the past few months.

Big new features like save-game support, new UI for Tiberian Dawn and spectators, and completely overhauled unit behaviours make this one of our most exciting releases to date!

For more details, we hand over to FiveAces who has put together a comprehensive video introduction:




If you don’t like videos, the main changes have been outlined in previous news posts (one, two, three), and, as always, in the full changelog. A new Mod SDK release is also available for the modding community to take advantage of the new release.

Grab the installer now for your operating system from our download page! It has been a long road to this release, and we hope you enjoy it!

Project Raptor V10 Alpha 0.3 is available!

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Hello everyone! We've returned with our news post activity and our first step is to catch up the interesting spotlights of the community for the last 30 days. And it is time to start with Project Raptor, which is now being maintained by No Life Studios. About 10 days ago, Zeke_Dlyong has released Project Raptor V10 Alpha 0.3.

Most changes are bug fixes, ballance changes, but there are also new voices, cameos and even new faction logo, as shown on the screenshots below.










Head to their Discord Channel to download it, provide feedback (it's an open Alpha, so they really need it) and the changelog is on PasteBin.

Red Alert 0.09c Beta: Lost Mission Restoration

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This is a bit old, perhaps one month old, but it truly deserves a record here. Chad1233, Tomsons26 and few others have restored the lost mission that was found on Red Alert 0.09c Beta but couldn't originally be opened properly on its map editor. The restoration was possible because some data could be loaded and some beta teasers of the game were found in the process. Here's the full explanation from Nyerguds about it, originally posted on Reddit:

Quote:
Hello, Reddit!

As you may remember, CCHyper (/u/cchyper88) made a post here a while back announcing the Red Alert beta v0.09c we managed to obtain. Since then, we have continued to dig into it, and we found out something rather peculiar.

In the beta content, there was a mission file that was difficult to open in map editors, due to it being in a very old version of the mission format, which seemed to be very close to the one used in Command & Conquer 1. This was unfortunate, since C&C1 has all its map terrain information in a second file, and this mission did not include that.

When we finally manage to convert and view the mission, minus terrain, the placement of some of the units and structures seemed eerily familiar. Our collective sense of déjà-vu was not unfounded: it exactly matched a mission shown in some Red Alert trailer videos and beta screenshots.



The mission as we found it, with just units, structures and terrain decoration, but no terrain.


The mission, as seen in trailers


Another screenshot of the same map

Since this mission does not appear in the final game, we set out to reconstruct it, using the available shots and the minimaps shown in them. The actual map reconstruction work was done by Chad1233 and Tomsons26. The full team credits are mentioned at the end of the post, and in the readme document included in the download.

Anyway, without further ado:








Full team credits:

  • Chad1233 - For starting the project and making the rest of map and scripts.

  • Tomsons26 - For initial terrain recreation from screenshots and the minimap, and playtesting.

  • TaxOwlBear (/u/TaxOwlbear) - For playtesting, suggestion, and showcasing the mission on his channel.

  • Nyerguds (/u/Nyerguds)- For briefing and grammar, and proofreading and expanding the readme document.

  • Tore (/u/Tore29) - For briefing suggestions.

  • CCHyper (/u/cchyper88) - For motivating us to keep working on it.


And finally, TaxOwlBear has also made a sweet video tutorial about the beta map editor. Check it out below:



CnC Untitled 3.80 has been released!

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This one is a fresh news. No Life Studios has released CnC Untitled 3.80.

This Zero Hour mod tweaks the game with new units, balance changes, new maps, etc. This specific new version brings new maps, replaces the Toxic Van from Toxin General, replaces the AP Rockets update with Heat Rockets for Demo General and adds two special powers.





For more information and download, visit its ModDB profile. Have fun!

Yuri conquers the moon!

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Recently, Gangster has called attention to an amazing computer graphics animation of Yuri MCV deploying on the moon made by zhexu kim. If nobody stops Yuri, the current plans from USA and other countries to colonize the moon will be a big failure. Check the animation below and share your thoughts about it:






All your base are belong to Yuri. Resistence is futile.

Tiberian Odyssey resumes activity!

Tiberium Essence 2 will have CABAL!

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Fans of the Tiberium Wars mod Tiberium Essence have received a piece of interesting news from Carnius recently: CABAL will be featured in the next version of the mod. And it deserved a picture to celebrate it:



Of course the pictures that really matters are ones the showing how does CABAL look like in-game. And there are at least 3 pictures of it, as far as we could track. Here they are. Click on them for full details:








And that's all for now. For more information about Tiberium Essence, check Tiberium Essence Forums at PPM and its ModDB Profile. Download the latest version here and get ready for CABAL.

The Second Tiberium War 2.3 Preview

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Ever_Valiant has posted a teaser of what's coming to the next version (2.3) of The Second Tiberium War modification for Tiberian Sun. You should be able to manage stealth in your Nod base in a better way by using emitter pylons. Also, obelisk of light should receive some improvements as well. Here's his full post about it:

Ever_Valiant wrote:
I've been working in silence for the past while on version 2.3 and have completed much work since last update. I've began to tackle structure design even though it appeared intimidating with all the work that goes into a single building. Today I will show you a few changes to the Brotherhood I think you'll like, so lets get started!



One of the structures in previous version that was never touched was the Stealth Generator. There are a few issues I had with it and here they are:


  • Expensive and energy costly when constructed, which lead to low power quite often when building it.

  • Takes up too much space when placed near the base entrance.

  • Too often I would construct and misjudge the distance of the stealth radius, then leading to one important structure I had planned on cloaking being one tile too far away.

  • My base is not always constructed in a circular fashion, so building several Stealth Generators to cover every oddly placed building was not worth it.



May I introduce the new Stealth Generator Hub and Emitter Pylon system






.



This new Stealth Generator Duo System fixes all these issues and allows for more flexibility, let me explain. The Stealth Generator Hub is the main stealth structure that enables you to construct all stealth technology as well as the emitter pylons. The Emitter pylons which are small in size are the stealth emitters and can be placed wherever you wish with little encumbrance to space. The Stealth Generator Hub is larger yes, but can be placed out of the way in the back of your base. The stealth generator hub will cost $1750 and be low on energy consumption, while the emitter pylons are only $750 but high in energy consumption.









This allows you hide more critical base structures first and allows for a smaller increase of power consumption per emitter. This also allows you the shape the stealth radius much more effectively to the size and design of your base. Both structures come with quality build up animations and lighting effects to fit perfectly with the original Nod theme.

In addition to the new Stealth Generation System I've Overhauled the lighting animations on all Nod structures to you give the base a much more active feel:




New Nod Base Lighting in update 2.3 - Mod DB






I've also redesigned the Obelisk of light full with buildup, online, and and charge up animations to make it look more intimidating. The lights and charge up crystal stay at full brightness even on dark maps.









This is but a glimpse of the changes made to the new version of the game so get excited, because next update we will take a look at GDI which has seen MUCH MORE changes than Nod with several new structures, graphics overhauls and lighting animations!

Dawn of the Tiberium Age 2019 Autumn Update

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The crew from the Tiberian Sun total conversion Dawn of the Tiberium Age posted their spring update with new maps, new assets and some additional bonus. Here's the full message:


Quote:
Greetings Commanders, and happy holidays from the DTA staff!

As mentioned during the spring update, a LOT has been going on both in the community and behind the scenes, and we want to give you the first peek at all the exciting stuff that's happening in DTA with our current and upcoming patches.

For starters, we have a big collection of new playable content. This includes a lot of multiplayer maps by various authors, as well as new missions both singleplayer and co-op. We'll be releasing this content in two "map packs" before Christmas, of which the first one was released two days ago.
This first release includes the following maps:


Ore Rig






Cliffs of Lunacy






Perfect Storm



Far Harbor







Underwater Passage





Idyllic Lake





Castle Rock





Gravity Valley





As well as the singleplayer mission Stomp






And the co-op mission Operation Barachiel







During the making of these new maps and missions, we also decided to greatly expand on our available assets. This includes a lot of new options for the desert theater such as new plantlife:









And desert versions of the caves and craters that we previously introduced to the temperate theater:



















Here we have a cool new civilian hangar:









And last but not least, all of the civilian buildings converted from Tiberian Sun have received a makeover with improved, sharper models:









In addition, the client has recieved some significant quality-of-life improvements, such as the ability to change tunnels while in a game lobby.

Further details are as always available in the change logs.



Stay tuned, as we will be releasing the second set of maps later this month. Have fun everyone, remember to give us a vote for Mod of the Year and hope to see you on the battlefield!

Frontline Chaos has switched to OpenRA engine

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A month ago Dutchygamer has posted a long farewell post about his, so far Generals/Zero Hour total conversion, Frontline Chaos. A huge part of his post was quite personal, so I won't quote the whole thing here. I just hope he is able to move on with his life after all those things he mentioned there. It's quite hard to loose someone so close to us like what happened to him.

Anyway, at the end of his post, although he uses the term "Farewell" in the title of his post, he mentions that he is actually moving his project to the OpenRA engine. Here are his words on it:

Quote:
Eventually, I decided to focus on creating a single mission, and all the assets / coding that is necessary for that. This worked okay for a while, and I eventually I had a nicely scripted map with various new assets I introduced. But still... All things combined, I was getting rather worn down by it all. In the end I was doing a whole bunch of nitpicking changes I saw someplace else, but had very little actual use. Sure, train car props that are actually armoured and have decent physics are nice assets, but they don't add jack shit to the mod at the current stage.

I then had the best idea you could have at this stage: switch engines! To the OpenRA engine to be precise. Who try to emulate the feeling of oldskool 2.5D RTS engines in a 3D engine when you have an open-sourced engine that does that available? Well, besides the fact you have to learn a new style of coding, redo all your assets, be over ambitious and redo the terrain from scratch. Don't get me wrong, it was a nice learning process, but in the end it was doomed to fail. My interests had been shifting to other places over time, and I just couldn't be bothered with RTS in general.

So rather than letting it stagnate, it's better to just officially declare the project ended. I may reuse the world I designed behind the scenes for other projects, but I won't give people false hope that this project will one day see daylight.

I may be talking against a (digital) wall here with this whole story, but after all this time of not telling anyone in the modding community about this whole situation and my resulting absence, I found it high time to fix that situation. Now I can hopefully close this chapter (the project that is), and move on to the next.

In case you're still interested in what I have done in the meantime, you can check my YT channel here



Of course that the action of switching engine, in this case, nearly means restarting the whole thing from scratch. So, the "Farewell" term is not that imprecise. Finally, it is worth mentioning that you can still download the final version of this mod from its ModDB Profile.

Command & Conquer Red Alert History recent updates!

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Madin has been using the Command & Conquer: Red Alert History Forums to share the latest new things for this Command & Conquer 3: Tiberium Wars total conversion. And there is a lot being done there, really. Let's start with the Alpha Battle Lab for the soviets at the picture below:



He claims it won't replace the Soviet Tech Center, although he doesn't know the real function of this structure yet. Ideas are welcomed at this topic.

Another interesting building is the Allied War Factory. Here's a snip:



Post your comments at this topic. Some comments there already helped to inspire Madin to improve it.

Also, in another unrelated topic, we have Terror Drones:



Share your thoughts about these cute little drones at this topic.

There is also the Demo Truck, posted here, that should be used as support power. You may see it in the picture below:



And there is more: the Psychic Sensor:





Finally, but not least. In the last weeks, Madin has also been kind enough to share some interesting 3D models with the community, which you can use in your projects, provided you credit him, of course. Here are some of them. Click at each picture to go straight to the topic to download them or find out more details:












And that's all for now. Enjoy the material and provide your feedback to help Command & Conquer: Red Alert History to improve.

Operation Firestorm December 2019 Update #2

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The crew from Operation Firestorm, a mod for Command & Conquer Generals: Zero Hour with 8 customized generals, has posted an update with their recent progress. Here are their words on it:


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We're back with another update showing visual updates, some redesigned stuff as well as an entirely new unit.







First, GLA Fortress General's Cobra Tank has been redesigned.
It receives an entirely new model and texture as well as a slightly different ingame role. The Cobra tank can now dig in to switch between a mobile and stationary mode. When stationary, its armor and attack range is increased. To further accentuate its defensive role, it now upgrades its armor from salvage crates, rather than its weapon.










HiTech General's Ion Cannon Superweapon Building receives a visual update.
The new Ion Cannon Control Bunker model comes with new visual and sound effects for the Building itself as well some minor improvements for the actual Ion Cannon Superweapon.










Last, GLA Terror General finally gets a heavier tank unit to use along his light vehicles to provide some more alternatives. The Shadow Tank is based on a very old concept that finally returns to OFS.
It is a stealthed rocket tank with high attack range and mobility, excellently suited for hit and run attacks against ground targets. It is well armored, but clearly outclassed in direct combat against other superheavy units.
The Shadow tank is available at Rank 3 in the Vehicle specialization tree (replacing Vehicle Armor upgrade). It costs 2500$ and it has a build limit of 5.


At the end of this update we want to thank everyone for voting! We made it into the top 100 again.

Now for the next voting stage we want to ask for your support one more time. So please click that button and have a nice day!



For more information about Operation Firestorm, visit their ModDB Profile.

New mod spotlight: RedAlert 20XX

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Welcome back, community! Today we'll give some attention to a mod that has recently joined the community, known as Red Alert 2#alienX. For those wondering if this is just yet another mod that tweaks Yuri's Revenge into the author's (mtkii) own free will, I won't say that this is wrong, however, the author has some reasonable ideas in mind. No Yuri, no whacky sci-fi, no useless infantry,... here is the design lemma from the author:

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1. No more Yuri shenanigans. The cold war theme is what made RA1's universe so good, and it's also the reason why YR didn't resonate with me. Even if I kinf of like Yuri's faction from a mechanical point of view (mostly the asymetrical gameplay that comes with it), I just can't bear it. So no more third faction;

2. RA2's sci fi is stupid sci fi. Most of the technology in RA2 are not what I expected coming from RA1 and TS. Sure, Giant Squid, sonar attacking dolphin, weather control devices are original idea, but I just plain dislike them. In RA20XX, the Soviet are mostly inspired from RA1's Soviet, and the Allied are a mix of RA1'Allied and TD/TS/CNC3's GDI. Both of those faction also take idea from other C&C, notably Generals;

3. Non obsolete infantry. Overall vehicle speed has been reduced, making infantry/vehicle composition more effective. Also, infantries take less damage from anti-vehicle's weaponry;

4. Factions and countries with more personality. Factions will respect their asymetrical gameplay (so no Soviet Airfield and planes, as it seems the default in every mods). The country system in YR was underwelming. In RA20XX, each country has two new assets, and four new units that replaces the faction's vanilla units;

5. A less cartoonish palette. Most of the animation are changed to be a bit darker, removing the overly bright yellow explosions for vanilla YR. Voxels are also a bit darker, making them less like toys;

6. More visual effects. Destroying a building will now leave flame and smoke on the ground, vehicle will react to being shot by tilting a bit, weapons will create light and elite weapon will be color-coded to distinguish them from regular weapon.


And mtkii  has posted also some articles describing some bits of the Allied Forces and the Soviets.

Although he uses public assets (like the ones below from Merophage), he credits all of them.


Allied Peacekeeper, asset by Merophage


Conscript, also asset by Merophage.


And there are some recent screenshots as well, such as the ones below:






Although mtkii has originally posted a topic about it at the Private Project Discussion, it is a public mod with aa proper ModDB Profile.
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