Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Jul 31, 2008 3:37 pm Post subject:
First public Tiberian Dawn Xtended release inbound
The Poll Result was quite clear, so I'm officially announcing that my unofficial C&C95 expansion/remake Tiberian Dawn Xtended or just 'TDX' is currently under development.
The main features of TDX will be a heavily tweaked balance and many new single- and multiplayer maps.
UPDATE 2015/04/13: As well as several new units and a variety of small to moderate graphical improvements, alongside a new tileset.
Unfortunately there isn't much to show off atm, but I'm right in the middle of finishing the first balance test version, and you can applicate for a beta slot in the TDX forum. From now on, stuff like news, progress updates, job openings etc. can be found there, so drop by from time to time .
UPDATE 2015/04/13:
TDX will end up using the OpenRA engine. I'm aiming for the first public release of TDX to land a few weeks after the upcoming OpenRA release.
Official ETA of TDX is still TBD, though.*
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Apr 12, 2015 7:23 pm Post subject:
Remind me... you went OpenRA ultimately, right? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Yes. TD & RA1 engines both have too many limitations.
Well, you always could use DTA as a base (but OpenRA most likely already has everything you need)
How is the AI in OpenRA nowadays anyway? I'm guessing it's at least better than the AI in RA1 now.
Are you also making the artillery shells more like those in TD again? I'm personally not a big fan of the ones OpenRA has by default (they seem to fly even slower than missiles and have an odd trailer line). _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Apr 13, 2015 2:16 pm Post subject:
Bittah Commander wrote:
Well, you always could use DTA as a base (but OpenRA most likely already has everything you need)
It has more of what I need, actually
Regardless of DTA, the TS engine has some annoying limitations, too.
Bittah Commander wrote:
How is the AI in OpenRA nowadays anyway? I'm guessing it's at least better than the AI in RA1 now.
Better than RA1, definitely. There's quite some room for improvement still, but I haven't really worked on the AI much so far, so I don't know for sure how good it can be made with what's already there, that is still on my to-do list. I know that there are some engine-level improvements in the works, but no idea when they'll be available.
Bittah Commander wrote:
Are you also making the artillery shells more like those in TD again? I'm personally not a big fan of the ones OpenRA has by default (they seem to fly even slower than missiles and have an odd trailer line).
I did, last weekend in fact
Personally I'm not really a fan of RA2-style contrails in general, TDX will use good old shp trails. QUICK_EDIT
I'm aiming for a first release within the next 2 weeks.
I'd like people to test stuff like the soundtrack download (and the workaround for the start crash some Windows user experienced) before that, though QUICK_EDIT
Haha, having looked at the original art for close to 20 years, those power plants look so weird with the extended cooling towers. It's making my brain go nuts. _________________
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