@Atomic_Noodles: Ah, yes, I've forgot 'bout Unit Lines and music. But Unit Lines are another story, it's thing of balance. Well, music is the thing that we always can get from somewhere. QUICK_EDIT
Your TI beta includes old buildings from vanilla TS wich don't fit at all with the new ones. Also balance of factions is awful, when I played it I had to hand-change every parameter because NOD sucks (even with the AI the power difference is entirely evident), not to mention the screen is so dark stuff becomes invisible unless you are using really high gamma settings. Speaking of this, some units actually deploy to stuff that doesn't correspond to their actual form! And the campaign engenders crashes.
You do noticed the "Beta" and know the meaning of this word?
You do read Aro's post that we are still using placeholder art?
Aro wrote:
Keep In Mind: This is a Public Beta and not a final release, therefore not everything is completed and many placeholder images are still being used. Do NOT point out placeholders and obvious temporary issues when giving feedback.
Once you have played through the Beta, please share your thoughts with us in our "Your Input" forum.
We are not all such uber modders like you who can finish 5 years of work in only a week to create a finish mod right away.
If you have problems with TI then post them in the TI forum. But out of place inappropriate bashing helps no one.
Oh and btw, ApolloTD isn't a full-time TI staff member. He is a highly regarded advisor in coding and engine questions. _________________ SHP Artist of Twisted Insurrection: Nod buildings
That render would not fit with RA2 style and perspective, try it if you will.
RA3 had csome intetresting ideas and mechanics, they just got missapplied.
Errr yes it does. That RA3 Allied Refinery SecondWTQ just posted is in the correct building size and perspective as well. He only didn't add house color since it was obviously just for testing. It has a different detailing obviously and if your planning a RA3 Mod using RA3 Assets you'd probably redo all the models in the game as well... _________________ ~ Excelsior ~ QUICK_EDIT
[You do noticed the "Beta" and know the meaning of this word?
You do read Aro's post that we are still using placeholder art?]
It has years of development already...
My point is,
look at your own projects before criticizing.
ANd he has TI on the signature, hence the reference.
[But out of place inappropriate bashing helps no one.]
Of course, but you should say that to ApolloTD who came here just to say "OMG YOU NOOB THAT CAN'T BE DONE IT WILL BE DISASTER YOU CAN'T DO ANYTHING IT WILL BE HORRIBLE, YOU WILL SEE!!!!111!! ME SO EXPERT I TELL YOU, DOOM, DOOOOM!!!11!" before even anything is done or shown to the public...
Not really... civilian buildings etc. of RA3 are terrible, as I said. Also there is trees, creatures, doodads etc., terrain tiles I won't have such an ambitious project as to replace EVERYTHING, seeing as you made sure I get little help as of now, it would be out of reach.
New buildings have to be able to fit in with RA2 assets for reference.
Also the contrast and "sharpness" will not fit. Include it if you will, look:
See? On itself it looks quite nice... but overall, and even while I rezised it, it doesn't fit with the visual style of the game. It's too "fluid",
perhaps with heavy photo and .shp editing it can be used though... _________________ QUICK_EDIT
Replacing all terrain and all buildings is undoable and unrealistic.
If you replace the terrain to be "smoother", normal RA2 structures and .shp units will look out of place.
Besides, nobody liked that uber-round shine style of RA3. It was criticized here itself as ugly.
I am doing my own approach.
You wanted evidence of things? Look, a first preview. All things shown are fully functional (except the Tesla Trooper deploy, not yet working code)
Image has post-processed illumination for more epicity
Some people have been doing Total Conversions... Starkku's Project Phantom has heavily modified/new terrain (i.e: Tundra Theater instead of Arctic) or Mental Omega's More Lush Temperate/Urban (Grass has more vivid colors)
Your using the Soviet Barracks... that counts as the Shiny Thing too.
Tesla Trooper is impossible as you'll either have to choose between it being able to Charge Up Tesla Coils or being able to create EMP Fields.
I'd still prefer if it was done with 3D Models imported since...
a) You can create more fluid & consistent buildups.
b) Quicker Work-Process _________________ ~ Excelsior ~ QUICK_EDIT
Some people have been doing Total Conversions... Starkku's Project Phantom has heavily modified/new terrain (i.e: Tundra Theater instead of Arctic) or Mental Omega's More Lush Temperate/Urban (Grass has more vivid colors)
Those projects are not the same since it retains RA2 style and consistency with RA2 units, it's harder to do it for RA3, and as for the second they are a simple saturation/brightness change, not a full change for terrain... which I would have to do for each and every terrain, and "blindly" so basically. It's not practical, not to mention to replace each and every RA2 building ever to fit the new style...
It would only be doable with a team, which some here have done all in their power to try to make sure this project doesn't get. Not sportive spirit, what, do you see it as some kind of competition? I ask them. Because it's not.
I use phtoshop sections for many of the new buildings so I can create buildups from assembling the parts. Also, buildup creator helps in some stages.
The "quicker work" for those gets completely unbalance from all the other additional work to make them fit.
And my new barracks isn't so shiny as the original , particularly I have supressed the glow and darkened the remaps to realistic levels.
I know the Tesla Trooper "has to choose", but I am still thinking of ways of dealing with it... perhaps power-up when rookie/veteran, and getting the EMP field when elite.
Or making a weapon that is both the powerup and the EMP deploy (harder) Last edited by NimoStar on Mon Mar 11, 2013 5:20 am; edited 2 times in total QUICK_EDIT
Stole? Wut?
I put it as an example that it doesn't work quite right with the context and it's not my method . . . and I explained it, etc.
Besides he posted it here while we were talking how to make the structures (!) _________________ QUICK_EDIT
I still can't believe that you talent guy can do the same work with Photoshop. Yeah my render is only a demo for another mod, it needs improvements on textures as well normals blablabla , and I never intend to make something like RA3 buildings set.
However is your work recognized? How could you launch such a big project with these assets and want us to join you? QUICK_EDIT
I still can't believe that you talent guy can do the same work with Photoshop. Yeah my render is only a demo for another mod, it needs improvements on textures as well normals blablabla , and I never intend to make something like RA3 buildings set.
However is your work recognized? How could you launch such a big project with these assets and want us to join you?
Your render is good, it just has a different style...
There are many assets.
And what I do with photoshop it's not quite the same.
* * *
From the chinese link, thank you, I guess? They seem to be released to the public apparently so I may edit from those.
* * *
HELP NEEDED:
- How to use smoke for buildings that are not refinery?
My only idea was to give them weapons that attack all the time, do nothing and generate smoke at firing point, but that is dumb, and I only get other dumb ideas for it xD
- - - I will need someone to make or provide an Empire of the Rising Sun UI to replace the Yuri one ingame (controls, buttons, etc.) - - - _________________ QUICK_EDIT
He did not do the refinery, he just put your render of it ingame! Only work of his presently is the soviet barracks which as expected for screenshot, is grainy and ugly but fair enough he did bother to do sort of shadows for it...
NimoStar, You just don't get the point, hopeless for your feeble brain to comprehend, you know TI would never sink as low as do ztyping screenshot crap (like you) and rather keeps placeholders than do half assed art in place (like you) but knowing you, you are all full of half assed work and thus I have zero appreciation for your work or work ethic given such lowly standards it sickens me to see screenshot rubbish when I could see professionally done work.
But by all means, do your crap mod (I really don't care), we can always use more of them as if there wasn't enough of them just like the chinese example and yours might only be marginally better but thats all. QUICK_EDIT
How am I suppossed to "Get the idea" if you just post a link to apparently released work? And I can't even read chinese.
Also all caps does not help your credibility.
And Apollo, you suffer from some kind of reading comprehension problem? Of course I did not do the refinery, I am not even using it, I just wanted to show how it does not look into place. In fact I did not even put it in-game, it's an edited shot with copy-paste and rezize of an asset I am not going to use.
In fact I not only did the Barracks, I did the Crane. And coded all of the units and structures.
And the barracks took hours and has the turning fans animations, and not only shadows but two damaged frames and snow mode. Besides, it was from a screenshot and I had to do heavy editing for it to fit isometric perspective. Look at the barracks in the screenshot of the other guy for comparison.
The crane, as well, has a continous grinding animation (not yet enabled) and several buildups. (I was experimenting)
It looks "grainy" intended because it has to be crisp to fit the rest of the structures, unlike a "smooth 3d render" which does not fit with the game. Furthermore, the illumination effects I added to the screenshot make it appear "edgier".
Stop ranting if you "do not care"; it seems you care too much. You will have a heart attack. Also, learn to use proper punctuation when writing. Your second paragraph has three lines and no single stop or point, for that matter.
PS: At least someone gets it... _________________ Last edited by NimoStar on Mon Mar 11, 2013 7:46 am; edited 1 time in total QUICK_EDIT
Besides, don't you think that, in addition to your attacks being over imaginary objections to things I did not do...
Doesn't it occur to you that you are an hypocrite, since you posted here ripped sound packs from StarCraft 2 , and other "unpermitted" stuff? I am not saying this is wrong on itself, but you can't accuse anyone of being a "ripper".
Anyways, off to more important things... _________________ QUICK_EDIT
[You do noticed the "Beta" and know the meaning of this word?
You do read Aro's post that we are still using placeholder art?]
It has years of development already...
My point is,
look at your own projects before criticizing.
ANd he has TI on the signature, hence the reference.
1. There is a quote button for correct quoting.
2. Years of development, yes. But it was no half arsed work like a crappy screenshot mod and after all this time there is still development. Over the years there came many newbies who said what wonderful mod they plan, but all of these mods died. Just look at the inactive and archived mods here on PPM.
3. If you want something done right, then it isn't just a simple screenshot copy. It seems you have no idea how much work went into a building like the TI Temple or TI Fist of Nod.
think what is possible and what not (engine wise). Something that you simply skip and shove on the Ares team to solve for you
create a concept of the building while keeping the engine limitations in mind. plan how and where animations can be placed (take care of the order how they are rendered ingame, the possible transparency and masking of an anim, how do damage frames alter the shape of the building and how does it affect the anim).
create the final model with textures. Then animate the separate parts.
create the damaged model. And no, this is no simply black smear over the normal building. It's almost a complete new model as it needs the shape altered, different textures, different animations
create a buildup anim
create separate shadow frames
render the frames and convert them to SHP format
do final manual fixes in SHP builder like removing single bad rendered pixel.
4. I haven't criticized anything. Also because you haven't even shown anything to criticize yet!
5. Many have a TI Signature, but not all really work full-time on this mod.
NimoStar wrote:
[But out of place inappropriate bashing helps no one.]
Of course, but you should say that to ApolloTD who came here just to say "OMG YOU NOOB THAT CAN'T BE DONE IT WILL BE DISASTER YOU CAN'T DO ANYTHING IT WILL BE HORRIBLE, YOU WILL SEE!!!!111!! ME SO EXPERT I TELL YOU, DOOM, DOOOOM!!!11!" before even anything is done or shown to the public...
ApolloTD gave you an advise how you should not do it.
Since you haven't shown anything at all, it's no wonder we don't expect much from you. Right now it's only words: "I have uber mod plans. Ares team, do that for me. Wait till i show you my super screenshots".
NimoStar wrote:
Replacing all terrain and all buildings is undoable and unrealistic.
It's not. It's just hard work, which you seem to avoid at the cost of quality.
NimoStar wrote:
Image has post-processed illumination for more epicity
Why that? So we can't see all the flaws under the black smear?
From the little i can see, the lighting is wrong.
The shadows are inconsistent. You have 2 buildings shown there with both having 2 entirely different sun positions.
The perspective of the top flat building is wrong. It's obviously no orthographic view, thus the northern part of the building looks closer to the camera than it should be.
NimoStar wrote:
- How to use smoke for buildings that are not refinery?
use activeanims. Last edited by Lin Kuei Ominae on Mon Mar 11, 2013 8:03 am; edited 2 times in total QUICK_EDIT
And Apollo, you suffer from some kind of reading comprehension problem? Of course I did not do the refinery, I am not even using it, I just wanted to show how it does not look into place. In fact I did not even put it in-game, it's an edited shot with copy-paste and rezize of an asset I am not going to use.
It looks "grainy" intended because it has to be crisp to fit the rest of the structures, unlike a "smooth 3d render" which does not fit with the game. Furthermore, the illumination effects I added to the screenshot make it appear "edgier".
Stop ranting if you "do not care"; it seems you care too much. You will have a heart attack.
You intentionally misread what I said when I clarify it for others that might be confused how it isn't yours, I surely knew it FFS but you got your own comprehension issue clearly too.
I only rant this post because you still not get what I said and went about your whole TI placeholder nonsense when I stress screenshot work is terrible for its bad quality but you insist doing bad work.
Grainy might as well equal pixelated apart from all other flaws but I won't go deep detail as you like low quality rubbish that much is clear to all.
Oh... Rest assured I won't have heart attack to your dismay, I just care more of the point than your rubbish here, as long as you don't get it, I will repeat it, screenshot work is awful, get it? GOOD! Now I might finally be done here unless your skull remains thick. QUICK_EDIT
Smoke as done in the game is a particle system, not an anim.
Oh, of course, LKO, you bash because "nothing is done" (a lie), and then say that there has to be a lot done before posting anything... and yet you say on the other hand that I should do things the hardest way possible? It would take at least a year to completely redesign the RA2 graphics,
And on the meantime there would be nothing to "show"
but of course,
I should do it because it's what YOU want? Do so yourself, if you love your "hard work" so much. All art is unfinished and done in two days time, and yet you nitpick while your mod still has completely inconsistent art mixing very different styles. Call it a "Placeholder" but still shows utter incompleteness, would you take the "Placeholder" excuse as valid from the terrible screenshots of the first RA3 buildings mod here shown in links? Of course not, it's awful; and while it remains non-replaced, it will remain awful.
The special light is in part to enchance presentation and in part to avoid you haters from getting the stuff. My first plan was to release all assets publicly as I was doing them, but as I said I changed my mind and they will only be available for non-bashers, as well as the mod itself.
On the other hand the Crane is no "screenshot job", all the assets were extracted from the game, some redone, remixed edited copied moved arranged etc. etc. As for the shadows those were taken from the RA2 buildings so you may want to attack them. You may be disoriented because my artificial lightening goes from the other side, opposite to the game's shadows.
PD: EA doesn't even make damaged models/frames, lol. _________________ QUICK_EDIT
Smoke as done in the game is a particle system, not an anim.
As i said, use activeanims. A ParticleSystem is obviously no choice here, because it also causes lags when used en masse.
NimoStar wrote:
Oh, of course, LKO, you bash because "nothing is done" (a lie), and then say that there has to be a lot done before posting anything...
I said you should actually show something and don't only tell how super your work is. And i said i couldn't criticize before you have shown anything, which you did not until that black smeared image, which i then gave feedback to.
NimoStar wrote:
and yet you say on the other hand that I should do things the hardest way possible? It would take at least a year to completely redesign the RA2 graphics,
Not the hardest way. A qualitative useful way. As it was told you many times, screenshot-copy-work won't give any pleasing results.
NimoStar wrote:
And on the meantime there would be nothing to "show"
but of course,
I should do it because it's what YOU want? Do so yourself, if you love your "hard work" so much.
I never said "I want you to do this and that". Do you even read what we write? We are giving you an advise. Advise. Read up the word if you don't know what it means. Apollo and me have together almost 30 years of modding experience. Don't you think that this allows us to give some good advise?
NimoStar wrote:
All art is unfinished and done in two days time, and yet you nitpick while your mod still has completely inconsistent art mixing very different styles. Call it a "Placeholder" but still shows utter incompleteness, would you take the "Placeholder" excuse as valid from the terrible screenshots of the first RA3 buildings mod here shown in links? Of course not, it's awful; and while it remains non-replaced, it will remain awful.
Hello? Do you read what i wrote? If you want something done right, then it isn't only one day of work.
And all new TI Nod Buildings are finish. If you would have read what i wrote, then you would have noticed, that it isn't possible to create right away a new art for every building and that it takes time and work.
Of course, we could also keep the quality in TI low and simply do a quick screenshot copy&paste mod with ripped assets. But then TI wouldn't be any different than all the other newbie mods that appeared over the years and which no one remembers anymore, because they were half-assed crap.
Once again, look up the word "Beta" in cohesion with software products.
All "placeholder" will be replaced sooner or later (hence the name placeholder and not "finished art"), but again, this needs time and work.
NimoStar wrote:
The special light is in part to enchance presentation and in part to avoid you haters from getting the stuff. My first plan was to release all assets publicly as I was doing them, but as I said I changed my mind and they will only be available for non-bashers, as well as the mod itself.
I doubt anyone would want to rip that.
If you can't stand criticism, then doing public work is obviously nothing for you and you should consider changing your modding plans.
NimoStar wrote:
On the other hand the Crane is no "screenshot job", all the assets were extracted from the game, some redone, remixed edited copied moved arranged etc. etc. As for the shadows those were taken from the RA2 buildings so you may want to attack them. You may be disoriented because my artificial lightening goes from the other side, opposite to the game's shadows.
So instead of fixing the RA2 lighting where you can, you instead add even more and different lit stuff? Sorry, but that is just wrong.
oh and btw, the RA2 buildings have an overall consistent lighting with the sun in south-west and shadow going north-east. _________________ SHP Artist of Twisted Insurrection: Nod buildings
You did not understand the last part. I meant the photoshop work of the light. The shadows ARE
RA2 building shadows. So you are contradictory.
Anyways, I am tired from you "experience this experience that"... that is not concrete. My grandfather has decades of experience as a shoemaker yet he is not a professional. I will listen to him on shoes but I won't take his word over facts. And sure as hell won't let that "experience" be an excuse for insults and disqualifications of yet to be done work.
I have actually gotten positive reviews of the mod work, both by private message and even here.
What do you expect me to "show"? It has started 2 days ago and I won't do a video or such just so you both come bitterly, as spoiled brats, to bash it and say "it's crap" no matter what it is. In fact you have been saying it before anything was done at all!
Oh, my mod is an "alpha", started two days ago; and you still think yourself able to say it will be "forgotten like noob mods blahblah", while your mod even having years has "placeholder art" and I should not criticize that because it's a beta!? Not to mention awful balance, bugs and crashes, and many pieces of inconsistent art (like some critters), annoyingly low light, etc. But I don't go there to bash like you do here.
So it's pure, and absolute, bias, not any "analysis" or "advice"; it's an attack. Repeatedly calling to abandon and not continue, scrap, surrender, etc. Well, it's not working.
And as I repeat, I had scrapped the screenshot project after seeing as the render didn't fit.
The Crane was not done with screenshots, the Barrcks is a composite isometric image and most of it is done by hand.
In fact there have been people who helped with useful advice, and not bad spirit, like Atomic_Noodles, Hydra, SG, and others, and to those I thank them. _________________ QUICK_EDIT
Just start learning 3D Modeling as well, its a valuable repertoire in any artists skill set. Plus it'll help you make more professional looking models.
Dats,Mig Eater,Starkku,Bu7loos,Cranium,LKO,Imp_Rulz,Maverick (Sorry if i miss any names) all have been doing 3d models and they've been able to make alot of quality work or ask some critic on how to improve their stuff. Of course the early stuff is always hard (that happens in everything) but you'll get better at it.
I myself have been hesitant on starting to learn 3d Modeling since i've been more or less been busy with the Vanilla Material. But eventually I do plan on learning 3D Modeling _________________ ~ Excelsior ~ QUICK_EDIT
I understand. You light your buildings how you want: from west, north, south whatever, but keep the original shadow which is going Northeast. *sarcasm* Of course, that works nice together.
If you don't want advise, then maybe you should clearly state "I don't want advise, help or tips". It might prevent unnecessary discussions in future. But don't expect your work to improve if you keep your attitude of knowing it all better.
NimoStar wrote:
I have actually gotten positive reviews of the mod work, both by private message and even here.
and so does TI on moddb, facebook, ppm etc.
NimoStar wrote:
Oh, my mod is an "alpha", started two days ago; and you still think yourself able to say it will be "forgotten like noob mods blahblah", while your mod even having years has "placeholder art" and I should not criticize that because it's a beta!? Not to mention awful balance, bugs and crashes, and many pieces of inconsistent art (like some critters), annoyingly low light, etc. But I don't go there to bash like you do here.
I'm not bashing, i'm giving an advise. seriously, take a dictionary and read up words like bashing, placeholder, beta, advise.
And TI might take another few years till it's finish. But when it is finish, all the placeholder art will be replaced by something completely new, original and never seen before art. Something that this mod will keep it apart from the many other small newbie mods.
Why don't you write a (constructive) feedback in the TI-Forum?
Many reported in the past balancing problems and most of them simply didn't played it right, like trying to kill the enemy with only one type of unit, which is obviously not working.
I don't know when and how you played TI, so i can't tell if your arguments are just random bashing or have a true point.
Do a constructive criticism and we'll take care of the issues. <- this is how things work. you listen to someone, then fix it or change your plans if necessary.
Which bugs exactly do you've found? Why don't you post the except.txt in the TI forum when you got a crash?
btw, play on daylight lit maps if others are too dark for you.
NimoStar wrote:
So it's pure, and absolute, bias, not any "analysis" or "advice"; it's an attack. Repeatedly calling to abandon and not continue, scrap, surrender, etc. Well, it's not working.
and you missed our point again.
We did not tell you to stop. We only told you that screenshot c&p work isn't giving any good results. So we advised you to do the stuff in another way which gives better results.
But it's ok if you keep doing things like you want. But then don't wonder if the mod isn't that well received. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Speaking of your models. They look pretty good. Only thing I would advise on improving is making the Domes more smooth like in Red Alert 2. _________________ ~ Excelsior ~ QUICK_EDIT
For the sake of my sanity I won't even read new replies in this case...
Anyways... ¡New Preview Time!
New In This Image:
- Improved Barracks
- Soviet Grinder Tank (working) , grinding treads prevent attack and moving of the target, and also (for now) disable buildings.
- Soviet Reactor = Here a tall tower with fire and fumes. New version has fixed chime flames and will have extra glow anim. Remap has been changed from original.
To be fixed for next revision: Reactor shadow orientation, crane shadow fragments, grinder contact weapon, disabled animation for all units (not EMP effect)
To be added for next revision: War Bear Roar (blueprinted), Conscript Molotov Cocktail (already prototype), new trasnsformed buildings
Planned for Soon: Soviet special RA3 way of building, Load Screens and Generals.
Planned New Game Modes (to be selected on skrimish/multiplayer set up):
- Great Compromise: It's a retelling of RA3 based on RA2, will try to combine playability and balance with all the practical remade features, and discreetely fill in for the rest. This is the default mode and the one currently worked on.
- Full Remake: This will be as close to RA3 as possible, with all the perks and features, even at the cost of practical playability, balance, bugs and aestethic; will not include things outside of RA3 logic or universe.
- Re-Invented: This will make free use of RA3 stuff; it's basically a RA3 mod on RA2.
- Re-Mixed:[B] This will combine the best from RA2 and RA3, on all possible sides.
- [b]The Revenge! : In this mode, Soviets are replaced for a new Yuri side, to take over the world! _________________ QUICK_EDIT
the perspective of the 3 cylindrical and the flat building in front of them is off. They look like they are tilted 10-20° to the south.
Draw an ellipse with width=2*height. Then use that as reference for the cylinders for the correct perspective.
Missing self-shadowing on the flat building. If sun is in SW, then the bottom left buildingpart should cast a shadow on the top-right one in the small gap between them.
No lighting on the crane at all. SW and SE have same brightness which takes away a lot of the depth. Make the SE facing sides darker than the SW ones.
The quality of the buildings is inconsistent and their style not matching.
cylinder has best quality, but texture and detail doesn't match with flat building.
flat building looks a bit pixelated (as if a small picture was scaled up; see the jagged edges on the supposedly round cylinders on the roof)
crane doesn't match concerning texture and shape.
Thank you. I will look into it. Those chinese always rip everything so I don't think they will mind some ripping in any case
my answer:FUCК YOU. I am your very much hated CHINESE. I really do mind if you are still posting any stupid shit like that. Then I would really mind if you still exist here.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 11, 2013 7:36 pm Post subject:
say, why yopu have to bash the idiot when I don't have time to join the fun?
Stuff is grainy, nothing is visible, lighting is crap. NimoStar's reactions to valid criticques are pathetic. Hey guy, don't worry, if you'll carry on as you're doing it right now, noone will even want to rip from your mod. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Everybody calm down, let's talk about turtles instead.
We all know this mod is going to fail. IIRC we did something ban-hammerish to rippers in the past, someone should look into that as it might be helpful to deal with these people and situations. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 11, 2013 7:56 pm Post subject:
Turtles? SQUIRTLES!
_________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
We all know this mod is going to fail. IIRC we did something ban-hammerish to rippers in the past,
Nothing was released so far, so he can rip as much as he wants. Once he releases it, it's ban-hammer time.
Other mods assets? "You can't touch this" "Banhammer time" _________________ SHP Artist of Twisted Insurrection: Nod buildings
I keep getting PM's about this thread, and I really don't care, but I feel I should just say something and get it over with.
NimoStar, you are a class case of "I have no idea what I'm doing". Who are you to go on bashing other mods that have taken years of hard work to get where they are today when you have produced a half-assed mod that looks like the equivalent of a yeast infection? And for your information, bragging about how little time it has taken you to put your mod together doesn't do you any justice, nor will it gain you any admirers cause believe me, it shows.
Get your facts straight before you start knocking other peoples hard work. Our assets take lots of time and active staff members with talent to produce; Your "assets" require zero talent. 10,000 unique downloads in 5 months, tons of positive reviews, constant "the best Tiberian Sun mod" reviews, fan artwork & assets, videos and magazine articles can't really be wrong, even if that makes me sound big-headed and arrogrant.
You may also want to lose the attitude, 'cause you're not going to last long in this community or any other if you decide to keep it. I'm sorry to have to be uncivil with you, but it appears that it's the only way you know how to communicate. QUICK_EDIT
Nothing was released so far, so he can rip as much as he wants. Once he releases it, it's ban-hammer time.
Other mods assets? "You can't touch this" "Banhammer time"
True, but I remember Yuri Legends, or whatever he was called. IIRC he did get banned, purely under the same kind of speculation that's happening right now. _________________
Wasn't he also releasing ripped stuff and claiming it as his own work? I don't remember. Too many in the past came and went. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Mar 11, 2013 11:02 pm Post subject:
Aro wrote:
I keep getting PM's about this thread, and I really don't care, but I feel I should just say something and get it over with.
Sad to hear someone wants to steal Aro's precious time for such noise as this.
Otherwise I wholeheartedly agree. I dislike TI due to it's not my style as I already said enough times, but that doesn't mean I don't respect what you have done... in fact, I agree with those reviews and responses. You have worked hard for that and it's certainly something you've earned.
What NimoStar earnt... is pretty much summed up in this topic. The I don't know what am I doing class case doesn't just pop up in this topic but also at that Voxel Infantry request idea as well. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
this thread is bad, Aro sort of saved it. Lock this thing and end it, this shit drivel isn't worth going on further. _________________ Victory! QUICK_EDIT
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