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Inq

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Everything posted by Inq

  1. Preview of 0.4: -Addition of Tschokky's great Jungle Terrain -4 gather-able resources -new maps -Allied Grand Cannon unit (Heavy Arty)
  2. Updated to 0.20, still for OpenRA 20170527 (Current stable release build) Balancing, Bug fixes, some new art and sounds. New ICBM Sub artwork.
  3. Updated to 0.11, compatible with OpenRA 20170527 (Current stable release build) Working on a new version for the recently released playtest build.
  4. Hey guys, Although I appreciate many of you guys dislike OpenRA - Red Alert & Command & Conquer - for various reasons. I thought I would let you know I'm developing a mod a that brings the game closer to the original(s) (far from identical... but closer...) Along the same lines as 'Dawn of the Tiberium Age' or 'Tiberium Origins' it merges both games. (So you can fight GDI as Soviets etc) It may or may not appeal to you guys - but I thought it was worth mentioning because it features some of your communities work. (public released shp's & cameos etc) Anyway, without further ado: http://www.moddb.com/mods/command-conquer-combined-arms Feedback & constructive criticism welcome!
  5. I'm in the final stages of completing my mod for OpenRA, much of the focus, of which, is returning the gameplay closer to the original Red Alert. Addition of: Classic Unit rosters, costs & requirements , weapon strengths, unit speeds, Classic engineer function (TD), Classic Aircraft behaviour Removal of: Fog of war, Veterancy system, Killing bonuses, Flak trucks, Hijackers. I hasten to add - it may not be what your after - as its not a 100% pure classic recreation, as it features both Allies, Soviets & GDI, NOD; and as a result it borrows elements from both RA & TD games. I had to take some liberties with the factions for example - More so with GDI & NOD - to bring them up to par with the RA ones - balance wise. (Secondary super weapons, naval units, NOD & GDI tech centers, to name a few)
  6. Inq

    Beta Nod Structures

    Yeah that's great except it's only good for one frame. The crane moves position so there is a lot of extra work involved. (I'd have to draw it) Haha, if I was manually editing all it pixel by pixel I'd still not be finished!
  7. Inq

    Beta Nod Structures

    Yeah, hard to get a lighter shade of grey. The guard towers are also modified to be full remap. Bonus points if you noticed I changed the GDI medium tank back to beta barrel colour too. (uses the same colour/shading technique as the mammoth tank)
  8. Inq

    Beta Nod Structures

    Thanks for the feedback, Yeah I was trying to replicate the beta look but in a multiplayer environment. So I chose the red as a consistent theme colour, as opposed to remap. I could modify the refinery easy enough, the detail on the crane is a lot of effort for small reward, that's why I skipped it. (So far ?) No I never tried the repair pad... As far as I'm aware that's the only incomplete picture of it & im not sure how it would look/function when active. As for the GDI con yard, I only made Nod buildings. ? But perhaps I could try that in the future!
  9. Hey guys I've had some of these for a while, but they are sitting on my hard drive not being used. I made them for a OpenRA mod, but they might be useful to someone here. *I made an hq but I think Koyk_GR's is better http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=20033&sid=55965077a41157ee11e1e98006f605a1
  10. Inq

    Random Nod HQ

    Found this on my HD, unused, a bit wonky looking & perhaps a little big for TD/RA? Its a modified TS GDI beta building, made to look like a NOD HQ, might be useful for a campaign mission or something? RA palette
  11. I agree. The rocks look a bit odd... Like rocks from another planet...
  12. A couple of corrections: It is a "tank" gun, it's just not a large cannon as you would find on a main battle tank... But you do find them on more obscure AFV's (or tanks) such as the Russian BMPT-72 : The Bradley is classed as an IFV not an in APC in real life due to its heavy armament. (Yep I remember it saying NOD upgraded it to 70mm or something) although in the cgi renders they look like normal Bradley's... As for being machine guns... that's false too... After I believe .50" calibre, bullets become shells. A "machine gun" fires bullets. an "autocannon" fires shells :roll: Sounds cool Kilkakon, something like the jump jet/ helicopter things in terminator?
  13. No problem! It would be cool to have a functioning database of community sprites - Unfortunately You can't upload to that one currently. *update* Just because I was curious to find out... this is the largest gun mounted on a helicopter I could find... It's a 30mm bushmaster 2. So thats bigger than the gun on the M2 Bradley (the light tank) It fires the same sized rounds as the GAU-8, the A-10's infamous gun. It's on a Seahawk helicopter because they were testing it to shoot sea mines not tanks. :laugh: As for a seige heli, I don't know how restricted you are for adding new units/shps but there is a cobra shp here: http://www.sleipnirstuff.com/forum/viewtopic.php?t=16939&highlight=cobra probably not ideal, but would at least look unique...
  14. Looking good! Very polished, very professional.
  15. Largest Calibre I can think of the top of my head is a 30mm cannon. (Mi24P) I think it would really be the weight issue (heavy ammunition/auto loader/recoil system/larger thicker barrel& breach) rather than the actual stress of firing on the airframe. In your mod timeline it could be Russia has only recently acquired missile/rocket motor technology? Would explain the large oversized SSM missiles. If rockets & missiles were not "invented" I'd imagine a large Calibre, low velocity gun would be most suited for a helicopter... Think 152mm Sheridan gun with a fat HEAT warhead rather than a high velocity 105/120mm Abrams gun. Plenty of helicopters used grenade launchers in the Vietnam era too. It could be an upscaled 40mm. As for the Sprite its self, it would be extra work but Holloweye made a rocket pod hind, you could shade the pods black and it would perhaps look like cannons - Might be cool? http://sprites.openra.net/ Page 11
  16. Inq

    Allied/GDI Airfield

    Thanks guys! When I find time I'll try improve the control tower & smooth the buildup. I was also thinking I could add a small radar dish to either complement or replace the windsock.
  17. Inq

    Allied/GDI Airfield

    How did you guess? :laugh: Slightly modified - Always thought it looked more like a control tower than a defensive structure... I reckon it was probably a last minute addition, previous to that NOD & GDI shared gun turrets.
  18. Dunno if this is useful to anyone? I use it in my OpenRA mod as a GDI runway but it could substitute the soviet airfield. Its a cut paste job & the build ups is a little rough... but its functional. Its in RA palette. Afldgdi.7z
  19. Inq

    VXL to SHP

    Looks Amazing, surprised I missed that topic Im on that forum often. Being the mod is shelved, I dont suppose any of those are public assets XD I've started working on another mod, I'll probably release what I don't use when I finish this project.
  20. Inq

    VXL to SHP

    Yeah, thats how I made most of these units: http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=18742 Still need to finish that mod... kinda been shelved atm.
  21. Well, hope your feeling better, this mod looks great, can't wait to play!
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