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Screenshots from RotD 2.0 Final
Moderators: Reaperrr, red_rebel
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sat Oct 30, 2004 4:30 pm    Post subject:  Screenshots from RotD 2.0 Final Reply with quote  Mark this post and the followings unread

Here are some screenshots from Return of the Dawn 2.0, which will be released in a matter of hours.

Enjoy Smile



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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Oct 30, 2004 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow this mod is looking impressive, nice work Reaperrr

That first screenshot especially intruiges me

Would me nice if u could make the Desert maps (Temperate in TS but im talking TD style here Smile) More orangy, like in TD

Nice work, thumbs up

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subXaero
Light Infantry


Joined: 27 Sep 2004

PostPosted: Sun Oct 31, 2004 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

hope i'm allowed to post screens for myself, but i come along with such gdi-beauties i just have to share them with you Wink

they are (nearrly) all off one game i just did to see how the new winterterrain looks - AMAZING Very Happy

(tomorrow i'll continue with my NOD-Game and do a screeny-series as well Smile



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subXaero
Light Infantry


Joined: 27 Sep 2004

PostPosted: Sun Oct 31, 2004 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

got some more Very Happy



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subXaero
Light Infantry


Joined: 27 Sep 2004

PostPosted: Sun Oct 31, 2004 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

*cugh*

i hope this action of flooding you with screens gets positive feedback Wink



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Eternal2u
Missile Trooper


Joined: 01 Sep 2002
Location: New Orlenas La.

PostPosted: Sun Oct 31, 2004 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

hoooooolllllllllllyyyyyyy ssssssssssssshhhhhhhhhhhhhiiiiiiiiiiiiiiiiiittttttttttttttt

if that mod has a campaign attached...i will definetly get addicted easily when i get my ts and comp back in a month and a half Very Happy

that looks amazing btw...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Oct 31, 2004 4:36 am    Post subject: Reply with quote  Mark this post and the followings unread

No campaign yet... but a great skirmish that TD never had Smile

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Oct 31, 2004 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

subXaero wrote:
hope i'm allowed to post screens for myself, but i come along with such gdi-beauties i just have to share them with you Wink

of course Wink
really great screenshots, not as boring as mine Wink

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Natus
Rocket Infantry


Joined: 12 Sep 2003
Location: In my own little world

PostPosted: Sun Oct 31, 2004 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

A pic of my base in a battle. Nice lil set up.



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Nyerguds
General


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

PostPosted: Sun Oct 31, 2004 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eternal2u wrote:
hoooooolllllllllllyyyyyyy ssssssssssssshhhhhhhhhhhhhiiiiiiiiiiiiiiiiiittttttttttttttt

Quoted for emphasis Surprised

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Oct 31, 2004 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty base, huh Wink. There is no visible weak point, except the lack of defenses in the internal area, close to the construction yard...

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Nyerguds
General


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

PostPosted: Sun Oct 31, 2004 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which maps are in temperate?

[edit]

Nevermind. Got it Smile

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Sun Oct 31, 2004 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

You dont know how jealous this makes me.. i cant get the backs of cliffs to convert correctly Sad



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Nov 01, 2004 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy crap! the sams even pop out!

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Nov 01, 2004 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Holy crap! the sams even pop out!

err... they do? Surprised
I thought I had disabled that, due to the graphical errors Laughing

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Nov 01, 2004 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

look at the "you dare! thread" image, the nod sam turret is hidden.

In the pic where the orcas shoot the pink buildings you can see the turret of the sam firing?

Obviously the old td aspect of more protected when bunker can't be enabled but it looks damn cool.

Reaperrr u sure u disabled it?

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

PostPosted: Mon Nov 01, 2004 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's weird... sometimes they're out, sometimes they aren't. But it's really weird to see the SAM shoot when it's closed :\

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dawkeb
Cyborg Engineer


Joined: 19 Jan 2004
Location: Finland

PostPosted: Mon Nov 01, 2004 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heres my pic from my NOD outpost.



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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Nov 01, 2004 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

how did u get the chinooks to hold vehicles

i see them paratrooping out of a chinook in that screenie above

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dawkeb
Cyborg Engineer


Joined: 19 Jan 2004
Location: Finland

PostPosted: Mon Nov 01, 2004 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just taked the vehicles and paradropped them with the chinooks attack.

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Last edited by dawkeb on Mon Nov 01, 2004 7:13 pm; edited 1 time in total

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon Nov 01, 2004 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tank ownage



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dawkeb
Cyborg Engineer


Joined: 19 Jan 2004
Location: Finland

PostPosted: Mon Nov 01, 2004 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

That attack was smashing. Smile

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Nov 01, 2004 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG their transport can hold one vehicle.. there were 2 chinooks on that pic..

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

PostPosted: Mon Nov 01, 2004 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL!! So THAT's what the Attack function of the Chinook does Very Happy

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Nov 01, 2004 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
SMIFFGIG their transport can hold one vehicle.. there were 2 chinooks on that pic..


Oh yea... carryall Sad

only seen the one

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General Raven
Civilian


Joined: 02 Nov 2004

PostPosted: Tue Nov 02, 2004 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

mm Heres some screenshots I have, I just played it today and waited for 6 hours, I love it #Tongue but some things I wished it had, IE: C&C Renegade has gates, I am sorry but I am a wall/gate builder lol #Tongue if you ever decide to just add the TS Gates, they are almost the exact same as the ones in Renegade... if that is possible then cool if not thats alright all I can say, is GREAT JOB....



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

PostPosted: Tue Nov 02, 2004 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Gates? I never missed gates. I DID miss a fence that tanks can't run over, but CAN shoot over :\

Is there a way to add chainlink fence to be like that?

You could of course just change the sandbag's settings so you can't run them over...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Nov 02, 2004 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

chainlink could be run over though :p

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Nyerguds
General


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

PostPosted: Tue Nov 02, 2004 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

In C&C1, NO FENCES can be run over Rolling Eyes
It'd only be logical to make the chainlink fence as something in between the sandbag and the concrete wall

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Nov 02, 2004 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
It's weird... sometimes they're out, sometimes they aren't. But it's really weird to see the SAM shoot when it's closed :\

hm, I'll have a look.

about the fences, we originally planned to make some, but unfortunately Jokeman really lacks free time atm.

But maybe I can modify the laser fence a bit.

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

PostPosted: Tue Nov 02, 2004 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've been working on the RA2 fence to fit it in TS... it's going quite well so far. Only I get a little refresh error at the top :\



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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Nov 02, 2004 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TD Nods does NOT have an APC. Cool Only in Renegade

Err.. BTW:
1) What diference betwen Flame Troop n Chem Troop?
2) How about Airstike for GDI?

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Nov 02, 2004 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
I've been working on the RA2 fence to fit it in TS... it's going quite well so far. Only I get a little refresh error at the top :\

hm... I've encountered that problem with other graphics, it might have to do with art.ini or rules.ini settings... could you send me the fence, so I can play around with the settings a bit?

If I get it working, I'll use it in version 2.2 Wink

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Nyerguds
General


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

PostPosted: Tue Nov 02, 2004 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't finished it yet... Still have to do the damaged frames.

BTW... I'd make sure the sandbag in snow theater is the same as in the other theaters... the snowy sandbag looks kinda weird on the grass.

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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Tue Nov 02, 2004 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
In TD Nods does NOT have an APC. Cool Only in Renegade

Err.. BTW:
1) What diference betwen Flame Troop n Chem Troop?
2) How about Airstike for GDI?


Yes, in TD Nod HAS an APC, but only in multiplayer.

2) We talked about that during the beta, but it is not possible to recreate the airstrike as it was in TD, so that's not gonna work.

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

PostPosted: Tue Nov 02, 2004 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TD multiplayer Nod also has the MLRS... though I think the artillery and SSM are good enough in ROTD.

I finished the damaged frames for the Chainlink fence Smile



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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Nov 02, 2004 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that barbed wire on top should be smaller. Like near the barracks. And.. Make a guard tower higher.

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

PostPosted: Tue Nov 02, 2004 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, but I just edited the RA2 chainlink fence in PSP to make it less high. Resizing that barbwire on it is a whole different matter :\

I could also only use the barbwire.. that was in C&C too after all #Tongue
Only, if tanks can drive over sandbags, a bit of iron wire sure as hell won't stop them Very Happy

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Nov 02, 2004 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can also create a wooden fence. It was in TD too Very Happy

PS I have a few TS wooden buildings without snow on it. It might be useable in next versions.

PPS Sorry for my English. I'm from Russia.



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Nyerguds
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Joined: 24 May 2004
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PostPosted: Tue Nov 02, 2004 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I actually found a fence in RA2 that could be made into that... but in the end it's rather useless, since it isn't buildable.

Unless there will be a campaign, with villages, that is ^_^

[edit]
Well, it turned out it wasn't too hard to resize the barb wire on top of it... again I've only done the undamaged state so far, but this is looking great already Smile



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Eternal2u
Missile Trooper


Joined: 01 Sep 2002
Location: New Orlenas La.

PostPosted: Wed Nov 03, 2004 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

nice work on the fences...

can't wait man..these screenies looke better and better..

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Natus
Rocket Infantry


Joined: 12 Sep 2003
Location: In my own little world

PostPosted: Wed Nov 03, 2004 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I got bored so I made a small NOD base and then a second forward command post.



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Empire Earth: The AI doesn't build their bases in a logical fashion, but has superb offensive and defensive capabilities.
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Nov 03, 2004 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
You can also create a wooden fence. It was in TD too Very Happy

PS I have a few TS wooden buildings without snow on it. It might be useable in next versions.

PPS Sorry for my English. I'm from Russia.


Nice work, also that looks like a nice map you made!

Nyerguds, you still having these refresh errors? I know how to fix 'em.. (i think)

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

PostPosted: Wed Nov 03, 2004 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I still got some small reresh errors, in some cases. I tried putting Height=2 in art.ini (well, arr.ini in the edited dawn.exe #Tongue) but that had no effect.

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mavrick
AA Infantry


Joined: 19 Aug 2002
Location: United Kingdom

PostPosted: Wed Nov 03, 2004 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

you should put your minds to the test and create one unit extra for each side something extremely creative.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Nov 03, 2004 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
Well, I still got some small reresh errors, in some cases. I tried putting Height=2 in art.ini (well, arr.ini in the edited dawn.exe #Tongue) but that had no effect.


Try canvas-resizing the frames in PsP to 192x192. Center the original image, ofcourse.

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

PostPosted: Wed Nov 03, 2004 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah. I'll try that Smile

And now... behold... my amazing Visceroid Defense!



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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Nov 03, 2004 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The first fan fiction Very Happy



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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Nov 03, 2004 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

The thing that sould be...

Sorry for two messages instead one..



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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Nov 03, 2004 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok Gangster tell me, HOW did you create a new TMP file?

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