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XTX progress report
Moderators: daTS, Gangster, Team Black
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Team Black
Defense Minister


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

PostPosted: Mon Oct 13, 2008 7:14 am    Post subject:  XTX progress report Reply with quote  Mark this post and the followings unread

post 1000 I released the voxel truck pack
post 2000 I gave an excellent preview of the Tiberian Odyssey campaign
Now for post 3000 I'm pleased to finally give you some XTX eye candy.

Behold:



This schmecksy monstrosity of a train station is the work of Lin Kuei Ominae, which is actually several buildings in one - and even features a transparent glass roof!

You may recognize some other objects in this shot, like the street lights and railroad crossings that are in Odyssey and Twisted Insrrection - that is because these mods already feature material from XTX, though the public version is currently under way.
As soon as the first internal build is together, we'll start work on some snow theater XTX, as well as some marble madness tiles. Cheers, PPM! Smile

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Last edited by Team Black on Mon Oct 20, 2008 11:06 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Oct 13, 2008 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Woha, nice! I do hope the Train Station is made so that the train doesn't destroy it when entering it #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 13, 2008 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

of course.
and it's up to you if you use the outer railway entraces or the one in the middle. Wink

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Mon Oct 13, 2008 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Just wondering, is it possible to make units use the trainstation as a safe passage to cross tracks?

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 13, 2008 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Only if it's converted to terrain (made into a tunnel), but that 'll be quite a pain for both Lin Kuei Ominae and the mappers to get right... Too much trouble for a too small achievement really.

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Mon Oct 13, 2008 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome, we got the streetlamps. Nice work so far.

By the way, I think that the old concrete shores were better.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

The 2 things at the side of the train station, what is that????

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 13, 2008 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Civilian Fusion Power Plants.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aha, those things that the stupid Globotech Company forgot to place in you new map, right???

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 13, 2008 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is X.T.X. Buddy, Not Twisted Insurrection.

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it´s still the same game, right???

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Oct 13, 2008 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The mods are for the same game yes...

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Scorpion Sniper


Joined: 29 Sep 2008

PostPosted: Mon Oct 13, 2008 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Ta-daa* Very Happy Very Happy Very Happy

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Oct 13, 2008 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

the power plants are outdated,
or at least they should be.. I made a new one for it.

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Julius Clonkus
Vehicle Drone


Joined: 01 Jul 2008

PostPosted: Tue Oct 14, 2008 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks nice. Will the rail barriers rise and lower with the gate logic in-game? Very Happy

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Oct 14, 2008 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprised That's very nice work LKO! You seem to surprise me every time. Keep it up! Wink

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Oct 14, 2008 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks for the good comments.

Julius Clonkus wrote:
Looks nice. Will the rail barriers rise and lower with the gate logic in-game? Very Happy

yep, but for this to work, the mapper has to use an invisible dummy unit which always stands on the gate (to keep it open) and if a train comes near, leaves the gate for this while (to close the gate), then returns back on the gate.
A lot of trigger work for the mapper, but the barriers as gates work already.

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Tue Oct 14, 2008 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why isn't there an open/close gate trigger? Crying or Very sad

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Tue Oct 14, 2008 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see a problem with that gate logic thing through the triggers... Though a dummy unit would be useful, but what would you do if that dummy unit happened to be killed? And if there was a trigger made to replace it, what will happen if that one as well was destroyed? Wouldn't that cause problems?

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Tue Oct 14, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make units invincible... Like tiberium trees.

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Julius Clonkus
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Joined: 01 Jul 2008

PostPosted: Wed Oct 15, 2008 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
You can make units invincible... Like tiberium trees.

But still there's the nasty problem if the player uses a shitload of units close to the gate and the dummy unit can't move away from the gate properly, it will most likely try to take a shortcut by moving on the rails, and if the train comes it's BOOM and the dummy is dead. Trains crush everything, even Immune=yes.

Correct me if I am wrong.

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Ixonoclast
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PostPosted: Wed Oct 15, 2008 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just make the dummy unit a vehicle and IsTrain too.

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Wed Oct 15, 2008 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

IsTrain would cause it to destroy the gate when it stepped on it #Tongue

AntiHeo, I haven't gotten an shp version of the power plant you made...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 15, 2008 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Julius Clonkus: the railway crossings are just eye-candy. imo you shouldn't worry too much about them and if they work correct. And since when does a player has problems to pass a civil gate while there isn't even wall next to the gate.

In addition, if i have to pass a city, there is no more a city when i'm through. Twisted Evil

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Thu Oct 16, 2008 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

the SHP is for public download as well, TB.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 16, 2008 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Thu Oct 16, 2008 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Personally, I prefere the old one. The new one looks... Red-Alert-2-ish.

Besides, the old one looks much more like the Nod and GDI powerplants, fitting in with the whole powerplant concept in TS.

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Oct 16, 2008 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree. The new one looks too.... different, in contrast with other buildings.

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0warfighter0
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Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 16, 2008 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

You've never seen it? ... welcome to planet earth! *slaps head*

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Oct 16, 2008 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Who are you dissing and why?

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Oct 16, 2008 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

No offence but it's just that it's been on the forum for a while and me: the new guy, finds it before some people find it who have bin a lot longer on PPM as me Confused
Again, sorry if I've offendid someone Wink

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Oct 16, 2008 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's okay, but understand, not everyone has time to check every new post made every day. I was never aware that there was a new version, probably because I had moved to South Africa around the time it was posted, and had no internet access.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Fri Oct 17, 2008 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're right.

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sat Oct 18, 2008 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Back to the topic at hand, I take it we're not going to use cliffs or shores like these?



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Ixonoclast
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PostPosted: Sat Oct 18, 2008 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
Just wondering, is it possible to make units use the trainstation as a safe passage to cross tracks?


I've been thinking. With the current XTX terrain it's possible to make a traintrack crossing as in the picture.

Could you guys make special terrain so the crossing looks... less chunky?



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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Sat Oct 18, 2008 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
Back to the topic at hand, I take it we're not going to use cliffs or shores like these?


Yeah TB spoke to me about this a while ago and he said were not using those shores and cliffs now but instead using the original TX style.

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Team Black
Defense Minister


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

PostPosted: Sun Oct 19, 2008 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

correct. I decided to let Odyssey have the single line cliffs, and XTX have the traditional thick lines..

BTW, gog could you send me the tiles you've made for XTX, so I can put them into the current build?

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Oct 19, 2008 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure, I'll have to quickly remake a couple things, but I'll get the tiles to you ASAP.

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Sun Oct 19, 2008 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I just saw your topic, is that all or is there more?

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Oct 19, 2008 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Whats the point,TO and TI looks almost the same? Very Happy

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
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PostPosted: Sun Oct 19, 2008 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

@vefbl4: TO and TI are two completely different mods, going different ways and different styles. Yes, they may be using some of the same terrain pieces, but that's pretty much the only similarities I can see, some of the Terrain Pieces... Besides the argument that the Nod Sidebar for TI looks like the TO one... Other then that, only the terrain pieces is what I can see that is similer in both mods.

Anyways... The Expansion to the terrain expansion is looking pretty good, TB. Keep at it with your staff Very Happy

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Vefbl4
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Joined: 07 Feb 2007

PostPosted: Sun Oct 19, 2008 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok,ok..dear genious, you are right ;as usual.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Oct 19, 2008 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Besides the argument that the Nod Sidebar for TI looks like the TO one... Other then that, only the terrain pieces is what I can see that is similer in both mods.


I Don't think it does at all. Compare them, they're nothing alike. Just cause they have similar colors doesn't mean they look the same, It's Nod for God sake, what other colors are we going to use? Pink and Yellow? Neutral

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sun Oct 19, 2008 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I might... o.o; For the renegade factions in my mod Very Happy

Plus, I never looked at TO's sidebar, I'm only refrencing comments about how TI's sidebar looked like TO from the other people.

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Godofgamers
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Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Oct 19, 2008 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
I just saw your topic, is that all or is there more?


There's a bit more, but I'm not sure how much of it is compatible with the current build.

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Team Black
Defense Minister


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

PostPosted: Mon Oct 20, 2008 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not quite sure what you mean. Incompatible because of the thin stripe cliff? are the names of the cliffs conflicting with the XTX temert.ini?
- we can edit the tiles as we need to, I'm assembling a completely new build..

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Ixonoclast
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Joined: 11 Aug 2008
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PostPosted: Mon Oct 20, 2008 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Does everyone forget my train crossing question?

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon Oct 20, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

You said something? XD
No really, it's a good idea. Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 20, 2008 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

small 1 cell big city cliff train tunnels are afaik already on the todo list. With these and the city cliff slopes it should be an easy job for the mapper to create your train crossing. Wink

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Mon Oct 20, 2008 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know if tunnels should really be less than height=4, for the sake of big units like mammoths and disruptors and stuff

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