Ah, a tiberium obstacle course for certain missions...or maps.
also isn't it possible to spawn gas clouds in certain areas? maybe some sort of fog or rain?...of course this may cause alot of lag? _________________ Delirium.. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Mon Feb 04, 2008 7:58 pm Post subject:
We dont pretend to look like XY - we pretend to have our creatures look like wed like them to look. Stylish, dangerous and tiberiuminfested. Well - but were still quite a bit away from making first steps with fauna-modelling.
Spawning Tiberiumclouds shouldnt be a problem: Just use a transparent building placeable everywhere but only by Mapeditor. Just like the invisible Lightposts. _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Ickus suggested a sandworm type of creature, and that would be really cool. It needs a purpose of spreading tiberium in a new evolutionary means, and the creature can use the subterranean locomotor.
It should be large enough to devour a tank, and the design must feel right for a tiberium creature.
I am sceptical to introduce flying beasts as it could end up cheesy.
Edit: I screwed up putting words in someones mouth, sorry. QUICK_EDIT
Yea, the thing is how do you design something that doesn't exist, the thing is too look at things that do and make something unique out of these qualities.
I do remember that, it was more of an allusion to the Dune/Tremors series. but I am not sure it will be feasible..maybe can have only the head portion stick out and restrict its movement to..sand tiles if possible..then maybe deploy. Maybe work as an aquatic creature...definately something to harass those Hover MRLS.
LKO one of our resident .SHP artists did create a flying creature. check that out...
Cheesy is not a problem of the concept, it is how it is executed it. _________________ Delirium.. QUICK_EDIT
Joined: 13 Jan 2008 Location: I am GDI! I am multiple people!
Posted: Tue Feb 05, 2008 1:02 am Post subject:
"EA's scrin looks fine. You can't knock the tripod design at any rate." - Paranoia
I personally agree with paranoia. You can't knock the scrin in C&C3. I mean, seriously. They were BORN in the tiberian planet! They have had centuries to adapt! _________________ The meaning to life is to be able to be an addict to 5 million games at once...
"But what about the Tiberium!?"
-Nod Tib Harv, Tib War III QUICK_EDIT
Getting Minotaurs and Sonic Tanks eaten by a sandworm isn't very fun, gufu
Perhaps improving the Ion Cannon so it doesn't shoot a single tiny beam or something? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Tue Feb 05, 2008 2:10 pm Post subject:
Destiny wrote:
Getting Minotaurs and Sonic Tanks eaten by a sandworm isn't very fun, gufu
Well I think that losing an expensive unit due to a "random" event is fun.
I have to say, being a Dune fan, I've been playing with the idea of a sandworm like tiberium creature from long ago. Though I haven't coded it, I think the best method to have it done would be to use an invisible invincible building. The building's weapon, would make a report sound (made by a soldier, saying worm sign). The projectile would be slow and invisible; and the explosion itself would be the creature (emerging from the terrain) accompanied by a proper sound for the creature QUICK_EDIT
Hmm thats a very interesting way of doing that method, if the timing can be done correctly I think it would look very good. _________________ QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Feb 06, 2008 1:36 am Post subject:
well it might depend on the terrain and the size of the worm.. if the target in question is standing on a cliff, or by water, or something, it'll take away from the effect..
But I notice the Sandworm coming directly UNDER the ground and swallows your Harkonnen Missile Tanks and Devastators somehow traps them in the wormsign, preventing them from escaping...it's not possible to create that effect, no? _________________ Please, read the signature rules of the forum. QUICK_EDIT
iunno. maybe with emp pulse animation that damages your units. kinda like the squid logic..only..not so much. =/ _________________ Delirium.. QUICK_EDIT
Glad to see TO firing up again...i thought you guys were doing some behind the scenes work to launch a huge massive surprise for us! Would be awesome if you could release all the unused voxels and SHP's...or more . Some buildings would truly be useful. Also i second the ion cannon idea...make more than 1 beam...i used it, fires one beam and 4 others appear at same time around it...does a good deal of damage =]. I would show you...if i had my TS+FS still.... _________________ http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url] QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Sat Mar 08, 2008 4:18 am Post subject:
Say, fellas... are you going to add cutscenes if you will have a campaign? I have suggestion... it might seem stupid - but if properly done, it might even work! Er... Basicly instead of making cutscenes... draw them! Basicly draw what is going on the battlefield. This means you will only need sounds, and the rest is for the best guy with pencil.
Not really informative explanation, but you should understand me. _________________ DUNK! QUICK_EDIT
Say, fellas... are you going to add cutscenes if you will have a campaign? I have suggestion... it might seem stupid - but if properly done, it might even work! Er... Basicly instead of making cutscenes... draw them! Basicly draw what is going on the battlefield. This means you will only need sounds, and the rest is for the best guy with pencil.
Not really informative explanation, but you should understand me.
I actually suggested something like that before, animating cutscenes for the mod. But if it was done it should be made properly with no stickfigures =P QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Sat Mar 08, 2008 7:43 pm Post subject:
Pepzi wrote:
gufu wrote:
Say, fellas... are you going to add cutscenes if you will have a campaign? I have suggestion... it might seem stupid - but if properly done, it might even work! Er... Basicly instead of making cutscenes... draw them! Basicly draw what is going on the battlefield. This means you will only need sounds, and the rest is for the best guy with pencil.
Not really informative explanation, but you should understand me.
I actually suggested something like that before, animating cutscenes for the mod. But if it was done it should be made properly with no stickfigures =P
Well, not animated - as ine alike sketches... minimum animation. Heh, sadly that only works well with naratives. _________________ DUNK! QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Sat Mar 08, 2008 10:23 pm Post subject:
Perhaps someone who's actually into being a computer animator would help out with the cutscenes, but it'd take a long time to do a bunch, make backgrounds, etc.
Oh and if you guys are gonna do the sand worm thing, I can send you all the slides/animation for the D2K sand worm, I might have the sounds hiding somewhere too. And yes for those who're gonna wonder how I got the graphics, there is a russian program for extracting/replacing D2K's graphics. _________________
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sun Mar 09, 2008 10:46 pm Post subject:
Well, I think I know what youre thinking of, Gufu. Something like the Homeworld2-cutscenes, right?
They are quite impressive: Minimum of Animation and more like static pictures, but always with some moving details and flashing flash-lights or similar things, making them feeling calm, quite but yet lively.
Though I got to say theres only a small chance that TO will really bring up such things, since wed prefer to put that effort into the game itself. Besides - it would be quite a pain to find the guys to work that out... _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Sun Mar 09, 2008 11:01 pm Post subject:
Audiopulse wrote:
Well, I think I know what youre thinking of, Gufu. Something like the Homeworld2-cutscenes, right?
They are quite impressive: Minimum of Animation and more like static pictures, but always with some moving details and flashing flash-lights or similar things, making them feeling calm, quite but yet lively.
Though I got to say theres only a small chance that TO will really bring up such things, since wed prefer to put that effort into the game itself. Besides - it would be quite a pain to find the guys to work that out...
So we'll just try to make complete 3D or something? Oh well - your choice. _________________ DUNK! QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sun Mar 09, 2008 11:28 pm Post subject:
how about letting it be completely? Id really love to see Cutscenes like this one:
http://de.youtube.com/watch?v=Esz_-z5V6qc&feature=related
Plus that theyd be quite possible with one or two skilled modelers and someone who could handle Flash perfectly - but we neither have anyone who could handle flash at all nor the time and energy to pull that up from the very ground.
Itll be much more sensefull to direct our resources to the game itself than into around 15 minutes of nice cutscenes... _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
About the sandworm, I feel a straight copy of the concept and look would be a bad idea. Well, that was after I skimmed through the TS:Rising forums to see what they had planned regarding Tiberium life forms.
So, it feels to me a bit odd to have the sandworm from dune in the game, atleast in the way of looks, but we could perhaps borrow some ideas from TS:Rising. How about some big sluggish tiberium land worm with tentacles, it could be a mobile variant of the Vein hole monster. But of course, this is only my opinion and we should discuss it. QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Mon Mar 10, 2008 6:42 pm Post subject:
Dunno, I wasn't bena ctually thinking of it being in such great detail - something like from the game Gromada (old, russian game). It was basicly like concept art which told the story. _________________ DUNK! QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Tue Mar 11, 2008 10:13 pm Post subject:
Helping Hands are always welcome. If youdnt mind - show us some work of you and tell us exactly what youd like to do for us at the "Staff needed"-topic.
Teamblack will answer you soon then _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Here are my questions if still allowed. I didn't read most of the stuff here. Because most of it seemed to be offtopic.
my qeustions:
1. You said you will have a campaign for both sides. Are there any plans how many missions yet for each side. Or how many missions are completed so far?
2. Naval units in c&c tiberium sun? Arcording to your website yes. How so i thought it's coding like impossible. What else did you changed on the original code then? Any examples?
3. I know modders hate this question. How far in % are you in completion of the mod. Any possible release dates yet. Maybe in 6 months, maybe in 1 year?
I would it like to see if you people make more public relations on your forums here.
That means concepts (old & new concepts) , ingame shots like you released some allready (but more) & more unit pictures and descriptions.
I'm not sure but your website could need an update regarding all those things i believe.
All in one: You're doing a great job, and keep trying. From all mods on this website here i believe your mod will become the best mod if released someday.
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Mar 24, 2008 7:47 am Post subject:
1. Yes, there are a long list of works in progress, however, it looks like, as it will play out, we will have approximately 11 missions for GDI and 9 for Nod. This could change.
2. If you dig around, you'll find that Morpher came up with a brilliant way around this logic. Look for it in the tutorials section of PPM.
3. Of course, the generic answer is "It's done when it's done", however, by my (personal) estimates, at the rate we're going, we should have it done sometime late 08 or early 09. Workloads have increased, but so has output.
As for the website, It's actually gone through several stages, and we're working on updating it. Only time will tell.
Thanks for your support, and by the way, your english is actually pretty good. Better than most native speakers. *glares at gufu* _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
The phrase "It's done when it's done" is, universal, no? Ah, and yes, any rough estimates on the mod's filesize? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Please tell me you have made gameplay improvements since 3.7 TB.
23-Down wrote:
I checked the tutorial section out. It's true morpher did there a really nice job. I can't wait much longer to play with naval units in tiberium sun.
Naval units are cool in TS. However they are buggy, and the AI can't build any boats at all. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Well, Gufu's english has seen a lot of improvement lately.
Quote:
1. You said you will have a campaign for both sides. Are there any plans how many missions yet for each side. Or how many missions are completed so far?
Quote:
1. Yes, there are a long list of works in progress, however, it looks like, as it will play out, we will have approximately 11 missions for GDI and 9 for Nod. This could change.
We're actually aiming for almost 20 per side. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Mar 24, 2008 8:10 pm Post subject:
Yeah, I was looking on Muldrake's "Mission layout" lists. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Mar 24, 2008 8:38 pm Post subject:
20 per side??
that would be great, but, honestly I doubt we'll get that far. We'll try 10 per side and see how we feel after that _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Mon Mar 24, 2008 9:02 pm Post subject:
Like I said, 9 and 11 is what's laid out by Muldrake, and personally, they're brilliant missions. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Plus, it will be WELL protected, no XCC'ing for you guys
Aghhh...damn . Why not just forget that idea ...and let us play about... _________________ http://www.ppmsite.com/forum/files/tifansig1_copy_180.png[/img][/url] QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Fri Mar 28, 2008 5:20 am Post subject:
Even better question, why bother? There isn't a big TS modding community, and we all know this. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri Mar 28, 2008 5:26 am Post subject:
SMT wrote:
About the XCC'ing, why would it need to be protected? If anyone stole something,
they would just be bashed by everyone else for stealing.
And sometimes, if there's a bug and we have to fix it,
we can't until a new version is released.
That's why Beta Testers are around. They test it for bugs, then we'll have a bug-reporting thread, so we can stay on top of it. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
TO shouldnt be protected.. I d like to see my work to be opened for public research (and riping). _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum