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Kilkakon

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Posts posted by Kilkakon

  1. Thanks Blade for chiming in :)

    Yeah my perceptive at this time is that I'm still working on the mod itself in its current form, the next expansion will be out this year all things going well. Hacks are still being done to the exe. So at this time it would be a lot of work to abandon the current version and redo everything, especially as things in the patch would need to be reimplemented too.

    I wouldn't rule it out as happening some day, but not for the near future.

  2. Wow thanks for the detailed questions and enjoyment you've got from the mod dude! Did you complete all the maps? I love you using emoji for each faction haha. Which one was your favourite?

    One thing I can say is that a large number of your ideas are more informed from a Red Alert (or possibly OpenRA) perspective. It wouldn't be possible to back port something like aircraft for instance, as much as that would be fun, or Red Alert superweapons like parabombs or spy planes. That would have to be in the realms of a sequel if it was to happen (Unlikely at this stage, but maybe one day). Infantry carrying capacity, for instance, is locked to either 0 or 5.

    Regarding the faction design, I've had multiple iterations on the various factions over the years, and a few units changed sides more than once. I would say that it is a bit late for me to make any changes, the current lot are pretty much set in stone, but what I can do is share my philosophy and some trivia about the various units and factions you brought up.

    US

    Originally, US were a "worse" Company of Answers. They had no Weapons Factory, Naval Command or Airstrike Control, only the ability to build SEALs and receive periodic reinforcements from an Airstrip. In late 2018 I gave them a major redesign, basing them somewhat off of Allies, hence the Artillery, but also wanting to give them some more unique gameplay style. A lot of factions can devolve into "I build only Medium Tanks" so in this case I took it away from them, giving two very useful vehicles in exchange, both for the same price: the toughest, baddest Humvee yet, and a Light Tank with a missile (thanks to AchromicWhite for the sprite!). The end result is that both vehicles end up being built in decent numbers, instead of just spamming one. If it helps, you can think of the Light Tank as a Bradley, similar to TD in that regard.

    Russia

    Russia has been largely consistent in its design, and in my opinion was the strongest of the three RL country factions in its original inception. I really like how they have almost no good units vs. infantry, relying on the SSM launcher as a key unit. To further drive home this infantry weakness, I decided to make their light unit, the Malyutka, not carry infantry, and instead be an anti-vehicle unit instead. It's actually tankier than I had intended but hey, it works. While this mod isn't based off the Red Alert universe, Mammoths in C&C do have that Russian connotation, which is why they are here. Note that I am limited in my vehicle space which is why the Medium Tank graphic is shared across the factions that can build them, in an ideal world I probably would have used the RA1 Medium Tank for Russia.

    Japan

    Japan's been a bit of a crowd favourite due to a lot of the unique architecture I made for them, but their initial design was lacking in some areas, having a Tear Gas Tank instead of a Tear Gas APC, and no artillery unit. When I revisited US and Russia, giving them their new unique units, I also gave the MLRS to Japan, as the forces of Tomorrow had picked up the new Missile Crawler unit instead. The MLRS seemed a decent fit for Japan, as they're actually effective against Redoubts, whereas as a Tomorrow unit they had no real role and were completely overlooked by playtesters. I believe that JDF also use some MLRS in real life anyhow.

    Company of Answers

    I've got a big soft spot for the Company of Answers. I know a few folks really dislike their frail defences and lack of vehicles, but for me that's what it was meant to be all about. Heavy heavy focus on air play, and the OP Navy Seal, makes for a real fun experience for me. It also helps that their campaign, for the longest time, was the better designed of the two, as the mission objectives are more specific and tight. While I could add an Airstrip in future updates, it would cause the whole faction to pivot to whatever I added there instead of what they're meant to be about: infantry, aircraft and covert ops. I do have to give Nyerguds a shoutout for helping me with getting the Phoenix and Hind going.

    Forces of Tomorrow

    Tomorrow has remained largely consistent over the years, the main late addition in 2018 being the Missile Crawler, which really compliments their vehicle forces well. Possibly the one regret I have with the faction as it stands is that the infantry lineup was not the most inspired (there's not a lot I can do about it now) in that the RPG isn't particularly useful alongside the flamer. A bazooka is more useful as the infantry are already covered. At least they're a unique unit to fight against, but Tomorrow players rarely get a chance to focus on their infantry as they're often rushing up to Weapons Factory and forgetting about all infantry, including the high tech ones.

    Cassandra's Host

    She almost didn't make it. I was very low on time when I hit my deadline (which is why the first release had a few bugs that I missed sadly :cabal:) Her faction is very limited, for two reasons: the first is that I've pushed the engine to its absolute limit in terms of scope, there's very little room left for additional factions--I have to use triggers to give certain buildings off screen when things are built to make the tech tree work. The second is that I wanted players to force on using Cassandra as a hero unit, and in most cases I've seen people ignore her and instead spam pillboxes or helicopters instead. Wasn't what I intended but it's what happens when people are too scared to use a hero I guess haha. But I'm glad that she was added to the game, she is fun and I like the maps I made for her.

    That all being said, as you've shown a lot of interest, I can share some of my plans for the upcoming planned release. I'm intending to focus on expanding Cassandra's faction with new units, and making a playable Cuban faction. I've already designed how I want things to pan out, it's just a matter of technical difficulties that need to be overcome to make it happen.

    Cassandra will get two new units: a flame grenadier from the Barracks and a Demolitions Truck from the Weapons Factory. She won't be able to build any other vehicles, as I really do want to focus on her power as a hero unit, but the flame grenadier will be a strong infantry on par with other elite infantry like the Navy SEAL.

    Cuba is very much dependent on a few technical glitches that I hope to resolve soon, but the plan for their unique units are an Assault Gun and a fictional vehicle: a short-ranged artillery on a Mammoth tank chassis, that almost works like a battering ram in knocking down enemy fortification. It'd be very tanky and relatively fast. Not sure on its name yet.

    Map wise, I've had ideas for a large number of maps, energy levels will determine how many of them get made. I want this release to be for fun rather than pressure ^^

    Thanks for the interest dude

  3. Hey folks! Sorry the forums don't give email notifications so I have to check manually :cncsmirk:

    Feel free to poke me on my Discord if you want to know more, but yes! I hope to do a second content update. I've had a large number of ideas that I wouldn't mind giving a try once I get some holidays, and depending on how much of my current plans will work out from a technical standpoint.

    Glad you guys had fun with it! There's 33 maps at the moment so plenty to chew through~

    • Thanks 1
  4. 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.
    • Like 2
  5. 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.

    hunt.png

    cave.png

    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!

    • Like 2
  6. 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 :cncsmirk:

    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.

    • Thanks 1
  7. 5 hours ago, TaxOwlbear said:

    The mod looks very interesting, but the world map regularly freezes for me. The entire application does, in fact. It does recover when the animation is over, however.

     

    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!

    4 hours ago, MattAttack said:

    It’s lookin really great!  That world map is beyond cool! What program do you use to create the underlying .cps map?  Also did you  improve the infantry sprites?  I don’t recall the “protagonist’s” idle animations looking so good when I saw them last.  Anyways congrats!  Oh btw, it’s working pretty good for me I just get long pauses before any video plays....

    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 :cncsmirk:

    I haven't touched his idle animations for some time actually! Not sure if Cassandra's sprites were in at the time though.

  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 :cncsmirk:

    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. 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. :cncsmirk:

    Dropbox download links:

    • Like 5
  10. 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.

    command__conquer-2019-12-27-12_33_57.png

    command__conquer-2019-12-27-12_41_27.png

    Work slowed down over Christmas, but continues at a steady pace. Here's some other recent work, my rework of FoT6:

    fot6a.png

    fot6b.png

     

  11. 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!

  12. Shots fired, but not entirely uncalled for, I'll take it :D 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.

    command__conquer-2019-11-17-01_56_55.png

    command__conquer-2019-11-17-23_51_34.png

    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.

  13. Hey there everyone. It's been a year since last update, wow! While I've been more active on my Discord server it's way past time to let you know how things have been going.

    First off, here's an animated GIF of Eva, a start on the cinematics:

    output_lCcK5U.gif

    I've yet to do more with her but I am happy that she's finally got to a place where I'm proud of how she looks rather than internally screaming. I hope to get some time to flesh out her remaining frames soon.

    Otherwise, I've done some work with Nyer on projectiles, allowing two as of yet classified units to work correctly and have nice attacking animations. It goes without saying Nyer is a beast and nothing would have been possible without him. :cncsmirk:

    I've also done a significant amount of improvements on the maps. I had a friend play through the campaigns and note any issues with AI pathing and so on. I actually had to remake FoT6 entirely as it wasn't possible to fix the problems with the old geography. I'd say that at least half of the maps received improvements of one form or another. Those map reworks are all done now, with the possible exception of FoT3, which I feel is a bit stagnant and leads to overly defensive while waiting for reinforcements play.

    Last and most importantly, earlier this year I tried to move my C&C setup to my Windows 10 PC, to my loss. I had issues getting the resolutions and shaders to work properly, followed by further hard crashes to desktop when I tried to run through my campaigns repeatedly. As of time of writing, I'm unable to play through the CoA campaign without a crash on CoA6, and it crashes even earlier when playing through the FoT campaign first. This really shattered my morale for the project as I was completely at a loss of what to do about it.

    unknown.png

    Then, this week, I'll call it divine inspiration, I remembered of an old university assignment that I did back in 2011, where I used C&C as an example of game testing, as I knew of several ways to crash it back then, the most reliable of which was using sc*.mix files to introduce cameos and then proceed to play a campaign. Nyer's recommended solution for solving this was to store all my icons directly in the *icnh.mix files, which seemed to resolve the issue back in the day. Thinking that this problem might have returned, I ran through the vanilla C&C campaign using my existing cncdraw settings, which worked without incident. Then I went back to my project, and replaced the *icnh.mix files with the vanilla ones. Lo and behold, the crashes disappeared entirely.

    So my current working theory is that the game is not handling my larger mix files properly (mine are 218KB, the vanilla ones are 120KB). Perhaps it's because I have jungle files in the directory that I am not using (could delete them just to be safe, the extra theatre seems too much trouble for now) or it is related to the sc*.mix crash which was easier to provoke. At the end of the day while it's not yet working I have hope that a solution can be found now that I know what's wrong rather than the unknown fog of shrouded mystery.

    I'm also spurred on by the news of EA remastering the game. I'd like to beat them to release if I can.

    Sorry it's been so long everyone. Let me know if you want to see anything in particular or if you want any additional information.

     

    • Upvote 1
  14. When I did my first round of testing, I gave both the 2018 and the 2012 versions extensive goes. The 2012 one worked fine, just the aspect ratio was all wrong.

    I'll give the filters a try and see how they look to see if it looks like it did before, thanks.

    Is there anything more I can do to get better logging or stack traces?

  15. Sorry for the delay on replying Funky, I was wanting to give it a proper test rather than rushing it.

    So the first thing I can note is that the menu flicker does seem to be fixed now.

    The second thing is that I think because I updated my drivers, the full screen view I was getting before (scaled to fit, with smooth scaling) is no longer happening, now I get bad pixellation. I'd like to offer a window box and a smooth scaling option in my installer, do you know what happened there?

    On a more serious note, I'm still getting crashes. One of them is inconsistent.

    posted image

    I get this error when I begin FoT mission 7, but only after I beat it once and then go through the campaign again.

     

    With the CoA campaign, things are more complex. I had three goes through it, the first time, I got this error when finishing CoA3 (between the victory vid and the start of the world map):

    posted image

    I did not get this error on the second and third runs of the program for this test. For the second run, I was able to go through the campaign twice with no crashes. For the third run, I got this when beginning mission 6:

    posted image

     

    Hope this helps. Let me know if there's anything more I can try

  16. I've tried to update to the 2018 version of cncdraw as I am finishing off my mod to release sometime this decade :) The short version is that I am getting crashes when I try to play the campaign :(

    I've done testing with 2 different versions of CNC-draw. The first is dated Dec 2012 and the second is Nov 2018.

    With the 2012 version, everything works fine, with the exception that the aspect ratio is wrong on my 1080p display, all stretched out of shape. With the 2018 version, the aspect ratio is better, but the menus flicker really badly, like they are being rendered really slowly over time. Also my campaigns crash with the following error message.

    The instruction 0046583b referenced memory at 0d6503e4 (the address changes)
    The memory could not be read from

    My CoA campaign crashes consistently when starting mission 6, after the intermission screens. My FoT campaign crashes consistently on mission 7, but only after having finished the campaign and started it again.

    Any ideas?

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