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Everything posted by sgtmyers88
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Alright the plan is if there are are no additional issues with the fixes I applied based on current feedback is I will release the update on Thanksgiving.
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Upon looking them over I will probably do the N64 edits to the final map due to the AI issues that SAGE has been notorious for. And yes there are two "special" maps called GDI Victory and NOD Victory that can be found and tested in the files. You will have to redownload the movies for the updated content here for them to work properly. Otherwise it will remain as just a black screen as there is actually an unused trigger script that I found and activated for movie files. However, if the movie is not present the script will just hang until something else happens.
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Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Haha now thats the AI I know and programmed. Glad we got the bugs finally sorted out on your end. -
Unfortunately yes.
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Grabbed the file from the Dropbox and fixed it. The maps.tdr file is updated. Be sure to delete the other two maps I provided.
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I accidently sent you the map when I was debugging the AI I will have to add the shrouded one. I'm on a trip and only got my laptop right now. Lol
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Both?
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I tinkered with the files a bit more but the AI does seem to work as it should on my end. I wonder if something else got bugged with your download. Here are the direct map files for you to play with and see if there is a difference. Its kinda odd you have had issues with both maps.
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So the AI problems from the last mission that were previously thought to be fixed were somehow carried over? Or did Nod 11 not have any improvement on your end when you replayed the updated version?
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Your file must be broken. Redownload all the files in the Dropbox link just to be safe
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Updated the MAPS, INI, AI and WINDOW .tdr files with fixes. I am slowly managing to get rid of all the white text. lol And yes Nod #12 is now playable as well.
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Released today is the latest C&C Tiberian Dawn Redux Mod promo video showing off how the Mod looks in 2016. A few sneak peeks at the new campaign missions can be seen if you know where to look. Eight additional campaign missions are slated to release soon with patch v1.43 with the campaign videos included. Video was edited with Adobe Premiere and the original C&C videos from Westwood Studios were extracted with XCC Mixer. This video itself is a remake of the original Mod trailer that hit the Net way back in 2007. 2016 MOD PROMO VIDEO DOWNLOAD CURRENT RELEASE FACEBOOK PAGE
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Nod 12 is coming I just got to finish laying it out and script it. The landscaping is done though. My efforts over the past few weeks have been refocused on art/graphics and debugging misc. code and scripts based upon some feedback I got and viewing all your gameplay videos. I am also working on a new promo trailer for the project.
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FYI just done another complete file update. Affects the campaign missions too.
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In celebration of the 20th anniversary of C&C Red Alert, I dug this model out of my archives from many years ago from when I was new to 3D modeling. It is simply a converted and edited model from C&C Renegade for use in C&C Generals. Texture/Skin was also a quick photoshop edit to transform it into a Soviet version of the iconic tank. This was never released IIRC and was originally never intended to be as it was just a model to help me learn how to rig and retexture models for C&C Generals. A very similar model was ultimately used for the C&C Tiberian Dawn Redux Mod. The Gmax and other source files will also be included. DISCLAIMER: As mentioned above this model was originally designed/edited for C&C Generals but with a little bit of work it can be redone to work with C&C3 or RA3. Credits go to Westwood for the original Models/Textures Rigging and other edits to make it functional with modern C&C games go to sgtmyers88 Download can be found here since the file was too large to attach here http://www.moddb.com/groups/c-c-paradise/addons/soviet-mammoth-tank-model
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Multiplayer seems to be stable now with the latest updates too. The bottom screenshot is from another players view.
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I do know the AI is much more responsive. Even the Orcas which you mentioned were previously inactive. lol
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If you extract the map files and place them in your custom maps folder. However a lot of them crash to desktop upon loading. I am guessing its something from the mod conflicting.
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Extracted and played some vanilla Generals missions into Zero Hour with the Tiberian Dawn Redux Mod activated. Its pretty amusing seeing Chinooks and Workers gathering Tiberium. Also note how most of the USA logos have all been transformed into GDI logos. The USA Comanche also sports a Nod logo. I think its suffering from an identity crisis. Tiberian Generals, anyone? lol
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If you wish to torture yourself again with that mission I just uploaded the files again and updated all the campaign missions with the revamped AI implemented. I also noticed it appears you are missing the two custom shader config files. Your visuals looked a bit washed out in the video. Here are the files, just extract and copy into the root game folder where the generals.exe file is located and you are set. shaders.zip
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I updated the files again but for some reason I am getting that the Nod and Black Hand AI's have become broken somehow in skirmish. They build bases but not much in the way of attack forces. Just infantry and helicopters. Anyone confirm?
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Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Not yet anyways. (if there is enough interest in self torture) lol GDI was not too terrible in defending itself but yes I am annoyed that I failed to get the tech tree updated and the Orcas activated for the AI to use. -
So were you saying the AI was pretty much inactive? I just played thru the mission again and about a couple minutes into recapturing the base and the Tech Center GDI pretty much threw everything they had at me. While they were assaulting the base and I was busy trying to throw together some defenses I didn't notice an APC that rushed in and dumped Engineers into my base. Yes I actually got defeated by an Engineer rush from the AI. The fixed map is uploaded btw.
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There is some AI issues on the map that will need to be further looked into apparently. I am in the process of building a more advanced AI to use for the final missions and this mission map was a test bed for it. As for the score screen issues I know it is hardcoded to not play music on a campaign mission score screen. Why? You will have to ask EA.