Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Mar 29, 2024 5:32 am
All times are UTC + 0
C&C4 Redux mod for C&C3 is recruiting
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 1 [34 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Coolness7
Vehicle Driver


Joined: 28 May 2008

PostPosted: Wed Mar 31, 2010 3:48 am    Post subject:  C&C4 Redux mod for C&C3 is recruiting
Subject description: we need coders, concept artists, modelers, animators, and texture artists
Reply with quote  Mark this post and the followings unread

we need coders, concept artists, modelers, animators, and texture artists


we have a public forum at reduxmod.darkbb.com

we also have a moddb page at http://www.moddb.com/mods/redux
any help with the mod is appreciated as we will attempt the largest mod ever for C&C3

The project has undergone a few changes and now the name is C&CIV Tiberian Eclipse, the new url is as follows:
http://www.moddb.com/mods/cnciv

Last edited by Coolness7 on Mon Apr 05, 2010 1:40 pm; edited 1 time in total

Back to top
View user's profile Send private message
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Mar 31, 2010 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Who have you currently got on the team?

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Mar 31, 2010 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Why is it with mods like these the Models and concepts are nothing short of excellent, but all the Promotional artwork (ModDB banner and Header image) are very unprofessional?

Back to top
View user's profile Send private message
Coolness7
Vehicle Driver


Joined: 28 May 2008

PostPosted: Wed Mar 31, 2010 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

We have a few modelers, some mappers, and coders, and concept artists, go to the member list for a full listing, also, we like to put more work into actually making the mod rather than showing it off

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Mar 31, 2010 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Promotional art, or just banners etc isnt showing off it just creates a good first impression. If a banner looks bad (ie text added with paint) then I'll instantly ignore the mod, writing it off as another of the many crappy ones even if it isnt.

Also don't claim to be an "official C&C4 remake", when thats just nonsense. #Tongue Everyone thinks they can do better than the devs, which is just showing off.

Back to top
View user's profile Send private message Send e-mail
Phantom139
Vehicle Drone


Joined: 04 Oct 2009
Location: US

PostPosted: Wed Mar 31, 2010 3:55 pm    Post subject: Re: C&C4 Redux mod for C&C3 is recruiting Reply with quote  Mark this post and the followings unread

Coolness7 wrote:
we need coders, concept artists, modelers, animators, and texture artists


we have a public forum at reduxmod.darkbb.com

we also have a moddb page at http://www.moddb.com/mods/redux
any help with the mod is appreciated as we will attempt the largest mod ever for C&C3


yeah, my recommendation, go elsewhere, this community will not answer any of your questions.

_________________
C&C Fan & Modder. Ex-Mod Dev for multiple mods across multiple C&C Games.

Back to top
View user's profile Send private message Visit poster's website AIM Address
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Mar 31, 2010 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
yeah, my recommendation, go elsewhere, this community will not answer any of your questions.


Dude. Why would anyone want to join a project that's propably been started by a newbie who immediately thinks he can create a kind of mod that none of the people who have worked with these games for years have not yet been able to do? Look:
Quote:
we will attempt the largest mod ever for C&C3

If that happens, then I take my words back. But I highly doubt it will.

Like people have already said, you need to advertize your mod a lot better, simply coming here and saying "Hi, plz join my mod, here's link." will convince no one. I can't look at the link right now because of 404 errors with the site, but judging from what others have said, it doesn't look very attractive or convincing. Confidence on yourself is always good, but claiming or even attempting to make your mod the biggest and best is just arrogant.

_________________


Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Mar 31, 2010 5:11 pm    Post subject: Re: C&C4 Redux mod for C&C3 is recruiting Reply with quote  Mark this post and the followings unread

Phantom139 wrote:
Coolness7 wrote:
we need coders, concept artists, modelers, animators, and texture artists


we have a public forum at reduxmod.darkbb.com

we also have a moddb page at http://www.moddb.com/mods/redux
any help with the mod is appreciated as we will attempt the largest mod ever for C&C3


yeah, my recommendation, go elsewhere, this community will not answer any of your questions.

With replies like this that may be true Rolling Eyes

Back to top
View user's profile Send private message Send e-mail Skype Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Mar 31, 2010 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Promotional art, or just banners etc isnt showing off it just creates a good first impression. If a banner looks bad (ie text added with paint) then I'll instantly ignore the mod, writing it off as another of the many crappy ones even if it isnt.


Which is exactly what is on that ModDB page, it's just an image off google with some MS Paint font added. Laughing

Back to top
View user's profile Send private message
Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Wed Mar 31, 2010 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps you guys should better define what you actually understand with "fixing what EA failed to do" and more importantly for such a project, how the team is organized. Too many cooks spoil the broth.

Phantom139 wrote:
yeah, my recommendation, go elsewhere, this community will not answer any of your questions.
Sorry mate, but your questions were some very specific ones which are usually complicated to answer because it first requires understanding what you actually want to do.
AFAIK noone actually tried what you asked for, so answering your question would mean finding a concept, coding it and debugging it from scratch which, while doable, isn't a very attractive task. If you wish for this community to be more useful, I'd suggest not to ask for set solutions to advanced problems, but actually trying to learn with other people's help so that you might fill the gap this community has yourself.

_________________
Off Duty.

Back to top
View user's profile Send private message
Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Thu Apr 01, 2010 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:

Dude. Why would anyone want to join a project that's propably been started by a newbie who immediately thinks he can create a kind of mod that none of the people who have worked with these games for years have not yet been able to do?.


Funny thing about the majority of the C&C3 modding community is that its almost self defeating.

The success of modding communities in other cnc games was directly related to the ability of anyone reverse engineering an existing mod in order to learn how things were done. The casual user could stumble their way into modding, and the process was almost casual. While this unfortunately led to rampant ripping, the insult never lasted long as stolen mod content is transparent to the community and those who did, were scorned greatly.

Sharing the methods used to create content, is far more valuable to the community, then any content one could ever release.

Take the sourced mods provided by Golan and others, or the tutorials and guides. Those are probably the greatest contributions to the community on the whole thus far.

Back to top
View user's profile Send private message
Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Thu Apr 01, 2010 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Its quite a different problem. The majority of people going to try on modding TW in most cases just asking random specific questions on how to do a small portion of what they try to achieve. Most times they get either an incomplete answer to save time, or just no answer, like Phantom139 recently.
Sure there are some problems that aren't solved easily like the articulation bone stuff. It took Golan, Stygs and me to figure it out but when we did Golan shared it in his example sources.
But that is a really small amount of things that are hard like this. Now let us look at the most common question:
How to get a new unit into the game?
Sooo like all these tutorials about that and all the units coming with TW aren't enough, most of them demand! a step by step guide created especially for them how to do that.
When you answer with a table of contents of what a unit consists like:
the GameObject itself
Locomotor,
CommandSet (including buttons)
ExperienceLevelTemplate
SpecialPowers
Model/Animation
Weapons
etc

They either go like "What? I don't want to dig into this, I am out of here" or like "All of it!" so at start (up until early 2008) we gave them a short explanation what should be done and where to find references. Most of them never looked at them and demanded, as mentioned before, to explain them everything in their thread. So everyone got pissed. New people today have enough examples how to do stuff, and then its their imagination how to use it. I think there are over 100 GameObjects in the TW xml files. There are enough examples to choose from. They just don't want that.
So now if I hear questions like:
Phantom139 wrote:
[...] Is it possible to make an obelisk that charges off of other obelisks before firing (like in C&C 4)? If yes, how? [...]

I just go like: "okay, this guy has no idea and instead of searching through given xml or even xsd they just ask and sit there until someone throws him a bone, and then if it would be possible he comes with a shitload of questions how to do that"
So I don't even bother anymore to answer with a simple "Not possible in TW"
Also:
Phantom139 wrote:
[...] is it possible to change the <FireWeaponUpdate> with an upgrade? [...]

So why not just try it? Then he tried it after some waiting (2 days) and found out that its not working. So everything that could be said was said.. but on the same day he just posted a flame and the topic was finished with it. This is not a special case, it happens over and over. The questions change but the common reaction to no or "incomplete" answers is flame.

Also people seem not to understand the whole xml concept itself. If they immigrate from ini based older cnc games they copy whole xml files and with it massive amount of data that's not needed anyway as its already there.
For example when people want to add one weapon or particle system they copy the whole file, and that's in the case of the particle system over 1.4MB, a huge amount of data that's just not needed and then they complain about slow compiling speed? xml just doesn't work the way ini files do. Even on BFME2 where you can define all ini files loaded by the game by yourself people just copying complete ini files and overwriting them instead of just leaving everything untouched that is already there (with the exception of the one ini where you define the contents).
Also then if they give examples they pass on this bad style. It's driving me nuts.

Back to top
View user's profile Send private message Skype Account
Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Thu Apr 01, 2010 6:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
The majority of people going to try on modding TW in most cases just asking random specific questions on how to do a small portion of what they try to achieve..

No disagreement there. There are a great many over ambitious projects popping up from people who have no idea how complicated it will be to implement their proposals.

Ju-Jin wrote:

Sure there are some problems that aren't solved easily like the articulation bone stuff. It took Golan, Stygs and me to figure it out but when we did Golan shared it in his example sources.

Which has helped many, I’d even say its propagated a continued interest in this game, helping out more then most guides could. At least to those who’ve stuck around.

Ju-Jin wrote:

They either go like "What? I don't want to dig into this, I am out of here" or like "All of it!" so at start (up until early 2008) we gave them a short explanation what should be done and where to find references. Most of them never looked at them and demanded, as mentioned before, to explain them everything in their thread.

I agree with you on the demanding questions from people who’ve never used a search feature. I do not sympathize with them at all. Though at one point which of us wasn’t a bit confused and frustrated with the process of modding this game and needed a little help?

Ju-Jin wrote:

So I don't even bother anymore to answer with a simple "Not possible in TW".

I don’t blame ya. I often do the same in response to vaguely conceived questions and demanding posts. In fact it’s guaranteed when a user is trying to add a new race, or new unit, but cant yet successfully edit existing units in the most trivial ways.

Ju-Jin wrote:

For example when people want to add one weapon or particle system they copy the whole file, and that's in the case of the particle system over 1.4MB, a huge amount of data that's just not needed and then they complain about slow compiling speed? xml just doesn't work the way ini files do.

A common mistake for beginners, though this can not be attributed to the amply supply of guides warning users not to do so. Common knowledge for some is completely alien to others. That doesn’t forgive arrogant demands or flaming posts made in obvious frustration, but it does help explain them.

I was more or less ranting earlier. My apologies if you’ve taken it the wrong way, but you have to admit there’s a bit of truth in it. I can’t list how many talented individuals I’ve seen come and go from this game because the most basic modding knowledge is treated by some, as if its treasure. (which it very well could be to those who’ve worked hard to figure it out.) Though even when Its not treated as such, often the information is so scattered and buried within forum, after forum, that searching for anything useful can be a project onto itself. Combine the lack of any knowledge database, with an accepted widespread attitude of (figure it out yerself noobie) is it no wonder there are only a handful of promising cnc3 projects on the horizon? I say handful but in reality its probably less. Its such a pity too, cause it appears CNC3 looks to be the last we’re going get, in regards to the cnc universe.

Back to top
View user's profile Send private message
Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Thu Apr 01, 2010 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Sedistix wrote:
[The success of modding communities in other cnc games was directly related to the ability of anyone reverse engineering an existing mod in order to learn how things were done. The casual user could stumble their way into modding, and the process was almost casual. While this unfortunately led to rampant ripping, the insult never lasted long as stolen mod content is transparent to the community and those who did, were scorned greatly.


I never understood this point? Why do you need another mod to look into to understand how modding works? Whats wrong with looking at the original files, like WWs inis or EAs xmls? Why not use them to learn the basics?

_________________

Back to top
View user's profile Send private message Skype Account
Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Thu Apr 01, 2010 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, for me too, the first thing I look at are the existing files of Tiberium Wars which are fully included in the SDK. That's like the biggest source of code available to me which should tell you quite a bit seeing how many mods I've helped out with, thus having full or partial access to internal code.
From my experience, the bottom line is this: most people download the SDK, see that they can't figure out the XMLs quickly, then ask for other mod's code expecting it to be some kind of magical revelation. Point is though, custom written code is basically the same, sometimes even more difficult to understand.

Hell, we even tried publishing our own line of Sample Mods, specifically addressing the most prevalent questions at that time - it only took three of these for us to get fed up with people constantly bickering that Sample XYZ doesn't address specific issue UVW which one out of 2000 people wished to be readily available to copy/paste straight into their code.

€dit: @OP
Great, not-quite-positive-comments being purged from the ModDB profile... way to go!

_________________
Off Duty.

Back to top
View user's profile Send private message
Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Thu Apr 01, 2010 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:

I never understood this point? Why do you need another mod to look into to understand how modding works? Whats wrong with looking at the original files, like WWs inis or EAs xmls? Why not use them to learn the basics?

I would imagine it would have to do with the contrasting it would represent to the laymen user. In older games, the original files represent the way the original content works. So once someone modded the game, inquisitive users could see how it was done by comparing the originals to the modified. This is not possible in cnc3 and while I do like the compiling for IP purposes, it seems to have stalled out the community.

The sdk worked fine enough for me and I was on the modding bandwagon the day it was released. Even did my best to help out fledgling modders on FileFront for a few months. (Dealt with much of the same that you guys here have mentioned, demanding questions, for individual problems, from users under qualified to even try.)

EDIT *Filefront is pulling some kind of joke with their forum text for April fools day*

Don't get me wrong. I'm not arguing for transparent mod projects where it's public access. Its not that at all. If you’ve seen me on other sites you'll know I'm not one to request IP. If anything, I've pretty much had the same stance as some of you. I guess I'm just a little bit in disbelief that in the years passed since its release, this is it.

Golan wrote:
Indeed, for me too, the first thing I look at are the existing files of Tiberium Wars which are fully included in the SDK. That's like the biggest source of code available to me which should tell you quite a bit seeing how many mods I've helped out with, thus having full or partial access to internal code.
You’re well known in cnc3, at least from my pov, and I’ve seen your contributions all over various CNC communities. The thing is, few are as apt at modding as you appear to be. I would even go so far as to say an experienced Generals modder, would be utterly lost in cnc3.

Golan wrote:

Hell, we even tried publishing our own line of Sample Mods, specifically addressing the most prevalent questions at that time - it only took three of these for us to get fed up with people constantly bickering that Sample XYZ doesn't address specific issue UVW which one out of 2000 people wished to be readily available to copy/paste straight into their code.

That’s a shame, it really is. I suppose one needs only peruse the forums, or even moddb to see the same behavior.

I’ve considered forming a type of knowledge-base, but the time it would take to spearhead something like that, I simply don’t have. Hell, I had to quit my own modding project due to some intermittent work opportunities. That and I'm not really plugged into the community like some of you are, let alone as knowledgeable. Though seeing how the case-per-case basis continues on, it's probably not worth it.

Suppose one could look at it like an incompetence filter.

Back to top
View user's profile Send private message
Phantom139
Vehicle Drone


Joined: 04 Oct 2009
Location: US

PostPosted: Fri Apr 02, 2010 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
Its quite a different problem. The majority of people going to try on modding TW in most cases just asking random specific questions on how to do a small portion of what they try to achieve. Most times they get either an incomplete answer to save time, or just no answer, like Phantom139 recently.
Sure there are some problems that aren't solved easily like the articulation bone stuff. It took Golan, Stygs and me to figure it out but when we did Golan shared it in his example sources.
But that is a really small amount of things that are hard like this. Now let us look at the most common question:
How to get a new unit into the game?
Sooo like all these tutorials about that and all the units coming with TW aren't enough, most of them demand! a step by step guide created especially for them how to do that.
When you answer with a table of contents of what a unit consists like:
the GameObject itself
Locomotor,
CommandSet (including buttons)
ExperienceLevelTemplate
SpecialPowers
Model/Animation
Weapons
etc

They either go like "What? I don't want to dig into this, I am out of here" or like "All of it!" so at start (up until early 2008) we gave them a short explanation what should be done and where to find references. Most of them never looked at them and demanded, as mentioned before, to explain them everything in their thread. So everyone got pissed. New people today have enough examples how to do stuff, and then its their imagination how to use it. I think there are over 100 GameObjects in the TW xml files. There are enough examples to choose from. They just don't want that.
So now if I hear questions like:
Phantom139 wrote:
[...] Is it possible to make an obelisk that charges off of other obelisks before firing (like in C&C 4)? If yes, how? [...]

I just go like: "okay, this guy has no idea and instead of searching through given xml or even xsd they just ask and sit there until someone throws him a bone, and then if it would be possible he comes with a shitload of questions how to do that"
So I don't even bother anymore to answer with a simple "Not possible in TW"
Also:
Phantom139 wrote:
[...] is it possible to change the <FireWeaponUpdate> with an upgrade? [...]

So why not just try it? Then he tried it after some waiting (2 days) and found out that its not working. So everything that could be said was said.. but on the same day he just posted a flame and the topic was finished with it. This is not a special case, it happens over and over. The questions change but the common reaction to no or "incomplete" answers is flame.

Also people seem not to understand the whole xml concept itself. If they immigrate from ini based older cnc games they copy whole xml files and with it massive amount of data that's not needed anyway as its already there.
For example when people want to add one weapon or particle system they copy the whole file, and that's in the case of the particle system over 1.4MB, a huge amount of data that's just not needed and then they complain about slow compiling speed? xml just doesn't work the way ini files do. Even on BFME2 where you can define all ini files loaded by the game by yourself people just copying complete ini files and overwriting them instead of just leaving everything untouched that is already there (with the exception of the one ini where you define the contents).
Also then if they give examples they pass on this bad style. It's driving me nuts.


First off, it's definitely obvious, I'm new to XML, but honestly, you took this thing in the wrong direction.

I was simply looking for a yes/no answer to my questions, I DID look through the code (both xml and xsd and found nothing there, so I went to plan B ->), and the reason I asked if it was possible to do the obelisk laser was due to the beam cannon's weapon and the "Charge Defenses" ability of the beam cannon, furthermore, I was looking to create an update that has one obelisk charge another before firing.

Now, I do admit, I was a little flamish on my reply there, and I should have not been so, instead of simply assuming the no answer.

And yes, I did try the weapon update thing with no luck, so I scraped that and a few other ideas from my project.

And, I really should release my XML for my next mod version, you will see that even though I am new to it, I do have a prior knowledge of "Includes" and such, that the files are not insanely large (have the pre-existing items[Except obviously for needed instances of it]), and I have quite a good file system for my project that it is neatly organized via faction or other detail.

_________________
C&C Fan & Modder. Ex-Mod Dev for multiple mods across multiple C&C Games.

Back to top
View user's profile Send private message Visit poster's website AIM Address
Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Fri Apr 02, 2010 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

If that is the case I have to apologize. But as you can see from my post it was just out of general experience with such cases and nothing specifically against you. Best to write something like "I've looked through the stuff and tested this ...", it really tells people that you have dealt with this before and don't want to just copy stuff. I am quite sure if someone knew a yes answer he/she will at least give also a brief explanation how to do it, even if you only expect a simple yes or no.

The last paragraph wasn't about you. I really don't know what structure you have so I couldn't speak for that. It was a generalization of a common occurrence in the TW and RA3 modding community.

Anyway I think that this thread has been hijacked long enough. Time to return to writing the KW SDK ^^ (so no time to joining this mod, even if I like some of the art on the ModDB page. BTW I looked at your forum and it seems this meeting was a bit of a mess ^^ but you could tell shriken that its no problem to use Max and the UDK, in fact the support of Max is better then Maya)

Back to top
View user's profile Send private message Skype Account
Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun Apr 04, 2010 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Why is it with mods like these the Models and concepts are nothing short of excellent, but all the Promotional artwork (ModDB banner and Header image) are very unprofessional?


Frankly I don't even find the models/concepts impressive. I looked at the mod page and there's stuff like Marcion's Transport + Gun = something being touted as a "more realistic" version of an existing C&C 4 unit. Yea I lol'd

_________________

The white lady~!

Back to top
View user's profile Send private message
Coolness7
Vehicle Driver


Joined: 28 May 2008

PostPosted: Sun Apr 04, 2010 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

btw, we got a new photoshop artist to help us out on that area, and the reason why the models are not impressive is because they are not even textured, we are going to replace those images with textured and improved versions.

_________________

Back to top
View user's profile Send private message
Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Sun Apr 04, 2010 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Coolness7 wrote:
the reason why the models are not impressive is because they are not even textured


Not the reason I had in mind. It's the model design in general. It looks like something EA would've done.

And indeed it was done by EA (the Marcion Transport, the Nod radar/lab and whatever else you took from the C&C3/KW)

I'm not even sure how many of the models on the page were actually original works rather than kitbashed EA models, but if you want to have impressive models you'd need someone around the same calibre as Golan or spyVspy, not people who thinks Marcion's Transport makes a good template for a in-game unit. I'd really have to echo Crimsonum's words from earlier, the whole thing really looks like it's been started by a newbie who immediately thinks he can create a kind of mod that none of the people who have worked with these games for years have not yet been able to do. You don't even have to go that far to look at the devs, comparing with fellow mods like Tiberium Essence or Icestorm already shows a vast gap.

_________________

The white lady~!

Back to top
View user's profile Send private message
Coolness7
Vehicle Driver


Joined: 28 May 2008

PostPosted: Mon Apr 05, 2010 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, you don't even give a project that just started some breathing roon, eh? look at the page and our site in the next couple of weeks, we planned for some vast improvement

btw, the OP has been edited

_________________

Back to top
View user's profile Send private message
Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Apr 05, 2010 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thus must be like the fifth mod that usses "Eclipse" as a name.
You really should aim for something more unique than that.

_________________

Back to top
View user's profile Send private message Skype Account
Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Tue Apr 06, 2010 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:
Thus must be like the fifth mod that usses "Eclipse" as a name.
You really should aim for something more unique than that.
Well dawn,twilight,sun are used.Moon is still available,but would be hard to use.
I thought of Aurora,I wonder how much off-topic you can go while not shocking too much Confused

Back to top
View user's profile Send private message
Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Tue Apr 06, 2010 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Coolness7 wrote:
so, you don't even give a project that just started some breathing roon, eh? look at the page and our site in the next couple of weeks, we planned for some vast improvement

btw, the OP has been edited


This was never about breathing room. How can you guys not have room? You've essentially got unlimited time and can work on it any time without deadlines or schedules that would have severe financial implications if not met. How much more breathing room could you possibly ask for?

Look at Steve Jobs, when he chose to reveal the iPad or other iThings in the past, he brought a physical copy of the real thing to his keynote presentation. He doesn't say "I planned for the iPad, look out for it in a few weeks" before walking off stage.


IMO you really should've started out with making this recruitment thread first, and work till you have enough working content that you can actually post something other than a photoshopped EA pic or an untextured render on a black background. Then you set up the page on moddb and make the announcement.

Heck even EA weren't as hasty as you guys. C&C 4's reveal was a pic of crawlers, mastodon, scorpion tank in battle, complete with all the terrain, the fx all there already. What you've done may have cost you a bunch of potentially good modellers/coders, because if they're good, they'll take one look at your announcement content and feel very underwhelmed, imagining that what you have there is the best you could do before you're already satisfied (because if it weren't deemed satisfactory it wouldn't have been uploaded yet prematurely).

This is just my opinion but based on what I saw on that page so far, almost everything I doubted or disliked in C&C 4 is right there in the mod, including:

- Vague claims of an epic storyline
- Even more micro emphasis than already present
- The Crawler
- The way units are designed
- Crack fic stuff (seriously things like the White Lady are still in. lolwut)

I dunno if the TCN is planned for your mod but if it is, then you can add that to the list too. I am truly confused that the intention was to be better than C&C 4 yet there seems to almost be a sort of reluctance to throw away what C&C 4 brought in. It's like you have a broken mirror and you come in with a roll of duct tape exclaiming "I can fix it! I swear!" rather than getting a brand new mirror

Also please stop pretending you wanna be all politically correct. If you hate C&C 4 then be firm in your opinion and stand by it, rather than claiming that you just wanna focus on making a good mod, while sneaking in things into your news posts like:
Quote:

The true ending of C&C4:
Forums.commandandconquer.com

In case you want to see the forums that are burning with the complaints of C&C4, click the link!
I146.photobucket.com

http://www.moddb.com/mods/cnciv/news/the-forums-are-now-open-for-use

_________________

The white lady~!

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Apr 06, 2010 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Micro is a rediculous excuse for strategy. It's saying that a guy without quick reaction time is a les of a strategist than a idiot that likes button mashing in any game he's ever played.

Real-Time Strategy means more Real-Time Tactics now-a-days. That is one problem with EA they merge the 2 in their C&C games and it is just reduced to utter crap the more they take it to the tactical side. But yeah...

Really you shouldn't change C&C4 a little, it needs an entire remake. The unit design isn't really that good, the campaign is crap, and the multiplayer, while good for being team oriented, focuses way to much on getting all the players in sync and that is a hard thing to do for hardcore idiots.

Back to top
View user's profile Send private message ModDB Profile ID
Coolness7
Vehicle Driver


Joined: 28 May 2008

PostPosted: Tue Apr 06, 2010 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Micro is a rediculous excuse for strategy. It's saying that a guy without quick reaction time is a les of a strategist than a idiot that likes button mashing in any game he's ever played.

Real-Time Strategy means more Real-Time Tactics now-a-days. That is one problem with EA they merge the 2 in their C&C games and it is just reduced to utter crap the more they take it to the tactical side. But yeah...

Really you shouldn't change C&C4 a little, it needs an entire remake. The unit design isn't really that good, the campaign is crap, and the multiplayer, while good for being team oriented, focuses way to much on getting all the players in sync and that is a hard thing to do for hardcore idiots.


one thing that you have to understand is that ever since KW came out, strategy died and rush matches were in, actually, we do plan to change C&C4 alot more than that, believe me there is alot that is going on that you don't see, you think that we don't talk about this, we do, alot, also, this project is not that far in yet, so you will have to wait, also TCN is not in and the only reason TDM isnt in C&C4TT is because they were too lazy to code it.

_________________

Back to top
View user's profile Send private message
ARustySpoon
Cyborg Soldier


Joined: 20 Sep 2008
Location: Calgary, AB

PostPosted: Wed Apr 07, 2010 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Also, why is Nod so powerful in this? By the end of Kane's Wrath, the Brotherhood were just an underground faction with an army of cyborgs behind them. If you want to remake C&C4, remember that in C&C4 the Brotherhood was just GDI with pointy, red things attached to the things they built.

Also... you can't take credit for ripping EA's work and putting it in your own mod. And if you're going to combine structures to make something (Radar for example), you may as well just model it yourself, which I assume you'll do.

Cater to the older C&C fans, the newer ones already have their C&C4.

Back to top
View user's profile Send private message
Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Wed Apr 07, 2010 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

ARustySpoon wrote:
Also, why is Nod so powerful in this?


No need for explanation. TD to TS, Nod got served. By TS they were back in full force packing UFOs and plasma guns.

TS to C&C 3, Nod lost a ton of stuff, Slavik got killed, Legion didn't even stick around longer than 2034 (went into hibernation). By C&C 3, Nod's back in full force, as though they never were defeated.

It's a running gag in C&C. Nod always comes back, as strong as ever. There's no need to explain it since Nod is all about mystery and not revealing stuff (good excuse to have a half-assed plot and attribute it to mystery and suspense)

_________________

The white lady~!

Back to top
View user's profile Send private message
Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Wed Apr 07, 2010 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Coolness7 wrote:
one thing that you have to understand is that ever since KW came out, strategy died and rush matches were in, actually, we do plan to change C&C4 alot more than that, believe me there is alot that is going on that you don't see, you think that we don't talk about this, we do, alot, also, this project is not that far in yet, so you will have to wait, also TCN is not in and the only reason TDM isnt in C&C4TT is because they were too lazy to code it.
Seeing that your intention is to recruit people, you should be a lot more open about your plans.

_________________
Off Duty.

Back to top
View user's profile Send private message
Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Thu Oct 14, 2010 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, just came back to check on the C&C modding scene after months on hiatus (was busy).

Judging by moddb, the Eclipse ship has all but sunk.

Totally knew it was gonna happen btw.

_________________

The white lady~!

Back to top
View user's profile Send private message
Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Thu Oct 14, 2010 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Yup, like the white lady in your sig, massive build up of story/tension/interesting stuff but when its released she is nowhere to be found ^^

_________________

Back to top
View user's profile Send private message Skype Account
Valdez
Tiberian Fiend


Joined: 30 Nov 2008

PostPosted: Thu Oct 14, 2010 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
interesting stuff


I don't recall interesting stuff.

More like trying to build hype.

As I mentioned to Stygs over MSN, when you have something that is stuck at the conceptual stage for months with zero progress, its fate is a no brainer. We were discussing the state of the modding scene of C&C 3 and how dead it was and he mentioned Eclipse. I replied that Eclipse wasn't a mod per se, but rather, a bunch of pics hosted on moddb (mostly photoshopped crap or kitbashed models)

_________________

The white lady~!

Back to top
View user's profile Send private message
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Thu Oct 14, 2010 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

How is C&C 3 modding dead?
It's has active has its ever been.

Now if you're referring to how extraordinarily shit the PR is for the major mods, then your on to something.
Apparently updating once every 4 months is the norm these days.
Host website forums where no one has posted in nearly 2 months is no big deal.

You see, for example in the prime era of Generals modding, none of the mod makers had jobs, went to school or college.
Same with all the source and unreal engine modders.
That's why they update/updated so often, and keep/kept a rapport with their fan base.
Us C&C3 modders are 'busy' with 'real life' stuff, so once every 4 month updates, no site PR, zero public effort is fine.

C&C3 modding is has good has it was ever going to be, considering various factors. I can think of only one mod that was heading for being huge (Red Revolution) that has died.

_________________

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [34 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2027s ][ Queries: 11 (0.0104s) ][ Debug on ]