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sgtmyers88

Tiberian Dawn Redux
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Everything posted by sgtmyers88

  1. Just finished watching it. Turned out fantastic, and seemed fitting for it being the final stand for GDI. lol Loved seeing the AI trolling you. I created a monster for sure. How long did that mission take to finish? Noticed you cut and skipped though video segments a few times. I also noticed the framerate appears to be much improved minus a few issues at the beginning when the map was filled.
  2. Good to hear! Consider those A-10's to be a sort of final "boss" you have to fight and defeat. Haha
  3. For some odd reason EA apparently disabled the function for Zero Hour as I have made several attempts in the code to re-enable the feature with no success. I have no idea why they went thru the trouble to do that when it worked fine for Generals.
  4. I have addressed said issues. And yes minus a couple minor items you are intended to have access to the full tech tree in this mission. I have the revised mission map and .ini files here based on your suggestions. Feel free to replay it. It might be better to your liking. I also think with the edits it will be much more interesting to use for your gameplay video. EDIT: Yes the GDI AI is much better now and framerate performance is improved. GDI also managed to do a massive two pronged attack on me and put up a really good fight at one point. The on map Warthogs also do more than sit on the airfields looking pretty and Orca attacks are more numerous. GDI also decided to be a troll to wait and fire the Ion Cannon on my Tiberium Refinery destroying it along with my two harvesters who were waiting to dock. Oh and is the end cinematic that loads after the score screen working ok?
  5. It will have to be further investigated. I'm sure it's the latter.
  6. You might have to make a couple attempts. I played thru and had severe framerate issues and had to quit midway. I might have to revise it.
  7. Thanks a lot. Skirmish maps are too simple and your work with campaign maps is brutal. They are loaded with detail regarding the original. I'm boring to play as GDI always in Europe or NOD always in Africa . That's why I suggest these maps to skirmish mode, and no only to campaign mode. I love this mod Also forgot to mention, there is a SPECOPS campaign to play as well if you haven't tried it, but it too is unfinished as I got a couple more missions planned for it. Also dont forget to download the hotfix update to Nod 13 above.
  8. You did extract the files into the main game directory and not the one in the (user data) documents folder right? lol The Map itself should be copied into Zero Hour/Maps (you might have to create the Maps folder if you do not have one) Campaign.ini should be copied into Zero Hour/Data/INI If you downloaded and installed the campaign videos off of the moddb profile and set the game to WinXPSP2 Compatibility mode the campign videos and end sequence should work. @TaxOwlBear since I know you included the original game cinematics in your playthrough videos I dunno if you wanna include the end sequence as a part of this mission playthrough video or leave it out as a separate video. The Mod actually loads the end cinematic as an unplayable Mission 14 which will load once you complete this mission. It was a hack I did to make the end cinematic work as intended.
  9. Here is Nod 13 along with the updated campaign.ini file. If I programmed the AI properly, GDI is gonna be quite brutal in this. Note I haven't had a chance to do a complete playthrough so bugs and scripting issues are to be expected.
  10. I gotta do a few more minor edits and tests to Nod 13 as I have been busy and didn't get a chance to touch it over the past few days. However the Skirmish conversion idea wouldn't be too difficult for a couple of the maps.
  11. As silly and old school as it sounds, restart your machine after an install. This corrects the issues 99.9 percent of the time if the bug occurs.
  12. The NOD13 AI is almost finished. I actually programmed two separate AI players to represent the two GDI bases on the map so you will basically be playing against two Hard GDI armies in skirmish with a few extra surprises. It might be a bit overwhelming as I have yet to play all the way through. The map still needs some finishing touches and some debugging made to the scripts and environment. Also due to the AI lag that needed to be resolved the map has received similar edits as to how the N64 missions were done by bridging the two separate areas of the map. Believe it or not, due to the way the AI pathfinding was designed in ZH if an AI unit cannot figure out that it cannot pass across an area, it will get "stuck" and the notorious lag ensues and it gets progressively worse as additional units begin to stack and do the same thing. I figured this out when I bombed the offending units and the lag instantly cleared up.
  13. You won't have a selection screen like the original but the end sequence is already done. It will appear to load as another mission map after you reach the score screen and click continue but if you want a sneak peek you can download the updated video package on moddb as it is already included and viewable if you go thru the files.
  14. I switched over to working on NOD13 (final mission) until I get some issues worked out with GDI13 (AI is broken again) or which do you prefer to try out first?
  15. GDI 13 is almost done... been delayed and put behind schedule due to working two jobs in real life. lol
  16. FYI I will try to resume development of the final missions after the holiday season.
  17. Thank you everyone for your support as Tiberian Dawn Redux has once again made the Top 100 Mods list on ModDB! http://www.moddb.com/groups/2016-mod-of-the-year-awards/top100#vote10740
  18. The 2016 MODDB Mod of the Year Awards is now active! Vote for the mod here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux
  19. I have edited the launchers to read generals_origin, if anyone else here is using the Origin version of the games, see if they work correctly. If so I will add it to moddb as a hotfix download. CCTDRDX_OriginStarters.zip
  20. It might have been the third party shaders or the 1920 1080 resolution mode that caused the crash if it still did it after a clean install. Deleting options.ini completely in the my documents generals folder also help reset the settings. EDIT: Also delete that extra d3d8.dat and d3d8.cfg, I don't know how you got those extras created but they shouldn't be in there. It should just be either .dat or .dll not both nor a config file. Thats why its probably crashing on higher settings asit is part of the advanced shaders. You should also run the Repair ZH utility that was also included with the mod.
  21. Next thing is can you explain exactly what process you did to get it to work? Just renaming the files or something else? Also since it's also an application file make sure to right click and set the winxp compatibility mode for it as well or the videos wont play for the missions.
  22. Wow! You can thank EA for fudging up the C&C games once again with their brilliant Origin system. Glad I stuck with making a digital backup of my TFD disk so I can install the games from my 2TB external drive. So is it generals_origin.exe or just generals_origin? I will have to update the launcher files with that info so it can find and read it properly. Please post screenshots if possible.
  23. ***STATUS UPDATE FROM THE BATTLEFIELD*** The third official patch to C&C Tiberian Dawn Redux v1.4. (Patch v1.43) has been released! 2016 MOD PROMO VIDEO DOWNLOAD NOW! This patch includes 8 additional singleplayer missions and several fixes were also made to the existing campaign missions. This brings the grand total of missions to 26. This patch also reworks and fixes several general gameplay bugs as well. Download it today! GENERAL GAMEPLAY CHANGELIST: 8 additional campaign missions completed with their respective intro videos Fixed an AI exploit preventing tank machine guns from damaging aircraft M110 Artillery (Nod) speed slightly decreased Assault APC price increased from $500 to $800 (pre-loaded with two Rocket Soldiers now) Airfields (excluding Nod Airstrip) reduced from $2000 to $1000 Grenadiers made more powerful and more accurate (to encourage use over rocket soldiers) Both vehicle missile and machine gun upgrades reduced from $1000 to $600 Power Plant HP increased from 800 to 1000 Tiberium Silo Auto Deposit Amount reduced from $200 to $75 Mammoth Tank Armor and speed slightly decreased (including Adv. Mammoth) Mammoth Tusk Missile Firing Rate slightly decreased Flame Tank Armor slightly increased Helicopter and fighter jet locomotors slowed to reduce graphical and gameplay glitches Tiberium income amounts reduced slightly Tiberium growth rate significantly reduced (to reduce lag and game crashes from overpopulation) Weapons can now fire over low profile structures without exploding over them (Helipad, Repair Bay, .etc) Guard Tower damage and firing rate slightly increased APC machine gun firing burst rate decreased (does not apply to Assault APC) Bradley (Light Tank) speed slightly decreased Grand Canyon Skirmish Map rebalanced and reduced to 3 players to fix AI issues Dynamite Dunes Skirmish Map rebalanced Armored Assault Skirmish Map rebalanced Framerate improvements on the Tiberium Gardens Skirmish Map Framerate improvements to GDI SPEC OPS Mission #1 Framerate improvements to GDI Mission #8 Fixed an issue preventing players from finishing Nod Mission #4 Engineers can now hijack and not simply disable unarmed vehicles (MCV and Harvester) Tank and Missile projectile splash damage reduced Several models have been reworked and retextured Also note that the campaign cutscenes have also been edited and updated. You can download the complete set which will be needed for future releases HERE.
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