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 Forum index » Other Projects » Released » Return of the Dawn (TS to TD Total Conversion)
RPR Productions - News Center & Downloads
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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Apr 25, 2010 10:08 pm    Post subject:   RPR Productions - News Center & Downloads
Subject description: Info & downloads of projects I have released or work on
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In this thread you'll find the most recent versions of all RPR projects.

C&C Mech Wars - Alpha 1 [TS]:
Latest release: September 2010
Mech Wars alpha 1 (~55 MB)
ETA for next update: TBD

Return of the Dawn - 2.8.7 [TS]:
Latest release: October 2010
ROTD 2.8.5 Full (~85 MB)
ROTD 2.8.5a lite/update (most music removed) (~37 MB)
ROTD 2.8.5+ to 2.8.7 patch (<3 MB)
ETA for next update: TBD

Reaperrr's MultiMod - 2.0 [Renegade]:
Released: January 2003, re-released April 2010
MultiMod 2.0 (english)
MultiMod 2.0 (german)
ETA for next update: cancelled

Tiberian Dawn Xtended [TD]:
ETA: TBD

C&C Mech Wars 2 [YR/Ares]:
ETA: TBD

C&C 0 - New World Order [YR/Ares]:
ETA: 2011 (maybe)

RA 3.04 [RA1]:
ETA: future (maybe)


Welcome to the RPR Productions - News Center!

From now on this will be the central place where I post news, updates and blog-like ramblings about projects I'm working on. And I'll start right away.


Return of the Dawn
Whew, that was quite a ride. Almost 12 weeks of working nearly non-stop on ROTD 2.8. TBH, I was a bit disappointed and frustrated that there was so little public interest, since I put quite some effort into this update. However, looking at things more objectively, I can understand it. While I did a great lot of fine-tuning and added a quite a few new features, the long breaks I took between 2.5 and 2.6, 2.61 and 2.7 and finally 2.7 and 2.8 are simply taking their toll: Other TD conversion projects have caught up to ROTD in some aspects and surpassed it in others. The fact that ROTD has been around for so long surely plays a role as well: While it has improved a lot since the original 2.0 release, at its core it is still the same, just somewhat better, but nothing new, fresh and exciting.
Also, there's of course a lot of strong competition: Those who want retro-ness above everything else go for DTA (or C&C95 + 1.06c or newer), those who want 3D graphics, singleplayer and some more sophisticated features go for Tiberian Dawn Redux, those who want the best possible graphics will go for Tiberian Dawn for C&C3 (including myself, actually). And with TD:Renegade there's another promising project revolving around the first tiberium war on the horizon, so things are getting a bit crowded, and without some ground-breaking new features and/or graphics, it will be next to impossible for ROTD to return to its old glory.

So, where do we go from here? I don't know for sure yet, though I do have a rough idea. There will be at least one more update, but it will likely be a smaller one. I probably fixed the strange "unstable with 98/ME compatibility, unplayable without" bug yesterday, and there are a few other minor quirks that I want to fix as well. Considering the rather low interest even a huge update like 2.8 generated, I think it would be a waste of time to do another update of similar scale though, so I'll just take the mentioned fix, port ROTD to Hypers WCE-fixing exe (already did that yesterday, actually), fix some other minor quirks and re-release it as 2.8.5 (or 2.9). Low interest or not, I want the most recent - and quite possibly last - release of ROTD to be more stable than 2.8b is now. After 2.8.5 (or whatever I'll end up calling it), there are three possibilities:
- A complete (mostly graphical) remake of the mod. Extremely unlikely due to the effort involved.
- Another mid-sized update. Easier to do, but where is the point? Very unlikely.
- No further updates at all. The most likely scenario.

EDIT: Ignoring everthing else I wrote above, I've released two more patches since then. Most recent version: 2.8.7
Version 2.9 - which could be the last update, but you never know - is currently in development.

UPDATE: Or rather 'was'. On hold until Hyper finally releases HyperPatch (no idea which decade that will be Laughing)


Tiberian Dawn Xtended
"Is it dead?"
No, it is not. The progress is just painfully slow, because some aspects of TDX require certain features to be added to the C&C95.exe, and while Nyerguds is making progress, he does have a life, which prevents that progress from being fast Wink
I'd prefer to go for the full feature set right at launch instead of gradually trickling it out, since the latter usually results in lower public impact, therefore TDX won't see truly major progress before Nyerguds implements a rules.ini-like system, which might take a few months.

Quote:
But TDX is definitely not dead Smile

UPDATE: However, it is on life-support until Nyerguds gets the rules.ini features at least to a RA1-like level.

Reaperrr's MultiMod 2.0 (for C&C Renegade)
Ever heard of that one? No? Not surprising. While the German version was actually quite popular (over 10.000 downloads from renegadeplanet.de alone when the site still existed), I never really made any real PR efforts, even though there actually was an english version as well. Also, it is even older than ROTD 2.0, another reason to not know about if for most people here.

"Ok... so what IS the MultiMod?"
It's a small and yet content-rich Multiplayer Modification made by me* (*feel free to call me Captain Obvious) for C&C Renegade. No new graphics, but it enables about all the hidden stuff in Renegade, adds loads of new weapons, characters and vehicles (using existing graphics), adds secondary firing modes to existing weapons and, the prime feature, Skirmish versions of several Renegade maps with bots and additional automatic defenses.
Some of the new vehicles are a bit imba (the Ion Cannon Tank is a bit overpowered iirc), but it's fun blowing up a bunch of bots with a huge ion blast, or an SSM, or frying them with the tesla tank, or the laser tank, or... well, you get the point Wink

I always thought it was lost, as all mirrors went down and I had lost the files myself because of a HD crash, but during the last 2 years I occasionally googled for it and actually managed to retrieve both language versions.

Quote:
I'll probably release at least one update (and possibly a spin-off BotMod for those who simply want Renegade with bots), but I can't make any promises regaring the amount of improvements.

UPDATE: On hold for the forseeable future.


C&C Mech Wars [TS]
C&C Mech Wars combines the tried and true RTS fomula with Mechs and other war machines from the BattleTech universe.
An early (but stable) alpha can be downloaded above.
Since the TS engine lacks the flexibility and features to make this mod as great as I'd like it to be, there will be at most one or two more updates. If any.

C&C Mech Wars 2 [YR+Ares]
As mentioned above the TS engine has too many limitations to allow for a BattleTech RTS as I envision it. Ares has (or rather: will have, unless its development is cancelled prematurely) many features that allow for a much better BattleTech RTS than the TS version could ever be.


C&C 0 - New World Order [YR+Ares]
The internal WW codename for RA1 was C&C 0 (you can find hints at that inside RA's exes), which inspired me to make this mod.

Story isn't 100% fleshed out yet, but it's basically like this: The Allies have won, but war has been devastating to their economy nonetheless. They've sold some high-tech stuff - like Chrono and Gap Generator tech, as well as captured Tesla tech - to a multi-national reseach foundation called NWO Corp.
NWO is supposed to cooperate with the military of the UN, but in secret they're following their own agenda and try to gain power by controlling high-ranked politicians.
The UN military agents find out about it through sheer luck, and open war breaks loose between the majority of UN military and the powerful NWO Corp.
Meanwhile, Kane's plans were somewhat slowed down by the demise of the soviet empire, so he decides to start building up strength of his Brotherhood by stealing & buying old equipment from the war between Allies and Soviets, as well as developing a few assets of their own, and finally launch guerilla strikes and sneak attacks to take advantage of the struggle between UN and NWO.

Summary:

- Three factions
1) UN military - hybrid between GDI and RA1-Allies
2) NWO Corp. - somewhat futuristic high-tech, Chrono, Tesla, GapGen, stuff like that, but expensive
3) Nod - guerilla fighters, but less high-tech stuff than in TD, basically spamming weak & cheap units

- Gameplay a bit more fast-paced like in RA1, but not as crazy and whacky as RA2

- units & buildings mostly a "best of RA and TD" with a few additions


At first this was planned for RA1 (with patch 3.04), but I've realized that the RA1 engine has far too many limitations and would require too many compromises. OpenRA would be an option, but I think YR+Ares is easier to work with and might allow for a better overall experience.


Unofficial Patch 3.04 (RA1)
It will
- enable the music track Arazoid
- fix the extremely low speed of wheeled vehicles on clear and rough terrain
- fix that one frame of the Yak SHP having grey instead of remapable tail-wings
- fix the bug that 'France' has a lower Rate of Fire than other countries instead of a higher one
- potentially adress some other issues
- fix some firing "FLHs"


- This one is currently on hold, since other projects have priority right now, and I also want to coordinate this with some exe fixes only Hyper can do.



That's it for now.

I hereby encourage you to post any thoughts, comments, questions you can come up with Wink


P.S.: Oh yeah, about that RPR Productions thing: That's the result of my attempt to come up with an easy-to-remember banner under which I could unite all the projects I'm working on/have been working on.

Last edited by Reaperrr on Thu Mar 31, 2011 9:40 pm; edited 18 times in total

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 26, 2010 5:48 am    Post subject: Reply with quote

MultiMod... I am interested.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Apr 26, 2010 6:50 am    Post subject: Reply with quote

Im interested in the bots on skirmish maps. Do they function like in Multiplayer Practice mode?
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Apr 26, 2010 7:37 am    Post subject: Reply with quote

Yeah, bots would be nice. Playing a small LAN would become much more intense with a bit of AI involvement.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Apr 26, 2010 12:32 pm    Post subject: Reply with quote

Regulus wrote:
Im interested in the bots on skirmish maps. Do they function like in Multiplayer Practice mode?

yep Smile

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Volgin
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Joined: 07 Mar 2009

PostPosted: Mon Apr 26, 2010 12:40 pm    Post subject: Reply with quote

Is the AI anything that can kill you unless you're AFK? I think QUAKE had better AI then the original Renegade. I hope you buffed it.

As for the other projects; delicious, delve more information. MOAR! Are they Red Alert or Tiberium verse or something new and original?
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Reaperrr
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Joined: 26 Apr 2003
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PostPosted: Mon Apr 26, 2010 1:14 pm    Post subject: Reply with quote

Volgin wrote:
Is the AI anything that can kill you unless you're AFK? I think QUAKE had better AI then the original Renegade. I hope you buffed it.

Well, on average there are more bots on my skirmish maps than on Renegades default skirmish map, but no, I'm afraid they aren't any smarter, I could only use what was there, so it's still quantity over quality. Better than no AI at all though, which was the point when I made those skirmish maps.

Volgin wrote:
As for the other projects; delicious, delve more information. MOAR! Are they Red Alert or Tiberium verse or something new and original?

Well the TS mod isn't set in any C&C-related universe, that's all I can tell Wink
(and yes, that automatically means it will be a total conversion)

The RA mod... I haven't fully decided about the exact setting and nature of it yet, tbh. Basically I have a certain gameplay idea I want to implement and then I will create the rest of the mod around that idea. It's possible that I'll stick to the RA verse and units, but you never know Wink

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Ixith
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Joined: 12 Apr 2006
Location: under there!

PostPosted: Mon Apr 26, 2010 10:36 pm    Post subject: Reply with quote

Reaperrr wrote:

Well, on average there are more bots on my skirmish maps than on Renegades default skirmish map, but no, I'm afraid they aren't any smarter, I could only use what was there, so it's still quantity over quality. Better than no AI at all though, which was the point when I made those skirmish maps.


Skirmish maps with more bots? that'd be kickass enough for me seeing as i never take my renegade online at all.
But i take it we won't get to see any tanks coming at us then since you had to work with what was given and thus bots aren't any smarter?
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Apr 27, 2010 9:50 am    Post subject: Reply with quote

Working on an RA1 mod as well. I actually hope to do a campaign for the war in asia Stalin mentions in one the FMVs. Allies in India, Soviets invading Kazakhstan, Mongolia, Korea etc.
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Volgin
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Joined: 07 Mar 2009

PostPosted: Tue Apr 27, 2010 10:52 am    Post subject: Reply with quote

Soviets wouldn't invade Kazakhstan. It is a member of the Soviet Union. #Tongue both sound interesting though. A nice change of pace.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 27, 2010 11:28 am    Post subject: Reply with quote

Volgin wrote:
Soviets wouldn't invade Kazakhstan. It is a member of the Soviet Union. #Tongue both sound interesting though. A nice change of pace.


Well, like many other nations during that time, Kazakhstan also sought for independence after the Russian Revolution (IIRC that is). In this alternate timeline, they might just have had a brief period of independence until being invaded by the Soviets.

Will the Republic of China be on the Allied side, or has it undergone the revolution and is already a socialist republic in your mod, Bolt?

Interesting projects Reaperrr, could we discuss more of them in the TDX staff forums?
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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Apr 27, 2010 2:35 pm    Post subject: Reply with quote

Ixith wrote:
But i take it we won't get to see any tanks coming at us then since you had to work with what was given and thus bots aren't any smarter?

exactly. a stationary tank used as base-defense is all that was possible (and iirc I only did that on one map, since vehicles occupy too much space compared to gun turrets and missile turrets).

@Crim: yep, I'll use the TDX staff forums as forum for all un-released projects for the time being. I'll post a bit more info on them there.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Apr 29, 2010 11:39 pm    Post subject: Reply with quote

ROTD 2.8.5 and MultiMod 2.0 (Renegade) are now online and can be downloaded HERE.

EDIT: ROTD 2.8.5 changelog

Reaperrr wrote:
2.8.5 Update/Re-Release
-----------
Fixes:
Bug fix: The mod no longer crashes randomly when navigating the menus/exiting the game and no longer requires Win98/ME compatibility mode under Vista/Win7.
Bug fix: Applied Hyper's WCE fix. Players are now allowed to select medium or high detail level without risking Wave Class Error crashes. Medium (and High) detail level enables smoke and sparks coming from damaged units/buildings.
Bug fix (Classic): Bio-Research Lab is no longer buildable at Techlevel 1 in Classic mode.
Bug fix (RR): The Bio Lab code was overhauled. Placement adjacency, power consumption etc. were fixed.
Gameplay fix (Classic): The Harvester cannot heal it self anymore, just like the C&C1 harvester.
Gameplay fix (Classic): MCV and Construction Yard are now worth 5000 credits just like in C&C1, instead of 2500.
Minor visual fix: Fixed the offset for smoke and sparks coming out of the damaged Construction Yard.
Minor visual fix: Fixed a few wrong-colored pixels on some of the new shore tiles.
Minor fix: Several unit names were corrected.

Improvements:
Map tweak: All civilian vehicles and the MHQ are now able to crush infantry on the Sole Survivor version of Cityscape II.
AI tweak (Classic): The AI now behaves similar to the tweaked Reaperrr's Rules AI.
AI tweak (RR): The AI now attacks a bit less early and a bit less frequently, but doesn't run out of money as fast anymore.
Gameplay tweak (Classic): Harvester unload duration decreased by 1/6.
Gameplay tweak (Classic): Con. Yard armor type changed from 'concrete' to 'light' and strength reduced by 10% (still more robust than its C&C1 equivalent).
Gameplay tweak (RR): Con. Yard keeps 'concrete' armor type from previous versions, but strength was reduced by 10% just like in Classic mode.
Gameplay tweak (RR): MCV and Con. Yard are now worth 3000 credits instead of 2500.
Gameplay tweak (RR): Cost for Refinery changed back from 2500 to 2000 credits.
Gameplay tweak (RR): Cost for Harvester reduced accordingly to 1000 credits.
Gameplay tweak (RR): Harvester unload time reduced by 1/3.
Gameplay tweak (RR): Orcas and Apaches no longer do the "Curly Shuffle"-move after every two shots.
Gameplay tweak (RR): Scatter factor for inaccurate projectles reduced.
Gameplay tweak (RR): Cost for Adv. Power Plant reduced from 700 to 600.
Gameplay tweak (RR): Value of each bail of blue tiberium increased from 35 to 40 credits.
Gameplay tweak (both modes): Movement speed of Bazooka infantry changed back from 2 to 3.
Gameplay tweak (both modes): Movement speed of Minigunner changed back from 3 to 4.
Balance tweak (RR): Price for Bio Lab increased from 500 to 1000 credits.
Balance tweak (RR): Prerequisite for Bio Lab changed from Com. Center to Hand of Nod.
Balance tweak (RR): Rate of Fire of Chem-warrior increased. Firepower of elite weapon increased.
Balance tweak (RR): Damage and Rate of Fire of Flamethrower infantry's flamethrower increased. Damage of elite weapon increased.
Balance tweak (RR): Firepower of Grenadier's elite weapon increased.
Balance tweak (RR): Firepower of Bazooka infantry's default weapon and elite weapon increased.
Balance tweak (RR): Rate of Fire of Minigunner's default and elite weapon slightly increased.
Minor visual tweak: Reduced the speed at which the Con. Yards 'lights' animation plays, also increased the delay between each of the lights.
Minor visual tweak: Slightly improved the normals (lighting) on the A-10 Bomber.

Additions:
Map addition: Sole Survivor version of 'Jurassic Island' added.

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Reaperrr
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Joined: 26 Apr 2003
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PostPosted: Sat May 01, 2010 5:15 pm    Post subject: Reply with quote

Updated first post with new/adjusted info.

Added another future project: Unofficial 3.04 Patch for RA.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Sep 12, 2010 12:13 pm    Post subject: Reply with quote

Another update.

The former TS project will use YR+Ares now. Some of the new units are already implemented, and I'm currently in the process of getting rid of all the YR stuff I won't need (which means NEARLY EVERYTHING Laughing).
Right now, I'm concentrating on this project.

There has been some progress on TDX as well, though. With some luck, you might get some "appetizer" screenshots in a few weeks, although a release is still far away.
Once Nyerguds' exe extensions are fully done, I'll shift some more attention to TDX. It is then that you can expect more frequent news updates.

Stay tuned.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Sep 26, 2010 5:38 pm    Post subject: Reply with quote

Based on some recent feedback, and in light of PPMs 10th anniversary, I've decided to release another small update to ROTD, patch 2.8.6 is now up for grabs above.

Code:
CHANGELOG

2.8.6 Patch
-----------
Fixes:
Gameplay fix (both): The disable/power down building function was straightened out. Now all production facilities (barracks, factories, helipads), radars, defenses and tech buildings can be powered down.
Gameplay fix (RR): Previously, some units did not gain self-heal ability when becoming elite. Now all units do.
Visual fix (RR): The airpad's flag anim was tweaked a bit.
Visual fix (both): The 'zero'-letter on the in-game credits tab was still using the RA1/TS design. It now uses the TD design.

Improvements:
Gameplay tweak (RR): armor bonus when reaching veteran/elite status increased from 20% to 30%.
Gameplay tweak (RR): Elite infantry now heals up to half strength and is automatically set to guard mode.
Gameplay tweak (RR): Elite mammoth tanks now gain a speed bonus.
Gameplay tweak (RR): Elite A10 bomber gains a rate-of-fire bonus.
Gameplay tweak (RR): GDI barracks and Hand of Nod now cost 500 credits and act as hospital for infantry.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Sat Oct 02, 2010 2:19 pm    Post subject: AI Reply with quote

I suggest you to put a good AI in your mod, so we can have more fun in multiplayer. When I mean good AI, I'm talking about mods like World of Insanity, Tiberian Sun Dusk or Twisted Insurrection.

Good luck with your mod!!!!

PS.: Fix that Power Plant!!!! It's way too short!!!!!

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

PostPosted: Sat Oct 02, 2010 5:30 pm    Post subject: Reply with quote

Reaperrr, did you get my PM?...

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Nov 08, 2010 10:46 pm    Post subject: Reply with quote

Some updates on the state my projects are in:

- Despite rather low interest from the community, I can't help but work on ROTD once in a while. There will be one more bigger update either at the end of this or early next year, introducing a new gameplay mode, singleplayer missions (just some TS/FS missions ported & adapted to ROTD, though), a few minor visual tweaks, and some more gameplay improvements.
Unless that update introduces some new bugs or other issues (you never know), it will be the last patch for ROTD. At least I hope so...

- TDX is still a slow crawler, but I think I'll release some appetizer screenshots around Christmas, to show that there has been at least more progress than the lack of activity on the public forum might indicate.

- C&C Mech Wars Alpha 1 seemingly gained little public interest, so I'll only release one more update around christmas and then move on to other projects.

- MultiMod for Renegade will see an update, but probably not earlier than January '11. Since some people don't like the whacky stuff, I might release a separate spin-off "BotMod" for vanilla Renegade.

- Mech Wars 2 - Trial of Annihilation will be the real deal, the Mech Wars alpha for TS can be considered a mere appetizer. Expect a true Total Conversion this time. However, I won't go all-out working on it before certain Ares features that are crucial for MW2 have been implemented.

- C&C 0 - New World Order is a semi-new project. Originally, I had planned to make this for RA1 or OpenRA, but now I've decided to go for YR/Ares with this one as well.
C&C 0 is supposed to combine the best elements of RA1 and TD. There's a chance that this one will be ready even before TDX and MW2, because it doesn't rely on any Ares features that aren't implemented yet, it'll just use what's available. Also, due to the setting it takes place in I can get away with mostly relying on public and ROTD assets Wink

More details in the OP of this thread.



Every project not mentioned above is canceled or at least put on ice for the forseeable future.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Nov 09, 2010 7:33 am    Post subject: Reply with quote

I'd like to see some action within the TDX subforum, yes. I've done some maps, but since I have no idea what new units there will be, it's kind of difficult to come up with unique missions (TD is rather limited when it comes to triggers and actions).
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Nov 09, 2010 11:30 am    Post subject: Reply with quote

Consider the 3 units that have their gfx as "in", I don't think I'll add anything else.

But yeah, I know what you mean. I'll talk with Nyerguds, we need some kind of internal beta to get the train rolling again.

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Reaperrr
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Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Nov 12, 2010 1:21 pm    Post subject: Reply with quote

Reaperrr wrote:

- Despite rather low interest from the community, I can't help but work on ROTD once in a while. There will be one more bigger update either at the end of this or early next year, introducing a new gameplay mode, singleplayer missions (just some TS/FS missions ported & adapted to ROTD, though), a few minor visual tweaks, and some more gameplay improvements.


Small update, after some 'evaluation', I've come to the conclusion that remaking a few of the original C&C missions and designing a few new, exclusive ones is probably the better approach, although don't expect more than a handful of them.

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Reaperrr
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Joined: 26 Apr 2003
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PostPosted: Thu Mar 31, 2011 9:45 pm    Post subject: Reply with quote

Update:
Due to a severe lack of motivation lasting 5 months and counting, with no end in sight, most projects are put on hold for now.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Mon Nov 07, 2011 10:06 pm    Post subject: Reply with quote

Reaperrr, I'm making singleplayer missions for ROTD and I need your help! I could eventually remake the whole Nod campaign! I can help this mod to not die!
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New missions coming soon!
Download the latest beta: http://www.moddb.com/mods/cc-tiberian-sun-tech-level-war

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