Lilly Blanche

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About Lilly Blanche

  • Rank
    Grenadier
  • Birthday 06/11/1994
  1. I like the fact that it's the most grounded in reality compared to everything that followed. Sure, you get some crazy things like Obelisk of Light and Ion Cannon, but overall, TD feels like a pretty realistic conflict. Red Alert introduced a lot of outlandish elements that I'm not really fond of. It's a fun game still, but it went in a different, sillier direction. For instance, TS later on felt like a pretty serious science fiction, while Red Alert 2 turned into a literal cheese fest. I love me some cheese, but there's a limit to what I can take and remain interested. Yuri's Revenge was on thin ice, and RA3 kinda crossed that line.
  2. Considering how old the game itself is, I'd say we're pretty lucky to have as many as we do at this point. Well, that's... unwise. If those players don't play Tiberian Dawn from their own volition because they like a different game better, they're not going to change their minds and tastes and just switch over to something else. One or two might, but everyone else - I highly doubt it. All you're gonna get by doing this is a bunch of angry people, who'll then go on and vent their frustration either here or in TD / other games, resulting in them getting banned everywhere. The best way to go around this is to just spread the word among fans that there's a comfortable way to play TD now. There are a lot of people who used to love TD, but don't play it anymore for different reasons, technical ones included - they might be willing to come back upon hearing that it's free and extremely easy to get into. As for new players who aren't fans... I'm not sure we'd be able to attract anyone unless there's some external reason making them eager to try and play TD in this day and age.
  3. Yeah, I'm trying different things here at the moment to see if I can make it all work. It would have been so much easier if we could just film the actor actually talking, but alas, the only guy who agreed to take part in this thing (and who actually served and has some uniforms ready to go) doesn't have anything even remotely close to a green screen setup -_- . I can do a lot of stuff, but I ain't gonna be sitting there cutting him out every single frame of the video, that's just insane
  4. I'm not talking about subtitling the original videos. We've made two new briefing videos for the bonus mission which will be included with the translation. However, we couldn't actually film the actor due to some limitations, that's why these briefing videos are similar to what one may find in the N64 version of the game - a static picture of the actor, a voice over and some additional information and illustrations shown to the player. In the end, some of the stuff turned out difficult to make out, but since the video is voiced, and the character explains EVERYTHING, it's not a big deal. The whole thing is completely optional anyway.
  5. Oh well. Good thing we've voiced the briefing and the ending cutscenes, otherwise putting all the text in there with only 320x200 worth of space would've been nightmarish O_o...
  6. Progress report: All the main NOD campaign videos are done. Currently working on the bonus stuff. And here's a question: does TD support videos with resolution higher than 320x200?
  7. Yeah, that's what I was thinking, giving a regular unit some unique name, but just for a single custom mission. Ah, I see. It's kinda unfortunate - I remember doing some crazy stuff in TS with this feature, like giving myself rocket firing RVs and stuff without actually changing the base game itself. Oh well. Thank you for answering!
  8. Hello everyone! I've been wondering if there's a way to assign a unique name to a unit placed on a custom map made for Tiberian Dawn. I know there's a way to do this in Tiberian Sun (was done by the developers themselves with Slavik, who was renamed into "Nod commander" or something along those lines in one of the missions), but not sure about TD. I know you can modify certain building properties by adding specific lines to the .ini file, but what about units?
  9. This is a wonderful tool! Can't wait to try it out with Tiberian Sun!
  10. Is this a recent addition? I double checked everything prior to answering and noticed no tags. Now there is one! Weird. I'm not sure if ClaudioRed speaks English, though
  11. Hola, ClaudioRed. ¿Puede indicar de que juego se trata? ¿Tiberian Dawn, Tiberian Sun, Dune 2k o Red Alert 2 o Yuri's Revenge?
  12. Thank you so much! This is PERFECT! I had tons of fun trying to beat this map, it took me... ahem, quite a lot of tries, actually, I wasn't expecting it to have so many surprises (those flamethrowers are EVIL XD), but I finally managed to get that "mission accomplished". By the end, felt well earned (though... I think I might be court martialed by the GDI command once they realize how many GDI soldiers I killed by accident as a result of my incompetence XD): I loved all the little touches in there, such as Agent Delphi running around showing you the correct path (I even managed to protect him long enough to make it somewhat close to the village before he got himself killed), the fact that NOD start circling the hostages like sharks (this makes me feel uneasy as a player, seeing them running around in there, who knows what they might do!) and the fact that you, as GDI, are forced to utilize covert tactics in order to liberate these people. Usually, hiding in shadows (and behind trees with flamethrowers) is part of Brotherhood's course. Also, I got this feeling that the NOD AI tried to go after civilians first any time it felt I got an advantage. It literally costed me a victory during one of the tries: I've taken out the last gun turret on the map, when suddenly a survived NOD soldier ran out of fire and started moving towards the village. The only units I had in that area were the tanks and a couple of rocket soldiers, who weren't quick enough to catch up to this sole minigunner. He ran past my rocket soldiers who failed to hit him (panicked, I guess?) straigth towards a civilian standing nearby and shot the poor guy, which resulted in me failing the mission (NOD were rather successful in killing them by dozens in this particular run, so by that point, any dead civilian could've been a game over). I was pissed. And impressed This is exactly what we needed - a challenging, beautifully made map that gives you something to think about, the one that requires you to plan ahead and use your units with top efficiency. Once again, thank you so much! This will surely go into the final package, and you'll be credited as promised!
  13. It's amazing, actually. You come up with something at random, and then you realize that it actually means something somewhere and the meaning itself makes sense. That's what I call a lucky hit right there! Regarding the Dutch translations: that's fascinating. I told you already that I'm an interpreter, which means that learning stuff like this is something I enjoy greatly (I spend lots of time just reading about different, sometimes even obscure languages on Wikipedia). I know another country which has a somewhat similar mindset when it comes to translations: Poland. They translate stuff aimed at kids (or, the stuff they *think* is aimed at kids), and simply put subtitles on everything else if necessary. So, you get cartoons dubbed in Polish, and pretty much everything else that's not a cartoon / kids movie is shown in English with Polish subtitles. However, they do translate and sometimes even dub video games. Some of their translations even involved Polish TV and radio stars. But generally speaking, the vast majority of Poles dislikes translations and dubs and prefers the original versions. Here where I live, it's somewhat different. As you might know, most Ukrainians know and speak both Ukrainian and Russian, which means that our audience is capable of consuming products in both languages. However, there are more Russian language products than Ukrainian language ones. The main reason for that is that there are way more Russian speaking people out there around the world, so you get everything that's made in Russia + everything that's made in Belarus + everything that's made in Kazakhstan, etc. In those countries, usage of the language of state (which is mostly Russian across the board) is an order, not a suggestion. And that order is strictly enforced. In Ukraine, where there's only one state language - Ukrainian, this order is more of a suggestion instead. While Russian government does everything in its power to ensure Russian language's domination in and out, Ukrainian government does nothing at all to combat their actions. We translate and dub movies, cartoons, TV shows, etc officially, yes. But there's simply no such thing as "official Ukrainian translation" when it comes to 90% of software or video games, that market is dominated by Russian language. This leads to a very interesting situation - people of Ukraine usually don't like Russian translations of the said media, because they are often faulty and not precise. On the other hand, Ukrainian translations are valued highly, because they're few and far between, and are usully done by fans, meaning that the amount of extra care that goes into them is doubled, it's not just something a random dude made up in a studio because he was paid to do so, it's something a group of genuinely passionate people created knowingly and out of their own volition. Which is exactly what we're trying to do here with Tiberian Dawn. A project like this would never be commercially successful. If we were to look at what we're doing from a more pragmatic standpoint, it'd be possible to call it useless, a waste of time. But we're not looking for profit here. We're not trying to prove anything to anyone. We're doing this because we love what we're doing. In the end, it'll be a drop in the ocean of Ukrainian culture. Perhaps a tiny one, insignificant from someone's point of view, a waste of time and effort. But for others, it'll all be worth it. Even if only 10 people download this translation and try it, we'll be happy. It'll also be a chance for those few people to re-experience their childhood memories or try a really awesome game for the very first time. And we'll be happy for them as well.
  14. Hello everyone! Name’s Lilly, and I’m in charge of a rather interesting project. We’re making a full translation of Tiberian Dawn (text, subtitles for cutscenes, dubbing for units and EVA) into my native language, which happens to be Ukrainian. In the process of doing so, I got this awesome idea to have a kind of a “bonus map” made specifically for this project, a nice additional mission to play for those who download the translation once it’s done. Unfortunately, I’ve no idea how to make cool maps for Tiberian Dawn from technical standpoint, and whatever I might learn in this short timespan will not be enough to deliver a quality result. However, I’m sure there are many talented mappers around here who might be interested in creating something like this. If you decide to help us out with this, you will be fully credited as a map designer and a co-author of the translation alongside everyone else. The map doesn’t have to be exclusive either – if you make it, it’s yours, and you may do with it as you please. To make it more interesting, we’ll try to create unique briefing, defeat and victory videos for it so that it feels like something from the campaign. So, here’s the basic premise (nothing fancy, really, ideas are welcomed): Enemy forces have occupied a nearby village. Commanding a small task force (some infantry, a jeep or two or an APC), player must regain control of the village and secure the area. There are two ways to reach the village: one is the most obvious route, practically screaming “go through here!”, but it’s heavily guarded by the bulk of the enemy forces (infantry, vehicles, maybe a guard tower or two). Sending troops through there is basically suicide. The second route is less obvious, and is the route the player should actually take in order to complete the mission. It’s still guarded and challenging, but not deadly. It allows player to flank the enemy forces, attack and enter the village from behind. Then, player has to destroy a couple of SAM sites scattered around the village. Once that’s done, player gets an airstrike and some reinforcements to finish off the rest of the enemy forces on the map, which then grants them victory. Victory conditions: - Find a way to get into the village. - Destroy the SAM sites in order to get an airstrike and some reinforcements. - Eliminate all enemy forces in the area using everything you've got. Defeat conditions: - Lost all units. - Heavy civilian casualties (basically, if there’s little to no actual “village” left by the end of the battle, either by accident or because of player’s actions, player should lose because there’s no reason to hold the village anymore). This is mainly to prevent the player from targeting the village itself once he or she gets an airstrike. Size: Per author’s discretion. Theater: SNOW (it's snowing heavily now where we live, so it would be most appropriate) Player: GDI Everything else – layout, actual object placement, additional stuff happening is all up to whoever’s making the map, no restrictions whatsoever. Let me know if anyone’s interested! And have a great day 😊
  15. Where did this alien come from? Did you just pick it at random? If you don't mind me asking, that is. By the way, here's something fun: "Nyer" means "Victory" in Hungarian, and "guds" means "God's" in Swedish. So, combined, it means "God's Victory". Which is pretty damn awesome