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Everything posted by sgtmyers88
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First try downloading this: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/addons/cc-tiberian-dawn-redux-v13-improved-launcher If you do not have C&C The First Decade make sure you have installed to the right directory. (the installer chooses the C&C The First Decade Directory by default) Additional Tutorials available here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/tutorials
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Tiberium respawn & other suggestions/issues
sgtmyers88 replied to fivos's topic in Ideas and Suggestions
First, May I say thank you for your feedback and support. To start off with your concerns... Tiberium does indeed grow... just slowly and when you have 5 or 6 harvesters running around on the field they do indeed deplete the fields. The Tiberium Blossom Trees do respawn/grow Tiberium Crystals around them after about 30 Minutes. This was done to mimic the original C&C feeling while it also reduces game crashes, lag, and mismatch problems. (I have tested and overloaded a map with too much Tiberium in a script once and it caused the game to crash... not good.) I will take some considerations to the Guard Tower Issue. Perhaps it may be a bit overpowered. I may increase Rocket Soldier Range. But note there is a reason that you get the Airstrip in Nod Mission 5 that does provide vehicles such as the cheap and efficient Bradley Light Tank which are good for swarming Guard Towers and enemy bases with. I will look at the Skirmish AI more. I have been meaning to make adjustments. -
Yeah but I had pieced together separate videos in coherence with the TD storyline since ZH can play only 1 cinematic video during each mission load screen. (limitataion :/ ) (look at my current video setup such as the sequence of events in GDI Mission 5 and in Nod Mission 8 ) I would be extremely happy if you did manage to copy that setup I did.
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Yeah unfortunately the campaign programming limits are very umm... crappy. XD Glad you enjoyed the Missions... eventually I hope to get nearly all of them remade as there is no limit to how many missions you can have (from what I believe). And yeah I need better software for fixing and piecing together those poor old Low Res FMV's without stretcing and destroying the quality further if possible.
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Wait you can enter and host a generals online and multiplayer game with all the TDR maps with the final build of v1.3!? I cannot and I am the creator! My list ends with the 4 player maps with Victory Valley.
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Hello everyone... I have recently noticed a critical bug or limitation in the game/mod that seems to prevent Multiplayer mode from displaying no more than 4 player maps in Multiplayer mode. This was not present in the Beta and I cannot trace where the problem occurred minus adding the 40 additional maps which makes me wonder if there is a limit of how many maps you can have in Multiplayer mode. (tested in Skirmish and all the maps show up just fine BTW)
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Another thing that will cause issues is having a previous installation of TDR installed as I believe it can cause registry problems and issues such as this. Perhaps uninstall the old TDR and use the repair utility on ZH.
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I have seen this before... 1.) Delete your WorldBuilder.ini in your My Documents\Command and Conquer Generals Zero Hour Data folder. 2.) Then go into your default installation directory where all the Zero Hour game data files are and delete two text files called wb_DebugLogFileI.txt and wb_DebugLogFilePrevI.txt and this may fix your problem. Otherwise you may have a curropt installation.
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Yeah, I tested the Mod on my old computer that I just rebuilt for my parents... it is kinda slow due to the processor and graphics card but Generals, Zero Hour, and TDR look fine. CPU: AMD Sempron 1.8ghz RAM: 1GB Video Card: AGP nVidia 5500 FX with 256 MB RAM OS: WinXP SP3 HDD: 80GB Perhaps check and see if Generals and Zero Hour have terrain.big and terrainzh.big and that the Mod has 00_CCTDREDUXTERRAIN.tdr OR .big installed in the respective folders. Reinstalling your Video Card Drivers and setting hardware acceleration to maximum in its properties may help too. This is the computer (described above) TDR was born on BTW...
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I am posting this to gain a review from the community of C&C Tiberian Dawn Redux version 1.3. I was scouting out many websites (via google) and forums and it seems like the Mod is not very well received and many individuals were quite dissapointed with it. It was also rumored to be boycotted due to some personal dislikes to the Mod by many individuals. I have also have seen many individuals have had many issues and errors with downloading, installing, and launching and worse, the mod is said to have bad gameplay and graphics glitches. I spent many long and hard hours trying to make the Mod almost "perfect" with beautiful graphics and stable gameplay... Where did I go wrong? Just say what you honestly feel and details are appreciated... (non bias please) Honesty and details help make the project better!
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Yes that is quite odd... never enountered that in my tests. Must be some curroption with the terrain mod file.
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Hello everyone! It has been over a year since Command & Conquer Tiberian Dawn Redux released a major Mod Update to the public. Now finally the much anticipated release of Mod Version 1.3 of C&C Tiberian Dawn Redux is here! http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-v13-full-install :mammoth:
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Beta Testers Wanted! Are you ready to conquer the task?
sgtmyers88 replied to sgtmyers88's topic in Technical Support
Give me a couple days and then check the moddb page. -
Beta Testers Wanted! Are you ready to conquer the task?
sgtmyers88 replied to sgtmyers88's topic in Technical Support
Beta Testing for v1.3 is finished but we still have a lot of work to do to optimize Skirmish AI and Singleplayer Missions for future versions. Feel free to provide detailed feedback about Version 1.3 however. -
C&C TIBERIAN DAWN REDUX VERSION 1.3 UPDATES
sgtmyers88 replied to sgtmyers88's topic in Mod Discussion
Stunning yes... but may I recommend checking out the latest video: [flash=200,200]http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/videos/cc-tiberian-dawn-redux-mod-release-trailer-2009 -
C&C TIBERIAN DAWN REDUX VERSION 1.3 UPDATES
sgtmyers88 replied to sgtmyers88's topic in Mod Discussion
Hmm... perhaps we can ask Tore if he can see why some people can and cannot see the images... -
C&C TIBERIAN DAWN REDUX VERSION 1.3 UPDATES
sgtmyers88 replied to sgtmyers88's topic in Mod Discussion
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COMMAND & CONQUER TIBERIAN DAWN REDUX VERSION 1.3 UPDATES: This Mod uses never before seen visual effects with Pixel Shader 2.0 which includes Bloom Effects and detailed shadows, along with dynamic fog and sunlight effects. New terrain textures along with new high quality shrubbery, waterfalls, and various other nature props create beautiful realistic natural scenes in the in-game maps. New environmental hazards which include terrain obscuring fog, volcanoes with lava that can destroy your forces if they get too close, and deadly Tiberian based monsters such as Visceroids and Tiberium Ground Vein Monsters which can attack your forces randomly. Most of the maps, models, model skins, and particle effects have been totally replaced or improved with stunning new details not seen in most C&C Generals Mods. This includes fully 3D animating wheels and treads on vehicle models, enhanced shadowing, enhanced sun/moon lighting effects, reflective water, dynamic fog and weather effects, new terrain, bump mapped textures, and much much more! Audio details have been improved with new sounds and effects. The in-game user interface has been updated with new textures and also includes new text fonts, team/player color selections, and mouse cursors. Over 40 all new skirmish/multiplayer maps made by both our development team and by various members of the C&C Community! This brings the grand total to consist of over 120 Skirmish/Multiplayer maps! The Basic Power Plant can now be directly upgraded to an Advanced Power Plant. The Skirmish AI has been given a huge overhaul for all the playable sides with more dynamic tactics and responses which include ambushing and retreating. EASY AI: Builds only a few defenses, builds small strike forces and rushes bases often with inadequate forces. MEDIUM AI: Concentrates on heavy defenses and heavy weapon strikes while devising several small ambush and harassment teams in a more coordinated manner. HARD AI: Starts out as mostly a turtler and builds a considerable amount of defenses around its base and around important areas of the map while assembling small strike teams to guard these areas, It also likes to utilize Air Power and Superweapons frequently (when available), and prefers to build up a large strike force that is designed to overrun an enemy base easily. In order to resolve AI issues with the Conyard built Tiberium Refinery that disabled the Harvesters ability to automatically collect Tiberium and return it to the Refinery, the Harvesters will no longer be automatically spawned to harvest Tiberium. There is now a button available at the Refinery that you can click on to spawn the Harvester. NOTE: If you forget to deploy the harvester you may recieve a EVA notification about it. Strangely enough, if you build a Tiberium Refinery using the MCV as a Dozer, the bug does not occur. The Nod Black Hand has a new vehicle known simply as the "Microwave Tank". This experimental vehicle shoots a powerful microwave beam that cooks infantry and it can also disable vehicles and buildings while doing a small amount of damage to them. GDI's Task Force Talon Special Forces Unit has a new base defense, the "Vulcan Turret". This is a Beta to the Component Tower Vulcan Cannon Turret well known in Tiberian Sun. It is useful for taking out infantry, light vehicles, and even aircraft. Several other small graphical, coding, and scripting bugs from version 1.2 have been fixed, while several Skirmish/Multiplayer maps and the 18 singleplayer missions have also been improved. SPECIAL NOTE: If you have not figured out how the Conyard System works you will have to click on a button specifically labeled "Activate Conyard System" in the Conyard menu to activate it. The deployment buttons are simply labeled "Deploy Conyard" (found in the MCV build menu) and "Undeploy Conyard" (found in the Conyard build menu). Use caution however as you can "suicide" your forces in a Skirmish/Multiplayer game by clicking "Undeploy Conyard" with no other buildings constructed. Doing this will end the game in defeat for you! This is a scripting issue that could not be resolved. LATEST SCREENSHOTS:
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Thanks! I would be happy to see what kind of detailed layouts and designs you have for skirmish multiplayer maps. I am doing all the mission scripting and I have saved many script files that can be easily imported and modified so you would not need to worry about it. and bigcheese256 aka heavydestroyer has made a few map layouts as well. Feel free to send me samples of your ZH maps to my email. sgtmyers88@hotmaildotcom
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Thanks for the feedback, your issue is usually due to the user not selecting "Yes to all" when the installer prompts for file replacement. And also make sure you run as administrator on windows.
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Thanks for all your feedback... All else I can say for now is wait to check out version 1.3 this Christmas and you will see many great overhauls in graphics, AI scripting, and most importantly... the fixes done for many bugs and balancing issues. Making a nearly complete C&C1 remake TC Mod is not an easy task on ANY game! We try our best...
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I have noted that both Game & Mod developers, testers, and the general public have had issues with identifying infantry that look similar in design in the RTS field of games. I worked with Mods such as Vietnam Glory Obscured which used Infantry Class Identification Icons to help with this issue. http://www.moddb.com/mods/vietnam-glory-obscured/images/9th-armoured-platoon Also, Cold War Crisis uses the exact same method, as you may know. http://www.moddb.com/mods/cold-war-crisis/images/mortar-pit I first found those icons annoying to see as I thought it ruined the surrounding environment seeing a bunch of colored icons dancing around on the screen. I also realized it disabled the natural strategic effect of infantry hiding in the shrubbery or behind buildings as the floating icons were a dead giveaway. But I do see the benefits of this feature as it does help with specialized unit selection. I will be willing to attempt to remake this feature for Tiberian Dawn Redux even though I worry it will take away from the original C&C feeling. Also, if I can possibly make the icons visible to only the owning player, I will consider using it. Feedback is appreciated...