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Unused, Alpha, Concepts, etc
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M
Civilian


Joined: 28 Jul 2012

PostPosted: Sat Jul 28, 2012 9:10 am    Post subject:  Unused, Alpha, Concepts, etc
Subject description: Can somebody with loads of knowledge fill me in
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Greetings, I'm sorry to add another non-modding topic question to the many others here but I will only ask one question on this.

What are in detail, many of the concepts, cut content etc. that are not in the retail versions of TS and FS?

I know about the extra tiberian types, spotlight having effects on units, lighting effects, Mutant faction, dropships etc. and would love to know a whole lot more about these and others

(Don't be scared to go into EXTENSIVE detail, this interests me sooooo much, you have no idea Smile )

Makes me sad thinking about how great this game could have been (I still LOVE it and think it's better than many RTS games in it's current incarnation). I know the reputation of EA too well, they have in the past forced intense development schedules on my favourite developers and at one time they took my Porsches. (If you know what I mean)

The continued support of the community impresses me and gives me hope that someday you guys will get to the point where you can create the game we all could have been playing, who knows, maybe even former Westwood employees may come to aid someday.




*Extra, I was wondering about the 2 lesser known tiberium types, Arboreus and Cruentus and other strange facts. Everyone seems to have conflicting facts/opinions and I'm very confused.

So Arboreus IS present on some maps, in atleast the TS Campaign and on some WW skirmish maps. From what I've seen myself:

-Green on minimap
-Green on screen
-Red in FinalSun

Cruentus I have no idea, as I've never seen it. The only thing I can think of is that the name hints at blood red?

I hear about the BIGBLUE crystals and wonder what exactly they are/were. I thought the big blue was the crystal that spawns the blue tiberium, being basically just a re-skin (+ different tiberium spawn) of the Riparius Blossom tree.

I hear more that a tiberium type existed or was supposed to be added that had towering blue crystals that would be impassible unless destroyed, showering debris/spores that would spread the growth. So the BIGBLUE tiberium type was scrapped and the graphic re-used for the Vinifera spawner?

Was the BIGBLUE tiberium type not just an evolution of Vinifera? (As in waiting a long period would see the Vinifera develop into crystals)

Was it really a different type of crystal?

Then there is the Orange crystal on a Nod campaign map where you must kill Tratos, was that just a bit of developer oversight, environmental detail or a mistake?

ALSO, there is a lone monolith on the last FS Nod mission, if you go to some bumpy terrain just under CABAL's south base.

So, along with your knowledge, could I also ask these questions:

What is the orange crystal and why is it there?

What is the other monolith and why is it there?

Why is Arboreus still on some maps?

Was the BIGBLUE tiberium type supposed to look like a large group of tighly packed Vinifera spawning crystals? (though not spawning Vinifera ofcourse)

Is there any possibility of getting any insight from some former WW developers?

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sat Jul 28, 2012 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

you can find Aboreus on skirmish maps too
just assign them different color and you'll see it everywhere #Tongue

as another cut content that I'm aware was Threat rating node
which seems half working

and environment lightning that they wanted to make it
affect on units sight/ability to shoot better or worse

then the Hunter Seeker, as I'm aware it was supposed for user to choose
which types of units or structures will it hit

then there is the WEEDGUY thing, who seems supposed to clean the veins

then we see there is METRICON, Icon for Meteor Super Weapon (?)

then there is unused LightningRod=yes tag which works, which I guess hints
us that Ion Storms should had more involvement in game with players

Quote:
Is there any possibility of getting any insight from some former WW developers?

you can find Adam Isgreen posts on petroglyph forum about what they
wanted to make

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sat Jul 28, 2012 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree wiht you too, TS is also my favorite RTS. I found that it could have been so much better so I started modding it aswell. Here are the things ive found:

SHP turret for the EMP cannon

Componant upgradable Radar for GDI

Dropship Bay with Icon

Unused Voxels:
Mammoth tank
Heavy Tank
Light Tank
Hunterseeker

If you open SUN.ini and add "AllowHiResModes=true" under [Video] , TS will show all available resolutions in the options menu.

The build lag problem can be cured with .exe patch fix which makes the game run ALOT better. I dont have the link for you but its called the CnC Graphics Patch on the PPM site somewhere....

If you starting an actual mod, firstly download Tiberian Sun UMP and begin your mod with that.

But alot of the improvements you can make are just tweaking unit speed, acceleration, weapon types, fireing rate and so forth. A few things TS is capable of but not implemented are:

Burst damage units
Ranged healing units
Landmines
Suicide bomber units
Naval units
Units that change weapon depending on the targets armor type
third faction
subfactions
day and night cycle

there are probably a tonn more that I didnt mention but thats all from the top of my head. Go play some of the mods featured here on PPM and you will see most of these in action. Hope this helps Smile

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Jul 28, 2012 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aydra wrote:
The build lag problem can be cured with .exe patch fix which makes the game run ALOT better. I dont have the link for you but its called the CnC Graphics Patch on the PPM site somewhere....
You are talking about this.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Aydra
AA Infantry


Joined: 05 Apr 2012
Location: Canada

PostPosted: Sat Jul 28, 2012 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Roger

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M
Civilian


Joined: 28 Jul 2012

PostPosted: Sun Jul 29, 2012 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Something else I consider strange, on the final NOD FS mission there is a green spotlight tower in the CABAL base you first destroy/capture. What is its purpose and why is it that colour?

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Jul 29, 2012 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

could be a bug or forgoten missplace
just like mission where you have to kill Tratos and you see
Orange Vinifera next to him #Tongue

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Mon Jul 30, 2012 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

What I would reccomend, if you are keen for old concepts plus missing variations is to check out SuperJoe's Tiberian Sun Reform.

http://www.ppmsite.com/forum/viewtopic.php?t=30501

It's a mod that adds many missing features, including a fully functional third mutant side!

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Beta Tester for Mental Omega 3.0


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Insomniac
Vehicle Drone


Joined: 09 Jun 2012
Location: Lost in the corn fields

PostPosted: Mon Jul 30, 2012 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

A lot of mods try to make TS how it should've been, adding the forgotten as a playable faction, adding various unused assets, dropship loadout, etc. I will say that Reform is one of the best mods that does this, but to actually make TS to have some of the features that were planned, either it has to be built on a game engine capable of this, or a version of HyperPatch is released that is capable of this...

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Don't let your memes be dreams.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jul 30, 2012 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

TS: Reform adds a lot of features that were not present in the beta nor any TS concepts.

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M
Civilian


Joined: 28 Jul 2012

PostPosted: Tue Jul 31, 2012 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I wish a former WW employee with knowledge of these things would rekindle his/her TS passion and work with say the TI guys to recreate TS.

I want to see how WW would have created the Forgotten and CABAL factions and how the other tiberium types functioned.

I'm sad.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Jul 31, 2012 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, a CABAL side would be awesome.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jul 31, 2012 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

M wrote:
I wish a former WW employee with knowledge of these things would rekindle his/her TS passion and work with say the TI guys to recreate TS.

I want to see how WW would have created the Forgotten and CABAL factions and how the other tiberium types functioned.

I'm sad.


They have answered quite a few questions already

http://www.petroglyphgames.com/forums/index.php?/topic/2554-original-intentions-with-tiberian-sun/page__view__findpost__p__39027

and in other topics, search the petroglyph forums for others

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sat Aug 18, 2012 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Insomniac wrote:
A lot of mods try to make TS how it should've been, adding the forgotten as a playable faction, adding various unused assets, dropship loadout, etc. I will say that Reform is one of the best mods that does this, but to actually make TS to have some of the features that were planned, either it has to be built on a game engine capable of this, or a version of HyperPatch is released that is capable of this...


Or writing an Tiberian Sun Mod for OpenRA what is giving us fully control over the Engine =/

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 18, 2012 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

There was the Open Tiberian Sun project. Too bad it's dead.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Aug 19, 2012 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

MrTweek wrote:
Insomniac wrote:
A lot of mods try to make TS how it should've been, adding the forgotten as a playable faction, adding various unused assets, dropship loadout, etc. I will say that Reform is one of the best mods that does this, but to actually make TS to have some of the features that were planned, either it has to be built on a game engine capable of this, or a version of HyperPatch is released that is capable of this...


Or writing an Tiberian Sun Mod for OpenRA what is giving us fully control over the Engine =/


The OpenRA engine, not the TS engine. The fun sometimes comes from expanding is is normally not possible. Rewriting an open source engine to allow new features I do not consider modding.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sun Aug 19, 2012 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper wrote:
MrTweek wrote:
Insomniac wrote:
A lot of mods try to make TS how it should've been, adding the forgotten as a playable faction, adding various unused assets, dropship loadout, etc. I will say that Reform is one of the best mods that does this, but to actually make TS to have some of the features that were planned, either it has to be built on a game engine capable of this, or a version of HyperPatch is released that is capable of this...


Or writing an Tiberian Sun Mod for OpenRA what is giving us fully control over the Engine =/


The OpenRA engine, not the TS engine. The fun sometimes comes from expanding is is normally not possible. Rewriting an open source engine to allow new features I do not consider modding.


the only thing what have to be done is isometric-support what is loaded via an additional DLL =/

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quemero_oen
Civilian


Joined: 14 Sep 2012

PostPosted: Fri Sep 14, 2012 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aydra wrote:
But alot of the improvements you can make are just tweaking unit speed, acceleration, weapon types, fireing rate and so forth. A few things TS is capable of but not implemented are:

Burst damage units
Units that change weapon depending on the targets armor type
subfactions
day and night cycle


1)What do you mean with burst damage? Damage over time? A single projectile impacting multiple times?

2)Can you direct me to some some link that shows how to implement some of the last three? the last one (the day/night cycle) i saw it in some custom maps.
Also, it is possible to make an unit fire both of its weapons at a target? i had read that its not possible, but is there a workaround for it?

Thanks in advance.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Sep 14, 2012 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

quemero_oen wrote:
1)What do you mean with burst damage? Damage over time? A single projectile impacting multiple times?

Assuming Aydra meant "burst damage" like in the MOBA genre, it's an unit that is capable of dealing a very high amount of damage in a very short time, but not that much damage over a longer time. High instant damage, low damage over time. Basically, a weapon that deals massive damage with one shot but has a large ROF= so it can't be fired often.

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CnCNet Client | CnCNet TS patches | Vinifera | World-Altering Editor (WAE)


Last edited by ^Rampastein on Sat Sep 15, 2012 8:12 am; edited 1 time in total

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quemero_oen
Civilian


Joined: 14 Sep 2012

PostPosted: Sat Sep 15, 2012 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
quemero_oen wrote:
1)What do you mean with burst damage? Damage over time? A single projectile impacting multiple times?

Assuming Aydra meant "burst damage" like in the MOBA genre, it's an unit that is capable of dealing a very high amount of damage in a very short time, but not that much damage over a longer time. High instant damage, low damage over time. Basically, a weapon that deals massive damage with one shot but has a long ROF so it can't be fired often.


Basically nuke cannons.

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