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 Forum index » Modding Central » Public Project Announcements
C&C Tiberian Dawn Redux Mod Promo Video [2016]
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sgtmyers88
Medic


Joined: 05 Oct 2008
Location: USA

PostPosted: Tue Nov 08, 2016 10:51 am    Post subject:   C&C Tiberian Dawn Redux Mod Promo Video [2016]
Subject description: C&C Tiberian Dawn Redux Mod Promo Video [2016]
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Released today is the latest C&C Tiberian Dawn Redux Mod promo video showing off how the Mod looks in 2016. A few sneak peeks at the new campaign missions can be seen if you know where to look. Eight additional campaign missions are slated to release soon with patch v1.43 with the campaign videos included.

This video itself is a remake of the original Mod trailer that hit the Net way back in 2007.




2016 MOD PROMO VIDEO


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 08, 2016 11:52 am    Post subject: Reply with quote

congrats to this release and thanks for the trailer.

A bit more ingame scenes and less fmv in the trailer would have been nice imo. e.g. a time-lapse of an ingame growing spreading tib field with the EVA voice explaining in background that there are 200 tib fields around the world.

Is the mod finish or are there any graphics about to be replaced?
What's your future plans/ideas?


Is it possible to replace the purple blue ion cannon beam with something that looks more like in the FMV? Like a big white slowly expanding transparent beam that ends with a big blast.
Not that the purple blue ion cannon beam looks bad, it looks very cool. But it doesn't fit that well with the FMV or the one known from TD imo.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: The fine land of Finland

PostPosted: Tue Nov 08, 2016 12:38 pm    Post subject: Reply with quote

Looking good. I'm especially interested by the mission recreations.

Lin Kuei Ominae wrote:
Is it possible to replace the purple blue ion cannon beam with something that looks more like in the FMV?


I don't see any purple (except in the blast itself), to me it looks quite similar to the TD ingame ion "arrow" beam.
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sgtmyers88
Medic


Joined: 05 Oct 2008
Location: USA

PostPosted: Tue Nov 08, 2016 1:44 pm    Post subject: Reply with quote

Thanks, while I considered that the video does go on for a bit longer than a normal trailer would normally, I don't really consider this format as much as a trailer as more of a featurette type thing. Most of the classic FMV's were used to demonstrate the progress on how closely the Mod has come to recreate the cinematic units in-game. Other bits are meant to induce nostalgia or draw in new players and people who never actually played the original. (yes I have actually had a few messages over the years saying they were unable to play the original for whatever reason so they played this instead)

Originally the Ion Cannon simply used the Generals Particle Cannon texture (which does look closer to the FMV rendering) I simply added the new effect just for the sake of making it look slightly different from the stock effects which all have mostly been replaced (blood fx, dirt explosions, fire/explosion textures)

One of the beta testers did a few runs on Nod Mission 11 and he struggled for a bit to infiltrate the Tech Center and secure the recaptured base. Minus some AI issues he said it was just as difficult for him to beat as the original. Same with the Delphi Mission.



Another one that has been a noteworthy PITA is the rescue Moebius Mission (GDI #12) and the one where you have to Babysit Civvies. (GDI #08 )

I am the only one who can do the mapping and campaign missions very well as I know the Generals AI and scripting system is quite extensive to edit and I can tell you editing it is not for the faint of heart. Later versions of SAGE is no better from what I hear. lol The plan is to finish the campaigns and maybe add a few more SPEC OPS campaign missions which will be loosely based on the alternate mission maps from the campaigns and console versions of C&C1 along with the Covert Ops Missions. PATSUX and a revised version of C&C Under Siege is already implemented and can be played in the current release. Progress has been slow due to the monumental work that goes into level design and scripting for each and every map/mission so the latter is up in the air since this project is nearly a decade old now.
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sgtmyers88
Medic


Joined: 05 Oct 2008
Location: USA

PostPosted: Mon Mar 20, 2017 8:14 am    Post subject: Reply with quote

Hope this doesn't count as a necropost but I wanted to mention that Nod 13 is completed and is being beta tested.

Discussion with link is here: https://forums.cncnet.org/index.php?topic=5019.msg53187#new

Yes it is a beta file but its the final Nod campaign mission and with the mod being 10 years old, I don't care too much about it being leaked prematurely.
Make sure to grab the data folder when installing to an existing install of TDR.


nod13missiontdr.png
 Description:
 Filesize:  2.36 MB
 Viewed:  348 Time(s)

nod13missiontdr.png



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Anderwin
General


Joined: 16 May 2005

PostPosted: Mon Mar 20, 2017 6:41 pm    Post subject: Reply with quote

coool
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sgtmyers88
Medic


Joined: 05 Oct 2008
Location: USA

PostPosted: Wed Mar 22, 2017 9:44 am    Post subject: Reply with quote

And here is the final Nod mission in action. A must watch. The gameplay in the video from our beta tester turned out fantastic and GDI truly put up a good final last stand. And yes the final cinematic does play once the mission finishes.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: The fine land of Finland

PostPosted: Wed Mar 22, 2017 11:19 am    Post subject: Reply with quote

Looking good! I take it you had a good reason for not making the north-west island isolated from the mainland like in the original? In the original you get a second MCV on the mainland so you can build a base there, IIRC the reinforcement trigger was simply timer-based. Your approach seems to make the mission somewhat easier (although the original was easy too, IMO).
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sgtmyers88
Medic


Joined: 05 Oct 2008
Location: USA

PostPosted: Thu Mar 23, 2017 6:49 am    Post subject: Reply with quote

Initial versions had it as it was originally but AI glitches and the infamous ZH AI pathfinding bug caused the framerate to suffer as AI units would pile up on the shoreline trying to reach the isolated base. The mission took some redesign cues from the N64 version of C&C along with my personal touches to compensate for the changes. The AI is much more aggressive and the base defenses are increased. The AI also gets on map (buildable) A-10 Warthogs which if you saw the video are not to be underestimated.

With the latter being said, this map also serves as a "origin" base for where the off map A-10 airstrikes GDI normally uses are supposed to fly in from since such a base where the aircraft were housed was never truly depicted in-game in the original.
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