What do you want first? ROTD 2.8 or C&C95 expansion?
RotD 2.8
28%
[ 20 ]
C&C95 expansion pack
71%
[ 50 ]
Total Votes : 70
Author
Message
whiteshoes-n-gloves
Cyborg Engineer
Joined: 09 Dec 2007
Posted: Mon Aug 11, 2008 1:58 pm Post subject:
wow, its a modder war, lol. BTW, hows that bad BMP image for help, can u make heads or tails of what the missions about yet? and which bits are a real pain to implement, im sure ive thrown in something anoying... lol.
-Liam QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Aug 11, 2008 4:01 pm Post subject:
whiteshoes-n-gloves wrote:
wow, its a modder war, lol. BTW, hows that bad BMP image for help, can u make heads or tails of what the missions about yet? and which bits are a real pain to implement, im sure ive thrown in something anoying... lol.
-Liam
hehe don't worry, I might change a few things here and there, but otherwise it's good enough
@Hyper: I dunno, are there any RA1 mods in the making that are equally/more promising than this? If not, please help Nyerguds a bit more, because you would indirectly help me as well
A separate button for "skirmish" mode and some additional "slots" for weapons, projectiles, warheads & units would be a good start, at least tell Nyer how to do these, that's the most important stuff for now. QUICK_EDIT
@Hyper: I dunno, are there any RA1 mods in the making that are equally/more promising than this? If not, please help Nyerguds a bit more, because you would indirectly help me as well
A separate button for "skirmish" mode and some additional "slots" for weapons, projectiles, warheads & units would be a good start, at least tell Nyer how to do these, that's the most important stuff for now.
Working on both is not a problem, its just finding time to sit down and really research. All of what you said can be done, but, the skirmish, making it actualy do something on click is the hard part >_> QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Aug 11, 2008 8:24 pm Post subject:
Hyper wrote:
Reaperrr wrote:
@Hyper: I dunno, are there any RA1 mods in the making that are equally/more promising than this? If not, please help Nyerguds a bit more, because you would indirectly help me as well
A separate button for "skirmish" mode and some additional "slots" for weapons, projectiles, warheads & units would be a good start, at least tell Nyer how to do these, that's the most important stuff for now.
Working on both is not a problem, its just finding time to sit down and really research. All of what you said can be done, but, the skirmish, making it actualy do something on click is the hard part >_>
Well additional units, weapons and so on is more important to me than the skirmish button, so let's concentrate on those first QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Aug 13, 2008 7:49 am Post subject:
...so? That's not a bug, that's just the clashing of two game mechanics. If your stealth tank smokes... too bad, try to get it back to base ASAP. _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Aug 14, 2008 2:13 pm Post subject:
All menus are now centered
I should still test the Null modem one... (with the TCP-COM tool), but theoretically the hack is sound, and it should work. _________________ QUICK_EDIT
@Reaprrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr:
thx
If only I had any 3d modeling skills XD
But maybe I can get someone else to do them
you don´t need that much skill to crate some models...
just some primitives 3 grey materials and a simple camouflage texture _________________ just a simple logo by bricks @ raminator, on Flickr QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Aug 16, 2008 12:36 pm Post subject:
SMIFFGIG wrote:
focusing your efforts on modding RA1 seems to make much more sense
an RA1 mod with TD Nod and GDI sides would be cool, not very creative but cool
That might be true, BUT:
That will only be possible once our knowledge on the RA95.exe matches or even exceeds our current knowledge about the C&C95.exe.
We need the ability to add new units, buildings, animations, warheads and weapons to the game, otherwise this won't be possible. AFAIK, Hyper is planning to work on that, but I don't see a reason why I shouldn't work on the C&C95 exp until Hyper has made enough progress (and since he's quite busy most of the time, that might take a while...).
I mean, what stops me from shifting the focus to RA1 once the C&C expansion is done QUICK_EDIT
Any input about the changes I'm still considering are welcome, especially on adding the Covert Ops and console missions.
[edit]
Woo, just found out how I can re-enable the hospital sell exception, to make it unsellable again like in the original DOS version _________________ QUICK_EDIT
hahaha, I just came up with a new idea for a mission, you play as Nod and have to move into a civi population and kidnap Greg Burdett!
I just thought this would be awsome... would be nice to see nod with some technicals, lol.
-Liam QUICK_EDIT
Cheers, and yeah, I agree reaprrr, this is a cool patch. Speaking of cool stuff for CnC, how IS that expantion coming along (I assume theres still a HELL of a way to go) just wondering what you've devised for your expantion? or is it top secret? lol
-Liam QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Sep 23, 2008 7:26 pm Post subject:
-I know about this. In fact, the infantry display a single frame from their firing animation that's usually gone too fast to see it. Only happens with AI infantry anyway.
-attack trees? whut?
-The gunboat's weapon is removed in that mission (though I haven't found the code that actually does that). They're SUPPOSED to be sitting ducks to demonstrate the Obelisk's power. _________________ QUICK_EDIT
No, I mean they get stuck on trees it seems. But not really ON them, just really close and wont retaliate etc. In fact I think that happened mostly on the Gun Boat mission, and one or two before.
Nyerguds wrote:
-The gunboat's weapon is removed in that mission (though I haven't found the code that actually does that). They're SUPPOSED to be sitting ducks to demonstrate the Obelisk's power.
Thats... a bit lame. They should have just reduced the Boats armour or something, because they do survive long enough to look bugged. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Sep 24, 2008 8:45 pm Post subject:
Nyerguds wrote:
um what? An obelisk takes out a gunboat in a single shot anyway...
huh? are you sure? I mean, the Laser does 200 HP damage at best, and the gunboat has more than 200 HP, iirc. Unless WW changed that for the mission, too.
Nyerguds is right, I couldn't really fully start before this patch, at least not without having to start from scratch in some areas after the patch was released.
As i mentioned I'm planning some balance changes and there was little point in implementing them before the 1.06 exe is out. And since those balance changes will affect singleplayer missions as well, I concentrated on making some preparations (for example an Excel table that contains all weapon & warhead statistics and corresponding formulas, so that I can easily see what effect a certain change will have), preliminary balance tests and helping Nyer in getting as much improvements into the patch as possible.
Work on the expansion will speed up from now on QUICK_EDIT
sweet, sounds good then anyway.
oh, and the Obelisk DOES kill a gun boat in one shot, try it on either of the stealth tank missions (you know the one I mean, where you play as nod and have to recapture the base).
-Liam QUICK_EDIT
Joined: 14 Nov 2004 Location: In the Edge of /dev/null
Posted: Tue Sep 30, 2008 6:58 am Post subject:
secret wrote:
I say you should continue RotD,as TD has an more limited engine,here you have ETS,which can help you much more.
Something I was interested to do in case RotD fails,was to create an TS/YR mod intended to be something in-between TD and TS/RA1 and TD,but this remained just an idea.
I don't wanna let you down, but there's already a mod that import TD on C&C 3. I believe that this would be enough for a modded C&C 1.
C&C1 Reloaded (expansion pack) is very interesting, and consider that C&C TD is like a Temple. Everyone adored it.
Now that C&C1 is Abandonware, maybe it's a good idea to add a rock-patch like (like C&C Red Alert 2/YR)?
Some ideas:
* Rules.ini like C&C RA
* Not hardcoded units (first introduced in Tiberian Sun)
* There's any way to import the Skirmish engine present in Red Alert? Or maybe add some features like C&C Red Alert 2 panel-like for Buildings and Structures (putting Superweapons in a tab, airplanes in other and so on?).
* Another idea was to add some more airplanes: es. harriers for GDI and MIGs for NOD (enabling air-to-air combat, like in the cinematic).
* Another one is improve the single-player campaign map, adding more missions points. If someone would add SP-maps, can script the game in order to make the player access to more continents (like C&C Red Alert Retaliation does).
* Introducing the paratroops logic (already seen in the cinematics).
* Another one is to create an other-side campaign: for example, play the NOD missions, using GDI and defend the base from assault from a now AI (and no more Human) player.
* Introducing the in-house campaign, like what seen in C&C Red Alert (that you play inside buildings, with restricted number of soldiers), in C&C TD.
* Introducing a Battle of The Ring logic in C&C TD, with multiplay or AI enemies.
* Fixing the Nuclear missiles, letting the Temple of NOD fire more.
* Introduce battle in the cities, with new civilian building and texture (ex. pentagon, in order to introduce a secret survival kamikaze mission, where Seth want to send you before being killed by Kane).
These are some ideas. Consider them, if you can. QUICK_EDIT
Now that C&C1 is Abandonware, maybe it's a good idea to add a rock-patch like (like C&C Red Alert 2/YR)?
Suppose you have not heard what Nyerguds and myself are doing
PUOJACKZ wrote:
Some ideas:
1. Rules.ini like C&C RA
2. Not hardcoded units (first introduced in Tiberian Sun)
3. There's any way to import the Skirmish engine present in Red Alert? Or maybe add some features like C&C Red Alert 2 panel-like for Buildings and Structures (putting Superweapons in a tab, airplanes in other and so on?).
4. Another idea was to add some more airplanes: es. harriers for GDI and MIGs for NOD (enabling air-to-air combat, like in the cinematic).
5. Another one is improve the single-player campaign map, adding more missions points. If someone would add SP-maps, can script the game in order to make the player access to more continents (like C&C Red Alert Retaliation does).
6. Introducing the paratroops logic (already seen in the cinematics).
7. Another one is to create an other-side campaign: for example, play the NOD missions, using GDI and defend the base from assault from a now AI (and no more Human) player.
8. Introducing the in-house campaign, like what seen in C&C Red Alert (that you play inside buildings, with restricted number of soldiers), in C&C TD.
9. Introducing a Battle of The Ring logic in C&C TD, with multiplay or AI enemies.
10. Fixing the Nuclear missiles, letting the Temple of NOD fire more.
11. Introduce battle in the cities, with new civilian building and texture (ex. pentagon, in order to introduce a secret survival kamikaze mission, where Seth want to send you before being killed by Kane).
These are some ideas. Consider them, if you can.
1. Possible, alot of work though, mapping the classes would be the hardest
2. Kinda the same, hard to do but possbile
3. Not gonna happen
6. Urm, no?
9. No
Reaperr does not write the hacks, me and Nyerguds do, plus dont make this into a hacking request topic. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Sep 30, 2008 12:35 pm Post subject:
#7 is ridiculous. the campaign enemy always starts with a base, so if you got that base, all you'd need to do is rush the AI's palyer-perspective starting point. And then we're not even talking about how an AI can't be programmed to deploy an MCV...
I've really wanted to look into #10 though (multiple nuke).
Can't be too hard to find now though; it's probably one of the many game mode checks. _________________ QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum