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RA2: operation Tiberian Sun
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Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Fri May 25, 2007 3:35 am    Post subject:  RA2: operation Tiberian Sun
Subject description: no need to flame, just tell me why you agree/disagree
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I have an idea. now most of you know about Reign of Steel. the mod that turns RA2 in TS. but its not a total conversion mod. my idea is that when ROS comes out we turn it into a complete Total Conversion of Tiberian Sun. Everything. campaign, untis, terrain, sides, loading screens menus. everything. a copy of Tiberian Sun using RA2's driver. RA2 has way more features then TS allowing much more modification. so if we make it into TS it would serve two purposes, first it would be a mod in its own right. (i say we mod YR into TS and afterwards worry about FS) second it would serve as a platform for further TS mods. I'm going to PM Holy Master and see if he'll let us do that, we'll credit he and others on all the work that they've done of course. if he says yes then I'll need people to help make/ transfer loading screens and make menus. a lot of it is simply cut and paste from TS so we'll also need some good Coders. I can help make the campaign maps once the groundwork is laid. i can't do the triggers because when i try i fail miserably.

This could be a foundation mod, because RA2 has so many features that TS lacks. (airships, rotors on aircraft, airships, boats, a wider terrain variety, better controls, etc and with rock patch almost all the TS logics are workable) so we would release as a mod but we would let anyone who wants to mod it do so, basically we'd be creating a better more modable version of TS. what do you guys think?
i posted this same topic on Tibweb and got a lot of positive feedback, and yes i'm aware that i'm jumping the gun here since ROS isn't even out yet, but just think of it! a new beginning for TS modders!

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri May 25, 2007 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Good idea and good luck. Whats with your advatar. That should be left for gufu because it suits his personality. just saves alittle confusion lol.

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Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Fri May 25, 2007 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

wtf happened to my avi?!

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri May 25, 2007 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

ROFLMAO!!!
ROFL what a horrible shame has befallen lightstorm, to somehow get gufu's avatar! Laughing

And yea if it's ever made so that YR supports all of TS's logis, I'd gladly contribute to the mod Very Happy

And once again, you have my sympathy on your avi misfortune #Tongue

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Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Fri May 25, 2007 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

avi= fixed. back on topic.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri May 25, 2007 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

It's generally a good idea. Except for the fact that yes, YR does have many more options than TS, but YR also lacks old features from TS. Viceroids for example, do not work properly in YR.

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Lightstorm
Light Infantry


Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Fri May 25, 2007 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually most of that has been added back in. and Purple Alert has visceroids, their Yur's attack dog. the whole combine thing might be a problem but i think i know a way around that.

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Fri May 25, 2007 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't think it would be imperative to the mod to have working visceroid logic.
It would be cool, definitely, but it's not as essential to the gameplay as, say, the Firestorm Defense or subterranean logic...

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri May 25, 2007 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would be a good idea, however ROS is much more diverse than TS, I mean it's not really a base for TS, it will have all the ROS material in it and I feel the only original TS thing in ROS will simply be terrain. If we want an actual RA2-TS creation we might as well start now, as using ROS as a base will mean taking so much of ROS apart. However what I said above does not apply if you intend to use the ROS gfx as original gfx, but then, I would simply just play ROS instead.

An RA2 YR + RP -> TS mod would be usefull if the terrain, voxels and material was included as all original TS stuff, however RA2 has a different voxel / normalising method, so the voxels may need tweaking to look correct ( also tweaking the building angles ).

In conclusion the idea is good and would be very useful but realistically it is not as easy as cut and paste the new units over ROS units and edits to the ini. To make it successful would require more effort than you think, however I would appreciate any work someone has to offer on this but I highly suggest starting purely from scratch.

Anyway I hope I don't sound too negative, if a project like this was attempted its best its starts off correctly. Good luck.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Fri May 25, 2007 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium doesn't heal mutants in the RA2 engine. It doesn't harm regular infantry either.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri May 25, 2007 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats because it has to be coded correctly so that it does,

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri May 25, 2007 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

No weed...

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri May 25, 2007 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

No Firestorm SW.
No Power\Unpower button.
No MSA
No Terrain Morphing
No Ice Logic
No Silos\Storage logic
No HS SW
No Cyborg=yes tag
No LaserFence

...should i continue?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri May 25, 2007 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

ditto

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat May 26, 2007 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

YR has subterranean & tunnel logic?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat May 26, 2007 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes it does. And actually you can't get Tiberium damage to work as it did in TS afaik. If you do the animation damage then it will rarely happen and look stupid.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat May 26, 2007 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Now i know nothing about the source coding of both TS and RA2 but lets think bigger for a second. Is it possible to hack into the source code of both games extract all of the good things of both games, like ts scale, lighting and terrain, logic and splice it with the good things of RA2, like rotors and enhanced capibilities etc. Effectivly making and enhanced hybrid engine.

Is this possible, will it breach any laws, has an attemp been made before and where is a good source of information to be able to learn about the games inner source.

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Sat May 26, 2007 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Dregan wrote:
Is it possible to hack into the source code of both games extract all of the good things of both games, like ts scale, lighting and terrain, logic and splice it with the good things of RA2, like rotors and enhanced capibilities etc. Effectivly making and enhanced hybrid engine.

Is this possible, will it breach any laws, has an attemp been made before and where is a good source of information to be able to learn about the games inner source.


Sorry, but we need the source code to get anything like that done for something like that, if I'm not mistaken.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat May 26, 2007 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

It could, but a Open Source TD/RA engine is possible on SS since EA does not own the rights to it. #Tongue

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat May 26, 2007 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to extract the source code by cracking open the exe files with an exe extractor.

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Lightstorm
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Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Sat May 26, 2007 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

or we could ask petroglyph...
not sure they'd help us haxx it though, maybe...

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Morpher
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Joined: 28 Jan 2005

PostPosted: Sat May 26, 2007 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well put it one way, I think its going to be faster to actually import the TS stuff into RA2 and hope Rock Patch will save you than EA or Petroglyph help.

Or, give more support to ETS somehow. If your simply looking for a TS with more logics than ETS is the only real hope I think.

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Lightstorm
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Joined: 01 Mar 2007
Location: Dead and back Commander...Dead and back

PostPosted: Sat May 26, 2007 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

ETS. isn't that the patch EA never released? or something else.
and no i'm not asking petroglyph to do it for us. but they worked on the game, they could tell us how to translate the source code in the exe

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat May 26, 2007 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

ETS is enhanced tiberian sun and is technically and expansion of TS's logic and afew other things, done by CnC VK. EA has nothing to do with it. I havnt done anything with TS so that is all i know about it.

Also i like morphers idea of putting TS logig into RA2, this way we get the best of both worlds, in half the time.

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Clarkson
General


Joined: 25 Aug 2004
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PostPosted: Sat May 26, 2007 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS' developers probably dont remember the source themselves, nor will they actually do anything. Rolling Eyes RP is your only bet...or a half-assed TS port to RA2. Neutral

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat May 26, 2007 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think even then we will not be sucessful. Our best bet to fix these problems is to get behind jadeau and support TSO.

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