Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Feb 07, 2008 2:55 pm Post subject:
February 2010 Update
Alright folks, you probably have noticed already so this won't come as a real suprise to you, but progress on RotD 3.0 has come more or less to a halt for now.
There are several reasons for that, most of them RL-related. I want you to know one thing though, this mod is not dead yet. I will work a little on it here and then, and you WILL get a new version of the mod this year. I just can't tell how many improvements and new features it will have, as that depends on several factors, and the only factor I have a bit of control over is how much time and especially motivation I can bring up, and tbh I'm currently running dry on them, so don't expect anything before later this year.
But as I said, you'll get at least version 2.8, as there's some stuff done already which I did not include in 2.7, so in a worst case scenario I'll just take 2.7, put those improvements in and release it as 2.8.
That's the worst-case scenario though, I still have hope that one of the exe-modding projects will bring some features that are useful for my plans of world domin- err, new features in ROTD, in that case you can expect some... well, unexpected things
Stay tuned.
-Reaperrr Last edited by Reaperrr on Sun Mar 07, 2010 3:03 pm; edited 2 times in total QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Jan 22, 2010 3:28 am Post subject:
Only 23 months later, some progress finally
This is what the changelog will probably look like, most of the stuff is already done.
Code:
Changelog compared to version 2.7
VISUALS:
- Fixed the problem that many building SHPs used a wrong compression which led to glitches when buildings "overlapped" with other buildings or units.
- Changed MP colors to TD multiplayer colors + "Sky Blue"[RA1 allied blue] & "Pink".
- tweaked animation palette for slightly better colors.
- GDI barracks now have an own build-up animation instead of using the RA2 one.
- water explosions now use RA1 animations.
- Grenade from grenadier is now properly animated.
- flamer and chem spray animations for directions NW, NE, E, SE, SW, and W were resized to better correspond with TS isometric perspective.
- New crate image based on the TD crate.
- now shows the TD dollar anim instead of TS dollar anim when collecting a money crate.
- The Gun Turret now has a damaged stage for both the turret and the base, instead of only for the base.
- Big blue Tiberium crystal was replaced with one of the Firestorm Tib Trees, because IMO the crystal is just ugly...
- color of blue tiberium was made brighter with a hint of teal.
- Placement grid is now more TD-ish.
- Implemented TD-style button art.
- Implemented TD-style font.
- Implemented new score screen.
- Several minor tweaks to buildings, buildup animations and vehicle voxels (too many and too minor to be worth being listed separately).
- Some other minor visual improvements I implemented long ago and therefore don't remember exactly.
SOUND:
- RotD now only uses the same death screams TD used. Unused TD death screams are no longer used in RotD as well.
- Mammoth Tank cannon now uses the same sound as in TD.
- now both versions of Act On Instinct, the PC version and the SEGA/PSX version, are available in the playlist.
- old music packs were replaced by a single, more complete music pack.
INI CODE:
- replaced old Nuke code with DTA Nuke code (damage not as high and random as before). Reload time was adjusted accordingly.
- speed of ballistic projectiles was reduced.
- Due to a misunderstanding, rate of fire of SSM launcher was too high. ROF should now be more in line with TD.
- Removed some minor differences between TD balancing and RotD 2.7 balancing. Balancing should now be even closer to the original C&C.
- Removed Veterancy from classic ROTD mode. This feature is now exclusive to Reaperrr's Rules.
OTHER STUFF:
- Fixed the problem that some TS maps couldn't be selected.
- RotD is now completely stand-alone, no TS needed.
- Included Understorms UDP patch for better network/internet compatibility.
NEW FEATURE:
- "Reaperrr's Rules": A separately selectable mode with significantly revamped balancing and some additional stuff that you'll have to figure out for yourself ;)
Also, as some sort of appetizers, the new button & font art, MP colors and MP scorescreen:
Last edited by Reaperrr on Wed Feb 10, 2010 12:17 am; edited 2 times in total QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Feb 10, 2010 12:10 am Post subject:
Quote:
That's obvious, but I wonder what Reaperrr's rules will include
Won't tell ya
But not what rami suggested, don't worry
btw "vanilla" RotD is now "done" (not counting some quirks that might turn up during beta tests), only the new Rules need some more work. probability of a release this month is high. QUICK_EDIT
That's obvious, but I wonder what Reaperrr's rules will include
Won't tell ya
But not what rami suggested, don't worry
btw "vanilla" RotD is now "done" (not counting some quirks that might turn up during beta tests), only the new Rules need some more work. probability of a release this month is high.
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Fri Feb 19, 2010 12:42 pm Post subject:
The plan has changed somewhat. While testing, I came across several graphical aspects that I wasn't really satisfied with, and since graphical stuff improves the whole mod and not just 'normal' ROTD, I decided to deal with that first before working more on the new mode.
All I can say is that the changelog keeps growing and growing. Almost like tiberium
This will likely delay the release a bit, though. QUICK_EDIT
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