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 Forum index » Modding Central » Public Project Announcements
Scorched Earth MOD by G-E
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Jul 08, 2016 6:37 pm    Post subject: Reply with quote

deathreaperz wrote:
Holy shit!


There is nothing holy about any kind of sh*t, reaperz...

The map surely fed my eyes. Beautiful job, G-E!  Smile
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malius123
Disk Thrower


Joined: 14 Aug 2010

PostPosted: Sun Jul 10, 2016 11:43 am    Post subject: Reply with quote

the whole ares , debate  is one on my mind alot, RA2 already has a ton of cool features, also if your skilled enough in making a campaign then id say your skilled enough to work without ares, if your going for for a standard skirmish affair, then ares is a must for its insane logic.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Jul 10, 2016 12:00 pm    Post subject: Reply with quote

Looking really nice dude, maybe you can work on an urban theatre/assets for OpenRA? They can't use RA2 assets because of licensing and TS is pretty lacking in urban assets.

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deathreaperz
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Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Sun Jul 10, 2016 11:17 pm    Post subject: Reply with quote

PillBox20 wrote:
deathreaperz wrote:
Holy shit!


There is nothing holy about any kind of sh*t, reaperz...

The map surely fed my eyes. Beautiful job, G-E!  Smile
I'm impressed with his work as always, but this one is more impressing me, so i'm shocked ._. And yeah, nothing holy for kinds of shits Very Happy
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jul 10, 2016 11:29 pm    Post subject: Reply with quote

Voxel time... again.


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jul 11, 2016 2:51 pm    Post subject: Reply with quote

Touched up the taxi, I took the pic before I added the light, but decided to tweak the front.

New Detomaso Pantera and everyone's favourite NSX Smile


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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Mon Jul 11, 2016 7:30 pm    Post subject: Reply with quote

Nice models!

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temp
Rocket Cyborg


Joined: 17 Oct 2015

PostPosted: Mon Jul 11, 2016 7:33 pm    Post subject: Reply with quote

G-E wrote:

New Detomaso Pantera and everyone's favourite NSX Smile


No lamborghini  Crying or Very sad

I will Make IT!
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Jul 14, 2016 9:28 am    Post subject: Reply with quote

I just spent 2hrs removing redundant animations and buildings from the declaration lists, commented or removed lots of useless art data (though I still left plenty), and in general did cleanups to shrink the lists as best I could without moving important bits around. My AICHECK script now has very little to complain about Smile

Maybe it's a placebo effect, but I sweatergod the game is more snappy...
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deathreaperz
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Joined: 20 May 2013
Location: Creativity Corp, ID Division

PostPosted: Thu Jul 14, 2016 10:15 am    Post subject: Reply with quote

G-E wrote:
Maybe it's a placebo effect, but I sweatergod the game is more snappy...
It was a modified old engine :3
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Exley
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Joined: 09 May 2011
Location: X-Files

PostPosted: Sun Jul 17, 2016 5:22 am    Post subject: Reply with quote

the junkyard is fantastic
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though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

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Bridgehole Monster Laughing

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jul 17, 2016 11:32 am    Post subject: Reply with quote

Not going to include that one in the mod until some supporting terrain is also added, and it still needs work. Right now I'm 100% focused on wrapping up the last few bits to release Beta 4.
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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Jul 17, 2016 3:47 pm    Post subject: Reply with quote

Cruisin' to the oldies...  Monarch, LeBaron, 450SEL...


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jul 18, 2016 1:58 am    Post subject: Reply with quote

Not bad....


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Jul 18, 2016 4:48 am    Post subject: Reply with quote

He-he. I like it and the back stairs are a nice detail.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Jul 20, 2016 8:56 am    Post subject: Reply with quote

Fun with dots...


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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Jul 25, 2016 10:39 pm    Post subject: Reply with quote

A little something HG and I have been working on...


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Jul 26, 2016 4:46 am    Post subject: Reply with quote

I have seen those in my home town around a train station. Nice touch.

Do they act like a normal wall?
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jul 26, 2016 8:01 am    Post subject: Reply with quote

Indestructible...  they act as pathfinding blockers as well as decoration.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jul 26, 2016 3:40 pm    Post subject: Reply with quote

You could also code them in as TerrainTypes, so they would be destroyable and placed on slopes without issues. They look nice, nontheless.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jul 26, 2016 10:22 pm    Post subject: Reply with quote

Sorry, they are terrain objects, so are the floodlights and various new props I'm showing off on the ModDB page.

Beta 4 will be released this week, so far stability tests haven't shown any issues, and I'm not adding anymore terrain objects for the this release.
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G-E
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PostPosted: Wed Jul 27, 2016 7:14 am    Post subject: Reply with quote

Underground parking entrances... going to be many more but this should do for now.

I plan to have a few above ground ones similar to TS track tunnels but smaller for the grass hills, and probably some that spiral down. Priority will be some sideways entrances out of some foundation a building can be placed upon, something you might see above an underground mall.


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Jul 28, 2016 4:14 am    Post subject: Reply with quote

Beta 4 up on ModDB...
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Sep 05, 2016 2:49 am    Post subject: Reply with quote

New mixed urban 2-player map...

Full render: http://aproposer.net/ra2/thebay.jpg


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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Sep 11, 2016 8:21 am    Post subject: Reply with quote

Some fall colours...


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G-E
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PostPosted: Mon Sep 12, 2016 4:06 am    Post subject: Reply with quote

Moar trees for winter...


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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Sep 12, 2016 8:04 am    Post subject: Reply with quote

some of those need fixing...

one of the fall ones looks like its using the wrong pallet...

and the winter ones some have black outlines...

But it is always nice to see people spicing up terrain.
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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Sep 12, 2016 9:39 am    Post subject: Reply with quote

Unfortunately it's next to impossible to make a tree with a certain leaf density not look grainy, something that's not such a problem with snow which can be blurred. I will fix up anything that sticks out bit by bit, already had one bad conversion to fix.

One thing I wanted to avoid is making them too similar, but I wanted several that would work together for each type, so a handful of dead/dying trees, some fall trees, some lightly snowed trees, some frozen trees, etc... then I can make pockets suit any theme. So far each theater has up to TREE69, not including the cherry blossoms and almond trees which are kept distinct.
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Sep 14, 2016 10:36 pm    Post subject: Reply with quote

Still fussing around with trees, went back and editing a bunch of shadows, and added more new ones for specific theaters, then juggled the others around to line up... have 3 winter tree spots to fill now.

PS. Most of the conventional looking trees in the middle that are grainy were rendered by HG, as are the pointy leafless trees, although a pair were I believe LKO's cherry blossoms modified to look like birch...


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Sep 15, 2016 8:53 am    Post subject: Reply with quote

This was fun to make...


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Sep 15, 2016 3:50 pm    Post subject: Reply with quote

Katyusha!!!  Surprised

Well crafted, I like the tires and the small details.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Sep 15, 2016 5:28 pm    Post subject: Reply with quote

Hmmm nice.
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blubb
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Joined: 31 Jul 2005

PostPosted: Fri Sep 16, 2016 5:49 am    Post subject: Reply with quote

Grad launcher?
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Sep 16, 2016 7:05 am    Post subject: Reply with quote

blubb wrote:
Grad launcher?

Indeed it is, but I rather liked the idea of calling it a Katyusha, since we're talking about alternate reality here Smile

Until I decide otherwise, it's a crategoodie only in SE...
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Exley
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Joined: 09 May 2011
Location: X-Files

PostPosted: Fri Sep 16, 2016 8:16 am    Post subject: Reply with quote

love the trees <3
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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G-E
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Joined: 09 Feb 2015

PostPosted: Mon Sep 19, 2016 2:42 am    Post subject: Reply with quote





Short video of the power of stolen techs, and I made CASLAB the prereq for the Katyusha, so I built some of those too, I think the weapon balance on the rockets is fairly good...

You can also see the relative strengths and firepower of each of the specialty units like the Berkut, Mammoth, Devestator etc...
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Sep 23, 2016 1:25 am    Post subject: Reply with quote

I uploaded a snapshot release for people to play with/try before I finish beta5: http://aproposer.net/ra2/athse-mod-snapshot.rar

Dammit false alarm, my updated cleaner script killed all the scripttypes in the ai.ini Sad
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G-E
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PostPosted: Thu Sep 29, 2016 6:17 am    Post subject: Reply with quote

Updated one of my oldest remaining voxels...


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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Sep 29, 2016 5:29 pm    Post subject: Reply with quote

Both are good. Smile
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Sep 30, 2016 2:52 pm    Post subject: Reply with quote

So to balance the Secret Lab goodies... Allies get a new heavy tank: Centurion.

I used the Altay for inspiration, and the new APC chassis as the starting point...


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G-E
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Joined: 09 Feb 2015

PostPosted: Sun Oct 02, 2016 1:45 am    Post subject: Reply with quote

Been updating a lot of my old cameos...

Obviously some existing/duplicate stuff is in the list, since these are all needed for a non-YR mod. You'll notice some existing WW cameos, I didn't like how sometimes the veteran cameo was a shifted version of the same image, or I've just made other tweaks to it.

Note how everything has a distinct look for easy at-a-glance differentiation.


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PussyPus
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Joined: 14 Jul 2015
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PostPosted: Sun Oct 02, 2016 2:46 pm    Post subject: Reply with quote

G-E wrote:
Underground parking entrances... going to be many more but this should do for now.

I plan to have a few above ground ones similar to TS track tunnels but smaller for the grass hills, and probably some that spiral down. Priority will be some sideways entrances out of some foundation a building can be placed upon, something you might see above an underground mall.


Nice artwork.
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G-E
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Joined: 09 Feb 2015

PostPosted: Fri Oct 07, 2016 7:56 pm    Post subject: Reply with quote

I always wanted a Technical... finally decided where to put it Smile


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G-E
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PostPosted: Sat Oct 15, 2016 9:56 pm    Post subject: Reply with quote

Tough but interesting new map...  no derricks, no trees, just barren frozen wasteland with ore/gems sprinkled around.


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PillBox20
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Joined: 28 Sep 2013
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PostPosted: Sat Oct 15, 2016 9:59 pm    Post subject: Reply with quote

Pretty.... wide. Smile
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G-E
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Joined: 09 Feb 2015

PostPosted: Sat Oct 15, 2016 11:37 pm    Post subject: Reply with quote

I had the idea of creating a Dune style map, but the arrangement of cliffs was based on calderas from asteroid strikes, much like moon craters. It does create lots of open space but tactically this is interesting too, most tank battles will be in those spaces between. Expansion is a challenge but there are locations where an aggressive player can risk it...
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PillBox20
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Joined: 28 Sep 2013
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PostPosted: Sun Oct 16, 2016 7:59 am    Post subject: Reply with quote

Does your mod encourage tank spam? Does it work the same as in normal RA2?
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G-E
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PostPosted: Sun Oct 16, 2016 7:08 pm    Post subject: Reply with quote

Not specifically, although the main reason you wouldn't is the cost of stalemating is very high that way and buildings (including defenses) are tougher to destroy, you need to create an adequate level of domination before a tank rush is fatal.

Further complicating matters is a number of units, more so Allied units, are fast enough to zip through a stationary cluster of say Apocs without taking much damage, and the Apocs would have next to no chance of catching up by the time they reach the real target. Then there are the increased number of ranged weapons, like rocket launcher vehicles that can inflict damage beyond cannon range, forcing you to mix your armies for best results.


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Joined: 09 Feb 2015

PostPosted: Tue Oct 18, 2016 6:03 am    Post subject: Reply with quote

Another map... there are many choke points which makes the open areas easy to hold, but simultaneously the central areas hard to hold. Naval warfare is limited, likely opportunistic long range bombardment only, but still something every position has to watch for.


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PostPosted: Fri Oct 21, 2016 1:37 pm    Post subject: Reply with quote

So I updated the Soviet harvester a bit, namely giving it a proper tesla type turret, and then made the low-end version. So far, the stats of the units are pretty similar, the weaponless one has 75% the ore capacity, but is slightly faster.... and I'm fairly happy with that.

I plan to do the same for the Allied side, a non-chrono harvy, if I can figure out how to make it look, since unlike the relatively minor difference of weaponizing, chrono tech dictates the entire design. Undecided on how else to distinguish it, though I'm leaning towards a higher ore capacity...

The idea here is to offer a cut-rate harvy as the free unit, and it's up to the player to build the better one. This tiered system should disincentivize players from building and selling refineries as a source of harvesters.

PS. Iraq is the only one with the bunkers as defenses, they lose sentry guns for it, but they are a lot harder to destroy and provide BaseNormal crawling ability... adds an interesting dynamic.


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