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C&C Below The Sun (TS)
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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Nov 20, 2008 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go for a mammoth style tank, not actually a mammoth but the quad tracks and the double guns show raw power and a little simplicity.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Nov 20, 2008 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the current american tank chassis has 6 tracks.

Mammoth Tank just got beaten.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Nov 20, 2008 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
Mammoth Tank just got beaten.

That must be a large tank Smile

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Nov 21, 2008 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

All I need currently is a BTS subforum and I'm good to go. Everything is planned out, figured out, written down and thought out.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 29, 2008 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Behold, that which crushed both the Mammoth tank, Apocalypse tank and Overlord tank...

The CSA MBT. (Shitty cg because I do this in Oekaki with mouse)


Reposting the sideviews.


(These concepts are temporary until my scanner can upload the paperwork.)

Last edited by Ixonoclast on Sat Nov 29, 2008 10:11 pm; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Nov 29, 2008 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
All I need currently is a BTS subforum and I'm good to go. Everything is planned out, figured out, written down and thought out.


Ahh, correct me if I'm wrong, but you'll need actual work and ingames, before you could hope for hosting #Tongue

lol to the pic. Its hard to tell if its a good concept IMO if its drawed like that Laughing

Good planning though, it seems very well thought-out Smile

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Nov 29, 2008 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Boxy concept is boxy. More infantry squishing is always awesome though.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 29, 2008 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

MT wrote:
Phobonaut wrote:
All I need currently is a BTS subforum and I'm good to go. Everything is planned out, figured out, written down and thought out.


Ahh, correct me if I'm wrong, but you'll need actual work and ingames, before you could hope for hosting #Tongue

lol to the pic. Its hard to tell if its a good concept IMO if its drawed like that Laughing

Good planning though, it seems very well thought-out Smile


Can't go post over 400 unit concepts without a subforum in the media hut mister.

And well, Bako'Ikaporamee, the tank is a lot more angular in my design on paper.

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Nov 29, 2008 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, I figured as much. Don't remember, but is it possible to make an infantry flat-meat death anim? Missed that one, and now they just disappear when they get run over. A satisfactory squish-spot to go with the sound would be excellent.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 29, 2008 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know. I need to ask LKO, he knows all about the animations.

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Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sat Nov 29, 2008 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, yes. That would be a stellar addition to the mod, if not only for laughing at such a sight Smile.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Dec 04, 2008 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

New mouse: failed (palette problem I presume)
New selection boxes: failed (no idea why it failed)
New gas: success
New pips: success (thinking about making ammo pips smaller...)
New interface: being worked on
New "Tiberium-to-Nanite-conversion": in progress



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Dec 04, 2008 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
New mouse: failed (palette problem I presume)


Remember, a mouse must be saved with compression one (no compression) in SHP Builder.
Default is 3, and it screws it up like you saw.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Dec 04, 2008 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah. I see. Now I need to know what's up with the selection frames.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Dec 04, 2008 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Who knows, perhaps the same problem?

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Dec 04, 2008 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't they would look fucked up too if it was a compression problem?

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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Dec 04, 2008 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guess not, nvm then...

2.png is the one where this is attempted, right?

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Dec 04, 2008 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 is just a waypoint/mouse cursor test.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Dec 05, 2008 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Behold.

edit: added a SHP infantry preview.



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Dec 05, 2008 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lookin' good buddy. Smile

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Dec 07, 2008 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Some more SHP work, as well as a nice little terrain experiment by Aro, thanks man.

BTS is going to have a very very green terrain, as you can see. Watch however, the green you see here is for test purposes, it is not the final version.

You can't really see it well in the gif, but I am editing the rocket infantry to have a shoulder mounted rocket 'pod'.

The European anti-armour unit fires an hail of biomechanically grown guided missiles, filled with an corrosive and explosive fluid, making it dangerous to infantry, armour and aircraft.

As most European units, this unit won't be able to take as much damage as the Con-American units, but is much faster.

It's still able to take more damage than SSC or Colony units.



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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Dec 08, 2008 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahh.... after a test, apparently, my colour is green; I forget what colour my enemies are.

Anyways, me like what me see.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Dec 17, 2008 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro is helping out to create some nice terrain so BTS alphas won't look like TS, and he helps out with ideas in regard to mapping and scripting. (BTS will use special ways to map and script, so the battlefield will be more... alive.)

I'm working on some SHP's and all the designs right now.

Within time BTS will need mappers, voxelers and modelers. SHP artists, UI makers and musicians are welcome, but not really needed since I'm planning on doing that myself.

No need to apply now, but keep it in mind. #Tongue

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Dec 18, 2008 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

All right, asymmetrical dynamics!

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Dec 18, 2008 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Glad to see you're making progress Smile

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Dec 24, 2008 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right now BTS consists out of terrain, concepts and a global "philosopy".

That means that I can use TS or RA2YR.

I spoke to DCoder, and he believed it was possible to recreate the power up/down button from TS in RA2YR.
Now is the big question... Should I use RA2YR or TS?
I like TS more than RA2YR, and it will be less work to make an TC out of TS than RA2YR...
However RA2YR has much more possibilities.

Actually, comparing it now would be mean, not? I mean, we don't even know how Hyper's patch will be... :/

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Dec 25, 2008 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

TS all the way. I mean, it might not be wise to choose your mod on a game you like less...

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Dec 25, 2008 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

YR. Bigger tiles mean bigger everything, means more detail.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Thu Dec 25, 2008 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

And the more detail, the less fun.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Dec 25, 2008 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
And the more detail, the less fun.


Eh? Thorn water is fun. #Tongue
I Vote you move to RA2, for what you're demanding, RA2 would make your life a whole lot easier buddy.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Dec 25, 2008 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Joshy, fun is whatever a person wants it to be. It is relevant so to speak. Since (checks name) Sindri is an artist, I believe it is safe for me to assume that he enyoys the artistic aspect of modding, and therefore the ability to include more detail of his work would be a source of enjoyment for his modding.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Thu Dec 25, 2008 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Rawr, I just like to give people crap. #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Dec 25, 2008 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

TBH I usually create something which first I consider to look good,then I change my mind with something better xD

Anyway,I see progress is moving pretty nice,At the beggining of this mod,I wouldn't have give it any slight chance of success,but now I'm kinda changing my mind #Tongue

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Dec 25, 2008 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares will have a lot of TS features, I know, I'm testing it #Tongue Seriously, go for what you feel like.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Dec 25, 2008 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd prefer TS since RA2 doesn't install anymore Crying or Very sad

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 25, 2008 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2: no problems with ppl having Waveclass errors and the ddraw.dll not working, and a lot more modding capabilities.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Dec 25, 2008 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Until RA2 supports tiberium damage, mutation and veins, it will be TS.

With custom palettes.
(I'll just wait what happens with Ares and HyperPatch.)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Dec 25, 2008 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares will do all that shiz, except chem missiles maybe, IDK I've seen the Tib. discussion and RA2 does per-weapon mutation too.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Thu Dec 25, 2008 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

But IIRC there is a place where you can request features to be added.I already requested something...

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Dec 25, 2008 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Dec 26, 2008 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah I see... all my points of critique on the RA2YR engine are up there.
(For easy reference, my preferred fixes listed:
1. tiberium damage, mutation and growing veins
2. deformable terrain
3. breaking and growing ice
4. better occupation system)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Dec 26, 2008 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, although the occupation system is better than the nonexistant one in TS #Tongue That'd be a good feature for it, forget tertiary weapons and stuff.. sticking troops in buildings anyday.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Dec 26, 2008 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

also the user interface is far superior.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Dec 26, 2008 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tabs FTW

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Dec 26, 2008 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually I hate tabs. I like to see quickly what infantry, buildings, tanks and airplanes I'm making in one quick look.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Dec 26, 2008 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you like scrolling down for ever?

Tabs are so much more efficent, and makes everything so much easier to find. No more scrolling down forever to find something. And atleast they are organized, units always appear in the same order, unlike in TS where the next thign available to build goes to the end of the list. The User Interface is imo the most important apsect of an rts because it is how you control you units, which is what rts is all about. the more efficent the scheme, the better. The best UI of any game every has to be cnc3-the use of two sets of tabs, one for unit/building type and one for building number, is the biggest innovation the game had.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Dec 26, 2008 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I always played TS on ztyping high resolutions so I never had to scroll much.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Dec 26, 2008 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

If there were somekind of sidebar grouping system in place then the interface would be fine.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Jan 19, 2009 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


I think I broke something. #Tongue Stupid palettes.

You guys can enjoy these early sketches.



If you guys look at the first post, some things have changed.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon Jan 19, 2009 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

That SSC guy is my favorite.

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