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Progress (RA2 RC)
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Fri May 29, 2015 8:05 am    Post subject:  Progress (RA2 RC)
Subject description: And the mod got a name now
Reply with quote

Just to show some progress/gameplay I recorded a skirmish with 2 brutal AIs:





Still working on this mod, it is far from complete and the name might change in the future.


Screen1.PNG
 Description:
Also, from the first Yuri mission:
 Filesize:  696.51 KB
 Viewed:  13479 Time(s)

Screen1.PNG



Screen2.PNG
 Description:
From the first Yuri mission:
 Filesize:  632.06 KB
 Viewed:  13479 Time(s)

Screen2.PNG



Last edited by Agent Z on Sat Jan 23, 2016 3:02 pm; edited 1 time in total

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri May 29, 2015 10:16 am    Post subject: Reply with quote

Not very 'brutal' AI and seems desolator is now a tank  Razz

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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri May 29, 2015 10:55 am    Post subject: Reply with quote

I just watched the video, looks like a bunch of frantic building and map scanning when nothing is even happening... there was literally no urgency to see what the AI is up to.

Honestly I could have played that rather relaxed, just taking time to build a base and capture derricks. I also noticed you didn't take out the factories first with the V3's...
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HG_SCIPCION
Cyborg Cannon


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri May 29, 2015 11:37 am    Post subject: Reply with quote

your APM is low :/

Confused

17000 of credits and no more tanks (more war factories)?

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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Wed Jun 10, 2015 6:03 am    Post subject: Reply with quote

Another one with two Soviet AIs and one Allied:



This game lasted about 50 min, but shortened it to about 30 by removing the parts were there wasn't happening anything worth watching. (Also money was quite low, so building didn't go that fast)

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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Thu Aug 06, 2015 9:36 am    Post subject: Reply with quote

I and PillBox20 played a few games, and recorded one:




It is always fun to actually play the mod I work on from time to time! (And it motivates to continue working)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 06, 2015 9:39 am    Post subject: Reply with quote

If you have time to play your mod then you're not modding enough! #Tongue
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Thu Aug 06, 2015 10:49 am    Post subject: Reply with quote

Mig Eater wrote:
If you have time to play your mod then you're not modding enough! #Tongue

Laughing

Oh my, 800x600... the memories and how hard was me to switch resolution... ultimately lacking view was indeed a reason - that and promo screenshots needed bigger resolution.

Really, 1440x900 is nice.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Aug 06, 2015 10:56 am    Post subject: Reply with quote

Mig Eater wrote:
If you have time to play your mod then you're not modding enough! #Tongue


And half the time is rebooting the game every 5 minutes.
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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Thu Aug 06, 2015 2:03 pm    Post subject: Reply with quote

Mig Eater wrote:
If you have time to play your mod then you're not modding enough! #Tongue

Laughing  Don't worry, I used my free time for that.

Graion Dilach wrote:
Oh my, 800x600... the memories and how hard was me to switch resolution... ultimately lacking view was indeed a reason - that and promo screenshots needed bigger resolution.

Really, 1440x900 is nice.

I would have no problem with increasing my resolution (And I should probably do that for the videos/screenshots at least), the only thing that keeps me at the 800x600 is that my screen got some aligning problems that increase with larger resolution.
I just find it annoying to have to fix it manually every time I start a game. At the largest resolution it takes me at least 30 sec to align it properly, while at 800x600 it takes about 4 sec.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Aug 06, 2015 2:31 pm    Post subject: Reply with quote

Mig Eater wrote:
If you have time to play your mod then you're not modding enough! #Tongue


Quote of the year.
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Thu Aug 06, 2015 2:41 pm    Post subject: Reply with quote

This ^ , but can we change it to "If you have time to play, then you're not modding enough!" ?
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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Fri Dec 25, 2015 1:19 pm    Post subject: Reply with quote

Some Soviet vehicles got new or upgraded voxels:


Soviets.PNG
 Description:
Rhino Tank, Nuclear Rhino Tank, Flak Track, Tesla Tank, Apocalypse and Irradiator.
 Filesize:  75.56 KB
 Viewed:  12148 Time(s)

Soviets.PNG



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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Fri Dec 25, 2015 2:40 pm    Post subject: Reply with quote

Those yellow bits look very good, you should add some on the vehicles that dont have it.
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Dec 25, 2015 6:16 pm    Post subject: Reply with quote

Nolt wrote:
Those yellow bits look very good, you should add some on the vehicles that dont have it.

Except that he uses them to tell they are nuclear based units.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Sat Dec 26, 2015 11:38 am    Post subject: Reply with quote

ApolloTD wrote:
Nolt wrote:
Those yellow bits look very good, you should add some on the vehicles that dont have it.

Except that he uses them to tell they are nuclear based units.


True, its a design choice I made to make nuclear powered units have those orange/yellow bits. It helps players who are new to the mod to see those units more easily, letting them both consciously and subconsciously know that they are dangerous. Bright red or orange can signalise danger, and also radiation seems to sometimes be associated with either green (I wanted to have green for toxic weapons/units) or orange. This is important, as these units are a threat to both friend and foe. They have powerful weapons and high speed, but they explode violently upon destruction, simlar to upgraded chinese tanks in Generals.

In addition, both the nuclear units here (I forgot to adjust the turrets on the Rhino Tanks in this image to what they are ingame) have their turrets placed futher forward on the body, giving them a aggressive look, to futher point to that these should be used offensively rather than defensively.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Sat Jan 23, 2016 3:08 pm    Post subject: Reply with quote

Some Allied voxels:


Allied ,1.png
 Description:
Abrams Tank, IFV, Mirage, Multi-Missile Tank and Watcher (This last one might have a bad name, so it can change in the future).
 Filesize:  42.85 KB
 Viewed:  11789 Time(s)

Allied ,1.png



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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Jan 23, 2016 4:21 pm    Post subject: Reply with quote

Love em Very Happy
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sat Jan 23, 2016 4:30 pm    Post subject: Reply with quote

I love them as well, although the halftrack design looks Soviet to me.
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Agent Z
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Joined: 05 Sep 2013
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PostPosted: Sun Jan 31, 2016 4:14 pm    Post subject: Reply with quote

I haven't shown much of Yuri's stuff, so here are some:


Yuri ,1.PNG
 Description:
Lasher, Gatling, Master Mind, Plague, Venom, Force Carrier and Shark.
 Filesize:  100.33 KB
 Viewed:  11645 Time(s)

Yuri ,1.PNG



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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sun Jan 31, 2016 4:18 pm    Post subject: Reply with quote

Noice Very Happy
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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Sun Feb 28, 2016 7:35 pm    Post subject: Reply with quote

Me and PillBox20 have been playing some more, and this time you can see the game from both views!
One can see things have improved since earlier games. Still some old stuff around, but progress is being made.







We played two games, the second is not edited/uploaded yet.

Also, I am considering making a Mod DB page for the mod. But I wonder whether is it worth the trouble? And would that cost anything?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Mon Feb 29, 2016 7:50 am    Post subject: Reply with quote

ModDB pages are free and a lot more easier to update than a proper website IMO. You can also reach other audiences through it. Sometimes, atleast.
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Agent Z
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Joined: 05 Sep 2013
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PostPosted: Tue Mar 01, 2016 9:26 pm    Post subject: Reply with quote

The second game is uploaded, same deal as before but with different factions and it is merged into one video.
Some cool new stuff are to be seen, but some old stuff like that floating disk (I was trying to make something creative at the time, but now it kind of seems silly) are still around.



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Agent Z
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PostPosted: Thu Mar 10, 2016 7:08 am    Post subject: Reply with quote

http://www.moddb.com/mods/red-alert-2-recalculated I created a ModDB page for the mod! The logo was made by PillBox20.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Thu Mar 10, 2016 1:37 pm    Post subject: Reply with quote

Nice, tracking.
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Agent Z
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Joined: 05 Sep 2013
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PostPosted: Fri May 06, 2016 2:19 pm    Post subject: Reply with quote

Thanks to PillBox20's photoshopping efforts, the Allies got a new cameo style. We expect to have different ones of this kind for the other factions in the future. Some examples:


abramscameo.png
 Description:
Abrams Tank cameo
 Filesize:  286.96 KB
 Viewed:  10513 Time(s)

abramscameo.png



ifvcameo.png
 Description:
IFV cameo
 Filesize:  260.39 KB
 Viewed:  10513 Time(s)

ifvcameo.png



miragecameo.png
 Description:
Mirage cameo
 Filesize:  453.8 KB
 Viewed:  10513 Time(s)

miragecameo.png



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deathreaperz
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Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Fri May 06, 2016 2:43 pm    Post subject: Reply with quote

Totally recalculated! Surprised
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Agent Z
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PostPosted: Thu May 26, 2016 9:11 pm    Post subject: Reply with quote

Today we (Well, mostly PillBox20) got to create a style for the Soviets too!
This is one of them (There are some more shown on the ModDB page, so won't post them all here):


radcameo1.png
 Description:
Irradiator.
 Filesize:  243.38 KB
 Viewed:  10308 Time(s)

radcameo1.png



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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Fri Mar 10, 2017 7:50 pm    Post subject: Reply with quote

Yet another video of in-game RC, this time many new things can be seen, including various props and new voxels. Progress has been slow lately, but the project is starting to look promising. As many as 10 campaign missions are now complete, and there will be more!




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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Sun Jul 23, 2017 8:48 pm    Post subject: Reply with quote

Just recently finished hover transports:


H.PNG
 Description:
Hover Transports.
 Filesize:  142.68 KB
 Viewed:  6525 Time(s)

H.PNG



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NucleiSplitter
Chem Warrior


Joined: 28 Oct 2016
Location: Metro Manila, Philippines

PostPosted: Wed Jul 26, 2017 12:28 pm    Post subject: Reply with quote

The soviet transport only needs one deck building thing
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Agent Z
AA Infantry


Joined: 05 Sep 2013
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PostPosted: Mon Aug 28, 2017 4:51 pm    Post subject: Reply with quote

New things again!


flags0.png
 Description:
Same flags as shown in ModDB, with a few extra for the campaigns. (There will be more for future missions.) The flags were created by somewhat following some tutorial on YouTube.
 Filesize:  182.07 KB
 Viewed:  6128 Time(s)

flags0.png



icons.png
 Description:
Yuri cameos
 Filesize:  35.05 KB
 Viewed:  6128 Time(s)

icons.png



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