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The Dawn of the Tiberium Age v1.11 updates
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 17, 2011 9:59 am    Post subject:  The Dawn of the Tiberium Age v1.11 updates Reply with quote  Mark this post and the followings unread

Yes, it's been a while since I've posted any updates on DTA 1.11, but I've recently decided to start posting them more frequently. I posted only a few updates at DTA's website, but in order to not clog up PPM's frontpage I'll summarize those updates here.

First of all water cliffs for the desert theater were added, which are actually a "new" creation since they didn't exist in Tiberian Dawn or Red Alert to begin with.


Thanks to a hack from CCHyper the tiberium now gets affected by lighting just like all other terrain.

As you can see on the left, it actually looked rather hideous on dark maps before, so thanks to this hack maps can finally look good with non-default lighting.

I also converted a bunch of terrain objects between theaters; the burned frames of temperate trees were used as desert trees and I spent some time editing the texture of the desert bushes and rocks to make them fit in the temperate theater.


Also an airstrike has been added as a crate goodie, of which the animations were made and coded by Lin Kuei Ominae. Since it's too wide for PPM's front page however, I won't be able to show the gif animation of the airstrike in this post, so you can instead view it on the front page of DTA's website, where you can also read a slightly more detailed description of these updates.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Mon Oct 17, 2011 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Great!!!! Finally we get updates of this great mod!!!

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Oct 17, 2011 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shit. The airstrike totally rocks.

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interesting seeing your voxel work. They're still better than Aro's!

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 17, 2011 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm impressed. The airstrike animation is fantastic, I love the homing effect on the missiles. Excellent job, LKO!

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Shur
Disk Thrower


Joined: 10 Jun 2006
Location: Cybertron

PostPosted: Mon Oct 17, 2011 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good job! Bridges are beautifully made.

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Mon Oct 17, 2011 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

The airstrike is sexy.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Oct 19, 2011 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remind me: is this Open-Source?...

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Oct 19, 2011 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed Oct 19, 2011 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
Deformat wrote:
Remind me: is this Open-Source?...
Err, it's a standalone TS mod.


I know, but is it possible to create mods to it?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Oct 19, 2011 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformat wrote:
I know, but is it possible to create mods to it?

For the current 1.10 yes, and we're making it possible with 1.11 aswell (although possibly not for the release depending on the amount of time we'll have). You'll get more info about that later though, which'll explain why mod support in DTA 1.11 won't be as simple as before.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Oct 19, 2011 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

The airstrike looks amazing!

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Wed Oct 26, 2011 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

The site seems to be down.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Wed Oct 26, 2011 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's being updated.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Wed Oct 26, 2011 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see, thanks.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Oct 26, 2011 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I spent all day trying to migrate from Drupal 6 to Drupal 7, but in the end it seemed to be doing more hard than good, so I just reverted back. The site should be accessible again now.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Oct 27, 2011 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Thanks to a hack from CCHyper the tiberium now gets affected by lighting just like all other terrain.


What witchcraft is this and why hasn't it been shared? Sad

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Oct 27, 2011 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

IIRC I offered, but it was said that TI's tiberium actually looks good the way it is on dark maps. Since TI's tiberium has almost only the crystal visible (where TD's tiberium shows a large part of the pod and in some frames even only the pod), it gives the impression that the crystals are glowing after all.

In any case, if you really do want the hack, I don't mind sharing it.
However, take in mind that tiberium can no longer be remapable after applying this hack and tiberium patches will also no longer be random (meaning you'll manually have to alternate tiberium patches from the overlay menu if you don't want tiberium fields to look repetitive).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 27, 2011 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Most TI mappers already place tiberium manually in a random pattern Wink

However we can decide about the hack, once the new tiberium set is finish.
I have some design ideas, which could profit from the default glow effect and since TI has already many glowing things (building activeanims etc), this would be a nice addition.

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