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 Forum index » Modding Central » Public Project Announcements
First public Tiberian Dawn Xtended release inbound
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Jul 31, 2008 3:37 pm    Post subject:  First public Tiberian Dawn Xtended release inbound Reply with quote

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 Smile .

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.*

UPDATE 2015/05/14:
2nd beta is available now: http://www.ppmforums.com/viewtopic.php?t=39967

UPDATE 2016/08/28:
First non-beta release available: http://www.ppmforums.com/viewtopic.php?t=42524

UPDATE 2016/09/19:
Updated version 0.53 available: http://www.ppmforums.com/viewtopic.php?t=42524


* Yes, that line looks funny with all these abbreviations...

Last edited by Reaperrr on Mon Sep 19, 2016 9:19 pm; edited 4 times in total

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Sep 28, 2008 3:47 pm    Post subject: Reply with quote

Alright, poll has ended, everything else is in the first post Smile

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Sep 29, 2008 8:05 am    Post subject: Reply with quote

will there be new units? if so, do you need help with doing them?^^
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just a simple logo by bricks @ raminator, on Flickr

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Apr 15, 2010 11:30 pm    Post subject: Reply with quote

Since ROTD 2.8 is done, I'll shift my main focus back to TDX now.

Don't expect updates too soon though, rl is currently eating more of my time than it did the past few months.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Apr 12, 2015 5:46 pm    Post subject: Reply with quote

I am the teaserrr.


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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Apr 12, 2015 5:50 pm    Post subject: Reply with quote

A little later that evening.


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Apr 12, 2015 7:23 pm    Post subject: Reply with quote

Remind me... you went OpenRA ultimately, right?
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Apr 13, 2015 11:18 am    Post subject: Reply with quote

Graion Dilach wrote:
Remind me... you went OpenRA ultimately, right?

Yes. TD & RA1 engines both have too many limitations.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Apr 13, 2015 11:44 am    Post subject: Reply with quote

Something oddly satisfying seeing Nod Units with Red Team Color & not in Bluish-Gray Urban Colors
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Apr 13, 2015 1:32 pm    Post subject: Reply with quote

Reaperrr wrote:
Graion Dilach wrote:
Remind me... you went OpenRA ultimately, right?

Yes. TD & RA1 engines both have too many limitations.

Well, you always could use DTA as a base #Tongue (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).
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Apr 13, 2015 2:16 pm    Post subject: Reply with quote

Bittah Commander wrote:
Well, you always could use DTA as a base #Tongue (but OpenRA most likely already has everything you need)

It has more of what I need, actually #Tongue
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 Wink
Personally I'm not really a fan of RA2-style contrails in general, TDX will use good old shp trails.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon May 04, 2015 7:25 pm    Post subject: It's here Reply with quote

First public beta is out.

Head HERE for more information.


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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu May 14, 2015 3:47 am    Post subject: Reply with quote

A new beta is available now: http://www.ppmforums.com/viewtopic.php?t=39967

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 Smile

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Aug 28, 2016 8:40 pm    Post subject: Reply with quote

Finally, much later than planned but also with a bit more visual polishing, the first non-beta release is out!

Head here for changelog, download and more screenshots: http://www.ppmforums.com/viewtopic.php?t=42524


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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Aug 29, 2016 9:54 am    Post subject: Reply with quote

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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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Sep 19, 2016 9:18 pm    Post subject: Reply with quote

Version 0.53 has been out for a few days now.

http://www.ppmforums.com/viewtopic.php?t=42524

Amongst some balance tweaks, it fixes the RMB scrolling crash, and improves the Obelisk laser visuals:


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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Sep 20, 2016 3:07 am    Post subject: Reply with quote

That looks much better Smile
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