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Kilkakon, November 9, 2014 in Modding Discussion
And here it is!
I've finished the new tech trees and descriptions on the site for all the new units! I'll include the tech trees here as well. Note the new Tear Gas APC icon.
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:
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.
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.
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.
On 6/18/2019 at 5:10 PM, Kilkakon said:
First off, here's an animated GIF of Eva, a start on the cinematics:
I remember, I had an english teacher looking like her.
Do you plan to do a public beta/pre-release?
Otherwise, you should contest with the BER berlin airport instead of EAs TD remaster.
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.
I've finished the new version of the 3rd FoT level ^^
I like that windmill, awesome! Does it rotate?
This Redoubt building looks quite blank. I would add some more detail to the surface, e.g. by adding a texture to the 3D render model, or adding the faction logo on one of the surfaces.
Generally, your shapes have a weird pixellation. I guess the reason is either an insufficient algorithm for the conversion into a palette image, or the colors of the images itself do not really fit into the C&C1 palette. Latter issue can be fixed by shifting the colors of your image more close to those colors used in the C&C palette by using brightness/hue/saturation tools.
The outpost building has 3x2 foundation, right? It looks quite small, you should make sure your building fills the whole 72x48.
What do you think of this building?
There are more of my artwork here in this thread, you can use any of them.
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!
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