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


The time now is Fri Apr 19, 2024 5:06 am
All times are UTC + 0
Command and Conquer: Deleted/Cut Assets
Moderators: Global Moderators, Offtopic Moderators
Post new topic   Reply to topic Page 1 of 3 [121 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2, 3 Next
Author Message
slavikcc
Vehicle Driver


Joined: 24 Mar 2008

PostPosted: Mon Mar 24, 2008 4:21 am    Post subject:  Command and Conquer: Deleted/Cut Assets
Subject description: Art, game mechanics, ideas, audio, videos, etc that were removed
Reply with quote  Mark this post and the followings unread

Out of boredom and curiosity, I've decided to make a topic regarding the unused and deleted features from all of the Command and Conquer titles. I have to say that there's quite a number of unused units/arts/features/abilities and many many stuff.

Command and Conquer: Tiberium Dawn
-The ability to capture oil derricks to gain a steady income of credits
-The "Tactical" and "Database" tab on the top of the C&C GUI (can be seen in some C&C beta video footage)
-The "Database" tab could be information on buildings/units. Similar to Dune 2 and C&C3.
-Tons of deleted video cutscenes and CGI footage (i.e., scenes from the ending credits, where there are a number of them unused in the game)
-News Briefing from inside the White House by the U.S. President
-A brief cutscene of Kane briefing the player about a mission in Ethiopia
-A cutscene of a couple medium tanks disabled by an EMP attack
-A scuba diving soldiers attacking each other underwater
-A sniping attack in the urban city
-An Orca crossing through the sea
-There's also a bunch of cutscenes that were in the game but not used at all
-An Apache helicopter destroying an APC
-REFINERY shows build schematics of the refinery
-REFINT shows the processing plant inside the refinery
-NAPALM shows the Mobile Headquarters unit that appears in multiplayer games when you play Capture The Flag with bases disabled.
-PLANECRA shows a Nod C17 crashing on an airstrip
-Microwave tank for Nod... they even made a demo FMV of the effect but never implemented the actual unit or weapon.
-I also recall an early trailer from the Virgin games demo CD that shows a tank being morphed in a 3D-type grid
-As well, there's a bunch of unused songs from the game as well. Take a look at Frank Klepacki's website for more.
-Separate map and win music for Nod (can be found on the DOS & Covert Ops CDs)
-Double house colours on Nod structures, as seen here, here and here (a feature I could re-enable with some exe hacking and a lot of SHP editing)
-Side logos on the Construction Yards
-There are also a number of unused features that can be enabled via command lines. Thanks, Nyerguds for the information
- Show true civilian & civ building names
- 6-player LAN
- Wheeled vehicle rotation (vid says it all)
- Building helipads without helicopters on them
- MCV undeploy (causes a bug with the power usage)
- Special music tracks with sound effects and voices (used in pretty much every console version)
-This applies to the following songs: Looks Like Trouble, Enemies to be Feared, Act of Instinct, the GDI Victory track, and some others.

Command and Conquer: Red Alert
-I don't know how substantive the deleted features that were made during production but bear with me.
-Aircraft carrier unit?
-Use of General Patton to summon in a bunch of tanks?
-A briefing cutscene with the Allied General, seen in a couple RA previews, was never seen in-game
-Tanya attacking a couple Soviet soldiers inside a building where she tries to steal some documents
-A Commando taking out a command centre with his shotgun, shows a scene of a dead soldier in the same cutscene
-The take-off of the Allied GPS Satellite
-There's a few songs unused in Counterstrike and the original game as well
-Await (never in the game files despite the song name and length)
-Afterlife (found in the game files but never used)
-Journey (never used and not found in the game files)
-Radio 2 Remix (never used in-game but can be found in redbook audio of the Counterstrike/Aftermath CD's)
-In Aftermath, the phase tank was originally conceived to be buildable but was used just in a single mission
-Also, there's a sea unit that carries multiple attack helicopters. After all of the units ran out of ammo, it'll land automatically back to the transport unit. The unit is completely in-game and intact but was disabled in the game files.
-In one of the recent interviews about Red Alert, there was supposed to be two alternative endings where the player can choose Kukov or Stalin when the two were fighting each other.

Command and Conquer 2:Tiberian Sun
-The Nod scavenging unit that picks up destroyed enemy vehicles and then give it to another unit for additional ability/firepower. The unit was deleted during production
-Forest fires affected by wind (never really properly functioned despite the major hype campaign)
-Threat Assessment Node for the GDI, which is used for all units and guard towers to calculate which unit is the biggest threat (infantry vs. tank, etc)
-Searchlight towers for GDI and Nod, not buildable despite the icon and animations
-Various environmental and weather effects that were also hyped but somehow castrated or not even implemented in the game
-Originally, there's supposed to be better implementation of tech structures in the game (Armoury and Hospital) but became merely props
-Rotors were never implemented in the game for the Nod Harpy unit... why?!
-Tick tanks were supposed to have an actual cannon turret, which can be seen in a couple TS preview shots, but the in-game graphics look like crap.
-Cyborg infantry men can go berserk if damaged significantly
-Meteor strike superweapon
-Anti-Tiberium vein infantry unit was also deleted and used merely as a "work-around" to make the Tiberium vein monster to work
-Emergency power "superweapon" to boost power temporarily
-Mutant reinforcement superweapon
-Ion storms can be controllable (like a superweapon?)
-Tactical nukes on ICBM vehicles
-Ability to launch airstrikes
-Tiberium vein monsters would appear via meteors
-Hunter Seeker droids were not implemented as well as Westwood originally conceived...
-I also remember that volcanos would appear in the game in the exclusive preview for PC Gamers but was never featured in-game.
-Graphics for the early TS builds were MUCH better looking than the final version. According to PC Gamer, they were given a preview by Westwood that the in-game explosions look incredible and realistic looking.
-Titans were originally one whole voxel instead of having the cannon being the only voxel
-The heavy tank was originally a unit for Nod in the preview screenshots? Could it be a mere placeholder for the tick tank?
-The artillery unit for Nod is the same looking from Tiberium Dawn in the early preview screenshots. Placeholder?
-Dynamic lighting was supposed to be a big part of the game, as the maps would go from dusk to dawn. Even the previews mentioned that the units would have headlights enabled.
-Remember a whole bunch of TD and RA1 units that were found hidden in the MIX files? Appearantly, these units were used to test the usage of voxels and hilly terrain in the game engine. Why were they still in the game files?
-Some physics were used in the game when debris fly all over the area, bouncing around (particularly tires). According to the INI files, the programmers could this concept as "Marble Madness", named after the NES game.
-There's a large number of unused voice clips found in the game files
-There's one mission that would take place in Stockholm, Sweden

Command and Conquer 2:Firestorm
-Some cutscenes were never used in the game:
-A scene with the mobile stealth generator hiding a bunch of Nod units from GDI units
-GDI mobile EMP units disabling a bunch of Nod units with the GDI Titans dealing the finishing blow
-Cyborg Reapers being bombed to bits by GDI Orca bombers
-The Nod Mobile Stealth Generator being used to hide Nod forces from an advancing GDI forces.
-The song "Initiate" was deleted and never used in the game (see www.frankklepacki.com for details)
-Appearantly, CABAL was supposed to be the third side but was canned during production... shame.

Command and Conquer: Red Alert 2
-There are far numerous stuff that was deleted/cut/unused in the game. Some completely dropped in mid-production.
-A few songs were not used in-game but can be found on the music CD soundtrack (Ready the Army, Probing, C&C in the House)
-Eiffel Tower was changed into the Paris Tower. Supposedly, the Eiffel Tower was converted into a huge tesla coil. Due to complications between Westwood and the French government bureaucracy, Westwood was forced to change it.
-There's a few Allied units that remained unused in-game (mobile artillery, light tank)
-The Hind carry-all graphics can be found in the game files. Can carry a vehicle or five infantrymen. Also has a machinegun as well.
-There's a whole slew of units that will never be used in the game and only can be seen in the concept arts by TJ Frame.
-Originally, all buildable structures have the ability to "turtle" themselves, increasing the armour of the buildings.
-Units that gain veterancy was supposed to have their looks changed.

Command and Conquer:Yuri's Revenge
-Appearantly, the cutscenes felt like it was chopped up a fair bit... perhaps there's a whole bunch that we will never see the light until I can kidnap Joe Kucan about it....
-There's a Chrono Prison unit for the Allied that captures enemy units, was announced as a new unit in the early press release, but never used and never implemented in the game.
-There's a whole slew of units that will never be used in the game and only can be seen in the concept arts
-i.e., a Soviet dual-rotor attack helicopter, the Chrono Prison unit for the Allied, etc.

Command and Conquer:Renegade
-Almost all art in the game was completely changed from using weapons based on real-life and closely faithful to the Tiberium Dawn era into an utter rip-off of many sci-fi games.
-Many guns were originally based on real-life guns (M-16 w/M203 grenade launcher) but replaced with unrealistic looking guns.
-Originally, General Shepherd's son was supposed to be the main character of the game but was replaced with Nick "Havoc" Parker. Shepherd's son is only used in the in-game tutorial section.
-Frank Klepacki was supposed to be the main voice actor since he played as the C&C Commando in Tiberium Dawn

Command and Conquer:Generals
-Has gone through many, many changes...
-Had 3 sides: The Khans, Africans, and Americans. The Khans are more Asian-esque in unit design, the Africans is based on exaggerated-looking African tribal units, and the Americans are well.... Americans!
-However, some units for the Khans was given to the Chinese and GLA sides.
-At some point, there was supposed to be the European Union side but was scrapped in early production.
-There was the three generals choice thing that one can pick for each side. In Zero Hour, this was implemented in a better way than it was conceived.
-There was supposed to be the ability to turn infantry men into surrendering to the player and vice versa. That was completely scrapped.

Command and Conquer 3:Tiberium Wars
-Has gone through many, many changes as it was originally conceived as "Tiberium Twilight"
-The story seems to revolve around the GDI taking care of the Tiberium outbreak in TT but with Nod still around. It would eventually come down with the Scrin invading Earth with both GDI and Nod allied together to stop the Scrin. Although it played a role in TW, it was much less emphasized than TT was conceived.
-There was originally some early designs of the game's GUI and all. Some units were even created, including a GDI deployable gun turret. A whole bunch of civilian vehicles were created as well.

If anyone can help me with all of this, feel free to reply to this thread...

Last edited by slavikcc on Sun May 04, 2008 3:03 am; edited 6 times in total

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Mar 24, 2008 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

To add to your TS part:
-some kind of Mutant Reinforcments superweapon
-controllable Ion Storms
-Cyborgs could go bezerk when too heavily damaged (can still be activated IIRC)
-Meteor Storm superweapon for Nod
To add to your Firestorm part:
-a scene where Cyborg Reapers are being bombed to death by Orca Bombers (I've seen fragments and screenshots of it, but I never found it in the game's mixes...)
That's all for now Wink

Back to top
View user's profile Send private message Send e-mail Skype Account
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Mar 24, 2008 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cyborgs Reapers getting murked is on a video that Nyer has, but it has no sound >_>

Back to top
View user's profile Send private message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Mar 24, 2008 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

in TS:
-Meteor shower superweapon
-tactical nukes (from the ICBM vehicles)
-air strikes,
-a "battery" superweapon for emergency power,
-some way of controlling hunter seekers
-veinholes spawned from meteors
-GDI "weed cleaner" unit to dispose of veins
-toxin soldiers

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Mar 24, 2008 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

In ren there are a few cutscenes ( well bits of them) where Nod soldiers carry M16/m203s, co-incidentally these are also the much more colourful and bright parts (cuscene after the island assault mission and before the ship one? It changes half way through!).

That's one change M16->Badly designed 100 round mag rifle...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Mar 25, 2008 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

That 'battery' superweapon is in Tib Wars as the Temple's Master Computer Countermeasures, pretty much.

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Mar 25, 2008 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Mei Ling wrote:
That 'battery' superweapon is in Tib Wars as the Temple's Master Computer Countermeasures, pretty much.

Mei Ling has returned. Hm... this thing isn't in full version? :/

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Mar 25, 2008 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back Mei Ling #Tongue Also, are you sure about that? It does is something like that, only it supplies power IIRC...

Back to top
View user's profile Send private message Send e-mail Skype Account
areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Tue Mar 25, 2008 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

tiberian sun Zoom function Very Happy

_________________

Back to top
View user's profile Send private message
Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Mar 25, 2008 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mei Ling wrote:
That 'battery' superweapon is in Tib Wars as the Temple's Master Computer Countermeasures, pretty much.


Theres in fact even something in the TW xml files that looked like an backup generator that would suplly power for some seconds if your PPs were destroyed.... However, it dont seem to work anymore... Sad

Back to top
View user's profile Send private message Skype Account
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Mar 25, 2008 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought that was an coding error (I'm glad they fixed that)...

Back to top
View user's profile Send private message Send e-mail Skype Account
GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Tue Mar 25, 2008 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Red Alert's Soviet campaign was supposed to have a very different choose-your-own-ending where Kukov was still alive and the player gets to choose between shooting Kukov or Stalin. I always thought it was weird seeing hints of Kukov plotting against Stalin, and never fleshing that out in the campaign.

_________________

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Mar 25, 2008 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ra2
-Had a whole graphical overhaul towards the end of development, making it more cartoony.
-Loads of units got changed and simplified.
-Prism Towers could link in a big line, rather than only to the firing tower.
-Different effects such as the dolphin ray, mind control etc.
-Theres a load of unused mouse animations, for mind control, disguising a spy, removing Squids etc.
-Originally there were water transports like Ra1, which couldn't travel over land (The Soviet transport is even on the intro cutscene, where an Apoc comes out).
-Allies originally had more Flak like weaponry, and Soviets had SAM Sites as with Ra1.
-Lots of concept art for more cybernetic Soviets.
-Chrono Legionnaire had some funky cannon thing.
-Prism Tanks could overcharge each other.
-Someone (Soviets?) had an Ra1 Cruiser style unit.
-Crazy Ivan had knives? Probably just for the art.
-Soviets had lots of mechs, including some gun walker type units and sensory terror drones. Even a transforming hover drone, which could have tesla or repair weapons.
-The Kirov was a flying aircraft carrier.
-There was a planned Hind carryall.
-Soviet buildings had weapons?

YR.
-Yuri could upgrade most of his buildings. Gattling Cannon could be upgraded to have anti tank bullets. Afaik, Tech Center could be upgraded so players would be able to pick their tech types.
-Yuri had "floaty" stuff on his buildings.
-Bio reactory digested units? Perhaps it absorbed them for temporary extra power?

Most of this stuff is speculation, and there is a lot more as well.

Back to top
View user's profile Send private message Send e-mail
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Mar 25, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does that. If you get EMP'd by Shockwave Artillery or an EMP Control Centre, it does what the battery thing was meant to do and overrides it by supplying power to the buildings.

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Mar 25, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

areaSZ wrote:
tiberian sun Zoom function Very Happy

Available to mappers. See the requiered topic, for information.

_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue Mar 25, 2008 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

AreaSZ still posts? Wow.


I did miss a lot.

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
slavikcc
Vehicle Driver


Joined: 24 Mar 2008

PostPosted: Thu Apr 10, 2008 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

BUMP. I made some updates to my main topic.

Back to top
View user's profile Send private message
slavikcc
Vehicle Driver


Joined: 24 Mar 2008

PostPosted: Fri Apr 25, 2008 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I've sent Eric Gooch an e-mail regarding the cutscenes from TD and RA1. Let's hope he responds to my questions.

Back to top
View user's profile Send private message
Jagdsherman
Disk Thrower


Joined: 20 Apr 2008

PostPosted: Fri Apr 25, 2008 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Command and Conquer 2:Tiberian Sun
-LightPosts might of been planned to be buildable. They have their own icon.

Back to top
View user's profile Send private message
Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Fri Apr 25, 2008 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

same for ra2 and yr

_________________

Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard

Back to top
View user's profile Send private message Send e-mail Yahoo Messenger Account AIM Address
Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Sat Apr 26, 2008 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Well seeming this topic is up and running again...

Team Black wrote:
-some way of controlling hunter seekers


all you have to do is remove the hunterseeker=yes tag or put it as =no.

Then you can control it. That is how the Spawing Mammoth Mk.2 works in total war.

Back to top
View user's profile Send private message
Jagdsherman
Disk Thrower


Joined: 20 Apr 2008

PostPosted: Tue Apr 29, 2008 3:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Command and Conquer: Tiberium Dawn
-The Mobile Base unit. The same graphic was used in RA as the radar jammer.

I find it intriguing to know what Westwood had planned to do with this Unit originally.

Edit:
Command and Conquer: Red Alert
-Unused Naval Transport Idea. In some of the RA trailers, there is an icon on the sidebar which appears to be a pontoon like military transport and carried the title "Transport". The naval transport on the map in the same trailer though was that of the Red Alert release version.

Back to top
View user's profile Send private message
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Apr 29, 2008 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
all you have to do is remove the hunterseeker=yes tag or put it as =no.

Then you can control it. That is how the Spawing Mammoth Mk.2 works in total war.

I know that Rolling Eyes

They were going to put a system together where you could choose what types of things you wanted the HS to target.. this would be chosen before the mission started, similar to the dropship loadout

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Tue Apr 29, 2008 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I laugh at how much is missing from the RA2 stuff, even including what isn't posted in the first post.

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Apr 29, 2008 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

In renegade they half changed the 'Phibs.
before "Island assault" or whatever it's called (The capture the fortified island mission) The hovercrafts resemble the TD amphib, after that they change into high-tech amphibs with weird fronts, you only see one and sakura blows it up, they're in the curscene for the second mission as well (post-turorial mission).

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun May 04, 2008 12:54 am    Post subject: Re: Command and Conquer: Deleted/Cut Assets Reply with quote  Mark this post and the followings unread

Discarding all stuff about dropped FMVs, I'll focus more on game features:

slavikcc wrote:

Command and Conquer: Tiberium Dawn
-The ability to capture oil derricks to gain a steady income of credits
-The "Tactical" tab on the top of the C&C GUI (can be seen in some C&C beta video footage)
-News Briefing from inside the White House by the U.S. President

-There is no indication whatsoever that Oil Derricks were ever meant for that. They are simply civilian buildings.

-The "Tactical" tab seen in the C&C beta video footage was actually just the playing field. The REALLY interesting thing there was in fact the "Database" tab, which was probably a unit information database much like the Mentat function in Dune II.

Other disabled/unused features of which I already manage to re-enable a few:

Enabled with this tool:
- Show true civilian & civ building names
- 6-player LAN
- Wheeled vehicle rotation (vid says it all)
- Building helipads without helicopters on them
- MCV undeploy (causes a bug with the power usage)
- Special music tracks with sound effects and voices (used in pretty much every console version)
and a load more... well, see the tool's thread.

Some other unimplemented ideas:
- Separate map and win music for Nod (can be found on the DOS & Covert Ops CDs)
- Double house colours on Nod structures, as seen here, here and here (a feature I could re-enable with some exe hacking and a lot of SHP editing)
- Side logos on the Construction Yards
-Microwave tank for Nod... they even made a demo FMV of the effect but never implemented the actual unit or weapon.


As for dropped videos:

-REFINERY shows build schematics of the refinery
-REFINT shows the processing plant inside the refinery
-NAPALM shows the Mobile Headquarters unit that appears in multiplayer games when you play Capture The Flag with bases disabled.
-PLANECRA shows a Nod C17 crashing on an airstrip

slavikcc wrote:

-I also recall an early trailer from the Virgin games demo CD that shows a tank being morphed in a 3D-type grid

Good god, if you ever find that CD, PLEASE send me a copy! I'm an avid collector of C&C1 beta stuff Smile



As for Red Alert, pretty much all of these special options my tool enables are also in RA's rules.ini... stuff like disabling bibs, showing civvie names, tree targeting, etc.


Jagdsherman wrote:
Command and Conquer: Tiberium Dawn
-The Mobile Base unit. The same graphic was used in RA as the radar jammer.

I find it intriguing to know what Westwood had planned to do with this Unit originally.

That unit is fully implemented and working. It's the Mobile Headquarters, used as "objective to protect" in CTF games without a base. The commander himself (AKA you, the player) is supposed to be inside it, so once it's destroyed, it's game over.

In the game, the effect of losing a MHQ is the same as resigning - all your stuff blows up.

_________________

Last edited by Nyerguds on Sun May 04, 2008 1:37 am; edited 3 times in total

Back to top
View user's profile Send private message Visit poster's website Skype Account
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun May 04, 2008 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

the three-point-turn looks cool. I wonder if you could do it only for certain angles. Like, 90 degrees or more from the front direction you would do the three point turn, but anything less you would just do a normal turn. (or you can play a newer game Laughing)

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun May 04, 2008 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

well I've enabled it, and it always does that...

It might look cool, but it's REALLY silly on bikes, and slows down the vehicle turning a lot. Harvesting goes a lot slower with that option turned on.

In fact, it only looks good on the MCV IMO.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun May 04, 2008 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea...it does fit the MCV a lot...lol @ bike

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Skype Account
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun May 04, 2008 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I can edit the movement type of units, so I could enable it and then make sure only the MCV keeps the movement type "wheeled" #Tongue

As far as I know, this is the only thing that is affected by the movement type anyway. Infantry crushing is a completely separate option.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
slavikcc
Vehicle Driver


Joined: 24 Mar 2008

PostPosted: Sun May 04, 2008 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, Nyerguds for all in the information. There was a whole lot that I read before from your YouTube videos and the tool that you made that takes advantage of the command lines, which helped me jogged my memory. Still, it's quite unbelievable that TD and RA1 had gone through numerous significant changes.

Information updated by yours truly.

Back to top
View user's profile Send private message
slavikcc
Vehicle Driver


Joined: 24 Mar 2008

PostPosted: Sun May 04, 2008 3:14 am    Post subject: Re: Command and Conquer: Deleted/Cut Assets Reply with quote  Mark this post and the followings unread

Regarding the oil derrick structure, I speculate that the capturable derrick was probably dropped during mid-production with no way to re-enable this idea. I'm also curious about the Nod Microwave tank, as I never seen this FMV or any information about it before. Can you explain about this unit or maybe pictures/videos of it?

The naming of structures and civvies names are mostly named after various Westwood employees.

Nyerguds wrote:

Good god, if you ever find that CD, PLEASE send me a copy! I'm an avid collector of C&C1 beta stuff Smile


I don't have a copy of the said CD with me since it's at my parents' home somewhere within the bowels of my boxes of junk I accumulated ever since I was a kiddo. I recall that the CD has the demo of ToonStruck, a poorly received cartoon adventure game with Christopher Lloyd of Back to the Future movie series. But, damn me if I can remember where I got this from, which I think it must be a game I purchased eons ago.

Back to top
View user's profile Send private message
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun May 04, 2008 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Really, you speculate WAY to much about that oil derrick. It's just a civilian building. Nothing more nothing less.

Remember, it isn't until RA2 that the idea of capturable oil derricks actually appears. If they had had the idea back in C&C1 already, RA1 or TS would certainly have had it.

As fo the EMP weapon:
video: http://www.youtube.com/watch?v=JU2SN30Qfo0
weapon info: http://www.cnc-source.com/forums/index.php?autocom=gallery&req=si&img=4560

I also got the TS Mobile EMP one here Smile
http://www.youtube.com/watch?v=qOedmYjtS8s

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun May 04, 2008 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
DUNK!

Back to top
View user's profile Send private message Skype Account
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 04, 2008 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that's a reference to the 1st soviet post-mission cutscene where you see a teddy bear lying around. Probably an attempt to convey how little thinks have changed for civs to people who played the previous games.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 04, 2008 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I doubt that, I seen the video before on my FS cd. they could just be render tests etc, stuff 3d animators tossed in for ghits and siggles. #Tongue

_________________
Delirium..

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 04, 2008 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol @ spoonerism. Maybe you're right, maybe I am. Unless someone goes and bugs individyal members of the FS team we'll never know (that's not a suggestion, leave the poor guys alone).

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 04, 2008 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh your post came right before. but I doubt there is any intricate conspiracy between the doll . but sounds plausible.. who knows the next C&C will be Dollies and teddies fighting each other. ^.^

_________________
Delirium..

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 04, 2008 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing First bit, Yes! Second bit, no! Anyways. I reckon the RA1 MBT is supposed to be an MBT-70

Can you see the resembalance between it and the tank in the cutscenes?

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Bako'Ikaporamee
Commander


Joined: 29 Aug 2007
Location: Village of Creston, British Columbia.

PostPosted: Sun May 04, 2008 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It seems plausible, I'd have to go and watch the cutscene to be sure though.

_________________

Oh, fuggerbuggerrit!

Back to top
View user's profile Send private message Skype Account
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 04, 2008 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has a more rounded front (body and turret) than an abrams as well as a higher profile. And it has a wrong shaped turret to be an M48/M60

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Siberian GRemlin
Grenadier


Joined: 13 Aug 2004
Location: Russia

PostPosted: Mon May 05, 2008 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Westwood Studios forever!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Jagdsherman
Disk Thrower


Joined: 20 Apr 2008

PostPosted: Mon May 05, 2008 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon May 05, 2008 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

What's strange about that? Germany invented the Vau rockets and they are Allied in RA1.

Last edited by Oshog on Mon May 05, 2008 6:24 pm; edited 1 time in total

Back to top
View user's profile Send private message Send e-mail
Siberian GRemlin
Grenadier


Joined: 13 Aug 2004
Location: Russia

PostPosted: Mon May 05, 2008 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
What's strange about that? Germany inventedthe Vau rockets and they are Allied in RA1.

This is not nazy V-2, this is soviet FROG-7! Ingame soviet FROG-7 have wrong name!

_________________

Westwood Studios forever!

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Mon May 05, 2008 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah... and the internal name of the RA1 V2's projectile in rules.ini is indeed FROG.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon May 05, 2008 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Red Alert was probably at one point envisioned as Warsaw Pact verses NATO. The Allies have a Soviet flak gun currently, and the Soviets use an Allied SAM Site (ZSU-23 is the AA gun's weapon. The SAM is a Nike. Named after the American Nike project)

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Mon May 05, 2008 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh also mention with the Chrono Prison it was advertised on the back of the game box, "use weapons to dominate your enemies.. new units for allies include the Chrono Prison". I was surprised about that, if it ain't in the game it's false advertising..?

_________________

Back to top
View user's profile Send private message Yahoo Messenger Account
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon May 05, 2008 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

the cameo is in the game still. Razz

And this is Westwood we're talking about. They used false advertising for TS, RA2, and YR...

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
slavikcc
Vehicle Driver


Joined: 24 Mar 2008

PostPosted: Tue May 06, 2008 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't see the cameo for the Chrono Prison anywhere on the MIX files, Clarkson. Can you post the image of what it looks like?

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 3 [121 Posts] Goto page: 1, 2, 3 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can 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: 0.2386s ][ Queries: 11 (0.0121s) ][ Debug on ]