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The Dawn of the Tiberium Age v1.12 trailer
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 30, 2013 12:51 am    Post subject:  The Dawn of the Tiberium Age v1.12 trailer Reply with quote  Mark this post and the followings unread

This is the first time I actually release the trailer before I release the new version of the mod itself, even if it's only by a day Razz

So here's the trailer and DTA 1.12 itself will be released in the afternoon (of December 30th).



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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Dec 30, 2013 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Merged RA reloaded and Customized TD WOW! Good Job Bittah! (y)

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Steve_1993
Rocket Cyborg


Joined: 06 Aug 2013
Location: Somewhere in Greece

PostPosted: Mon Dec 30, 2013 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I think that's the big surprise.Tiberian Dawn & Red Alert 1 together.

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Mon Dec 30, 2013 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

So I'm predicting already that this time Classic would be TD and Enhanced would be RA.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Mon Dec 30, 2013 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

That looks awesome. Only a little strange that the warthogs behave like helicopters hovering in the air and doing vertical lift-offs, but I guess that is a TS engine limitation.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Dec 30, 2013 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

That's a very nice compilation of 16-bit carnage! Not too much action nor too little.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Dec 30, 2013 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
So I'm predicting already that this time Classic would be TD and Enhanced would be RA.

They're not seperated like that as you can see in the video already. We simply have 4 sides playable by both AI (incl. naval units) and human players.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 30, 2013 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Impressive!

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Mon Dec 30, 2013 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Dec 30, 2013 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impressive! I just don't understand why isn't it called The Dawn of Tiberium Age v2.0 rather than 1.12. You are adding two factions there! It changes the whole thing.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 30, 2013 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be perfectly honest, the version numbers don't mean a whole lot, other than that a higher number means it's a later version.
There was a full year between the releases of DTA 1.10 and 1.11 and now again between the releases of 1.1123 and 1.12, while there was far less time (and far fewer changes) between the releases of versions 1.0 up 'till 1.10.

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Tue Dec 31, 2013 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Rampastein: this means I could also play Allies and Soviets too?? MEHNN DTA has never been this amazing before and I hope the AI is less aggressive already as in it's almost impossible to defeat it.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Tue Dec 31, 2013 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Mod ready for download at Moddb yay!!! Very Happy

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Dec 31, 2013 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

DarkVen9109 wrote:
Rampastring: this means I could also play Allies and Soviets too?? MEHNN DTA has never been this amazing before and I hope the AI is less aggressive already as in it's almost impossible to defeat it.

Yes, you can play as let's say.. GDI with Soviet as an AI ally against Nod and Allies allied with eachother. The sides are not restricted in any way.

The Easy and Medium AIs are easier than before (still aggressive; but easier), but the Hard AI is instead even harder than in 1.11.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Dec 31, 2013 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
To be perfectly honest, the version numbers don't mean a whole lot, other than that a higher number means it's a later version.
There was a full year between the releases of DTA 1.10 and 1.11 and now again between the releases of 1.1123 and 1.12, while there was far less time (and far fewer changes) between the releases of versions 1.0 up 'till 1.10.

If the version numbers don't have much meaning to you anyway, maybe you want to consider switching to semantic versioning.
Same emotionless incrementation of numbers, but with a fixed scheme. Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 31, 2013 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Good job, Bittah, both the trailer and the release as well. Especially after Skirmish got fixed. #Tongue

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=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 31, 2013 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've tried it, but I have to say I am not really happy with the way the game launches, or where the settings are. First you have the normal launcher, where you check for updates. Then you get some kind of game-screen, but this isn't ingame. Here you choose what you want to play, and set the settings like resolution and stuff. When you choose one of the options you get the skirmish/campaign/MP map selection screen, but this isn't ingame either. Only when you select start will the game start, directly into the game with the settings you selected.
Not is this only confusing, it also clears all/doesn't save your settings you last used for a skirmish match (team, colour, whether to use crates and related). I can't say I really find this new way of launching the mod such an improvement Confused

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 31, 2013 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

CnCNet5. I'd say the pros outweigh the cons, with the detailed skirmish settings.

*hint, hint for TI: if you plan to use this setup as well, I might gonna end up not just respecting that one but also liking it for real #Tongue*

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 31, 2013 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Dutchygamer: the launcher will be improved and in future also store all the settings from your last game. It's not like the ingame menu which has reached the end and will never see any improvements.
This is the first working release of the launcher but not the last. (2 small updates/bugfixes were already done yesterday to the launcher)

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Tue Dec 31, 2013 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I find the new setup pretty nice except that the launcher/updater is not part of the "game menu" and that the skrimish/online menus don't save settings, but this is things Rampa can fix in time.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Dec 31, 2013 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
*hint, hint for TI: if you plan to use this setup as well, I might gonna end up not just respecting that one but also liking it for real #Tongue*


We will also be utilizing this, yes. Smile

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 31, 2013 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the skirmish settings not saving can be fixed, I can live with it. I do am interested in how the game can start directly into skirmish with the settings given. Is this the work of Iran or Graion?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 31, 2013 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Iran did the spawning, Rampastein (AFAIK) wrote the launcher GUI... this is the CnCNet5 test package (http://www.ppmsite.com/forum/viewtopic.php?t=36458) in a much more matured form.

All I did was launching a 2v2 skirmish game yesterday night... which ended up as a bugged setup fixed quickly soon. xD

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Tue Dec 31, 2013 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had already planned on making it save skirmish settings and such, but because I'm going to be very busy with my studies until late March, I encountered a very tight release schedule and as such I wasn't able to finish all features on time. Just 3 weeks ago not a single line of code existed for the client, and I didn't know anything about CnCNet 5's inner workings either. We still decided to release now though since everything than the client was ready.

So, around late March / early April the Launcher will get a large update including:
- Support for custom maps(including CnCNet map database)
- Skirmish settings will be saved
- Passworded games will be supported online
- The Launcher window will be integrated into the Main Menu
- Support for launching campaigns and loading games directly
- New CnCNet networking code etc. for improved stability

As DTA is my main mod and the Launcher's primary dev platform, it will get the improvements immediately next spring. TI will get them fairly shortly afterwards, although it's up to Aro when he will make the improvements public. I might also provide a version of the client for TS and RA1.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Wed Jan 01, 2014 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

HOLY SHIT! Nice! Fuckin' A! Fan-fuckin-tastic!

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jan 01, 2014 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
If the version numbers don't have much meaning to you anyway, maybe you want to consider switching to semantic versioning.
Same emotionless incrementation of numbers, but with a fixed scheme. Smile

The thing is that with DTA, just like most other mods, new versions are pretty much never backwards-compatibile (online that is, to be specific), so semantic versioning wouldn't really work. The only time a version will be backwards-compatible is when changes have been made to the client/launcher only, but I don't expect this to happen very often (and even then the version might not be backwards-compatible).

By the way, do you happen to know why you appear to be the only person in this topic who doesn't have the "Reply with quote" button under his post?

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Jan 01, 2014 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
The thing is that with DTA, just like most other mods, new versions are pretty much never backwards-compatibile (online that is, to be specific), so semantic versioning wouldn't really work. The only time a version will be backwards-compatible is when changes have been made to the client/launcher only, but I don't expect this to happen very often (and even then the version might not be backwards-compatible).

It's obviously designed for more "interactive" software projects, but you could adopt the general tenets - e.g. major version increase when you add new features, minor version increase if you only adjust existing features, patch version increase when you only fix bugs. Something like that.
Point being, from what you said, it seemed like your current versioning scheme was rather arbitrary and almost random. Any system would make it easier for both sides - you wouldn't have to ponder whether to name it version X or version Y, and whether it deserved to be higher or not, and your players would get a clear idea of what each increase in version number meant in terms of what was updated.

Alternatively, you can of course just start using version names.
The Dawn of the Tiberium Age Mammoth Release
The Dawn of the Tiberium Age Netrunner Release
The Dawn of the Tiberium Age Obelisk Release

Or go by release date
The Dawn of the Tiberium Age 2013.12.30.1

Or combine it, Ubuntu-style:
The Dawn of the Tiberium Age 2013.12.30.1 "Obscene Obelisk"

Bittah Commander wrote:
By the way, do you happen to know why you appear to be the only person in this topic who doesn't have the "Reply with quote" button under his post?

It's a security feature, so the NSA can't copy my comments. <_< >_>

No, honestly no idea.
Maybe it's Banshee's attempt to discourage people from replying to me. Wink

Edit: I actually even have a "Reply with Quote" button under my own posts, so I truly can't reproduce this.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 01, 2014 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can quote you fine. Maybe it was an issue with PPM when Bittah posted. PPM was very slow the last days and maybe that button just didn't load or something.

Concerning the version number i think it's fine the way it is. Higher number means newer, nothing complicated. And since the launcher is doing the rest of keeping you always up-to-date and the readme.rtf is telling you what exactly has changed, there is no need for such an elaborate versioning.

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Wed Jan 01, 2014 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
Or combine it, Ubuntu-style:
The Dawn of the Tiberium Age 2013.12.30.1 "Obscene Obelisk"


Haha, awesome Very Happy

You are on Desura so why not go Valve style. Release early, release often and everyone just updates to the latest improvements before starting the game.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jan 02, 2014 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not that I'd mind a new versioning system, but switching to a new system right after a major release will only confuse people. If I'll switch to a new system, it'll be right when I release a new major release.

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