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Everything posted by sgtmyers88
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IIRC didn't they come out with a patch for CCTFD that didn't require the disk anymore?
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Okay I will make this brief. Who is still alive to beta test the new v1.4? I can get this out quicker if I wasn't the only one beta testing everything. lol I will upload the files later this week. I need people to check and make sure issues with the maps and missions along with the AI have been completely fixed and the Mod has stopped crashing giving the serious error issue during skirmish games. I have not seen the crash in a while but better safe than sorry. Volunteers are welcome to leave a reply here. Feel free to give the Mod Facebook Page a like as well. https://www.facebook.com/Command-Conquer-Tiberian-Dawn-Redux-188361853050/timeline/
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haha Thats awesome.
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While browsing the image gallery for C&C1 I came across a high quality render of the original Nod Flame Tank. Considering all the renders make it appear to be a GDI unit with the golden color scheme I did some quick edits in Photoshop and made it look screen accurate to the in-game unit. I wasn't sure if anyone had done this so here it is if anyone wants it. I did this as I am using it as a new button icon for the respective unit in the Tiberian Dawn Redux Mod. EDIT: Yes I know it was used for "propaganda" against GDI in the cutscene but there was never any color corrected renders of the vehicle for Nod unlike other units such as the Light Tank (M2 Bradley) which appeared as both a GDI and Nod unit. Perhaps it can be worked in as a replacement button icon for the Flame Tank in C&C v1.06c? P.S. Thanks Nyerguds for keeping the image database up and running. It has proven to be an invaluable image library for C&C1 over the years. http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux
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Thanks! Yeah very few mods have gone as far as to make campaigns or in this case remaking an entire game. The mod currently has 18 completed campaign missions with the cinematics included. That's roughly half of the GDI & Nod Campaigns that are playable. While I had a couple mappers help I did about 90 percent of the current campaign missions including level design and AI development and scripting. It's a lot of work and that's why it's taken so long.
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You are correct. The Nod mission is also the 5th one respectively. That's the one where you are ordered to build SAM Sites to hinder GDI Airstrikes.
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Who recognizes these missions? I spiffed them up a bit visually while going through the completed missions and fixing come critical AI lag and odd scripting bugs. My old 1.4 closed beta download page is long gone but what file hosting site do you guys recommend for uploading the beta for closed testing? Its at a good point for a new release but there is not too much new in the form of maps and missions just because I tried to polish whats already done. And yes the Mod is open for any beta testers that are still around.
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While the original PC version is hands down the best. I always liked the N64 format. The controls were actually done fairly well (for a console) for what they had to work with along with the partially 3d environments. I spent many hours playing that version which a little known secret served as inspiration for making the TDR Mod.
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Great writeup! A spot on review! I just shared this to the TDR Mod Facebook page.
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The best part of the update is the lag/crashing issue is gone from the mod at last and the broken and partially operating AI in the missions and skirmish games has finally been fixed. I had to revert to saved 1.3 files and essentially splice the new content into them. I assume it had to do with incorporating the no lag fix mod I probably did not incoporate the code to fit the new mod data properly. I played 3 hard armies on a 4 player map with the mod and had little to no lag and the once again active AI caught me off guard as I got backed into a corner but prevailed after a long struggle. I regret releasing the old 1.4 beta considering I had not caught such a critical issue beforehand. With this being said I can finally resume adding more missions and hopefully finishing the campaigns in the next few months.
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And here are some additional button icons for Tiberium and Tiberium Based Lifeforms I made over the weekend along with a couple new loading screens to be used for a skirmish/multiplayer game or singleplayer mission.
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Okay this was supposed to go in the modding discussion thread. Weird.
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I look forward to all of the updates, but mostly this. A 3D/HD version of the original missions would be real nice to see Indeed the campaign remakes and the AI scripting have been the two most tedious aspects of doing this Mod which is why it has been slow going on progress minus real life and PC issues. I cannot settle for a less than truly "authentic" experience which is why I have settled on getting it all done myself. I have even had to go back through the completed missions to make adjustments in order to compensate for the other updates and balance fixes as well. I also gotta get the rest of the videos re-processed in better quality. I got Adobe Premiere and a better PC now so that will help a ton.
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Hi everyone! Since the Mod Tiberian Dawn Redux has resumed production as of this summer can it be moved out of the "inactive" section so people can see the posts better? Thanks!
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Let's Play Command & Conquer: The Dinosaur Missions
sgtmyers88 replied to TaxOwlbear's topic in C&C 1
haha I just replayed these the other day. -
As some of you already know TDR version 1.4 has resumed production and I intend to get it out as a full release by the end of the year. UPDATES: First off the infantry model textures are reworked and brightened up to better resemble the original in-game sprites The original post talking about these concerns http://cnc-comm.com/community/index.php?topic=651.0 and here http://cnc-comm.com/community/index.php?topic=1717.0 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 and uses a varied set of tactics Maps and singleplayer missions debugged/re-scripted Added new visual details to several units and buildings Infantry have new Cameos/Button Icons Tiberium spawning optimized to avoid game freezes/crashes and their cash value has been adjusted Several balancing tweaks applied to several units and buildings Harvester and MCV movement speed slightly increased Base defense armor increased New water and terrain textures APC's and Transport Helicopters can heal infantry Engineers can Disable & Repair Vehicles New RailGun Base Defense for Talon Subfaction (Replaces Artillery Platform) New Laser Turret for Black Hand Subfaction (replaces Flame Turret) PLANNED CONTENT PRIOR TO RELEASE: (yet to be made at the time of this post) 2-4 additional singleplayer campaign missions to be remade from the original game Addition of the popular "Tiberium Gardens" multiplayer map Addition of the PATSUX mission and possibly another SPECOPS Mission View attachments:
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Let's Play Command & Conquer - All maps, all missions
sgtmyers88 replied to TaxOwlbear's topic in C&C 1
October-ish... probably late in the month. I wanna get a couple more missions made and debugged to make the release worthwhile since there is little in the way of new content in 1.4 minus the new AI, which is basically just polish for the current release. haha -
Let's Play Command & Conquer - All maps, all missions
sgtmyers88 replied to TaxOwlbear's topic in C&C 1
Yes I went on a long hiatus after releasing v1.3 and accidentally released a broken v1.4 beta since I forgot to check and make sure the public release was stable. (was very busy in college at the time so couldn't be helped) The new v1.4 will fix some bugs & make some improvements/fixes to the existing missions and made some handy graphical and gameplay stability improvements such as improved AI and reduced lag. I might throw together the PATSUX mission to add to the SPECOPS (TDR's version of the Covert OP's Missions) campaign at the last minute if were lucky. -
Let's Play Command & Conquer - All maps, all missions
sgtmyers88 replied to TaxOwlbear's topic in C&C 1
Ha! I love this! lol This will also save me A LOT of time with accurately redesigning and rescripting the campaign missions for the Tiberian Dawn Redux Mod versus having to replay them all through again. (currently got 18 missions completed in the last release) The pictured mission is based off of "Under Siege C&C" but with some alterations which makes the mission longer and more difficult. http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/images/command-conquer-tiberian-dawn-redux-screenshots495#imagebox -
One can only hope...
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C&C Generals ZH & C&C 3 suggestions? (mods)
sgtmyers88 replied to Scara and Spud's topic in Newer C&C games
Tiberian Dawn Redux (ZH) Check it out: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads -
The Mod is NOT dead! While it was indeed on an indefinite hiatus it was still being worked on from time to time. I recently did some major fixes and re-balancing work and I had to completely rebuild the AI. I also cut back on some visual effects to help with framerate issues. The full version of 1.4 will be made public soon but overall visually it is not too different from the beta. Just code and scripting work has been redone from scratch for a better gameplay experience. (AI scripting is a PITA) Now whether interest in the mod is still alive is another story... I have noticed the C&C community has died out quite a bit since Generals 2 was canceled and Victory Games folded.
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Make sure to get the latest updates for TDR here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-v14-public-beta