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C&C3 to TS total conversion
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Feb 28, 2007 10:26 am    Post subject:  C&C3 to TS total conversion
Subject description: A cöperative mod
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No, I'm not goig to make this, seeming I can't model and don't know how to code for C&C3 yet (I haven't even coded for Generals yet), though I'll give an attempt to learn to.

I wanted to suggest for the people who are already going to attempt to mod C&C3 to work together to make an as perfect as possible C&C3 to TS total conversion. This would include removing the ability to produce at multiple factories at the same time, removing squads and (if we wouldn't be able to change this in the options ourselves) making the mouse and keyboard shortcuts worke just like in TS. So eventually the mod should play exactly like TS...

When the mod is finished, you would basicly have a duplicate of Tiberian Sun with an alot better engine (and obviously also better graphics), which other mods could be based on (especially those "Tiberian Sun sequel" mods, also known as "What C&C3 was should be" mods).

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Feb 28, 2007 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think I heard that CNC3 has the same engine as Generals. If that's the case, it wouldn't be too dificult to crry TS:Risingg over to CNC3.
Would it? :huh:

That would fricking rock having a mod like that, I might almost think of buying CNC3 Wink

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Wed Feb 28, 2007 1:33 pm    Post subject: Re: C&C3 to TS total conversion Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
No, I'm not goig to make this, seeming I can't model and don't know how to code for C&C3 yet (I haven't even coded for Generals yet), though I'll give an attempt to learn to.

I wanted to suggest for the people who are already going to attempt to mod C&C3 to work together to make an as perfect as possible C&C3 to TS total conversion. This would include removing the ability to produce at multiple factories at the same time, removing squads and (if we wouldn't be able to change this in the options ourselves) making the mouse and keyboard shortcuts worke just like in TS. So eventually the mod should play exactly like TS...

When the mod is finished, you would basicly have a duplicate of Tiberian Sun with an alot better engine (and obviously also better graphics), which other mods could be based on (especially those "Tiberian Sun sequel" mods, also known as "What C&C3 was should be" mods).


Building from multiple factories at once I like and Squads work better than the single infantry unit at a time system ever did...

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Wed Feb 28, 2007 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have to agree with Carni, why would you want to get rid of the multiple factories thing?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Feb 28, 2007 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
you want to get rid of the multiple factories thing?


Be cause it plays differently and not better!!! CnC3Demo have nothing about CnC except Names and Title

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Wed Feb 28, 2007 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think being able to make from multiple factories is great. Gives you a good advantage and makes it really worthwhile spending the 2000 credits.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Feb 28, 2007 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont see a point to start disscusion what is giving advantage and what is not. But if we are talking about TS-but-Better-Grafix-mod it should be like in old good TS.

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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Wed Feb 28, 2007 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jabberwoky wrote:
I dont see a point to start disscusion what is giving advantage and what is not. But if we are talking about TS-but-Better-Grafix-mod it should be like in old good TS.


Vanilla TS has many problems. It should be a more enjoyable up to date TS which retains all the gameplay of the original with enhancements...

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Feb 28, 2007 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I said the multiple factories and squads (which I do dislike by the way) should be removed to make the mod as similar to TS as possible. Like I said, eventually the mod 'd be be almost exactly like TS, only with a much better engine and better graphics.

The purpose of this mod would be to have a good base for any future mods for C&C3 that'll be based on Tiberian Sun.

Tiberian Sun Rising isn't this (even if it would be ported to C&C3), because it still has quite a bunch of differences compared to TS (like Nod starting off with a Temple of Nod instead of a Construction yard, Nod having construction drones that can replicate itself, GDI being the only faction that can produce structures CY and construction drones -Nod doesn't have a CY and can only build structures with the construction drones...) and we also don't know whether they'd allow others to mod their mod -which 'd be the purpose of the mod I suggested; for others to mod it-.

You could see it like an "Open Source" mod (with that I mean anyone is allowed to edit it, though people should mention in their credits that their mod is based on this mod and include the credit file of this mod).
This way the quality of all mods for C&C3 (based on Tiberian Sun) should significantly improve, because the base of the mods (this Total Conversion) would continuously be improved.
The Total Conversion itself doesn't need to be improved compared to Tiberian Sun (only the models in it should be very high quality, but the mod itself should play exactly like Tiberian Sun), because that's what some of the mods that'll be based on this Total Conversion 'll do.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Feb 28, 2007 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Meh, a great idea. I'm sure soon a C+C 3 to TD, TS, RA1, RA2, even Generals mods will appear. There will be many more mod ideas that will float around - a mix of all games, some elements from this game put into that and open-source mods. But I have this bad feel that an OS mod will simply fail.
No one will spare enough time to make something like this or he'll give up somewhere around 1/3 in the making.

And since I'm going to start - we'll see some totally new forums, sites, communities, mods, people who will come with C+C 3 modding. And they will make some utterly useless and unplayable n00by mods. And yet some masterpieces will be born.

And the first mod that will arise will change Tiberium, the GDI logo, the terrain, bring back the Titan and give a better AI.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Feb 28, 2007 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

A way to make this work could be by setting up an FTP server where all the mod files are kept. Anyone should be able to download files from the server, but to upload files to the server you should need an account with uploading privileges, which can be given to you by assigned to moderate the FTP server.
The reason I think you should need an account with uploading privileges is to prevent people who aren't even modding C&C3 from uploading irrelevant stuff.

There could be 3 folders:
- A main folder, where the mod itself is present
- An update folder; the only folder anyone can upload to and all work (new models and such) should be uploaded to this folder
- A backup folder, the folder obsolete models and other files are moved to

So let's say someone makes a Titan model, a person with moderating privileges moves it from the update folder to the main folder and it's implemented (I suppose this means coders and whoever puts the files where they belong needs moderating privileges).
Then, when someone else makes a better Titan model, it's also put into the Update folder and then it needs to be decided by the moderators whether the Titan is really better: If it's not, the new Titan model is moved to the backup folder and if it is the new Titan model is moved to the main folder and takes the place of the old model and the old model is moved to the backup folder.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Mar 01, 2007 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

That sounds like a pretty good idea. I think if there's one mod that's a must, it's a CNC3=>TS total conversion.

Yea I thought TS: Rising was a total conversion to TS, guess I was wrong.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Mar 01, 2007 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

It is a TC; they just don't want to make it exactly the same as TS (if you want an exact copy, just play TS is their argument).

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Raptor8
Grenadier


Joined: 11 Nov 2005
Location: Buffalo NY, a yellow zone w00t!

PostPosted: Thu Mar 01, 2007 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty good idea, imo youll get a lot of help w/ this mod.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Fri Mar 09, 2007 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think it's a great idea too, and TS could even be improved, with working orca transports, dropships, harpys with moving rotors, etc

questions : is it possible to create airfields which have more than 4 aircrafts,
and like generals, with an airstrip to take off??
can deploy secuences work like in TS? cuz i dont like the juggernaut like its now
-can disroptors and railguns work ??

btw i'd like to see some mammoth marks II , cuz in TS they were prototypes and supposed to be mass created in the feature.(missing disc thrower too).

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NiGhtPiSH
Cyborg Soldier


Joined: 19 Aug 2006
Location: Sofia, Bulgaria, Yellow Zone

PostPosted: Sat Mar 10, 2007 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

k212 the Railguns do work even now in C+C3... The deploy sexuence it's just your view and your wish of animation. You'll never need that big airstrip. The distruptor's sonic weapon will need a new animation and maybe a sound.

But there will be a C+C3 to TS conversion for sure, since Assasin form CNCSource releases TS: Rising, he and the team will surely port it for a week to C+C3

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Mar 10, 2007 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

i know rising too, i've been waiting for it quite a while, but it's taking like forever.

once it's released though, it shouldn't take much time to transfer it to C&C3 as the 3D models should probably work, so only coding would be needed

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Antios
Civilian


Joined: 06 Feb 2007

PostPosted: Sat Mar 10, 2007 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

im not so sure about the models part. if you were to make a mod, would't you want it to look as nice as possible? I'm sure this engine will be able to support more polys than its predecessor, meaning: if i were them i would probably update my models...
But im not them Very Happy

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sat Mar 10, 2007 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

This could be a good idea, imo, if C&C3 wouldn't be the game. We need alive OpenSun.

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Thu Mar 29, 2007 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

this would be great because it will be much easier than modding generals to ts (aka rising) because

conyard system there
sidebar system there
railguns there
im pretty sure ea kept the sub logic in the game
wall logic there
pavement (unsure about this tho)
tiberium logic there

and there are advantages aswell

like 4 aircraft landing pad system
and orca transport system
and carryalls picking up infantry
and ofcourse graphics wise and engine wise

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Mar 29, 2007 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS never had subs. and the tib logic is mangled

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Mar 29, 2007 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

subterranean units

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Tue Apr 10, 2007 12:50 am    Post subject: Reply with quote  Mark this post and the followings unread

tib logic mangled, wot do u mean, all u have to do is change the models and the field max growth size is probably to do with the map.

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