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 Forum index » Featured Projects » Tiberian Odyssey
Questions to the Team.
Moderators: Tiberian Odyssey Active Staff
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Nov 20, 2012 2:35 pm    Post subject: Reply with quote

I second the Mammoth in that design...

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ShadowWalker
Civilian


Joined: 20 Nov 2012

PostPosted: Tue Nov 20, 2012 3:13 pm    Post subject: Reply with quote

hey, i just made an account for this awesome mod Smile
i dont like the classic Mammut MK2 its to inmobile like a gigant fortress, a walker with two legs would be easy to take down and a tank is not build for carrying a "superweapon" like the MK2

my idea would be a hovertank thing or something just a idea Smile

best wishs from germany and excuse my horbile english spelling pls :*

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Nov 20, 2012 10:52 pm    Post subject: Reply with quote

But hovertanks blow up even faster than two legged walkers, mate...

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Nov 20, 2012 11:15 pm    Post subject: Reply with quote

They would also make pretty lame super units during Ion Storms
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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Nov 20, 2012 11:48 pm    Post subject: Reply with quote

Unless you do the "amphibious unsinkable HVA hovercraft"...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Nov 21, 2012 1:42 am    Post subject: Reply with quote

SMIFFGIG wrote:
Something like this
http://www.cnc-source.com/forums/index.php?app=gallery&module=images&section=viewimage&img=3952
A kick ass reboot of the traditional Mammoth, with a machine gun like triple barrel turret

Which can also deploy into a juggernaut artillery equivalent unit (thus eliminating another ridiculous mech design)

I've been meaning to do something with this concept for a while - maybe not for TO though.
In my opinion, GDI should continue the tradition of the Missile Pods x2, Big Guns x2, Locomotion x4 recipe. And personally I want a mech #Tongue

As an aside, the Juggernaut has been retconned out so that the HMLRS can be the GDI long range support unit.

Team Black wrote:

wait a sec, I thought Holy_Master already made us a kickass Mammoth Mk2 shp

That's a render, TB. It was never SHP'd and would need substantial aesthetic and textural alterations to fit the industrial, simple, and non curvy GDI we have in TO.


Perhaps Atlas can be the next public input case. But it is a little more complex and thus takes longer to prototype changes.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Nov 21, 2012 2:23 am    Post subject: Reply with quote

That was actually originally Area52's model before it was modified by Holy_master. Her test render is still on my Youtube, in fact.
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Wed Nov 21, 2012 3:18 am    Post subject: Reply with quote

I tried to find it on youtube, I couldn't. Not even on the Tiberian Odyssey channel Confused
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Nov 21, 2012 3:47 am    Post subject: Reply with quote

Look up RyanUkAus on Youtube
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Hassan_2030
Tiberian Fiend


Joined: 26 Feb 2010
Location: Inside my temple in Cairo.

PostPosted: Wed Nov 21, 2012 6:39 am    Post subject: Reply with quote

You mean this right!?




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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Wed Nov 21, 2012 12:55 pm    Post subject: Reply with quote

ah, that's the one
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sigi
Civilian


Joined: 29 Nov 2012

PostPosted: Fri Nov 30, 2012 12:23 am    Post subject:   Reply with quote

hey,

i am from austria and my english is not very good, but i will try it.
For over a year now I have been following your modification and i like it really much. for me its nice to see that tiberian sun mods are still alive. i like this game very much and as child i spent a lot of my spare time playing this apocalyptic game.
so i have seen both gameplay-videos to this game on youtube and now i have some question:

is it possible to make the explosions of buildings and tanks like in Tiberian Sun Dusk ? i find they turned out very well for such an old game. i would appreciate it if you guys would include this explosions in your modification if you have the permission to do that.

How do you see that? you like it too or do your mod have still better explosions for buildings and tanks ?

so far, so good - See you!

Last edited by sigi on Fri Nov 30, 2012 9:01 am; edited 1 time in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Nov 30, 2012 12:42 am    Post subject: Reply with quote

I've fooled around with FumeFX, but I don't fully understand the software and it is hugely hardware intensive - new explosions are on that long list of nice things to have.

For the moment the focus is on the snow tileset being finished and the remaining structures. (And balance).

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sigi
Civilian


Joined: 29 Nov 2012

PostPosted: Fri Nov 30, 2012 10:51 am    Post subject: Reply with quote

okay, thanks for answering

and would it be possible for you guys to make the trees and the tiberian flora as dynamic as in stronghold 1 ? i think it would be very, very atmosphäric xD

and every time when a strong wind blows through the flora goes with it. also the raindrops and (if you have also included snow particles) the snowfalkes.

i can imagine that this would be very much time-consuming and maybe, considering the age of the engine, impossible to perform it well. but maybe you like this imagnination and if the possibility exists to make this big thing to reality, i hope you guys would go through it sometime....

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Nov 30, 2012 1:15 pm    Post subject: Reply with quote

Making snow and rain appear on them would be nearly impossible, but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then.
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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Fri Nov 30, 2012 7:40 pm    Post subject: Reply with quote

Imagine how slow the engine would run, lol...

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sat Dec 01, 2012 4:42 am    Post subject:   Redeemer Reply with quote

Fight for Nod..

I wanna Kane's Wrath Redeemer...
to fight against this Beasty Walker...

I will be Mad if GDI finally success to deploy it out in the battlefield but no Nod's counterpart..

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sat Dec 01, 2012 6:55 am    Post subject: Re: Redeemer Reply with quote

luxycomplex wrote:
Fight for Nod..

I wanna Kane's Wrath Redeemer...
to fight against this Beasty Walker...

I will be Mad if GDI finally success to deploy it out in the battlefield but no Nod's counterpart..


Wow. With ideas like that, you should host a mod too.
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Dec 01, 2012 7:13 am    Post subject: Reply with quote

Bittah Commander wrote:
but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then.
Code:
IsAnimated=yes
AnimationRate=
AnimationProbability=

Use this right?
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interesting seeing your voxel work. They're still better than Aro's!

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Dec 01, 2012 8:45 am    Post subject: Reply with quote

Krow wrote:
Bittah Commander wrote:
but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then.
Code:
IsAnimated=yes
AnimationRate=
AnimationProbability=

Use this right?


That would lag SO HARD on forest maps. Re-connection issues to the max. But it would look sick as fuck!
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 01, 2012 8:51 am    Post subject: Re: Redeemer Reply with quote

luxycomplex wrote:
Fight for Nod..

I am fine with this. I frequently fight for Nod.

luxycomplex wrote:

I wanna Kane's Wrath Redeemer...
to fight against this Beasty Walker...

I suggest bikes, stealth tanks, artillery, banshees, and scarabs instead. Any combination of those should be able to bring down even a late game mech like this.

Nod doesn't get mechs. The Redeemer is a mech, therefore Nod will not get it.

luxycomplex wrote:

I will be Mad if GDI finally success to deploy it out in the battlefield but no Nod's counterpart..

Unfortunately, you will be Mad then. Nod's counterpart is stealth and mobility, and general kickassery. It is not a mech.

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Sat Dec 01, 2012 10:22 am    Post subject:   Complaint.. Reply with quote

In that case, I think I will complaint about this issue to Nod authority.. If Slavick still active then I will complaint to him directly..except my access to him blocked by bureaucracy maze or by any unknown reason..damn.. Crying or Very sad

Fight for Nod..

I hope I can use Hijacker skill to handle this... Smile

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Dec 01, 2012 2:59 pm    Post subject: Reply with quote

Krow wrote:
Bittah Commander wrote:
but there's a way to make all trees animate at the same time to make it appear asif wind is blowing...
It would take quite a bit of work though, considering all trees would have to be animated then.
Code:
IsAnimated=yes
AnimationRate=
AnimationProbability=

Use this right?

Exactly, although it would require AnimationProbability=1 to ensure that all the trees will always animate at the same time (which means that you need to repeat a lot of the same frames in the animation to create an illusion of a delay between the animations).
daTS wrote:
That would lag SO HARD on forest maps. Re-connection issues to the max. But it would look sick as fuck!

Whether it'll lag depends on the system I think, but the downside of these tree anims is that there's no way to make them not appear on lower detail levels. I'm pretty sure AlexB's hack improves this a bit however...
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LordCesare
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Italy,Sicily,Bagheria

PostPosted: Sat Dec 01, 2012 4:34 pm    Post subject: Reply with quote

always preferred Nod as hit 'n run warfare for Nod, i can't think Nod with Heavy warfare like GDI.
GDI = brutal Forces and massive armor.
Nod = Stealth and attack run warfare, with cheap & weak armor.
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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Wed Dec 05, 2012 12:56 am    Post subject: Reply with quote

This is what I was talking about earlier...

http://www.youtube.com/watch?v=9It1MPsLtmw

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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Sat Jan 12, 2013 7:58 am    Post subject: Reply with quote

It's 2013!

Lol, just wanted to check on you guys. How's it goin? Any progress?

If I was any good at modding TS, I'd offer to help... but alas, I am not, at least not on any level where I could actually make something releasable.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jan 12, 2013 10:35 am    Post subject: Reply with quote

Gotta be good enough for Morpher before the team gets it, and gotta be good enough for them before the rest of you do.

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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Sun Jan 13, 2013 7:56 am    Post subject: Reply with quote

Anything done beyond the stealth gen last month?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 13, 2013 9:16 am    Post subject: Reply with quote

-Nearly finished the GDI Naval Yard, although it still needs a nice water blend.

-Helped Morpher bulk out some of the civie assets and embelishments. That was mostly Morpher's work though, so credit goes to him for SHPing up all my renders. Assets include but are not limited to railway stations, oil/chemical silos, cranes, barbed wire fences, an abstract art plaza statue, and an astronomical observatory. Other brickabrack includes additional debris and rubble, crates, etc.

-Started a Combine vs. Humans mod.

-Did models for the Civil GDI Medical Bay, Autoturret, and Drone Control. Got the CGDI array ready for use in game (SHP'd with anims and damage, etc).

-Added cacti as a flora choice for mappers. Allows more varied deserts. Cacti come in tall (the generic stereotypical cactus), and short (squat round hordes of shrubs) variants.

-Made some more effort into the snow theatre, to allow for further campaign progress.

-Worked on a new tiberium SHP.

-Worked on a new VHM and vein SHPs.

-Animated and rendered most of the frames for Atlas.

-Stopped Combine mod.

-Started on GDI wall damage frames.

-Rebuilt, retextured, and rerendered Cabal Core and Power Plants.


That's all I can think of since last month.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sun Jan 13, 2013 10:27 am    Post subject: Reply with quote

I planned some stuff.
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Tiberian Odyssey mapping department
The Team Black Index - Steam: TeamBlack aka BeastMode

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Jan 13, 2013 10:58 pm    Post subject: Reply with quote

i wonder if Atlas already use new design right now? since Orac can make it easily. :p
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Jan 16, 2013 5:57 am    Post subject: Reply with quote

Any screenies? Would love to see the new VHM and veins.
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interesting seeing your voxel work. They're still better than Aro's!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jan 17, 2013 2:46 am    Post subject: Reply with quote

There are some early renders. If I feel inspired to work on the VHM I'll post up some of them in the community input topic for... community input. And stuff.

A recent list of commits to the 2.2 - 2.3 intermediate version can be found here. Sort of dry reading, unless the graphical commits from January 17th tickle your fancy.

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Green Uprising
Civilian


Joined: 25 Jun 2015

PostPosted: Wed Aug 26, 2015 3:00 am    Post subject:   Reply with quote

What happened to the older music for this mod? I visted the TO moddb page a while back and there was different music listed for preview, like the song xeno for cabal. I would like to listen to those tracks again.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: A cup of hot socialist coffee

PostPosted: Wed Aug 26, 2015 7:28 am    Post subject: Reply with quote

Yeah, In Flames and Timebomb B1 were gold.
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Aug 26, 2015 4:31 pm    Post subject: Reply with quote

I shall upload them again soon, in better quality and include any new tracks Smile
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blubb
General


Joined: 31 Jul 2005

PostPosted: Thu Sep 01, 2016 12:53 am    Post subject: Reply with quote

this mod is pretty much as dead as it can be eh?
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Jan 01, 2017 6:33 am    Post subject: Reply with quote

eh
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Jan 29, 2017 8:45 am    Post subject: Reply with quote

Not if I have a say!
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Slavack
Vehicle Drone


Joined: 07 Jan 2008

PostPosted: Wed Aug 02, 2017 4:56 pm    Post subject: Reply with quote

Hello everyone! I'm aware that this is a hobby for all who works on it, but it been a couple of 3 months or so since any real statement has been made.. I guess what I would like to know if it's still being worked on or not?

Thanks!

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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Mon Aug 14, 2017 5:31 am    Post subject: Reply with quote

Quoting Morpher's update on ModDB -

Quote:


Myself and Orac are not dead, but full time employment has consumed us both to the point this project has been well and truly pushed to the wayside to our dismay. Without going in to too much detail, I suffered an accident at work in late 2015 which changed my employment situation, I've been recovering and just getting back to where I need to be during that time. The whole process and ordeal has just taken way longer than I hoped. At the same time, with Orac's current schedule he doesn't have the time to finish the remaining assets for the mod and I certainly don't want to pressure him in to doing so.

If a good solid asset creator can help with the remaining tasks I'll happily ease back in to working on this, if that's not the case I'll talk with Orac about what we can do with the assets we have made to see if we can do a huge community asset release.


So yeah, if we want the mod to be released, looks like Morpher needs some content creators, which I assume would be mappers, 3d modelers, etc.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Mon Aug 14, 2017 6:29 am    Post subject: Reply with quote

Can we just have a release of the mod as-is, then?

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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Mon Aug 14, 2017 6:18 pm    Post subject: Reply with quote

I would prefer if it was actually finished, but a release of the mod is preferable to an asset release.

Anyone wanna help Morpher out? I'd do it myself, but I'm studying to be a network engineer, which isn't exactly the skill set Morpher needs, lol

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Slavack
Vehicle Drone


Joined: 07 Jan 2008

PostPosted: Mon Aug 14, 2017 7:27 pm    Post subject: Reply with quote

I agree! ^^ I think this project is unique and important to the community. An assets release would be ok I guess... but all the hard work and vision that morpher and orac has given us  shouldn't be in vain...I would love to help but I don't think I have the technical know how to be of any worth.

Edit: what things would need to be accomplished for a respectable release?

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