:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Thu Dec 01, 2022 11:28 pm
All times are UTC + 0
 Forum index » Modding Central » Public Project Announcements
Red Alert 2: Amplification
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Mon Oct 31, 2022 3:11 pm    Post subject:  Red Alert 2: Amplification
Subject description: A realism mod that aims to make red alert a tactical game
Reply with quote  Mark this post and the followings unread

I always wanted to see what will RA2 look like if it embedded more realism traits. Due to the planform limits this is not likely back in the days. With Ares and Phobos. It can.

I bring you the Mod: Amplification.

Main features:

Amplification aims to make RA2 as realism as possible. With more detailed and dynamic combat experience. All animations will be interpolated, and the game speed should be 4 for the best result.  

-----------------------------Overview----------------------------------

All infantries are resized to 50%. With shadows reanimated, it gives a stunning fake 3d effect. (About half of the infantries are still WIP because of how labour intense the work is)

All weapons' ranges are redesigned. Most small arms have 8~12 ranges and AT guns and AT missiles have 15~20 ranges. Long range missiles and airstrike weapons have 50+ range or doesn't have range limits at all.

Damage calculation will be based on the distance of projectile travels. The shorter the distance, the more kinetic energy it delivers. Rocket propelled grenade, missiles, HE warhead and some other energy weapons are not affected.

90% of the units are remodelled to make it more identical to the icon image. (WIP)

All buildings are solid. No more pass-through shots. Tanks are not the only option for combat. Infantries dominate the urban area. (All done but need detailed adjustment in the future)

Buildup animations are interpolated and corrected manually to present the best graphic result possible.  Enjoying game at Speed=4 is now a real thing. (1/3 is done)

Redrawing shadows for structures to make them look more bend into the environment.

Dynamic Damage system: AT warheads will have multiple effects on targets. Engine damage, loader damage, crew shock, driver kill, armour pierced (the follow-up shots will deal more damage).

Multiple ruin system: Destroyed buildings will have their unique ruins.(WIP)

Tanks are slow and infantries are even slower. Everything is slow except rounds, animations and deaths.

Terrain now has a real effect of combat. Units on lower terrain has disadvantage because it will not be able to hit the units on the high ground. On the other hand, high ground units may have troubles hitting units in a bump.

Marine warfare logic renewed:
Destroyers and submarines can both one shot kill each other. The key point is: who can spot ahead?

------------------------------Unit Changes---------------------------------
Allies

GGI: Now has para as a primary weapon and more strength than GI. Good combination with GI as they can cover each other both deployed or undeployed.

Sniper: Sniper can call in airstrike versus heavily armoured targets. He can also kill driver of the light-armoured vehicles.

Grizzly tank: Now has coaxial machinegun

IFV: Equipped with more powerful long range HE missiles.

Tank destroyer: Absolutely tank buster. Able to shred most tank to pieces at a long distance in 2 shots.

Mirage tank: Has two modes: assault mode and ambush mode. Equipped with energy burst gun. Can quickly destroy tanks in a short distance at a terrifying speed. Needs to recharge after empty the clip.

Prism tank: More detailed firing animation.

SPY: Can bribe units. (WIP)

Dolphine: Can't attack submarines. Very weak portable sonic device that can only be used as self-defence purpose. Experts at stalking enemy submarines without being noticed.

Soviets:
Conscripts: a slightly weaker counter part of the GI. Equipped with Ivan bomb that can blow anything to hell if detonated.

Tesla Tank: Short-handed as Mirage tank. Can disable mechanical targets with its dual tesla coral. Infantry killer with its double burst electric bolt.

Apocalypse tank: Amazing HP points that can take insane number of shots before going down.

Half-track: Remodelled using kfz251. Now has a mighty 120mm muti-function mortar. Being able to fire indirect shots.

Sea conch: The eye of the red navy. Soviets need them to clear the sky and scouts.

Soviet air assault: Paratroopers transit to the soviet. One click will paradrop 15 conscripts anywhere you like.

V3: Now can passively acquire targets within 50 range. They are the rocket junkies.

Kirov Airship: Move slow attack slow. Who needs to act quick if you can one drop blow anything? Being the slowest unit possible in game, the airship is even more robust than apocalypse tanks.


FPS demo
https://www.youtube.com/watch?v=Kvj5ucgaBSc&t=7s


SCRN.20221031-230326-00126.png
 Description:
 Filesize:  773.48 KB
 Viewed:  885 Time(s)

SCRN.20221031-230326-00126.png



Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Nov 01, 2022 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're really gonna need a custom VPL before long, otherwise the voxels will never come close to matching the sprite quality.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Wed Nov 02, 2022 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
You're really gonna need a custom VPL before long, otherwise the voxels will never come close to matching the sprite quality.


Supposed so. But I don't know how to. I use yvory and I have no clue about what vpl colour should I change.

Back to top
View user's profile Send private message
wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Wed Nov 02, 2022 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Dynamic Destroy


power.gif
 Description:
Dynamic Destroy
 Filesize:  1.84 MB
 Viewed:  802 Time(s)

power.gif



Back to top
View user's profile Send private message
wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Wed Nov 02, 2022 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

long engage range.


demo.gif
 Description:
 Filesize:  8.63 MB
 Viewed:  798 Time(s)

demo.gif



Back to top
View user's profile Send private message
wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Wed Nov 02, 2022 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Dynamic tank combat


combat.gif
 Description:
 Filesize:  53.44 MB
 Viewed:  790 Time(s)

combat.gif



Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Nov 02, 2022 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not a fan of line trails on cannon/bullet projectiles, imo only missiles and similar should have them, with the exception of high velocity aircraft bombs.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
wofulo
Vehicle Drone


Joined: 19 Feb 2021

PostPosted: Thu Nov 03, 2022 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
I'm not a fan of line trails on cannon/bullet projectiles, imo only missiles and similar should have them, with the exception of high velocity aircraft bombs.


Me neither. I just don't know other options. I heard about using particle system but don't know the details.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 Forum index » Modding Central » Public Project Announcements
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2051s ][ Queries: 17 (0.0171s) ][ Debug on ]