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Everything posted by sgtmyers88
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You mean "REALLY EXPLOSIVE" in all caps, mind you. lol
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Nope Commando & Conquer.
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@TaxOwlBear didn't realize we had nearly identical setups. lol Minus me having 32GB of ram and an older nVidia video card. lol As for the code that is contained in gamedata.ini, there is a lot of residual code leftover from the old beta of Generals. I have played with that stuff a lot. That and the reflective water is old code which I have come to conclude EA intentionally hacked up and removed other elements to prevent modders such as myself from using it which of course results in game crashes. Hence the alternative methods I made myself for the TDR mod.
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Good to know the source. I originally seen it getting shared around on EA's C&C forums just prior to them getting taken down. And on ModDB.
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Here is an updated version repurposed as a Mod promo.
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TDR Behind the Scenes: Custom Cinematics "Ambush" http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/videos/unused-tdr-cutscene-ambush I recently went thru the archives to find this forgotten video clip for the Mod. This was made sometime in late 2009 or early 2010. It was part of a series of tests to possibly see if it would be feasible to make in-game cutscenes in the style of C&C Generals to use with the campaign missions in Tiberian Dawn Redux. Enjoy!
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(moved from the v1.4 discussion thread) TDR BEHIND THE SCENES: AI SCRIPTING: One thing I have learned from modding these games is the sometimes horrific task of making an AI that wont be super easy and boring but yet one that wont lag or crash the game or be stupidly impossible to beat. This is the general idea of how all this works and what goes on behind the scenes when I mention the meticulous tweaking that is involved in order to give the players of C&C Tiberian Dawn Redux a respectable Skirmish and Campaign AI system to fight against. Again, developing something like this is not for the faint of heart and its taken me years of modding this game to fully come to understand it. But even today it can still provide a lot of headaches which was one of the factors that had slowed progress on the mod with my limited time to invest in completing the mission campaigns unfortunately since a custom tailored AI goes into each and every campaign mission. LEVEL DESIGN: Sometimes it helps to go back to the source material itself for inspiration. When designing the existing campaign missions, a great amount of work goes into every map in order to attain the best possible accuracy and detail. On the left is an image layout of the original C&C95 map of the 5th Nod Campaign Mission and then the recreated version from the mod on the right rendered in the C&C Generals World Builder. There is only one person currently doing all this work, which is myself. Its not for the faint of heart. Currently there are 20 playable campaign missions in total but 12 more are needed to complete the campaigns.
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First off I don't use EA Origin so I have no clue how they formatted the system but I was hearing that the only way to get mods to work in Generals, Zero Hour, and Tiberium Wars is that you will have to extract and decompile all of the individual game data folders from the custom mod files (.big .gib .tdr etc.) with FinalBIG and then copy them into the root game directory. Is this correct or is there another way around it?
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C&C Tiberian Dawn Redux is back! Version 1.4 now released!
sgtmyers88 replied to sgtmyers88's topic in CnCNet News
Just a heads up for those who missed it. Patch version 1.42 is now available. You can download it here: http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-patch-v142-patch This patch reworks some scripting issues with several singleplayer missions and reduces overall game lag. Some skirmish/multiplayer maps have also been reworked. A few minor unit and skirmish AI tweaks/updates have also been applied. Simply extract the folder and then copy the updated files contained in the folder to the same directory the original Mod files are installed to. Make sure to allow the original Mod files to be overwritten to enable the patch! Also feel free to like and follow the mod on Facebook: https://www.facebook.com/TDReduxMod/ -
C&C Tiberian Dawn Redux Patch v1.42 now available for downloading
sgtmyers88 replied to sgtmyers88's topic in Mod Discussion
Article with details is here http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/news/cc-tiberian-dawn-redux-patch-v142-released -
C&C Tiberian Dawn Redux patch v1.42 is now available for download. http://www.moddb.com/mods/command-conquer-tiberian-dawn-redux/downloads/cc-tiberian-dawn-redux-patch-v142-patch This patch reworks some scripting issues with several singleplayer missions and reduces overall game lag. Some skirmish/multiplayer maps have also been reworked. A few minor unit and skirmish AI tweaks/updates have also been applied. Simply extract the folder and then copy the updated files contained in the folder to the same directory the original Mod files are installed to. Make sure to allow the original Mod files to be overwritten to enable the patch!
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Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
In regards to skirmish matches, I have noticed after taking a hiatus from playing and testing the Mod that 1v1 games are the most enjoyable with little to no loss of frame rate on all difficulty settings. I would dare to say the gameplay was very fluid and was on par with C&C 3. I screwed around against a Nod Medium AI and got massacred about 10 minutes in. Give it a try if you haven't done so. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Its been a struggle for myself too, unfortunately which is why I haven't bothered with working on finishing the other missions due to this persistent issue. Same with big skirmish matches. But I have managed to cut down on the issues the last time I played them so maybe it will be playable for you in the next patch. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Anyone still playing? Lol the forum kinda died again. -
Trying to start up the game while using the program launcher.
sgtmyers88 replied to Kutzor's topic in Technical Support
Also make sure to set Generals.exe to winxpsp2 compatibility mode in properties. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
I am gonna experiment with this fix as well for the AI framerate issues. Someone might have found a real solution without having to rewrite the cursed AI scripting and .INI files. 1) go to your Generals Sub Folder: usually you can find it under something like "C:/Program Files(x86)/EA GAMES/Command & Conquer Generals - Zero Hour", or if you have The First Decade it's: "C:/Program Files(x86)/EA GAMES/Command & Conquer The First Decade/Command & Conquer Generals - Zero Hour") 2) right click -> properties 3) under category 'general' click on 'advanced' or 'extended' 4) disable check at "allow Windows to index data additionally to properties" 5) click 'apply' 6) enjoy C&C Generals without lag -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
The 4-5 player maps seem alright. Of course most of the maps are maxed out at 2-4 players due to frame rate issues so they have endured more beta testing. In the past the Beta testers mostly avoided the larger maps due to the frame rate concerns with AI players. If the bug cannot be resolved I might have to disable the maps for skirmish matches until further notice. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
This is the strangest bug I have yet to encounter with this game. If you set the AI to the same team # as yourself on the maps (sandbox mode) they work just as they should building bases and armies. If not, they do nothing. Totally bizarre. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
That will be addressed in a upcoming patch. Interesting enough the AI issues on those maps you mentioned seem to be random. Armored Fury is also broken. With some maps the GDI AI does not work and on others the Nod AI does not work. The difficulty settings don't make any difference either. This will be investigated further. Red Rock works well, however. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Any luck? Or were there additional problems? -
Duplicate file or cannot find file error
sgtmyers88 replied to jasonbourne's topic in Technical Support
Here is a couple readme files. CCTDREDUXMUSTREADFIRST.txt CCTiberianDawnRedux-README.txt -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
True. All of the original Generals/ZH maps were converted and rethemed for use in the mod. As for the AI being broken I am not sure. Is your skirmishscripts.scb file intact? That file contains the entire AI system. For the mod it will be contained in the CCTDRDXAI.tdr file. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Lol ironic. Those are actually EA's maps. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
Ready & Waiting. -
Let's Play Command & Conquer: Tiberian Dawn Redux
sgtmyers88 replied to TaxOwlbear's topic in Mod Discussion
I was afraid of this. There is a handful that were bound to have issues. This is what happens when you got too many maps and not enough time or beta testers. Lol