If I may make a suggestion: leave the top of the camo pill empty. It's how ICFRA did it. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Unrelated, but could we please get a close-up of that airport? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Found this derelict school campus poking around Hamburg on googly maps, after a lot of squeezing/distorting and redrawing edges, I got something pretty decent.
So for the sake of ambience, I've added a number of aircraft that are specifically for scripting flybys with...
On Transit Point my "airport" map, 3 of these are used to pass through the map at random delays. I have fairly appropriate cruising sounds for them as well, which differentiates them from the various fighter/bomber aircraft sounds.
I had planned to use the 747, but funny enough the bounds clipping glitch (even though it is shrunk) causes a chunk of the tail or wing to show in front or behind depending which way it flies.
I am actually working on the mod, one of the goals I set was 2 new maps before the next snapshot. I've finished another simple temperate map almost 2 weeks ago, despite starting it after this one...
After almost 4 weeks of occasioanlly working on it for a few hours, I'm down to the home stretch. It is absolutely amazing how long an ambitious city map takes.
EDIT: Finished, added majority of ambience, did some touchup and tweaking... needs more play test time though.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Aug 16, 2018 10:42 am Post subject:
lol, you even put the kool-aid into your mod. Chemtrail weapons when? _________________ "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
New snapshot is up, with a fuller graffiti set, a tons of new farmland, and more decorative objects, including new trees.
All maps updated to reflect the changes...
Oddly DC Revolution and River Promenade had cliff inner corners get corrupted even though I hadn't changed anything with those tiles, seems it was a mix error skewing the cell count or something. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I hope this means more realisitic cities from you.
BTW: what about the paved/highway roads? MustaphaTR, I think, once made ones that go straight left/right, up/down, as opposed to diagonal.
Any chance we'll see that here too? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
TAK: There's only 2 mods with arguably more realistic cities, and neither of them follow RA2/YR look/feel/scale or retains the dirtroad basic shapes/size... I'm almost insulted hah!
Pretty nice job, I know how much work those damaged and rubble frames take to make which is why I skip rubble completely. Though the leftmost house kind of looks like the damage was pasted on 1 pixel off to the right and the cut over near the window on the SE side is smoothly cylindrical. Otherwise, nice structures. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I dunno the busted leftmost house looks alright to me, the slip up if anything is the bottom corner of the lower house is damaged, but shows up in the rubble frame.
I don't find it hard to make rubble, I enjoy it actually! Beyond these new assets I've been going back to add rubble frames to some of my earliest civ buildings as well, I updated 3 others between making the above.
One thing I did recently is change the garrison guns to have farther range on taller buildings, but I finaly went through to update all the respective gunshot sounds and building sight distances. I'm really happy with this, you get a good sense of battle atmosphere, and it makes garrisoning even better for gameplay.
The latest City Limits map (old thumbnail above) is fast becoming my favourite map. The size and resource availability is perfect for a non-stop AI gang-up.
Slowly getting the low-priority stuff done, but one very noticeable change is splitting the cannon functions for land and air targets on the Scorpion and Flaktrack...
Well that's a weird glitch, you're seeing the AI went nuts building Guard Towers, but not only that, didn't follow adjacency rules at all. What you don't see is where it ran into the coast and couldn't build anymore, it turned in a new vector to build. Obviously there's some logic to this placement glitch which makes it even more interesting.
Still no idea what caused it, I was only updating voxels and cameos.
It happens when the AI is not able to build some needed stuff. Like if there is ProtectWithWall and it is not able to build wall either because ConcreteWalls doesn't have entry or a unit deploys where wall has to be built etc..
Or check if AI is building any 0x0 foundation structure. QUICK_EDIT
Found a weird glitch in my AI that caused immense slowdowns during naval combat, ranged units like drednaughts would try to attack a war factory at some unreachable place and from across the map, continually cycling.
Anyway spurred me to work on the AI s'more, added a dozen new things, in between updating cameos and voxels.
Voxels updated: Destroyer, Black Carrier, Carrier, Escort, Aegis, Missile Warship, Prism Warship, Torpedo Scorpion, Tesla ship, Heavy Dreadnaught, Heavy Cruiser, Battleship, Guardian, Armadillo, Chimaera, as well as all the miners.
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