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 Forum index » Other Projects » Alpha Projects » Command and Conquer: Rewire
In-Game Screenshots
Moderators: Gangster
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 03, 2012 3:44 pm    Post subject: Reply with quote

Fantastic work and great idea/implementation about the rocky slopes.
Though wouldn't it be more logical to make only tracked and hover vehicles able to pass them and make them impassable for all wheeled vehicles like bike, buggy etc?
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jan 03, 2012 3:58 pm    Post subject: Reply with quote

Looks really amazing Gangster, I like the sandy coastline too!

Makes me think of the possibilities of remaking TS:Retro but being able to do everything I had originally wanted to!
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Exley
Cyborg Commando


Joined: 09 May 2011
Location: X-Files

PostPosted: Wed Apr 25, 2012 2:16 am    Post subject: Reply with quote

all I can say is "holy shit"
and
love those genesis pit's

if TS had such graphics auufff
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though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Dec 04, 2012 8:14 pm    Post subject: Reply with quote


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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 04, 2012 8:32 pm    Post subject: Reply with quote

Holy crap, are you sure this is RA2 and not TS? #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 04, 2012 8:50 pm    Post subject: Reply with quote

wow, i love it. Surprised

though the shadow of the barracks flag is missing. #Tongue
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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Wed Dec 05, 2012 4:30 am    Post subject: Reply with quote

Since this is RA2, you should give them garrison frames... Smile

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Dec 05, 2012 6:27 am    Post subject: Reply with quote

I did. that's just there will be no visual difference between normal and garrison frames
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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Wed Dec 05, 2012 2:59 pm    Post subject: Reply with quote

Gangster wrote:
I did. that's just there will be no visual difference between normal and garrison frames

No flag or team color to represent who has garrisoned the structure? O_o
...Or is the feature simply disabled for the mod?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 05, 2012 3:52 pm    Post subject: Reply with quote

Alex06 wrote:
Gangster wrote:
I did. that's just there will be no visual difference between normal and garrison frames

No flag or team color to represent who has garrisoned the structure? O_o
...Or is the feature simply disabled for the mod?


I think this is a good thing. Adds another layer of strategy. It's like games such as Sudden Strike although sadly in YR/Ares there is no 'Hold Fire' option for garrisoned units (so they can spy)
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Dec 05, 2012 4:06 pm    Post subject: Reply with quote

There's still the pip which is visible by both player and the enemy.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Dec 05, 2012 5:36 pm    Post subject: Reply with quote

Speeder wrote:
There's still the pip which is visible by both player and the enemy.


PipsDrawForAll=no? I though it could help..

Alex06 wrote:
No flag or team color to represent who has garrisoned the structure? O_o
...Or is the feature simply disabled for the mod?


Since UC is not a part of TS gameplay, I thought it is a great opportunity to experiment with it, anyway it was a bit plane in RA2. I not talking about of balance or usage but about idea of adding some side gameplay element with light feel of randomness like it happen with Ion Storm or Wildlife. So I though it would be nice to have abbility to setup(or get into) a ambush. So I dessided not to use a Ocupping fram. Also I made units not to auto-accquare garrisoned buildings, only return fire or or if manualy targeted.
This is not only change in UC. Buildings in RW better armored and have more health. Ocuppants have a probality to die. Flame tank, disruptor and commando units have ability to clean structures.
I did some early tests while working on r 005 and was planning to do more once I get enough content.
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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Dec 06, 2012 1:36 am    Post subject: Reply with quote

Gangster wrote:
Speeder wrote:
There's still the pip which is visible by both player and the enemy.


PipsDrawForAll=no? I though it could help..

Alex06 wrote:
No flag or team color to represent who has garrisoned the structure? O_o
...Or is the feature simply disabled for the mod?


Since UC is not a part of TS gameplay, I thought it is a great opportunity to experiment with it, anyway it was a bit plane in RA2. I not talking about of balance or usage but about idea of adding some side gameplay element with light feel of randomness like it happen with Ion Storm or Wildlife. So I though it would be nice to have abbility to setup(or get into) a ambush. So I dessided not to use a Ocupping fram. Also I made units not to auto-accquare garrisoned buildings, only return fire or or if manualy targeted.
This is not only change in UC. Buildings in RW better armored and have more health. Ocuppants have a probality to die. Flame tank, disruptor and commando units have ability to clean structures.
I did some early tests while working on r 005 and was planning to do more once I get enough content.

Sounds interesting. Looking forward to trying it out. Smile

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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Thu Dec 06, 2012 8:43 pm    Post subject: Reply with quote

your work is simply beautiful...I can, Use your resources in my modification? GLOBAL CRISIS(New Mod)....


dfeter.JPG
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my terrain expancion in terrain rewire...
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Dec 06, 2012 9:03 pm    Post subject: Reply with quote

Sure
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lococho
Medic


Joined: 08 Nov 2012
Location: tinta,cusco,peru

PostPosted: Fri Dec 07, 2012 7:38 pm    Post subject: Reply with quote

your MOD is my favorite, your modification is great is the best of all time mod. Very Happy
could have a city with new structures. a city of the GDI Question
thanks...

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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Tue Dec 18, 2012 3:51 pm    Post subject: Reply with quote

Just a small test I did to see how my infantry pack soldiers would look in this (copied the frames from SHP builder). Though the lightning looks bit off with the original infantry, is the ExtraInfantryLight higher than 0?


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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Dec 18, 2012 5:10 pm    Post subject: Reply with quote

ah yes, it might because of ExtraInfantryLight=.2
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Dec 18, 2012 8:18 pm    Post subject: Reply with quote

definitely looks better without the extra infantry light
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Master.Foo
Civilian


Joined: 02 Dec 2011
Location: Tibet

PostPosted: Fri Dec 21, 2012 10:27 pm    Post subject: Reply with quote

Gangsta, Y U NO GOD?
Seriously man, you are a ztyping genius.
Tiberian Sun Forever Smile
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Master.Foo
Civilian


Joined: 02 Dec 2011
Location: Tibet

PostPosted: Fri Dec 21, 2012 10:28 pm    Post subject: Reply with quote

SMIFFGIG wrote:
definitely looks better without the extra infantry light


yes, definitely
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Dec 27, 2012 1:59 pm    Post subject: Reply with quote

Tested interesting discover of map retinting found by Speeder.




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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Dec 27, 2012 2:06 pm    Post subject: Reply with quote

Looks very, very good but obviously isn't practical due to the bugs involved.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 27, 2012 2:12 pm    Post subject: Reply with quote

Those bugs aren't that much of a problem and hopefully the desert one gets fixed. Assuming you're talking about retint.

I like how big that Spotlight Tower placeholder is.
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Dec 27, 2012 2:34 pm    Post subject: Reply with quote

darn... it look amazing! i love your deployed tick tank it look so realistic. but seem like you haven't done artillery...

ps. you can use my GDI/Nod side bar as place holder if you want

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Dec 27, 2012 2:50 pm    Post subject: Reply with quote

Nice atmosphere. Smile You're using map wide alpha images for the retint ain't ya?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Dec 27, 2012 4:04 pm    Post subject: Reply with quote

Starkku wrote:
Looks very, very good but obviously isn't practical due to the bugs involved.


Really? I don't see why? I know it have problems with desert terrain wich is unused in Rewire. And there is a small glitch with all preplaced colored lights. However, featuare can be used for some specific maps.

Holy_Master wrote:
darn... it look amazing! i love your deployed tick tank it look so realistic. but seem like you haven't done artillery...

ps. you can use my GDI/Nod side bar as place holder if you want


but what should I do with artillery? Confused

PS sure, I could use a GDI one. And I have dessided to use a Nod one by Dawe. I just love it. Smile





DaRTzO wrote:
Nice atmosphere. Smile You're using map wide alpha images for the retint ain't ya?


No. Smile It's a map script utilizing action Retint### Alpha is used but for clouds.
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Thu Dec 27, 2012 4:23 pm    Post subject: Reply with quote

It looks soo good, I want to quit learning to be an artist.
WW should be envying you.
Great job.
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Dec 27, 2012 4:45 pm    Post subject: Reply with quote

oh i see . i though you haven't done UI your interface look really nice.

about your artillery it look like it have 2 barrel. seem like you haven't done his deploy graphic.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Dec 27, 2012 5:51 pm    Post subject: Reply with quote

Gangster wrote:

but what should I do with artillery? Confused

No. Smile It's a map script utilizing action Retint### Alpha is used but for clouds.


Make the arty turn into a shp building with a shp turret? Sc style.

Any other kind of funky scripts like that around?

I would like to add such things into my unofficial patch as a map makers expansion kit that I've had in mind for ages. Also I was thinking about making a custom version of Final Alert 2. With new custom scripts and a proper guide instead of the half arsed one westwood left behind.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Dec 27, 2012 7:33 pm    Post subject: Reply with quote

Arty IS a shp with voxel turret. I dont know where did you saw a second barrel Confused
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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Dec 28, 2012 5:49 pm    Post subject: Reply with quote

Holy shit.
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Fri Dec 28, 2012 8:21 pm    Post subject: Reply with quote

ad my bad my screen is just to dark that make me though his right treat as another barrel. but IMO i think you should add support legs on both side of him because just rise his barrel doesn't seem interesting enough. and i think 90 degree angle like this doesn't look good. how about just 75 degree?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 03, 2013 1:00 am    Post subject: Reply with quote

knock-knock


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Jan 03, 2013 1:08 am    Post subject: Reply with quote

Holy fook. Nice railgun too IMO, I'm liking the saturated colours used.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jan 03, 2013 1:33 am    Post subject: Reply with quote

IMO both the walls and gate look a bit too "smooth". Their textures could be a bit rougher/dirtier.

And this has probably been said before, but from this angle it's really obvious that the mammoth's legs are too close together...

Everything else looks perfect however Smile
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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Jan 03, 2013 9:01 am    Post subject: Reply with quote

the voxel and shp really go together. but i wonder how lag it is? since you fill whole screen with alpha image [sky].

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jan 03, 2013 9:16 am    Post subject: Reply with quote

I got quite noticeable lag when I used large alpha images in D-day, it looks good but can cut the fps in half :/
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 03, 2013 10:27 am    Post subject: Reply with quote

It lags indeed. And I am not going to use it at MP maps. However SP missions always run on medium speed so usuing Alpha doesnt make any big difference.
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Deformat
Defense Minister


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

PostPosted: Thu Jan 03, 2013 10:59 am    Post subject: Reply with quote

Yeah, and it looks awesome Very Happy

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jan 03, 2013 7:38 pm    Post subject: Reply with quote

Bittah Commander wrote:
IMO both the walls and gate look a bit too "smooth". Their textures could be a bit rougher/dirtier.

I agree, needs subtle dirt for temperate theatre.

overall looks great however
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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Jan 03, 2013 10:47 pm    Post subject: Reply with quote

Does it still lag if you use the directdraw tweaks Ares project uses?

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Jan 03, 2013 10:58 pm    Post subject: Reply with quote

This mod runs with Ares.
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Aug 23, 2013 5:55 pm    Post subject: Reply with quote

random screenshots


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Last edited by Gangster on Fri Aug 23, 2013 7:26 pm; edited 1 time in total

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Fri Aug 23, 2013 6:24 pm    Post subject: Reply with quote

Gangster wrote:
SP missions always run on medium speed

Sad
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Parasite03
Cyborg Artillery


Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Aug 23, 2013 8:04 pm    Post subject: Reply with quote

That's amazing!
P.S. How did u make that green hint color and TS health bars?
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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Aug 23, 2013 8:46 pm    Post subject: Reply with quote

Err... new Ares Features, lets you recolor the Text
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Parasite03
Cyborg Artillery


Joined: 23 Jul 2013
Location: Russia

PostPosted: Sat Aug 24, 2013 9:37 am    Post subject: Reply with quote

And what's about those TS'ish healthbars?
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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Aug 24, 2013 10:32 am    Post subject: Reply with quote

Parasite03 wrote:
And what's about those TS'ish healthbars?


stylized pipbrd.shp
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Aug 29, 2013 11:05 pm    Post subject: Reply with quote

just another screenshot


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