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 Forum index » Featured Projects » Tiberian Odyssey
Tiberian Odyssey News.
Moderators: Tiberian Odyssey Active Staff
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 15, 2010 10:48 am    Post subject: Reply with quote

I'm not quite sure what to think of that picture of a grid of barrels. They are just...barrels.
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Dec 26, 2010 5:16 am    Post subject: Reply with quote

Tiberian Odyssey Christmas Update!
Please click to link to our special Christmas update!



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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Dec 26, 2010 5:29 am    Post subject: Reply with quote

That's a purdy update. Smile

Great work, I'm digging that Pheonix megamap. Wink
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sun Dec 26, 2010 5:58 am    Post subject: Reply with quote

definitely the best snow theater I've seen in TS
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Dec 26, 2010 8:34 am    Post subject: Reply with quote

Team Black wrote:
definitely the best snow theater I've seen in TS


It looks unchanged to me. Well, the snow itself seems to have a new texture to it.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 26, 2010 9:25 am    Post subject: Reply with quote

Crimsonum wrote:
Team Black wrote:
definitely the best snow theater I've seen in TS


It looks unchanged to me. Well, the snow itself seems to have a new texture to it.

Well, the shot there was entirely for the benefit of a bunch of infantry standing around a pine tree next to some crates, and so doesn't show the city pavement, cliffs, shores, roads, dirt roads, and other stuff. So yes, that pic there really isn't a good representation of the snow theatre.

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sun Dec 26, 2010 10:09 am    Post subject: Reply with quote

Nice map.But those fonas are all the same.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Dec 26, 2010 10:18 am    Post subject: Reply with quote

There are a few different versions of the spiker plant, four or five if I remember correctly. Because they explode so easily and set one another off it doesn't pay to put too many in one place at a time so four has been enough so far in my opinion.
I guess more could be made if it's too game crushingly serious to only have four.

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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sun Dec 26, 2010 4:53 pm    Post subject: Reply with quote

the TO snow theater is less blue and more dirty looking
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Feb 12, 2011 1:16 pm    Post subject: Reply with quote

February 12th Update


Nod Stealth Tanks can deploy and utilize their core to generate an outward cloak field useful for creating ambush parties.



Unfortunately, 2011 has started as a rather busy year for me, studies, work and some "outside the net" projects I've been doing have really eaten into my time (and wallet) but still I'm pushing on with Tiberian Odyssey which is currently at / nearly at its second internal BETA. I've been using the small amount of time I have to dedicate to the mod to fix up and balance the game as well as add new elements and improve things, but as we all know with TS modding as you fix one thing something else breaks #Tongue. The first quarter of the GDI campaign has been retuned significantly just to try and improve the general flow and pace of the missions as well as tie things together a bit more neatly. I've also been working on our 3 core game modes for MultiPlayer which can be looked at here. I will be posting a much more indepth look at some of the changes we've done to the MultiPlayer aspect soon (keep an eye on our Maps forum!). I'll also post some details on how the Odyssey Campaign is shaping up and upload a few ingame previews though I'll be leaving 99% of it up to players to discover and enjoy Wink.

I also posted some skirmish images up in our ingame screenshots thread which is here. Not a great deal but some Nod screenshots were requested and it is a new map!
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Sep 05, 2011 3:07 pm    Post subject: Reply with quote

I am updating the forums slightly, so you may see a few uninteresting new topics appear (Engineers for example) though some new unrevealed units may slip through. I'm changing the format and presentation to be more up to date on most unit -> building topics (starting in GDI forums) so many threads will be edited / have new pictures and information added they just won't show up as new. This is just to keep forums up to date.
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Morpher
General


Joined: 28 Jan 2005

PostPosted: Thu Jan 17, 2013 2:21 pm    Post subject: Reply with quote

January 18th Update

As per usual it's been quite some time since we've made any large or interesting updates here on PPM, or anywhere else for that matter. Unfortunately for myself the Christmas and New Years era is never a good thing for free time to go towards hobbies such as modding but with the heat off (as it reaches 45c in Australia at Christmas) I finally had a chance to get some things done, so here a few screens I've borrowed off the ModDB news update. Most of the things seen here consist of additional industrial enviromental props as well as some terrain goodies.







To compliment all of these little additions, we've also been working hard on trying to make maps more dynamic and interesting, one way of achieving this was to expand upon our lighting and weather system to be constantly changing. Maps will now progressively go through day and night cycles and we intend for this to have an effect on gameplay wherever possible, for example some unpleasant creatures may only emerge at night or some missions may be easier to accomplish under the cover of darkness. Weather cycles are now also a real thing, some areas in the more rainy climates may experience patches of rain or have a random chance to develop further into storms with lightning and thunder effects. (Please note like everything shown this material is WIP). I'll most likely make a seperate thread to explain and show off some of the mechanics of weather cycles and what not with some nicer imagery!



We're now approaching our next internal build where we will hopefully get the majority of our mapping completed for both single and multiplayer, whilst we don't expect our campaign to be finished in time for a public release we've decided to make some less story driven "Covert Ops" style missions which we can release in mission packs to add to players versions of Odyssey.
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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Jan 18, 2013 2:50 am    Post subject: Reply with quote

Awesome-o 30000000000000000000000

U must release...



Your SOUL, that is.
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Looney
Vehicle Driver


Joined: 15 Aug 2011

PostPosted: Fri Jan 18, 2013 3:33 pm    Post subject: Reply with quote

Yes! About time for an update

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Sun Jan 20, 2013 2:31 pm    Post subject: Reply with quote

It seems the last yeahr worse spend for a Engine-Extension =O

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jan 20, 2013 2:47 pm    Post subject: Reply with quote

I feel your terrain and voxels are rather outdated. The trees especially, something bugs me about them. Maybe they are rather dull, having only a few shades of green.

I'm most impressed by the pipes and other structures in the first picture. I hope they explode violently #Tongue
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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Mon Jan 21, 2013 5:48 am    Post subject: Reply with quote

Is that new Hover APC going to be used instead of the existing one?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 21, 2013 7:34 am    Post subject: Reply with quote

Crimsonum wrote:
I feel your terrain and voxels are rather outdated. The trees especially

It seems they lack a bit shading. Brighter in the SW and darker in the NW.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 22, 2013 3:27 am    Post subject: Reply with quote

Meh, I guess I could rerender the trees.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Jan 22, 2013 8:22 am    Post subject: Reply with quote

eh the trees are fine... leave 'em.
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sat Jan 26, 2013 2:20 pm    Post subject: Reply with quote

So, you guys eventually finished that stuff, eh? #Tongue

Good job, as always.

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MrTweek
Cyborg Soldier


Joined: 18 Jul 2012
Location: Germany

PostPosted: Thu Apr 18, 2013 3:29 am    Post subject: Reply with quote

i had take a look in this Forum, im realized that the MCV is the standard one... i can remember there worse another one... o.o that looks clearly nicer than the old one <.<

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Apr 18, 2013 3:51 am    Post subject: Reply with quote

These are the current MCVs, although I have been meaning to add some decent antialiasing to the "GDI" text on the GDI MCV.


mcvs.png
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from left to right, Ares, GDI MCV, Nod MCV
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mcvs.png



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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu Apr 18, 2013 4:14 am    Post subject: Reply with quote

Lovely Smile
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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu Apr 18, 2013 12:10 pm    Post subject: Reply with quote

These MCVS looks cool and creative.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Apr 18, 2013 5:42 pm    Post subject: Reply with quote

Well if the Devil's tongue looked bad then I'm afraid so do these. I can't tell much apart from the Nod MCV.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Apr 19, 2013 12:19 am    Post subject: Reply with quote

Well the Nod MCV's silhouette is reasonably distinctive, so I don't know how you can have trouble telling it apart from other Nod vehicles.  As for telling it apart from other factions' stuff...  the colours are pretty different.




But if it really does need remaking, fine.  I'll add it to my list.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Fri Apr 19, 2013 12:56 am    Post subject: Reply with quote

Nice, it looks like a turtle.
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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Fri Apr 19, 2013 6:25 pm    Post subject: Reply with quote

I think the MCV's look great. Very distinctive, no need to re do them.

Still no fix for BuildConst?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Apr 20, 2013 12:13 am    Post subject: Reply with quote

Super Joe cooked something up, the tutorial looks to be solid.

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Lord Firestorm
Cyborg Engineer


Joined: 20 Jun 2010

PostPosted: Sat May 04, 2013 6:23 pm    Post subject: Reply with quote

Updates \ Trailers \ Screenies?

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 05, 2013 1:08 am    Post subject: Reply with quote

Cute mcvs. :3.

*imagines a game-mode with no starter units, and mcs can't deploy.*
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adam_wood
Civilian


Joined: 22 Jul 2018

PostPosted: Tue Oct 02, 2018 9:02 pm    Post subject: Reply with quote

good work and thanks for the effort, it is a huge work. i think the job that has been done from the pictures showing is far enough to release a first beta. for my perspective, although there are kinds of reasons it is can not be finished, however, if a story began at almost 10 years ago..., it should have an end, that is fair and respectful to those people who tracing and supporting Tibetan odyssey for so many years, it is really a long time. that's only my opinion. good luck.

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