Jump to content

sgtmyers88

Tiberian Dawn Redux
  • Posts

    564
  • Joined

  • Last visited

Everything posted by sgtmyers88

  1. MAPS.tdr and INI.tdr is updated to reflect the changes. Had to also update the .ini's for the tech tree settings and adjust the armor settings for the Gunboat.
  2. Ironically I am working on the hotfix right now after discovering the issues myself. The tech tree settings were not updated from the last mission. Stand By
  3. Nod 11 is now available. Make sure to update all of your .tdr files if you have not already. (see link in above post)
  4. Thanks for the report. Make sure to reset your file directory for future games as I just uploaded a major update in the following link: https://www.dropbox.com/sh/x2vly8rj1yx81ep/AAD4FvwJ38lhtTWM5_xHGflHa?dl=0 I have fixed the broken music track that cuts off Act On Instinct (I also included "I Am" aka Destructible Times to play in the in-game soundtrack) and fixed the GUI's and revised a few models. Particularly the Guard Tower lacking a muzzleflash when shooting and the Adv Comm Center had some bone and animation issues for its special animation sequence when it is prepping the array to fire the Ion Cannon. I have been meaning to fix these for a while, of course these things are barely noticeable for most people but its the little details that bug me like that. After reviewing all of your gameplay videos I also reworked some of the campaign missions and the AI again. Again, I appreciate you for making the Lets Play series as it helps me visually see things that potentially need debugging. (even if most people wouldn't really notice)
  5. Haha well done. You basically did a digital form of what is known in the old school film and animation world as a kitbash. (when models and practical effects were still widely used) I have actually often done the same thing with 3D models.
  6. I have some updates posted here that fixes the broken Nod/Black Hand AI and some map rebalancing work was also done, you will need to delete the INI, maps, and scripts folder in the game directory to use the new .tdr files. https://www.dropbox.com/sh/x2vly8rj1yx81ep/AAD4FvwJ38lhtTWM5_xHGflHa?dl=0 I also did a few minor code and GUI adjustments which you will notice when you open up to play a game.
  7. Looks good. I might have to cut back on the starting credits you get as I know in the original mission you had the challenge of selling certain structures to obtain the funds necessary to survive and attack with. There is also a hidden money crate somewhere on the map. I saw it got revealed in the video but you failed to get it. haha
  8. The airstrike is part of the automated scripting system template I have set up that is copy/pasted from the previous missions. It can easily be disabled and it just happened to be overlooked since the mission automatically concludes with the Chinook picking up Moebius before you can use it anyways. I have saved the entire scripting system from each map and imported it into the subsequent maps with slight edits to fit the mission parameters. This is why I have managed to increase the production of the campaign missions so quickly in contrast to years past when I would have to layout and script each and every mission from scratch and then play through and debug it which was an immense pain as a solo editor.
  9. Here is some updated files along with GDI Mission 12 make sure to unzip the INI and Scripts folders into the main game data folder. I also updated and uploaded all of the campaign videos here http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/addons/tiberian-dawn-redux-full-campaign-cutscenes
  10. Yeah I had discovered that myself and disabled the map. For the record, what factions, difficulty and map location were they in? I also had a similar issue on Grand Canyon and Final Crusade which I fixed. Had to flatten out Final Crusade a bit on the NW side and Grand Canyon is now a 3 player map. (2v1) Most of the problems I had was with the Nod AI on all difficulty settings because their structures are the largest in the game which can give the AI fits and as a result refuses to build anything. (ToN and Airstrip) The AI build system has a predetermined layout for its base construction and if the terrain is too cramped and uneven or there is a lot of clutter it gives it problems building things.
  11. So I just found the reason for this in the GameData.ini code, considering you were playing the campaigns on Hard this explains everything. (unchanged from V-Generals IIRC) WeaponBonus = SOLO_AI_EASY RATE_OF_FIRE = 50% WeaponBonus = SOLO_AI_NORMAL RATE_OF_FIRE = 100% ; ie, unadjusted WeaponBonus = SOLO_AI_HARD RATE_OF_FIRE = 200% HumanSoloPlayerHealthBonus_Easy = 120% HumanSoloPlayerHealthBonus_Normal = 100% ; ie, unadjusted HumanSoloPlayerHealthBonus_Hard = 80%
  12. Sorry forgot to comment. Thanks again for doing this. Wished we had more testers but I guess ZH has fallen out of favor with the gaming community due to its age.
  13. A few things get changed/added/removed via scripts depending on which of the 3 tier difficulty settings was chosen at the beginning of the campaign which the original game didn't have. More defenses get added on hard. But I will be making a few additional adjustments to the system.
  14. Video is private. But was it or any other building under repair? Sounds like a rare bug from the Generals Dozer AI because in the game code the unit/structure is required to use the KindOf= DOZER code to be able to build buildings and such. Problem is the Dozer AI is automatically programmed to repair buildings next to it if they are damaged making the AI flag itself as "busy" which greys out other commands in the Command Bar. Simply typing "S" on the keyboard fixes it.
  15. Good to know, and yeah the tank was probably baffled as it probably never seen a MCV deploy before and didn't know what to think. haha But to be serious its a known AI glitch. Just like the sandbag trick on the original game.
  16. Okay I went ahead and updated the .ini files again and slowed down the Gun Turret firing rate.
  17. Usually micro managing and scattering the troops into two groups helps and you can knock out that first turret on the right in no time with few losses. And thats with the updated .ini files? The Grenadiers were modified since they proved quite ineffective initially. The firing rate does seem to be too fast for the turrets though which is strange, considering they were not changed. Also when you added the updated .ini files did you put them inside the Data folder? It should be placed as Command & Conquer Generals Zero Hour>Data>INI And here is an updated mission file. I delayed the timing for the Nod tanks to show up at the beach which proved to be annoying when they rush in to crush your troops distracting the turrets from shooting the MCV.
  18. Oh I forgot you need the updated .ini files too. My bad. v1.43 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
  19. Here is GDI Mission 11, please note it has only been played thru once. Expect AI and scripting bugs. The AI is a real PITA about not letting you get established and there are also more defenses in place, in contrast to the original. Also the AI will now build or rebuild things if left unchecked.
  20. Lol they probably sided with Seth anyways.
  21. Ha I forgot I had that outtakes song saved on my system years ago. Just found it again. I might have to find use for it in my Mod.
  22. And if you want to try something different there is this mod featured in my signature with a fully functioning skirmish AI which I developed myself. Along with a couple dozen campaign missions. I used to do comp stomps with the beta testers years ago when there was an actual team working on the Mod. You can get it here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads
×
×
  • Create New...