Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Aug 28, 2016 8:30 pm Post subject:
First public release of TDX
It is done.
After years of adding this, tweaking that, fine-tuning here, TDX has finally reached a state where I consider it release-worthy.
While it doesn't match what I originally envisioned it to be in terms of singleplayer, in terms of gameplay and audio-visuals it is pretty much how I wanted it to be.
There might be some remaining bugs or balancing issues hiding somewhere, but that can be adressed with a patch (or an updated version for the next OpenRA release).
Update: The release has been updated to version 0.51 which fixes a few bugs.
So without further ado, here are the changelog and download mirrors, with ModDB following shortly:
Code:
TDX v0.51 - Changelog
INSTALLATION
- Migrated to .oramod package. See INSTALLATION inside the .zip for details
BUGFIXES
- Removed empty 'lava' folder from maps which could crash the game when selected
- Fixed compatibility of title logo PNG with OSX/Linux
- Downsized rank insignia so they don't hide infantry and small vehicles as much as before
TDX v0.50 - Changelog
NEW FEATURES
- Day/Night cycles (only enabled on the shellmap, Break of Day and Lost in Paradise)
- Caribic tileset (including 2 exclusive MP/skirmish maps, Pirates of C&C and Lost in Paradise)
- Revamped balancing (leaning closer to the original than OpenRA's C&C)
NEW UNITS
- GDI Medic
- GDI Mobile RPG Launcher
- Nod APC (replaces regular APC for Nod)
- Nod Chem Tank
- Nod Scorpion Heavy Tank
- Nod Hind (replaces Apache)
AUDIO IMPROVEMENTS
- Stereo music (mostly tracks from the Sega/PSX versions of C&C1)
- added various sounds from RA1 and TS for more variety
VISUAL IMPROVEMENTS
- added directional cannon muzzle flash (16 facings)
- added RA1 napalm animations (smoother and more 'complete' than their TD counterparts)
- added RA1 water splashes
- added variant of MISSILE with red nose and fins (for use with SSM launcher)
- added different explosions and explosion sounds depending on what terrain or target was hit
- added alpha lighting to several explosion effects
- added blending to some fire effects
- added blinking lights to some buildings
- increased facings of minigun muzzle flash from 8 to 16
- increased facings of flamer and chem spray animations from 8 to 32
- increased power plant and adv. power plant main cooling tower height
- fixed mammoth tank antennae position
- fixed missing shadow on one of moebius' running frames
- tweaked medium tank barrel to point straight forward rather than slightly upwards
- tweaked mammoth tank graphics (replaced shadow on barrels and tracks with real color)
- tweaked adv. guard tower graphics (slightly)
- tweaked helipad graphics (very slightly)
- enabled shadow for all missiles and large bullets
Installation: Copy the 'tdx.oramod' found inside the zip into the 'mods' subfolder inside your OpenRA system directory. If there is no 'mods' subfolder inside the OpenRA system directory, create one first.
IMPORTANT: If you still have the original v0.50 release installed in OpenRA's installation directory, delete that old TDX installation first!
Future TDX releases will always come as .oramod packages that simply overwrite the previous version.
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Aug 29, 2016 10:44 pm Post subject:
blubb wrote:
1. Mod crashes when i use the "joystick" scrolling, as soon as i right click.
For me 'only' the cursor flickers (or rather disappears).
It's a bug in that OpenRA release either way, not much I can do about it.
blubb wrote:
2. sure about that scorpion tail on that new nod tank?
No, but raminator is no longer active, I can't model, and removing it manually pixel by pixel would be too much of a hassle.
drive wrote:
The only issue what i saw is a unbalance on the GDI side with the GDI Mobile RPG Launcher, what was so strong that the Nod AI allways got raped by it
I've seen some AI-only games where Nod won with relative ease
Of course it's possible that GDI is actually at a slight advantage and wins more often on average, but I'd need more feedback from human players as the AI is generally rather weak at defending its base, so it's often a matter of luck and timing which AI wins (AI A and AI B attack each other, meanwhile AI C attacks undefended base of A and kills it, while A weakened B so much that C has little trouble beating B as well now). QUICK_EDIT
Joined: 11 May 2013 Location: In a moving Trompete.
Posted: Tue Aug 30, 2016 12:22 pm Post subject:
I made 4 AI test games (1NOD Turtle ai vs 1GDI turtle ai)
The main problem what i saw is the shooting range of GDI Mobile RPG Launcher was too high and destroyed 5 obelisks of the nod ai too easy, anyway nice mod good job QUICK_EDIT
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