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sgtmyers88

Tiberian Dawn Redux
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Everything posted by sgtmyers88

  1. Other missions have been laid out and most of the videos have been edited and converted to a format compatible to the game. Its just adding details to the maps and scripting them which is a tedious task when you look at the detail put into the existing maps. Then a lot of testing will have to be conducted since I am the only one who really knows how to map and script AI well. Most of the old staff and beta testers seemed to have disappeared/moved on to other things so I dunno how that will pan out. Progress will likely be slow at this point.
  2. Yeah it is a legal liability with EA unless they ever make C&C TFD and Generals freeware (which is unlikely thanks to Origin) you can get a physical copy of Generals/ZH or C&C TFD for $5-$10 USD on Amazon or eBay. And yes I actually optimized the engine a bit while improving the graphics. Of course having modern hardware helps. The general gameplay is a carefully constructed hybrid of the Generals system and the classic C&C which creates an all new experience with a spin on the original. It is not a 100 percent copy and paste remake with fancy graphics. Years ago I had ambitions to remake all the missions and add all new campaigns but retaining mapping staff and being the only one who knew how to script AI well was a hindrance since missions need AI programming on a per-map basis and Generals has horrid AI pathfinding which causes lag if not properly programmed onto the map. I had sought out to make this project to be the most professionally presented Mod out there with the most stable and fluid gameplay for Generals as there are many out there that freeze up and crash often. (90 percent of the time it is poor AI programming)
  3. The first patch for Tiberian Dawn Redux v1.4 is now available for download at ModDB! This patch fixes a few gameplay bugs and optimizes maps for skirmish/multiplayer games and singleplayer missions. A few minor unit and skirmish AI tweaks/updates have also been applied. Simply extract the folder and then copy the updated files contained in the folder to the same directory the original Mod files are installed to. Get it here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-patch-v141
  4. I will get the patch (test version) uploaded for you to check out tomorrow.
  5. Sounds good. Nice video. Glad the mission was not another dismal failure causing the game to crash. I had a lot of fun making and play testing that mission. lol
  6. 1.) Oddly enough I just realized that due to the way the Conyard System had to be coded the Build Limit feature is permanently overridden since the Conyard buildup system "spawns" a final object from the buildup animations and replaces the building that you actually select and build from the command menu as the game code sees it as a completely separate object. If it were built from the MCV as "Dozer" this does not happen. 2.) AGT's were gonna originally have chain guns as an addon (ala Renegade) but was cut to encourage use of the regular Guard Tower. The upgrade icon is residual code from that expriment. 3.) Every helipad/airfield has a limited set of parking spaces. If an aircraft requires a parking space to land (usually something that has to reload its weapons) then it will cancel out other similar units from being constructed there. If you set the Orca to guard a location it will take off and hover there and you will be able to construct additional units again. (same for the planes in ZH) 4.) Weird Random Bug. Usually fixed if building is sold/rebuilt. 5.) Just a side effect from the unit/building spawning after construction. It takes a second for the units AI to realize that there is a place to land after being created in this fashion. 6.) Odd random coding bug. Might be due to the special PATSUX Orcas having some kind of compatibility issue since they are a custom unit made specifically for that map.
  7. Interesting find. It's never occurred to me that there was bugs with the power plants as I am pretty sure its existed from the beginning as I have done little modifications to it. I'm betting it has something to do with the conyard system code or the upgrade from a basic power plant. Or a combo of both. The correction/adjustment on a game reload is bizarre as well.
  8. Tiberium fields are a bit resource hungry due to all the special code needed for them since they were a specialized supply source not native the Generals SAGE Engine. It's a known issue. But didn't you use your Harvesters at all to harvest it? Hope you didn't let them get destroyed as that is all you are allowed to have. Lol
  9. There are about 40 waves of GDI forces so the mission is just shy of being 3 hours long. Never experienced that issue before either. I do recommend saving every once in a while.
  10. Thanks and yeah the original graphic layout was a composite of the original renders. I went into illustrator and remade them to give that artistic flare to it. The logo and the image of Kane was done in a similar manner.
  11. Random promo art I did for the 20th Anniversary of C&C1 as a school graphic design project. Thought I would share here.
  12. Its probably gonna be disabled altogether. Originally the infantry spawns were made with the intent to only occur when the building is sold but its apparently hardcoded to where you cannot activate the spawn for the ConditionState = SOLD Parameter. :/ I also noticed another bug from watching this. The Airstrike got enabled prematurely making the mission too easy. Its supposed to be available only after the SAMs are destroyed just like every other mission. lol At least the AI is functioning well without severe lag unlike earlier builds of this mission.
  13. Gonna try to get it out at the end of the month. As I said it is pretty much me doing all the work. I appreciate the Promo work you are doing with these videos. Hopefully it will generate some renewed interest in the aging mod since many have moved on from the Generals platform.
  14. Just to let everyone know I am still alive. A patch will be coming by the end of the month hopefully.
  15. Thank you for your reports. Sorry I've been away.
  16. Very nice. I will try to get a patch out after the holidays so you can get past Mission 4 to continue making these videos. Apparently people are having issues with the 4th Nod mission not getting completed as well.
  17. 2-3 more if you count beta testing to ensure the scripted events work correctly. It helps being the sole map/level designer for these.
  18. Thank you. It's been years of hard work from myself and many fans and Dev. Team Members who have come and gone over the years. The attention to detail is most apparent in the campaign missions which I personally developed and scripted. Its a double edged sword being a perfectionist. lol
  19. I just remembered that the campaign difficulty settings can add/subtract forces via scripts on a per map basis and whatnot. Being the sole level designer I could go back in and nerf that feature just a bit. I can also lower the armor/HP on specific units exclusively or their aggressiveness aka their probability of attacking and chasing. This was done in one of the SPEC OPS missions where you start out with a lone Commando who you need to destroy the shore defences before your MCV can be brought in. Otherwise he would get roasted by the guarding flame tanks.
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