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Kilkakon

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About Kilkakon

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  1. I've posted a bug fix update, 1.2a, that addresses some concerns that were raised in this or previous versions of Dawn of Tomorrow. Hopefully you weren't caught out by them! Thanks to Nyerguds for providing help with some of the more tricky ones here. You can download the update from my website, kilkakon.com/c&c The following download mirrors are also available: - EXE: https://www.dropbox.com/s/jc6iti71tuivoax/c%26cdotsetup.exe?dl=0 - Zip: https://www.dropbox.com/s/znvdb4g47v16zrb/c%26cdot.zip?dl=0 Changes: Added Questionstalk move response sound. Restored Technician voice lines. Questionstalks can now board Chinook Transports without being evacuated. [Company of Answers Mission 4] Added failsafe victory condition to prevent soft locks. [Company of Answers Mission 7] Fixed a few wall corners. [Conscience] Redesigned victory condition and parts of the map to prevent soft locks. [Cassandra's Host Mission 1] Restored Village Well that was inadvertently replaced with a Power Plant. [Cassandra's Host Mission 3] Added several money crates to assist in the final part of the mission should funds dry up.
  2. The first content update for C&C Dawn of Tomorrow has been released! It includes three new missions, several fixes for existing missions, as well as a slew of bug fixes. You can learn more and download the mod from my website, kilkakon.com/c&c The following download mirrors are also available: - EXE: https://www.dropbox.com/s/jc6iti71tuivoax/c%26cdotsetup.exe?dl=0 - Zip: https://www.dropbox.com/s/znvdb4g47v16zrb/c%26cdot.zip?dl=0 New missions include: "Consicence" by Scionox. Play as the United States in this challenging mission as they seek to liberate a lost city and free a defecting scientist. "The Hunt". A non-production mission where you have to take out a number of Tomorrow MCVs before they escape a mountain pass. "Survivors", which incorporates a new terrain adapted from work by Tschokky. It's a brief glimpse into what life is like for the Company of Answers after the conclusion of the campaign. Other adjustments include: Cold Front and Checkmate have been made more challenging as they were easier than I had intended. Nowhere has ownership of a few buildings changed around so the defences at the end of the level are powered. Tear Gas APCs no longer disappear into nothingness when they're destroyed. Mission Critical Structures are now labelled with a tooltip (thanks to Nyerguds). The Propaganda Centre is no longer referred to as a Prison in FoT3 (thanks again to Nyerguds). A few typo fixes and similar adjustments here and there. Hope you enjoy the new content and have fun!
  3. Thank you so much White! It does feel good to have it finally out ^^ It's been a long journey ;D And while there's been a few teething problems a lot of people had fun so yeah, it's been great!
  4. Thank you Shark! This will take a lot of work to be remaster ready. I won't commit to it at this stage, it's been such a huge undertaking that it would be years to redo it all over again! That's why I wanted to push to get it done before remaster came out That being said I'm open to it once I see how the modding scene matures for the game. I'd probably have to force people to play in classic graphics rather than HD, but it would mean that some of the more odd behaviours could be fixed proprely rather than as a bunch of odd hacks. And multiplayer could always be possible under such a setting (control points with mini-MCVs that deploy into propaganda centres perhaps). That being said I'm proud of what I have achieved so far--I wonder how people will do with some of those post-campaign missions ^^ I've also updated the downloads to version 1.1, to address a problem with the Forces of Tomorrow endings.
  5. This one's new to me. Might I suggest re-downloading it to be safe? Perhaps the exe file corrupted during the download or installation.
  6. That's a shame! Does the same happen to you with the normal game? I've had one other tester report this but I was not able to figure out why it happens. The best I could come up with was something up with the computer. If it doesn't happen with the normal game, perhaps you could copy over your ddraw.dll and ddraw.ini from your vanilla C&C directories and see if that works. But hey thanks for enjoying! Hey glad you're enjoying too Matt! Strange that you get issues with videos too. I suppose the same thing goes for the ddraw.dll advice I gave TaxOwlBear, play around with settings and see if you can get it working, but if it happens with vanilla too I don't know what to say. At least it comes around eventually I haven't touched his idle animations for some time actually! Not sure if Cassandra's sprites were in at the time though.
  7. To anyone who has downloaded this yesterday, please grab the new version available now. It corrects a missing file that was preventing CoA mission 6 from being playable. Apologies for that!
  8. Thank you for playing MrParrot! Hope you're having fun! Redoubts are both turret and barracks yes. The design is probably not very practical but I think it's cool You're right with the Chinook interaction. It's something I had to do to get the different unit responses, and at one point I was planning on having an escort mission with them. As for the evil character, it was just for fun, but I realised he might be a bit jarring to some so I decided to have him shrouded in darkness with the fire background. It's not actually that important really as it's more of a mental picture thing than something real.
  9. It's out! https://forums.cncnet.org/topic/11032-cc-dawn-of-tomorrow-released/ I decided it was high time to make a new thread considering this one is 6 years old. It remains an interesting archive of the developmental process!
  10. My 10 year project for C&C Tiberian Dawn is released! Check it out at http://kilkakon.com/c&c You can also watch the trailer here! C&C Dawn of Tomorrow is a story based campaign and mod pack for C&C 1. It contains 30 missions, 6 playable factions and a massive amount of tinkering and graphic work. Hope that you all enjoy it! Thanks to everyone who submitted maps! And of course, I couldn't finish this post without mentioning Nyerguds. Thanks for all the help you've given me over the years dude. Dropbox download links: EXE: https://www.dropbox.com/s/jc6iti71tuivoax/c%26cdotsetup.exe?dl=0 Zip: https://www.dropbox.com/s/znvdb4g47v16zrb/c%26cdot.zip?dl=0
  11. At last the vapourware takes form! A trailer! A release date! C&C Dawn of Tomorrow will release this coming Saturday, on May 30th. Hope you enjoy the trailer and are looking forward to a bit of classic C&C action before the remaster hits!
  12. I did end up working more on the Outpost, reshading it, partially due to your suggestion, but I also wanted to make it look nice with the two-tone schemes I have in the mod. See what you think! There's two alternatives here, with differing levels of contrast. Work slowed down over Christmas, but continues at a steady pace. Here's some other recent work, my rework of FoT6:
  13. That Windmill was by Noose actually! My part of it was to convert it into a TD friendly format, as the original was for OpenRA, and in RA palette. Thanks for your feedback on the buildings. Some of the pixellation you're perceiving would be due to the Tomorrow player colour, which is not as smooth as some of the default ones due to the reduced dark greys in the palette. I'm pretty satisfied with my buildings at this stage, and I have done a lot of post production on the models as my 3D skills frankly suck. I did see your buildings actually! Your Naval Shipyard as a land building was actually a partial inspiration, as the side shed is based off the RA1 Shipyard as well The main thing I was going for with the Outpost was to still make it look like a conyard but not necessarily a full strength one or looking like any of the other existing factions. I have 3 regular Construction Yards otherwise!
  14. Shots fired, but not entirely uncalled for, I'll take it Thanks for keeping in touch. It's true that the C&C engine crash did demoralise me. But I am pretty driven to get this out by the end of the year. I've told myself that if I fail to do any more work on it until then I'll just release it as a public beta or something similar. Outside of the game crashing and a handful of small issues the main component remaining is the polished cinematics and I can cut some corners there. Still, I hope to be able to give you guys a polished product with the kinks ironed out. On the plus side, I have been working on the project, and can share something for you today. Here's the outpost, a new structure that is used during the campaign as a mission objective. I struggled with this building for a while, initially using a supply dump done by CombinE (which I rejected because it looked like a barracks), then using the Dune2000 construction yard (which I rejected as it looked like a civilian building), now ending up with this new design partially inspired by the Red Alert 2 Tech Outpost. It's meant to invoke feelings of being a construction yard, as it does allow you to build structures, but notably can only build structures you have unlocked with your existing buildings. So if you only have a Barracks, you can build Guard Towers but nothing more. I did reuse the crates in CombinE's original supply dump again, so credit to him for those. If anyone wants to chat with me more or follow things more closely they're more than welcome to poke me on Discord.
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