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sgtmyers88

Tiberian Dawn Redux
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Everything posted by sgtmyers88

  1. I will look into doing some adjustments for infantry or aircraft since they are the weakest armored units in the game... I did have the regular veterancy like it was in Generals, but I took it out and made it harder for units to gain veterancy in favor for old school gameplay... and players before could easily have access to a mob of fully ranked units which would make the missions way too easy in contrast from their originals.
  2. Thanks for the update... Yeah to let you know of current major bugs... 1.)There are harvester AI bugs where they can get lost or simply stop harvesting. 2.)An exploit with the Conyard system with the MCV Multi-Deploying Conyards. 3.)Art bugs with the Nuclear Missile from the Nod Temple sometimes launching sideways. These may be game engine limitations and defects and I am currently trying to make creative techniques to get around these issues. You will be updated in the credits section... Thanks again for your willingness to help...
  3. I would greatly appreciate additional beta testers. I do not have an online beta or private SVN unlike other "big" mods at the moment, but If you went ahead and downloaded the current release v1.2 on Moddb and patch 1.21 feel free to do so. it will prepare you for the next version which is yet to be announced. I communciate through here, Moddb, and MSN. Once things are worked out I will submit a beta to filefront for the beta testing team to download. Just let me know when you are ready or willing to test.
  4. ...Fixed...We have upgraded this since the original forums have been created so we have much more to work with now.
  5. I know what you mean... and we are working on it... Since we are on the topic is there any that stick out in your mind that we should focus on the most? That would be much appreciated!
  6. I was wondering... as I am working on Tiberian Dawn Redux for Zero Hour may i have any suggestions on upgrading the C&C1 FMV's to high quality and in high resolutions without being huge in filesize?
  7. Hello out there to the fans and critics of C&C Tiberian Dawn Redux! Since we have received loads of feedback about the Mod as version 1.2 and patch 1.21 have been released back in December 2008. I wish to take note about that most concerns brought o our attention have been graphics quality. Personally, I had strived to make the Mods gameplay as fun, complete, and as bug free as possible while keeping a careful balance between its units and sides, graphics quality came second as it is always being updated anyways. So we do mostly have complaints about particle effects and low quality textures at this point. Along with adding new missions, units, and the subfactions, we did make many enhancements to the particle effects and textures since version 1.1, but your PC graphics settings may have been set too low to see the new settings, which is quite unfortunate. If your PC can handle the settings, you can see the full effects of the particles and textures by moving your Max Particle Count and Texture Resolution sliders all the way to the right in the Options menu of the game and click "accept" at the bottom of the menu. ( do not forget that you will have to select custom graphics options first before you gain access to these settings) However, this Mod has been built by C&C fans for C&C fans and for as long as I am concerned it will always be developed under that philosophy! So I ask you as either a critic or as a fan of this Mod... help us with your input with getting the quality and gameplay enhanced so we can make Tiberian Dawn Redux stand amongst the greatest Mods out there for the Command & Conquer series! Perhaps we could become standalone one day and become something similiar to a modern expansion pack to the classic game that we have recreated here! Thank you for your support! -sgtmyers88 & the C&C Tiberian Dawn Redux Dev. Team
  8. We are also available on CrosuS now: LINK: http://www.isotx.com/crosus/view/viewde ... hp?id=4654
  9. Feel free to post on alternate servers. We would even encourage posting on crosus. Just credit the mod development team and myself.
  10. Hello out there to the fans and critics of the C&C Generals Zero Hour Mod: C&C Tiberian Dawn Redux. As version 1.2 and patch 1.21 has been released to the public with some success, the creator (sgtmyers88) has been out of the loop due to personal life issues. The mod has been at a stand still since December. I (sgtmyers88) am not sure whan I will be willing or able to work on this mod again. I have spent days and nights mostly on my own trying to keep this mod going in my spare time for the past two years. However, it has been getting more and more difficult in recent months to do so. Perhaps I had spent too much time on this mod. The question that haunts me is whether to continue working on this mod at all due to my lack of knowledge in advanced software development and for not being able to give the time and support needed for the mod. From studying forums, websites, and even personal accounts from testers and players of the mod this mod is considered surprisingly inferior dispite its completeness, stability, playability, exclusive features, and lack of major bugs. It has been unfortunate that a decent launcher system has not been figured out, but I was just not able to get the time to do it or to find the help needed to have one made. It startled me to hear that some people have even said that they liked older versions of this mod better than the latest version (1.21). I am aware of the superior graphics that C&C3 and RA3 offers but I suspect that by the time I ever touch this mod again the Tiberian Dawn mod for C&C3 will be released thus rendering this mod mostly obsolete. The solution is that I could try adding mission packs or changing Tiberian Dawn Redux to a "epilogue" to Tiberian Dawn like how the Red Alert Aftermath expansion pack was intended to be for RA1. I would just like everyones feedback, all feedback is once again appreciated. -sgtmyers88
  11. As of December 4th this version of the Mod is now released to the Public! Check out the main profile at ModDB and you can look for download mirrors at multiple sites.
  12. Version 1.2 is now released as I am the original creator. Check it out at Moddb and related sites as multiple download mirrors should be available.
  13. VERSION 1.2 UPDATES: Most known graphical bugs are fixed. Issues with the Nod Recon Bike not dying/deleting or also being unselectable has been fixed. Several enhancements have been made to sounds and visual effects. Some scripting issues in the single player missions and with other maps have been fixed. Two new sub factions will be included, GDI Task Force Talon, and the Nod Black Hand. They will include new units, buildings, and strategies. They will also include a skirmish AI. GDI's Task Force Talon and the Nod Black Hand will also expand on the use of air power, this includes buildable planes and airfields to house them. (the airfields will also double as the helipad for the helicopters) Existing Skirmish AI has been improved and/or fixed. This is to attempt for a more dynamic gameplay as the AI can turtle by building lots of units and defenses or it can attack and harass depending on the battlefield situation for it. Damage models have been updated and existing ones have proper damage skins. Some models have had complete skin changes and fixes. Wall models have been updated and fixes have been made. And finally after several annoying issues and some complex coding tricks, the Mod will also include a ConYard System. However, players will have the option of the "Switch Mode" which means choosing between using the current "MCV as Dozer format" AND the ConYard System while in a game! Also, when a Construction Yard is commanded to be constructed by the MCV, it will now deploy itself into a Construction Yard at the specified location! If there is enough time and the Mod only has one mapper and scriptor (sgtmyers88), we will try to include a couple more missions to add to the campaigns for both GDI and Nod before version 1.2 is released! The plan for the final release (that will be later on) is to purely attempt to fix any bugs that may come out later on and will include the rest of the planned missions for the campaigns. Please note that even though this is considered to be a Tiberian Dawn (C&C1) recreation that has lots of new and exclusive content, the original missions and factions will mainly stay the same in order to keep the feel of the original game. I spent a lot of time perfecting the ConYard system but did not implement it in the v1.1 final release because it still had far too many bugs at the time and I did not want to adjust the release date I set for v1.1. If you still liked the concept of the Mod in v1.1, just stick around until you see v1.2 as it is coming soon to conquer a PC near you with even better changes and improvements!
  14. Ya isotx emailed me and reported a file format error... so I hope to get it resolved or I may have to just wait until version 1.2 is finished as lots of progress was made in the Mod since v1.1. (hope to be done soon)
  15. Hey guys, guess my last post didnt make it on here somehow but I am taking everyones ideas/suggestions/bug reports and doing something about it.
  16. Yeah most of these bugs have been fixed, however the walls can be selected by using the selection box, this method seemed better so you don't see a huge amount of health bars and clicking on wrong items in-game. Plus walls were not selectable (but targetable) in C&C TD.
  17. Hello everyone, as the news of the release of TDRv1.1 continues to spread, I wanted to take in consideration of some peoples opinions that the mod lacks anything original or anything comparable to the original game. So I have an explanation and a few thoughts. Yes, this Mod is a recreation of the original Command & Conquer with the goal of recreating the 15 GDI missions and the 13 NOD missions in 3D, and make some "adjustments" and "improvements", since I also had to take into consideration that the SAGE engine in Zero Hour may not be able to recreate all the features from C&C1 and the fact that I would be blasted for lacking originality since there have been lots of Tiberian Dawn Remakes over the years. I want this mod to be fun and different. After bugs are fixed and other features implemented (e.g. Conyard System) I wanted to do something sorta new that the original C&C game itself did not cover much of, my idea is to include the introduction of a sub-faction or two for both GDI and NOD. (hence the Kanes Wrath or Renegade storyline) The first will be a GDI sub-faction called Task Force Talon that was founded shortly before the end of the War. They will have some advanced, unique weapons/units and other alternate features. (TBD) The second will be a NOD sub-faction called the Black Hand of NOD that contains the elite soldiers of Kane. (that many would already know) They will also possess advanced, unique weapons/units and other alternate features as well. (TBD) I can begin work on this now, or continue to remake the missions and do it later, but I am not gonna risk killing or abandoning the Mod in any way. I want to take this Mod to heights that other previous Tiberian Dawn related Mods did not get a chance to do! I see the future! Just some thoughts... feedback is appreciated! -sgtmyers88
  18. I had actually submitted the mod last week, guess its in the hands the people who manage Crosus... hopefully it will all work out and the mod will show up soon...
  19. Any bugs that need be reported? Place the reports here! Thank You! This includes all Beta Testers!
  20. C&C Tiberian Dawn Redux needs Beta Testers to help improve the quality of the Mod and keep the fans wanting more! Please Feel Free to apply here and we can see what we can do... we need about 8 people to do this efficiently, due to the fact that some of us don't have all the time that we wish to dedicate ourselves to the Mod.
  21. ATTENTION PLAYERS: I do have a Hamachi Network that people can use for games... HAMACHI ROOM: sgtmyers88 PASSWORD: conquer Feel Free to use this room for playing your favorite game(s) or mod(s)! Thank You... -sgtmyers88
  22. Welcome everyone! This is the official forums of the Command & Conquer Generals Zero Hour Mod: Command & Conquer Tiberian Dawn Redux, a total conversion mod that recreates the original Command & Conquer in the best detail possible through manpower/skill and what can be developed in the Zero Hour SAGE Game Engine! This Mod may not achieve a 100 percent remake, but a decision was made with the Mod to RECREATE and also IMPROVE the gameplay that the original Command & Conquer offered! Thus blending what capabilities and limitations that the ZH SAGE engine offered with the themes from the original Command & Conquer. MODDB MOD PROFILE HERE: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux :mammoth: And we have forum topics dedicated to posting website info as well! I hope you will enjoy your time checking this website out and for checking this mod out! Thank you for your time! -sgtmyers88
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