I think that's the big surprise.Tiberian Dawn & Red Alert 1 together. _________________ I love playing old good Westwood games,especially Command & Conquer games. QUICK_EDIT
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. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Dec 30, 2013 7:12 pm Post subject:
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. QUICK_EDIT
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. _________________ QUICK_EDIT
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. QUICK_EDIT
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.
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. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 31, 2013 11:11 am Post subject:
Good job, Bittah, both the trailer and the release as well. Especially after Skirmish got fixed. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 31, 2013 12:28 pm Post subject:
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 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 31, 2013 12:31 pm Post subject:
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 * _________________ "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
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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... QUICK_EDIT
@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) _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Dec 31, 2013 1:07 pm Post subject:
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? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 31, 2013 1:13 pm Post subject:
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... QUICK_EDIT
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. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
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.
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? _________________ QUICK_EDIT
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.
Edit: I actually even have a "Reply with Quote" button under my own posts, so I truly can't reproduce this. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Or combine it, Ubuntu-style:
The Dawn of the Tiberium Age 2013.12.30.1 "Obscene Obelisk"
Haha, awesome
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. QUICK_EDIT
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. _________________ QUICK_EDIT
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