Seven unique sides/factions.
--Alliance USA
--Soviet Russia
--KLA (Khalifah Liberation Army)
--NWO (New World Order)
--China
--Israel
--Asian Union
12 Countries. All new buildings. All new units. All new supreme brutal AI rewrite. All new sidebars. All new cameo icons. New animations. Mod in internal alpha phase, still actively being developed. No release date yet, but will be sharing in-game videos soon.
Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
_________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Last edited by blitzwarm4st3r on Fri Nov 15, 2024 8:38 am; edited 2 times in total QUICK_EDIT
Hello NimoStar. Thank you for the tip! Most of the graphics and textures are currently placeholders and will be polished before the public release. I'm rushing to complete all the buildings so that each faction has a working set. There's a disclaimer in the video and screenshots indicating that most assets will be replaced. Regarding your point about the RA2 buildings, I respectfully disagree as the total conversion was made due to my dislike for the original building's style. Just my opinion though. However, I appreciate your suggestion on sharpening the renders and will keep it in mind.
Thanks again!
New Reel update by the way
_________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
The other option so it doesn't look out of place is to use free, community-made terrain conversions. There are several floating around, that replace RA2 bright strong colors with ones closer to your renders. _________________ QUICK_EDIT
Will look into your suggestion for sure. Thanks a lot NimoStar! _________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
I would leave the textures as they are because bit look like a totally new game. the only thing that i would change is to remove the names of the oil rig, machine shop & airport since we know what they are.
i would put a silver hammer & wrench sign on the machine shop and remove the telsa truck.
Appreciate your suggestions on the mod, @adamstrange. I'll definitely look into those, especially the tech building names. I added the labels thinking players might find the new designs confusing, but you're right, hardcore players should recognize them easily.
The Allied Battle Lab was intended to be bigger, but I didn't have time to render and resize it to a larger foundation before releasing the in-game video. I agree, it should stand out more.
Regarding the AI, I rewrote it from scratch, and it's now about 800KB in size. It's theoretically almost unbeatable on brutal difficulty against one AI, though not impossible if you study the AI patterns after a few games. I might compare VS with Project Alpha's AI to see which approach works best, or which maybe applied to the existing AI.
Thanks again for the tips! _________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Thanks for the suggestion, @NimoStar. Great work on those Zeps! I was actually working on a new one until I saw your post. We'll see which one works best with PROJECT ALPHA. Greatly appreciate your tip! _________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Posted: Tue Nov 12, 2024 7:03 am Post subject:
KLA Update
PROJECT ALPHA Mod new video with KLA update
Latest changes include KLA (completely new side), several new civilian and tech building structures, new heroes, new unit voxels, new animations, effects and particles, and numerous bug fixes.
Have an in-depth look into the internal alpha version of PROJECT ALPHA Total Conversion Mod with this YouTube Video:
12 Countries. All new buildings. All new units. All new supreme brutal AI rewrite. All new sidebars. All new cameo icons. New animations. Mod in internal alpha phase, still actively being developed. No release date yet, but will be continually sharing YouTube videos.
_________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Yes, you got it right, they are personalities from current politics as the Project Alpha story and campaign will be slightly based off fiction, majority from modern day history and with theories from possible future wars.
As for the graphics and arts, all the graphics and 3D assets I made via Blender and finished in Photoshop, especially the building structures. As for the hero avatars/cameos, yes you are correct I generated them via AI. The other ones are Colonel Burton, based off CNC Generals, Natasha from RA3, and the others of course from original RA2 (Tanya and Boris). I have still to create more heroes as NWO only has one, and there a total of seven factions in PA which has 3 heroes each.
The vehicles I made with Blender, some converted and edited in VXL SE, some in Yvory. Animations were all made from Blender then converted via Photoshop and SHP Builder. Some units were from downloaded public assets.
Thanks for checking! _________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Did you know you can make the vigilance towers light turn all 360° in an uninterrupted complete circle? I though I'd let you know _________________ QUICK_EDIT
Did you know you can make the vigilance towers light turn all 360° in an uninterrupted complete circle? I though I'd let you know
Hello @NimoStar, I got the idea before, with SpotlightMovementRadius and SpotlightAngle, but haven't found time to do it yet. But thank you for mentioning, I'll probably tweak them for a more realistic look in the next version.
By the way, I used your Kirov model to replace the vanilla one, though I modified and enlarged it for a better fit in PA. I'll surely credit you in PA website. Thanks a lot for the tips! _________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Hello @NimoStar, I got the idea before, with SpotlightMovementRadius and SpotlightAngle, but haven't found time to do it yet. But thank you for mentioning, I'll probably tweak them for a more realistic look in the next version.
By the way, I used your Kirov model to replace the vanilla one, though I modified and enlarged it for a better fit in PA. I'll surely credit you in PA website. Thanks a lot for the tips!
Yes, I saw the new kirov, it does play nice with your look.
I think readme credit is better than website one, but anyhow is fine in my book. Im happy to help to make the mod better either way. Good luck in your endeavor. _________________ QUICK_EDIT
@TRUEGRIT
Hahaha, I didn't think he looked like Hogan before, but now you said it, yeah he kind of looks a bit hahaha. Well, it's a representation of patriots as the story of PA revolves around it being almost destroyed internally by the NWO, but a remnant survived with heroes leading the fight back.
@G-E
Lol, you got a point he looks a bit the part. _________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
Yeah, I appreciate all your tips, thanks a lot! For sure, I'll also include you in the credits in the readme file. Cheers!
NimoStar wrote:
blitzwarm4st3r wrote:
Hello @NimoStar, I got the idea before, with SpotlightMovementRadius and SpotlightAngle, but haven't found time to do it yet. But thank you for mentioning, I'll probably tweak them for a more realistic look in the next version.
By the way, I used your Kirov model to replace the vanilla one, though I modified and enlarged it for a better fit in PA. I'll surely credit you in PA website. Thanks a lot for the tips!
Yes, I saw the new kirov, it does play nice with your look.
I think readme credit is better than website one, but anyhow is fine in my book. Im happy to help to make the mod better either way. Good luck in your endeavor.
_________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
@Keeper, thanks for checking the mod. PA is a bit old I would say, as I started back in 2005. I stopped modding back then and just came back this 2024, but the remnant codes comes from NP. The coding is basically tied up to the old NPatch (good thing the NP EE came out). As such I have no longer the time (I have a very busy life outside modding) to recreate the mod or restart from scratch. Though probably in the future (after a few releases) I may consider migrating to a different engine. As it stands today, NPSE, NPAE and NP EE works perfectly with PROJECT ALPHA and I'll continue working with it in the meantime. Thanks!
Keeper wrote:
Just wondering, but how come you're using NPatch instead of something like Ares or Phobos?
_________________ Double the Nukes, Double the Fun, Double the Destruction!
Impossible? No, it is inevitable!
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