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Mod Progress 12-16-03
Moderators: Triforce
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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Wed Dec 17, 2003 1:51 am    Post subject:  Mod Progress 12-16-03 Reply with quote  Mark this post and the followings unread

I think its time to post where the mod is at the moment. There will be 4
sections: Overall, GDI, Nod, and NCM.

Overall:

NCM Revolution is making good progress.

-Many new voxels have been made and old ones revamped to spiff up the
apperence. All old voxels will have redunent voxels removed to help with
lag.

-Colored lighting that was given off by all the buildings has been removed.
This was done because of problems with cloaking bases and graphic
problems with GDI on bright snow maps. It also slowed the game down
significantly with only 2 or 3 AI players.

-Light Posts can be built. There will be new maps where they will be
needed. They may become map-specific.

-Spot Light Towers can be built. They work in the same as Tiberium
Dezzire. Great for catching back-door attacks.

-Unit Cameos now all face the same direction. Building Cameos face the
the same direction as how the building is placed.

-Tiberium Silos now display their active animation

-Many TD vehicles/tanks will show up as create goodies or appear on
Multi maps

-FS fona will work in edited TS Multi maps. Green and Blue Crystal ground
coverings will try to be added also.

-All units self-heal when Elite.

-All sides will have a way to remove Tiberium Weeds.

-All Units / Structures display their real name. (like RA2)

GDI:

Might Makes Right is still the GDI motto, and their arsenal of weapons
proves it. The huge success of the hover chassis has given birth to a
whole division of hover units, newest are the Hover tank and Hover
Railgun Blaster. And now with the Tasictus firmly in their hands, GDI has
begun to unlock the mysteries of the Tiberium world, and even in rare
cases control the deadly Ion Storms...

-Dropship Bay can be built. It replaces the Kodiak Tech Center. It will
allow you to call in Drop Pod Reinforcements in TS (Not FS)

-Juggernaut Weapon has new WH explosion animations when fired.
Weapon is slightly more effictive against infantry.

-Orca Bomber has been remodeled to match the render & Cameo (large
center fan design)

-Mammoth MK.II has a build limit of 2. Cost is still 3000.

-Component Towers now require power. This means Vulcan Cannons go
off online as well.

-Power Turbines give GDI players slightly more power.

-Ion Cannon can no longer destroy all buildings. Right now it is best for
power plants or softening War factories and Refineries for assaults.

Nod:

Nod is beginning to fully embrace the Alien Technology it has Recovered.
They see all conventional weapons as a thing of the past. Lasers have
replaced ancient gun shells in many units, and plasma is replacing the
aging rocket / missile. Tiberium is the ultimate weapon in thier lastest
war against GDI, and the World.

-Artillery is more accurate again. Weapon is slightly more effective
against infantry.

-Chemical Missile and the Waste Facility are no longer available.
Waste Facility graphic may be used again. See Above.

-Nod Hunter Seeker is now Metor Storm. This replaces the Chemical
Weapon. Timer is 10 minutes but it is still being balanced.

-Chemical Warrior has been fully reimplemented. This includes image,
sounds, and cameo. Weapon is still being balanced.

-War Factory now emits smoke as an active animation.

-Chameleon Spy can be trianed. Cost is 1000 and requires Temple od
Nod.

-Cyborg Commando and Hijacker build limit up to 2. Cost is the Same.

-Nod now has it is own basic infantry, the Black Hand. Uses an edited
form of E1 and fires a weak laser pluse rifle. Damage is the same as old
weapon.

NCM:

With the destruction of CABAL and GDI's new "alliance" with the
Brotherhood, the Civilians of the world were left for dead has GDI poured
all focus on their new prize, the Tasictus. Then in a meeting no one
thought possible, Civilians and the Forgotten forged an alliance of their
own. With 2 supreme leaders, (1 civilian, 1 mutant) they vowel to bring
down the Brotherhood of Nod once and for all, then reclaim the planet
from GDI's iorn fist, by any means.

-Most basic structures have been compelted. Those that are not done are
the ICBM Silo, Refinery, Helipad, Advanced Tech Lab, Tiberium Silo, and
base deffences.

-Heavy Tank has been renamed to Preaditor Tank.

-Unit concept is going on for a few more vehicles and air craft.

-Light Tank and APC need to be remodeleld.

-RA2 style GPS plug for Radar Dome likely as a secondary superweapon.



Triforce

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Dec 17, 2003 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It's all sounding really good however make sure Nod doesn't get too much firepower..

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 17, 2003 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

sounding good, many changes you mention have also been made in TSR (long ago)

a couple of things

Quote:
All sides will have a way to remove Tiberium Weeds

So all sides will have some sort of weed clearer dock ?

Quote:
RA2 style GPS plug for Radar Dome likely as a secondary superweapon

So you editing every single map to accomondate this feature ?
e.g. (when GPS plug is built reveal map for player who built it, when it is destroyed shroud map for GPS owner) etc

Quote:
War Factory now emits smoke as an active animation.

new anim ?

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu Dec 18, 2003 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I've toned the new Nod units down quite a bit. I installed a new copy of TS to swap between to make sure I don't change the sides to much.

(1.- I'm planning on using the weed facility has the doc for al sides. NCM might have a whole new building for it, and GDI a recolored one. I still don't know if it will even work, I'm hoping -1 is allowed for storage.

(2.- That's exactly what I'm going to do.

(3.- I'm using an edited version of the smokland animation for the smoke like most mods. Mine is recolored to gray tones, will not be transparent, and the annoying white pixel at the bottom is removed.

Smiffgig, can I use the edited weed viens like in TSR? I've made them already, but won't use them if you ask me too. I don't want to copy anyone without asking, I would have never thought of doing some of these things myself! Smile

Triforce

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Dec 18, 2003 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Smiffgig, can I use the edited weed viens like in TSR? I've made them already, but won't use them if you ask me too. I don't want to copy anyone without asking, I would have never thought of doing some of these things myself!


Sure you can Triforce, your mod is looking great and deserving of anything i can offer.
In TSR i have fixed MANY WW bugs and errors so many of which i cant remember them all, this ranges from unused/wrongly displaying animations, unused code, overlooked things WW should have added unused sounds and bad pallete issues etc etc
Some of these things were tiny but all these little things really add up, if u want some help/advice etc on fixing all these little things just contact me on MSN and ill jog my brain into remembering what they all are #Tongue

P.S. I use and editing smokland for the Nod powerplants (made it black and removed silly pixels at bottom) i use the smoke anim for the warfact and the two smaller chimneys on the advanced nod power (and for smoke on the ground after fire like in RA1/TD). Ive got a new smoke anim for the CNST but probably wont make 1.2.

A few bits of advise for you triforce (if u dont already know): -
ActiveAnimFour=
works and all associated tags, strangely not used ONCE in the art/artfs.ini it works fine and leads to alot livelier looking buildings

Make sure you use UseNormalLight=no for all ur smoke anims, otherwise they will glow in the dark, if ya get me Wink

Make sure all smoke anims are Surface=no otherwise units appear on top of them (think this is default anyway)

-SMIFFGIG

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Triforce
Flamethrower


Joined: 05 Jan 2003
Location: Ohio, USA

PostPosted: Thu Dec 18, 2003 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow, Thanks! I didn't know there was a fourth animation tag, I'll have to find a way to put it to good use. Very Happy

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