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RAlike alpha 3 SUCA
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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 03, 2009 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

A, B, C, die Katze lief im Schnee...

changed the damage from 150 to 75 coz else it would be overpowered

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Fri Jul 03, 2009 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just a note, the tank's tracks can be seen through the radar dome Razz

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 03, 2009 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know...there are a lot of errors like this on most buildings #Tongue

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Jul 04, 2009 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

hello everybody #Tongue
some new Screens of me playing against the poor AI i did myself a long time ago (which is sucky).
I was playing USA which is the 3rd "Side" (Actually all Sides are Countries of the same Side with different Barracks and Weaponfactories) against 3 Allied and 4 Soviet AIs (did i mention that my AI sucks?)

Some more Info on USA:
They will get only a few Vehicles, like the 3 commons (MCV,APC,Harvester) + the M48 and the MLRS and later an AA-Vehicle when i introduce Aircraft.
Currently there´s only 3 Infantry guys (Rifleguy, Engineer and Bazookaguy) but they´ll get a forth soon.
only defensive building is currently the Guardtower but there will be some antivehicle thinggy too.
they wont be featured in the next public release (that one introducing the Commies). #Tongue

btw: i´ll delete all attachments in this topic (besides the ones in this post).
but therefore you will be able to see all screenshots i made while developping the RAlike alpha 3 A and S and of course the newer U.
which are 295 screenshots (392MB).

http://raminator.ra.funpic.de/RAlike/scrn/1/
http://raminator.ra.funpic.de/RAlike/scrn/2/

btw2: the Mammoth in the screens is new. I used LKO´s 3d-Model as reference since it is the most accurate out there =)

files currently in upload...



Ralike alpha 3 0182.png
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Stahlhagel yeah
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Ralike alpha 3 0180.png
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More War!
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Ralike alpha 3 0170.png
 Description:
After I captured a Soviet Weaponsfactoy I can build Mammoths too, looks somewhat GDI-ish, doesn´t it? :P
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Ralike alpha 3 0167.png
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American M48 and MLRS fighting a single Soviet Mammoth
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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Jul 05, 2009 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

and another screenshot showing an American base with all builduings and units the got currently except the servicedepot, the harv and the mcv.

so...let´s play a lil game...
there´s some new stuff in this pic.
tell me what it is #Tongue



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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sun Jul 05, 2009 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's really an enlightening picture...But the Radar Dome, and those defences, all look horrible in white, so...

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Sun Jul 05, 2009 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's the alpha lights making them bright white >.>

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Jul 05, 2009 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

muahhahaha

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sun Jul 05, 2009 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, (in)SaneDisruption...I was hinting that he (raminator) should tone it down a bit.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Jul 05, 2009 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

i will edit them later and the shape of the light don´t need to be necessarily them same like it is now.
but currently i don´t know too much about alphalights and their limits.
+ they make only on dark maps sense.

SD: ad some nice suggestions on msn, so if you got some feel free to post.

btw: nobody found yet the 4 new things in this screenshot?

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Lt Albrecht
Defense Minister


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

PostPosted: Sun Jul 05, 2009 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

MLRS turret, guard towers, barracks and walls.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Jul 05, 2009 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

guardtowers are old...rest is correct #Tongue

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Sun Jul 05, 2009 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
there's some new stuff in this pic.
tell me what it is

Nice, colorful trees! Laughing



But really, it's this:
Quote:
MLRS turret, guard towers, barracks and walls.

+there's two differens kinds of MLRS turret, short and tall.

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Lt Albrecht
Defense Minister


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

PostPosted: Sun Jul 05, 2009 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

MLRS' with tilted launchers?

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Jul 05, 2009 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome work, and the water looks epic!

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Jul 05, 2009 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

the tilted mlrs is a gfx bug...
te guardtower somehow got hidden by the mlrsturret
and thx

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Lt Albrecht
Defense Minister


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

PostPosted: Sun Jul 05, 2009 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bug? I like it!

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Jul 06, 2009 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah a bug... don´t know if it is caused by my bad art-coding or the shp-compression

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raminator
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Joined: 04 Oct 2005
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PostPosted: Mon Jul 06, 2009 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

need some roads?



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jul 06, 2009 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Badass.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Jul 06, 2009 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Jul 09, 2009 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

woohoo
adde some new tiles to ma terrain.
paved roads get now an nice addition. THE BUSSTOP!!!
the sidewalk isn´t final coz it looks to clean and simple.

the black "dirt" on the ingame looks darker coz i was changing something afterwards (see tiles that allow you longer busstoplane) and forgot how i did it before #Tongue

EDIT: just noticed that the busstop shouldn´t be always 2-sided...will add some new tiles #Tongue



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ingame
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paved roads additions.png
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photoshop
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Jul 09, 2009 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theyre too like: lego happy-ville. #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Jul 10, 2009 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

The Bus sign looks weird...

Oh,and first vers. looks better #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 10, 2009 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

what´s so weird bout the bus sign?
will post new screens/ps tonight with better looking sidewalk

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Jul 10, 2009 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't look natural to be covered in that gradient,if you know what I mean.

It should cover the black,not be underneath it.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 10, 2009 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

update #Tongue
was playing with some texture for the sidewalk and made some small changes here and there... the black at the sides got replaced by dirt #Tongue
if i don´t find a way to make the sidewalk look better i will simply remove it and replace it with some more dirt #Tongue

pic removed coz toooooo biggggy

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SaneDisruption
Cyborg Cannon


Joined: 14 Feb 2007

PostPosted: Fri Jul 10, 2009 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

street lamps next plz #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 10, 2009 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm...maybe...
other things have priority #Tongue

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raminator
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Joined: 04 Oct 2005
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PostPosted: Mon Jul 13, 2009 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

here some new screenie...
crapped the idea of having the "elevated" sidewalk and using instead just white lines to show where it ends

that´s what i got currently ingame...
more to come

the outer white lines will be replaced by something else soon (atleast i hope so)



Ralike alpha 3 0018.png
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waiting for the bus...eh tank...
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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Mon Jul 13, 2009 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude,isnt RA2 happening in ww2?

But the roads looks modern.

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Jul 13, 2009 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA1 40s/50s
RA2 60s/70s

afaik

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 13, 2009 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well they still look lego happy-ville. IMO they should be more greyed versions of dirt roads... thats if you want the real RA1 feeling. Just less bright and clean.

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Jul 13, 2009 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

so dertier?
will try in the comming days

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Mon Jul 13, 2009 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry I ment RA1.

Still looks very good.

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raminator
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PostPosted: Tue Jul 14, 2009 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

this any better? (more fitting)



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Jul 14, 2009 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

make the dirt darker,just a tiny bit darker.
Also,remove that white line #Tongue it makes it look worse.
But,if you wanna keep it,then make the dirt cover the white line too.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 14, 2009 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

That's perfect with exception to that white line.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Jul 14, 2009 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

ingame #Tongue

btw... i´m keeping the other lego-happyland for city areas but with pavement in the background instead of grass

so...29 new tiles in action



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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
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PostPosted: Tue Jul 14, 2009 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, that white line should be covered with dirt, or just remove it altogether. And the dirt should have more variation...It should have darker brown spots in it and such.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 14, 2009 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hit the nail on the head rami!

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Jul 14, 2009 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

good to know #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Jul 14, 2009 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Make the transition between dirt and land more...softer and a bit bigger.

Also,make the dirt less red.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Jul 14, 2009 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

reddish dirt comes from palette
can´t do much since i do not want to create a new palette again and convert all tiles again...

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Jul 15, 2009 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Dirt looks fine to me.

Phenomenal terrain, rami. I'll be playing this once another release comes out.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jul 15, 2009 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah that looks cool now.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Wed Jul 15, 2009 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Tiny infantry right thar ._.

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed Jul 15, 2009 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

infantry has almost perfect size imo
if i´d use the olde cnc3 conversions i made they would suck at the size i need them to be #Tongue

and good news for palette...there will be a new one anyway since i changed the lat-tiles template and i need new water/shores

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Jul 15, 2009 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry are win.

Can't wait to see new terrain.

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed Jul 15, 2009 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

some more news without pics...
today i was working on:
-some kind of template for cliffs (still needs lotta work)
-ne shores (without the wavy stuff though)
-uptaded the clear/lat tiles
-made some simple billboard and created textures for it (if you want advertisment, contact me via pm)

btw...how much frames can anims have max?

expect updates this weekend #Tongue

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