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Everything posted by sgtmyers88
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C&C Tiberian Dawn Redux is back! Version 1.4 now released!
sgtmyers88 replied to sgtmyers88's topic in CnCNet News
A "Lite" install has also been added. No installer or videos for half the file size of the "full" version. The launcher is included but optional to use as the Mod is enabled by default. http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-v14-lite-2015-release -
Since it is a tactical mission with limited units, it does involve some intuitive strategy, first off there is a Civvie who is your guide who will run down the road distracting the Nod troops until he gets mowed down by the Buggies camping out by the Barn near the bridge. It is important to keep your Grenadiers alive over the Minigunners/Rifle Infantry which I will get to in a minute. Firstly, the APC's are armed with Miniguns in the Mod which are more effective at mowing down the troops but lack the speed of the Humvees. I tend to use the Humvees to draw out the troops and the light vehicles and then use the Grenadiers and APC's to take them out as they make a run for you as you retreat. Target the Rocket Soldiers as a top priority. For the rest, simply using the C&C Generals Attack/Move Command or the Double Click Guard helps greatly when you decide to stand your ground. When you get to the bridge send in your Humvees and/or APC's to draw out the tanks. While I know it goes against the design & strategy of the original mission you can garrison buildings like you can in C&C Generals. I have implemented the use for this mechanic into the missions for enhanced tactical possibilities. Garrison the barn near the bridge with your Grenadiers and withdraw all your forces behind the barn. The AI controlled tanks will chase after your retreating forces and will get slaughtered by the Grenadiers in the barn.
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C&C Tiberian Dawn Redux is back! Version 1.4 now released!
sgtmyers88 replied to sgtmyers88's topic in CnCNet News
Much better. The forum looks a lot cleaner now. Thanks -
C&C Tiberian Dawn Redux is back! Version 1.4 now released!
sgtmyers88 replied to sgtmyers88's topic in CnCNet News
Yeah I was trying to clean up the forum a while back but couldn't. A lot of those were meant to be undone after a period of time and it looks awful now. -
C&C Tiberian Dawn Redux is back! Version 1.4 now released!
sgtmyers88 replied to sgtmyers88's topic in CnCNet News
This should be stickied and/or put in the main news section on the Mod forums. My permissions got removed. -
The 2015 release of C&C Tiberian Dawn Redux is NOW AVAILABLE! http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-v14-2015-release'>http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-v14-2015-release Welcome Back Commander! After a 3 year hiatus, the popular C&C Tiberian Dawn Redux Mod has finally made another release of v1.4 as a full version! The ALL NEW version 1.4 is available to download and will be MUCH more stable and more fairly balanced in contrast to the old Beta from years ago. Prepare to return to the first Tiberian war! Check it out today! CHANGELIST: The most notable feature is the optimized gameplay along with major fixes and re-balancing work that have been done while the AI has been totally rebuilt for both skirmish matches and for the existing campaign missions. The AI this time around is not to be underestimated. The use of the Ion Cannon, Airstrikes, and Nuclear Missile has been improved. Simply rushing an AI controlled base could trigger the AI to use them against you at a moments notice! The AI will more intelligently select priority targets to pick off and destroy, whether it be your Power Plants, Construction Yards, Tiberium Harvesters, or masses of expensive vehicles or base defenses, if you screw around and camp in your base, you will die! While not as intelligent, even the Easy AI will keep you on your toes and swarm your base. The AI will even send in random Engineer rushes under the protection of APC's which can cost you many valuable vehicles and buildings if you are not careful. GENERAL GAMEPLAY UPDATES: Visual optimization to the in-game graphics Several vehicle and structure models reworked & retextured Skirmish AI rebuilt and optimized for a better gameplay experience Skirmish AI utilizes more units and buildings Maps and singleplayer missions debugged/re-scripted Tiberium spawning optimized to avoid game lag/crashes Balance fixes to several units and buildings Harvester and MCV movement speed slightly increased Base Defense Armor/HP increased Optimized water and terrain textures APC's and Transport Helicopters can now heal infantry Engineers can disable & repair vehicles Harvesters now show empty/full states when harvesting tiberium FPS Controller added to the options menu. OTHER NEW CONTENT: New Button Icons New Infantry Textures & Models Visual details added to several units and buildings RailGun Base Defense for Talon Subfaction (replaces Artillery Platform from v1.3) Laser Turret for Black Hand Subfaction (replaces Flame Turret from v1.3) New Skirmish/Multiplayer Map: "Tiberium Gardens" New SPECOPS MISSION: "PATSUX" New Main Menu Shellmap New Loading Screens A new Repair Utility for the Mod A "Force Enable" feature added to the Mod Launcher New fast loading menus from the all new shellmap: New game speed controller: Do not forget to vote for this mod for 2015 MOTY! http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux Also feel free to like and follow the Mod on Facebook! https://www.facebook.com/CC-Tiberian-Dawn-Redux-188361853050 2015 sgtmyers88 & the C&C Tiberian Dawn Redux Dev. Team
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Okay I went ahead and did a full installer type build and uploaded it. This way all the files can be confirmed to be updated and working properly. Make sure to do a clean install to ZH and to the mod directory. This might actually be the final build for v1.4 before a public release. I was gonna wait until I got more of the missions done but I know people have waited nearly 4 years for this update to be out so I will just release mission packs instead to add on to the Mod at a later date. EDIT: if you cannot find it in the dropbox just PM me.
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How odd. I am also seeing that the old files somehow got restored. I will reupload everything tonight. *sighs* Dropbox has otherwise been reliable about not screwing up the uploads and file system.
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The harvester uses a new model and icon art file. Make sure you download all the files again. Your art file is missing, outdated, or currupted. EDIT: What map is that? Your screen looks very dark and the textures do not look right.
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Originally I had a series of tiny green cubes hovering next to the model as I had originally intended to use for that exact function. However there apparently was no way to partially render them in increments or make it only visible when selected. It also created some shadow bleeds in-game that looked ugly. My fallback was to simply copy the China Supply Truck code and use the load unload states to hide/show the small details added to the model to represent this. The Orcas might still need to be adjusted a bit.
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That should work as long as everything in the Generals Zero Hour Root Folder. As long as you select "yes to all" or "replace copy with newer version" it should be OK. The main thing in this update is bug fixes and changes to the SPECOPS Campaign.
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A couple updates. Since there was no way in the GUI to show "fullness" with Tiberium harvesting in Generals, I did the next best thing. I redone the Tiberium Harvester models with a simple indicator that will tell players if the vehicle is "full" or not. Also the PATSUX special mission from the Playstation now exists in the mod. It is a bit more challenging when translated to TDR. Also the special "Laser" Orcas also exist as depicted in the original mission.
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Ok great. I am about to reupload the .tdr files to the dropbox. Make sure to download ALL of them to replace the existing ones. I wish I could get a special server and have a auto-update type launcher made for this to make this easier on everyone and to make sure everyone has the same "version" of the mod. EDIT: The batch files should be updated too.
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BTW has anyone encountered any new issues with balancing and the AI in Skirmish matches? And has anyone played through the updated SPECOPS Campaign?
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I have removed all of the main mod .tdr files from the dropbox. Something is going wrong for you guys to be having missing file issues. I will upload some updated files in a couple days.
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Enabling units/structures on campaign missions.
sgtmyers88 replied to Hind Pilot's topic in Mod Discussion
Well technically you are not supposed to. Thats called cheating. lol But anyways the unit production controls are done via scripts in the map itself which can be triggered to be enabled/disabled in some circumstances. -
Could still be a GameRanger or Origin issue. Tried using it thru Hamachi or C&C Online?
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Some kind of glitch. The newer file is the correct one. I deleted the other one. The batch file program should automatically fix and rename it when you use it.
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C&C Reference in the SNES Game Metal Warriors?
sgtmyers88 replied to sgtmyers88's topic in General Discussion
Yeah the first mission cutscene if you look carefully. And also in the background in the animated title screen if you leave it be for a while. -
C&C Reference in the SNES Game Metal Warriors?
sgtmyers88 replied to sgtmyers88's topic in General Discussion
One of those game development mysteries. lol -
After all these years and recently looking thru the games cutscenes and background animations I just realized it appears that the SNES Game Metal Warriors (which was released the same year as C&C1) appears to have a reference to the GDI Ion Cannon! Pretty cool since I love both games! http://www.ign.com/top/snes-games/33
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I was afraid of this. I bet it is because of Origin. I have heard that EA massively butchered the excutable files of all the C&C Games for Origin making it a massive PITA for using Mods and online games.
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Adjusted to compensate.
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It was ironic you guys made that post on the other thread as that was the other feature I had yet to unveil for 1.4.