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> Tiberian Sun: Callisto (TSC), Origional thread from "Mod Announcements"
Creagor
post Dec 31 2006, 05:55 PM
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Tiberian Sun: Callisto (TSC)
“The world’s greatest asset is now the world’s greatest threat”


Well here it is people, my mod, TS: Callisto. A new year is almost upon us (Assuming you are like me and count January 1st as "new year"), and a new mod announcement comes with it. This was origionally going to be posted on new years day, but I cant trust my internet connection to hold on that long.
I am hoping that this mod will one day rise up among the other respected and popular mods. But only you guys can make that happen. Read the text, look at the screenies, and make your own minds up smile.gif .

This mod is based in the tiberium universe, aside from that I cannot say more. Originally it was planned as a conclusion to the tiberium storyline, but Tiberium Wars messed that plan up. So now it has become a possible between three options: If Tiberium Wars is terrible, it will continue the story how I feel it should have really gone. If Tiberium Wars is brilliant, it will become a sequel on that. Saying this, the mod will have more of a TS feel that TW, as I want it to be more of an add-on, rather than a whole new game. Hence the reason the menu is so similar yet different to FS’s – it has elements of TS/FS, but is enhanced. Note that you will not need FS to play this mod when it’s done. If all else fails, the mod will become something not unlike the Tiberian Sun 3.0 mod – a “patch” to improve the existing stuff, as a “better version of what you already have” type thing.

A hard decision I have had to make regarding the mod is the use of the “Extended Tiberian Sun Engine” or ETS by C&CVK. I have decided overall that NOT using ETS is the best option for TS: Callisto, as firstly, I am not sure how stable/bug-free it is yet, and also simply because it was not made by me or a team member. The second reason may sound selfish, and you are forgiven for thinking so, but honestly, I feel that me and the TSC team should be the only input into the mod where possible, as it makes the mod far more unique. I know several ideas are not strictly unique, but there you go.

There is no current estimated completion date for the mod, and as many have said before me, “it will be done when it’s done”. I will however notify the world when it’s nearing completion, as I will need some beta testers to…well…perform beta tests.

Main features:


Some of these things will seem familiar to anyone who has played any decent mod, but that doesn’t mean they are any less important.

> New gameplay strategies
> New units, structures, terrain and graphics
> Improvements to the older units/graphics
> Minor tweaks to improve balancing and realism
> More civilian/mutant things
> Units are more “side-specific” in colour scheme.
> More varied voxel debris from all structures and units
> Tweaked reload times and weapon bursts
> Revised technology tree
> Certain “beta” TS features will be enabled
> Improved AI, though how much improved I’m not sure yet.
> New music tracks (mainly from TD) and sound effects.
> Custom Game.exe and Language.dll files
> A “new” form of tiberium, coloured orange that has its own, unique mutations.
> Particle systems – TS: Retro claims to use the “most voxel debris” in any mod, and TS: Callisto will feature what I hope to be the most impressive particle effects seen yet.
> “AlphaLighting” – A criminally underused feature in TS, this will be used much more.

Obviously that is not all that is new, but carrying on the list would take some time…

The claims made on the back of the TS box are also something I want to make the mod live up to:

"Fight on Dynamic Battlefields
Nature itself provides tactical opportunities - destroyable and deformable terrain, forest fires, treacherous ice fields and many more surprises that help or hinder your strategies."


The environment will hopefully be more of an enemy in TS:C – Tiberium mutations will damage infantry significantly more, and the mutant creatures will be more abundant and threatening, not to mention any new ones that will appear….
Also, WW dropped several niffty features, due to time constraints. Things the player did would affect the battlefield much more than they do now - think burning through a forest to make a new path to your enemy, or burning the forest while your enemy is is cutting through it to damage him, or blowing holes in the ground to restrict movement, or to force the enemy to use another route. It would be awesome to get them back, and I will try my best to re-implament them, if not make somthing similar.


"Exciting New Strategies and Units
Jump Jet Infantry, Hover Tanks, Tunnelling APC's, Hunter Seekers, Laser Fences, Mechanized Battle Units, Firestorm Defence and many more."


Well yeah, speaks for itself really. I also want to try and bring back elements from Tiberian Dawn, like some of the ideas, units and gameplay elements. This will give the mod (again) a refreshed gameplay experience that doesn’t differ too much from its original roots.

The sides will be defined by their units - GDI forces will be concentrated around slow, powerful units, and a superior air power, while Nod forces will be sleek, stealthy, speedy units, with the advantage of subterranean units (which are underused I feel in TS with only two subterranean units). Colourscheme will also be important, meaning that even if the two sides have things that have the same function, they dont have to look the same (Like the engineer).

"The "Veterancy" Factor
Units can become faster and stronger as they gain combat experience."


I hardly noticed this when I played standard TS. Veteran units will gain more significant upgrades as they are used more. Also, GDI's verterans from drop-pods will be superior to most other infantry - Heavy infantry/Disk throweres here we come...

"Dynamic Colored Lighting
The mood and attitude of the battlefield comes alive like never before - covert night missions, searchlights and new defenses intensify the thrill and excitement."


This is more up to mapping on the lighting side of things, though pretty alpha lighting effects will be used here and there. I can’t believe that only one alpha light was used in TS – I feel that this feature has a lot of potential if used correctly.

"New Kinetic Battlefields
Flying shrapnel, shock waves and crashing debris are just a few of the exciting new technologies developed to enhance the in-game experience."


Particle effects, more voxel debris, more explosion anims…well obviously.

Mod team:


The current team stands at:
Creagor (Me) – Leader, anything that the other members didn’t do.
Derox - Mapper
Nimron - Concept artist
YOU? - A position on the TSC team

Derox is still happy to be continuing with the mod, and has been a very handy person to talk to in general, so thank you. Nimron is a concept artist at the moment. I am teaching him how to mod TS personally, so he may well end up with a bigger role sooner or later.

As you can see by the "YOU?" bit, I am ready to accept new team members. For further details on becoming a member of the TSC team, either PM or E-mail me.

EL_Serpinte has before now contributed some voxels, which may or may not be used, I'm still getting everything sorted out.

The mod is inspired by the great mods of nowadays, released (TS: Retro and Deezire in particular) and unreleased (TS: Oddysey/Recoil), and I thank the creators of those mods for simply inspiring me.

Screenshots


The fun part. Each image has its own description. This section will be updated as newer versions of things/more things to show off come about. I hopefully will have more to show over the next few days too. Remember that none of this is necessarily final work (some of it isn’t even coded yet) - I am open to suggestions on how to improve any of the things that can be seen below.

Some city cliff designs, and some broken monorail lines. Note that the cliff has been edited slightly since this image (see the image below, the newer version is in that). The GDI and Nod logos can go on either prespective. The coloured Nod logo is proving difficult as the temperat.pal doesent support many reds...


A photoshop mock-up of the city cliffs. Had to be done in photoshop, as I have not yet coded the corner bit. If you look closely, you can just about see the join - I need to fix that....


The TSC title screen - the same, but different at the same time.


One of the things that I have done recently, in line with my text experiments. I'm not sure if this has ever been done in a mod before. This isn’t the final version of the text - some things are a little buggy, and I also want to experiment with different fonts, to see what looks best. But its a start. If anyone is interested in exactly how this was done, please PM me. Map by Derox wink1.gif .


A quick ingame screenie of some of the tiberium. As you can see the new orange stuff is...orange. Notice also the cracked ground terrain, the two crashed things and the lack of mapping skills on my part. Also, don’t worry about the blue outline around some of the flora/faunas - that’s photoshops damn anti-aliasing getting in the way of things.


Some random particle effects. Its hard to capture them on screenshots, so they obviously look better ingame - the lightning ones in particular.


A random image of a new tall light post (why not?!), based off beta screenshots. Ill try and get better ingames soon.


Progress updates:


Progress updates will now be shown in the main forum, not here, the same goes for additional screenshots.

And there it is! Post your comments, ask questions, whatever!

This post has been edited by Creagor: Mar 6 2007, 08:32 PM


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Ixith
post Dec 31 2006, 08:33 PM
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looks pretty good so far smile.gif

those city cliffs kinda remind me of TX's cliffs but taller. which is good IMO.
and im loving the blue for the title screen it looks good like that.
and from what youv shown use so far it does look like its going pretty good for you.

so keep up the good work i cant wait to see this finished


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Nimron
post Dec 31 2006, 08:59 PM
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I see you have done the other side of the city cliffs now! And the particle effects are vrey nicely done, especially on the Firestorm reactore!

I'l try to think up some more ideas! perhaps some mutant stuff! smile.gif

This post has been edited by Nimron: Feb 11 2007, 08:08 PM
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Blacksilence
post Dec 31 2006, 09:02 PM
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nice mod do you have the lighting.shp i need it plz.


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eXit
post Dec 31 2006, 09:26 PM
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I dont think youll get it so easily...
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Roani52
post Jan 1 2007, 12:49 PM
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QUOTE (Black hawk @ Dec 31 2006, 10:02 PM) *
nice mod do you have the lighting.shp i need it plz.

Lighting or lightning?


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Creagor
post Jan 1 2007, 01:07 PM
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QUOTE
those city cliffs kinda remind me of TX's cliffs but taller. which is good IMO.
and im loving the blue for the title screen it looks good like that.
and from what youv shown use so far it does look like its going pretty good for you.

When I first used TX, I loved the cliff's on that. I only had one complaint: There were no tall versions. So I've made some myself. I also intend to make some TX style short cliffs, and destroyable concrete sections on the cliffs.

QUOTE
nice mod do you have the lighting.shp i need it plz.

Check your PM inbox, we'll discuss it there.


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Nimron
post Jan 1 2007, 05:12 PM
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That cracked sand with tiberium looks great Good screenies! smile.gif

Are you going to show the cracked sand and city cliff pic? the one with the hover MLRS?

This post has been edited by Nimron: Apr 12 2007, 08:16 PM
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Creagor
post Jan 1 2007, 05:23 PM
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QUOTE
Are you going to show the cracked sand and city cliff pic? the one with the hover MLRS?


Yeah, I'll have to remake it though, as it uses the old version of the city cliffs. And the Hover MLRS could use a toutch up too....

(if any of you are wondering how Nimron knows things, its because he used to be on the same bus as me, so he has seen a lot).


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SeekSomethingNew
post Jan 3 2007, 10:45 AM
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copy cat tongue.gif i started the concrete cliffs for Recoil, mine where 3 tiles high though. but i am loving what you have done so far dude! gone quite far since i last see this topic. and i glad you see Recoil as insperation (even though its dead :(). good luck with it all and i am here to help if you need me smile.gif

btw, did you edit that PCX that has the fonts/letters for the menus? becasue i have never seen buttons remaped by a font... PM about this please.


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Creagor
post Jan 3 2007, 02:33 PM
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Yeah, insparaition Is coming from the late Recoil, TS retro and Tiberium odyssey. Deezire is also a slight influence, though not as much as the others. They are all amazing mods. As I said before, one day I hope TSC will join them.

Inspiraition is also coming from beta screenshots, suggestions by people here, and of course me and the team's ideas.

The fonts are the edited PCX's yes. As you just said, and As I said earlier, I have never seen it before, and I might possibly be the only one to have done this so far. The PCX's are damn hard to edit though - each letter has to be aligned perfectly, or it will look odd - closer inspection of the screenie above will reveal some letters are too close to each other/too far apart/slightly wrongly sized. I'll send you them in a PM.We also need to talk on MSN or somthing...

This post has been edited by Creagor: Jan 3 2007, 03:06 PM


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daTSchikinhed
post Jan 4 2007, 03:57 AM
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My complaint is about your city cliffs.. mirroring is always a good thing because it ensures that they all fit right, the only problem is lighting and shading to do with shadows and whatnot. it's really quite brilliang work, however. My commendments!


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Blacksilence
post Jan 4 2007, 09:38 AM
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Why is this topic here itsn't finshed or what????


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eXit
post Jan 4 2007, 10:21 AM
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Creagor PM'ed Python about our own forum, the mod met the requirements and now we have our own forum.
And yes you are right, it isnt finished.

This post has been edited by Derox: Jan 4 2007, 10:23 AM
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Creagor
post Jan 4 2007, 11:27 AM
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As said, TSC now has its own board, thats why this is here. All future screenshots and updates will be posted in the main TSc board now, not in this topic. The topic is here now simply as a quick reference if you like - it gives the vital informaition about the mod, as well as some screenies. Anyone interested further will continue to look around the rest of the board for updates.

Over the next few days I will try and get some more stuff up for everyone to see, and post it up somewhere.

QUOTE
mirroring is always a good thing because it ensures that they all fit right, the only problem is lighting and shading to do with shadows and whatnot.


I'm not too sure what you mean by "mirroring" the cliffs. If you mean making them "mirror" images of each other, then you are actually wrong. Both were made seperatley. Obviously once one was done I "copied" the style, but they are not direct copies.


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SeekSomethingNew
post Jan 4 2007, 02:37 PM
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i mirror alot of my tiles, like road corners and so, it just makes a copy it the right location and size what not.


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SMIFFGIG
post Jan 4 2007, 09:54 PM
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Looks like a very promising and well thought out mod

well done guys

I especially like this shot
http://i45.photobucket.com/albums/f51/Creagor/Tiberium_1.png

That wrecked drop pod looks superb, those fauna defintly need some photoshop adjustments to fix the lighting and that new ground texture needs to be scaled down into proportion (so the mud cracks arent big enough for infantry to fall down hehe

Nice stuff and its good to see your taking advantage of the much underused TS particle system logics wink1.gif
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El_Serpiente
post Jan 4 2007, 10:26 PM
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Woohoo! Callisto is back! Cant wait to view the finished product.
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Ghost Stalker
post Jan 18 2007, 02:54 PM
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Looks sweet, but whats with the eh... Exploding Craters? Explosions in the 6th (7th if you count the starting thingy at the very top) screeny?


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Creagor
post Jan 18 2007, 05:13 PM
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They are attempted screenshots of the ION lightning, with particle effects. Its hard to get a screenie of particles/lightning, even with thre gamespeed on slow, hence the lateness and missed lightning. Look very closley, and you can see the particles. It looksmuch better ingame, trust me wink1.gif .


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SeekSomethingNew
post Jan 22 2007, 04:05 PM
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hey! just noticed your logo! nice remake... i have never been able to remake the Firestorm bar :(


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DoomToHel
post Jan 25 2007, 09:34 PM
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very cool i like that :biggrin: good lighting and effects


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Uufje
post Jan 26 2007, 07:39 PM
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:o New particles!
I'll watch this thread for updates, this mod looks really promising! smile.gif
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