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LF to merge mod
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Feb 15, 2015 1:03 am    Post subject:  LF to merge mod Reply with quote  Mark this post and the followings unread

Looking to merge my mod with other similar mod to make a team mod. I don't like working alone, not much of ideas to exchange with.

If nothing happen, I might as well become a free voxeller, map-maker and single player mission maker.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Feb 15, 2015 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, making a mod alone will make the mod progress slower rather than have a team Sad I also confused to find team mates except Moder.U :/

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Feb 15, 2015 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
Yeah, making a mod alone will make the mod progress slower rather than have a team Sad I also confused to find team mates except Moder.U :/


Perhaps you didn't get what's my problem. I have been asking for help such as volunteering if they want to make some structures, something that I lack the skill in. All I get is "No."

Why? I invested too much time and effort in my mod and nobody wants to help. I almost gave up few times because nobody wants to help or bother to help me progress my mod. Even if I have a very good story arcline for my mod. It is challenging for me working on it alone because I am required to have skill in 3-D Modelling, Voxelling, Mapping, Terrain, Coding, and other things.

I feel nobody is interested in my mod.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 15, 2015 3:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if you want something done right its usually you have to do it yourself here. Or throw money around or have really good connections with the community.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Feb 15, 2015 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually, i wanted to help. But this words surrounds my mind,"Good to help someone, but what can i do?"

I liked your mod, Zero18. Tbh it's better than my mod

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Feb 15, 2015 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Well if you want something done right its usually you have to do it yourself here. Or throw money around or have really good connections with the community.


Yeah Atomic. I spent 2 years (almost three freaking years) working on refining the mod storyline and improving the voxel style. The storyline I have now is solid, but isn't public yet.

It is the SHPs and terrian that is holding me back the most. It is frustrating for me to do it. I spent alot of time doing it and I can't get it right. A terrain tile that doesn't match ruins the whole look of map.

I wanted to have a good connection with the community, but... sometime I feel like I'm hated for some reasons. I don't know man. Nobody want to talk to me or want to chat with me. I'm actually a nice person that like to joke and chat.

As for me throwing in money for SHPs and things like that. I'm still a college student and I have limited money that I need to save it up for my final two years going to Columbia University in Missouri or Florida State University. I can't afford to throw my money out.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sun Feb 15, 2015 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
It is challenging for me working on it alone because I am required to have skill in 3-D Modelling, Voxelling, Mapping, Terrain, Coding, and other things.


I know what you mean. Sometimes I myself feel like all I ever will be able to make is half a mod (due to lack of SHP/3D skill),
but it seems that there are few people in this community that are good at SHPs, Terrain and 3D. Those that are, are all working on other, more popular projects.
It does seem that the only way is indeed to learn all.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Feb 15, 2015 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let's face it. There is no mod like yours, Zero18. You went semi-realistic and thrown out the Red Alert way for something which sounds quite much a "Generals if it'd be done today" setting.

I can't even think of a mod with a similar setting.

On the other hand I doubt you need a new terrain at all.

_________________
"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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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Feb 15, 2015 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you are welcome to join with mine (I posted a similar thread just the other day), but I'm not sure how much our mods have in common. I respect your unit ideas, your coding skills and definitely your graphics, so if you want to merge with mine, or maybe just exchange ideas, feel free. I'd really appreciate having someone else to work with, even if I have to compromise on some of my ideas.

(Maybe I need to add that I have like _zero_ SHP-making skill, even my cameos look like gunk, so I definitely can't help with making fancy buildings. But I'm using discarded assets from other mods and just adapt my code and backstory to suit them. It's not ideal I guess, but it's the only way I can make progress).

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 15, 2015 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure I don't want to add the Ukraine/Russia Conflict & IS Terrorists in Colony Wars.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Feb 15, 2015 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
I'm pretty sure I don't want to add the Ukraine/Russia Conflict & IS Terrorists in Colony Wars.


Yeah, I understand. Totally fine with me, not everyone have the same mindset for their mod. My for example is hybrid of realistic and futuristic -- and thus it suits best with other mods that have similar setting as my mod does.

@Millinennium - I am not sure about your mod, but it seems you are aiming for mix of realistic and future style mod too? Correct me if I am wrong.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Feb 15, 2015 5:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bulk of the mods are actually run with little if any help so it isn't just you.

There is more people with little skill or none than those with various skills and sadly majority of mod work is down to actual asset work.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Feb 15, 2015 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm aiming for something like Ghost in the Shell, if that tells you anything. Near-future realism. Yes, there will be powered armor and small-scale mechas for the technologically most advanced faction, but no 30m towering monstrosities like the RA3 mecha. The other factions all use pretty ordinary units. Also no time-travel (ie no chrono tech).

Of course near-future implies some other weapons that aren't realistic YET - like lasers and railguns. I'm also still keeping some of the staple RA/RA2 tech, like radiation weapons, artificial earthquakes, cryotech and such.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Feb 16, 2015 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
Atomic_Noodles wrote:
Well if you want something done right its usually you have to do it yourself here. Or throw money around or have really good connections with the community.


Yeah Atomic. I spent 2 years (almost three freaking years) working on refining the mod storyline and improving the voxel style. The storyline I have now is solid, but isn't public yet.

I have currently spent about 6 years (looking at the very initial ideas) on my Generals mod and I'm still learning stuff. I've also doubted many times whether to continue or not, and let the project rest for a couple of months due to lack of interest, inspiration or knowing how to do stuff. However, slowly I've began to learn stuff, even the things I dislike/was bad at. I won't even comment on how many times I changed styles and story before sticking to what I have now #Tongue
As for the whole 'noone to share ideas with': if you know other modders on lets say Skype (or whatever you use), speak to them. Ask if they want to listen to your ideas/problems and they can give advice. If they don't care, ask someone else. Hell, I think you could even dump your ideas/problems here on PPM if needed.
Tl;dr: you are not alone with these problems. If you really want to make something, continue, and in the end you will have something Wink

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Feb 16, 2015 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Applauses!
Too bad you can't upvote posts on here, but I really like that.

Same for me, I've spent 10 years and perhaps more on my mod, just tinkering with stuff and learning things, and it's still nowhere good enough to convince the community. It's something most people go through I think.

In my humble opinion, there are a few "contented cats" at the top who play each other's mods and supply each other with resources because they picked the proper college courses (3D modelling accounts for most of it I think) or something. They produce the mods you just see the most, the mods that become popular, even if the RA2 modding community is small now. But the vasty majority of mods are small and less shiney and never make it to release. Those mods can't be prominently seen and so you feel like you're on your own with this. You're definitely not alone.

That's not to say those "top" people aren't helpful. But you shouldn't measure yourself just on their success.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Feb 16, 2015 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
In my humble opinion, there are a few "contented cats" at the top who play each other's mods and supply each other with resources because they picked the proper college courses (3D modelling accounts for most of it I think) or something. They produce the mods you just see the most, the mods that become popular, even if the RA2 modding community is small now. But the vasty majority of mods are small and less shiney and never make it to release. Those mods can't be prominently seen and so you feel like you're on your own with this. You're definitely not alone.


Your humble opinion is wrong. It was like that - maybe more than half a decade ago. Maybe.

The facts are: there are no proper course backgrounds. Most people are individuals with only looking at the other projects - maybe offer advices to the others on the long run.

There are no contented cats because most of the modders are in the mid-20's, with having a life and not much free time along that. What makes some mods better than others is that because some people shows dedication and actually tries to improve themselves in the long run - it all comes down to quality control, Millennium, something you seemingly ignore. There are some requests back and forth but asking for big stuff usually ends up in void.

Most of the mods you would name as such cats are probably mods with at least 5 years of lifetime and a modder who not just slacked back and forth in the community but actually contributed - excluding Speeder, who just made a breakthrough with a complete campaign in 2006 and that alone made MO the spearhead -, with either assisting researches etc. There's no muich supporting each other with resources back and forth, because there aren't many artists, it all just comes down to people learning how to utilize public stuff proper. It's a blessing if you have an artist and even many of your so-called "contented cats" doesn't have a dedicated artist if the mod leader isn't one.

And I'm not thinking of people like deathreaperz who constantly shows no signs of what he's doing - except that he's clearly immature for a project he aims atm - or Zero18 who alienated himself at the start with the childish designs - I liked those, tbh I still don't see why the hell was this semirealism switch needed.

OTOH if one day Zero18 would start bugging me on Facebook/Skype/whatever, I'd prolly have a word with him or two. He clearly shows dedication.

The mods you would name popular aren't popular because the same people made them all. They're popular because their respective authors decided to keep up, maintain quality and fought out their respect. And compared to that - no offense - you're just acting as a crybaby. A civilized one, I give you a point for that - but still a crybaby.

_________________
"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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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Feb 16, 2015 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't argue with that  Smile
What's "Quality Control", though?
I worked for EA once under that job description (no joke), but I think you use the term very differently from how we used it.

ps:
I also think that spike against Speeder was kind of unneeded, the MO team certainly shows _alot_ of dedication and effort.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Feb 16, 2015 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
I can't argue with that  Smile
What's "Quality Control", though?
I worked for EA once under that job description (no joke), but I think you use the term very differently from how we used it.

ps:
I also think that spike against Speeder was kind of unneeded, the MO team certainly shows _alot_ of dedication and effort.

Quality control means that you just don't randomly slap some various voxels, SHPs and/or models together with some kind of biased balance and call it a faction. You make sure that the units fit a certain style, and perhaps even a certain play style, and that even skilled players can still defeat each other without certain tactics always prevailing (like one unit being obviously OP when reaching a certain threshold). This is what I see as quality control, not sure if this is what it really means.
As for the little spike against Speeder: Graion (and some others) just has a grudge against him for personal reasons best not specified here Wink

Last edited by Dutchygamer on Mon Feb 16, 2015 8:17 pm; edited 1 time in total

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Feb 16, 2015 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh okay, sorry. I wasn't very active here for a few years, so I might've missed a story or two. Didn't mean to dig up any dirt XD

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Feb 28, 2015 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

GD pretty much summed it up.

I wanted to add that modding takes up a lot of time and situations change in real life.

Modding is basically game making for free and the potential that people will rip your assets (if you created them 100% from the ground up).

Now take into account YR hasn't had support officially for over a decade and was never intended for modding, you have quite a small community.

When you compare it to the indie game scene for example you will notice a vast different in terms of product support, artists (with monetary rewards) and copyright enforcement.

Basically to mod an ancient game requires a special type of dedication, talent and a bit of insanity.

I would also like to thank the Ares team and mainly the drive of AlexB of keeping it alive, otherwise I'm sure many of us "veterans" would have left years ago.

At the end of this day this is a hobby done for free. and none of us have to give anything back so stop expecting life to be a simple, I get what I want because I can type it.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Feb 28, 2015 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

As others have said, your always free to bug me on Skype. It doesn't have to be just about 2D art assets either.

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