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Posted on: Nov 6 2012, 01:04 PM |
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I just discovered exactly why many colors turn green for turreted SHP units. This is because any color that exists more than once on the temperat.pal palette, will be duplicated on the unittem.pal/unitsno.pal palette as well. Just compare LKO's palette images for turreted SHP units with temperat.pal. As you can see, exactly the colors that are pink on the temperat.pal palette turn green for turreted SHP units. So to solve this problem, you just have to replace all pink colors with other unique colors. |
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Forum: Modding Tutorials
· Post Preview: #50151
· Replies: 6
· Views: 16,797
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Posted on: Dec 17 2011, 08:07 PM |
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Forum: Tiberian Sun News
· Post Preview: #49984
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· Views: 15,230
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Posted on: Dec 1 2011, 02:41 PM |
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I just spent a couple hours on updating my site's Media page and I finally finished. You can now view all of the maps that will come with DTA 1.11 there. The images you see on that page are the same as the previews they'll use ingame and you can click them to view larger images of the maps. So heave a look And before I forget; please vote and spread the word! |
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Forum: The Dawn of the Tiberium Age
· Post Preview: #49965
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· Views: 9,404
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Posted on: Nov 5 2011, 06:56 PM |
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I recently decided to start posting updates on DTA 1.11's progress more actively and have been doing so (along with Rampastring) at DTA's official website since the past month. A decent number of updates have been posted already, so I'll try to keep this post summarized as possible. To start off, DTA 1.11 has newly made water cliffs for the desert theater. Thanks to a hack from CCHyper the tiberium now gets affected by lighting just like all other terrain. On the left is what it originally looked right and on the right is with the hack; as you can see this is a tremendous improvement for how tiberium looks on darker maps. I converted several terrain objects between theaters to increase the options mappers have to detail their maps with. Also the new LATs I made give mappers extra options for detailing their maps. This is just one out of six new LATs I posted on DTA's front page. The GUI's layout and graphics have been redone. As you can see in this image the minimap is now much bigger and more detailed. There are in fact different GUIs and the one you get depends on whichever screen resolution you've selected in the launcher... ...what launcher? This launcher; it was originally made by Nyerguds as a setup tool mainly for switching between my different GUIs, but it was later on further developed into a launcher by Rampastring. The launcher is capable of automatically updating DTA to the most recent version, which will make it a lot easier for me to release bug fixes/updates in the future, meaning you won't be having to spend ages to see one little thing fixed anymore. And finally... Singleplayer missions. People have been asking for a remade TD campaign and no, there won't be a remade TD campaign included with DTA 1.11's release. It takes a lot of work and time to get such missions done properly after all (especially considering the amount of missions the TD campaign had), but maybe the mappers will be able to pull it off eventually (considering the workload however, and the fact few are actually interested in remaking the TD campaign, some extra help might be necessary). Never the less, DTA 1.11 will come with some singleplayer missions. "The Toxic Diversion", made by Rampastring, is a campaign existing out of 4 missions which can play drastically different depending on the choices you've made during the first missions. Aside from this, missions in the same fashion as TD's "new missions" might appear later on; so far one of such missions has been included already, namely "Under Sige II" by ReFlex (much like TD's "Under Siege", with the main difference that you're playing as GDI instead of Nod). Visit DTA's website to read everything above in more detail, along with a lot more images (including an animation of the airstrike superweapon, which I left out of this post because of its size). |
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Forum: Tiberian Sun News
· Post Preview: #49947
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· Views: 11,042
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Posted on: Sep 30 2011, 08:19 AM |
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Forum: TS Discussion
· Post Preview: #49934
· Replies: 1
· Views: 10,708
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Posted on: Feb 14 2011, 06:30 PM |
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It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy. So rather than being dead, DTA's development is in fact more alive than ever: Many improvements have been made and many new features have been added to the enhanced mode, of which you'll be able to catch a glimpse in some of the new screenshots; There's already twice as many multiplayer maps as there were before and many maps also have a "comp stomp" version, on which the human and AI players start on the same side of the map, after which the human players have to send their MCVs into teleporters, which then instantly transport them to the other side of the map. This means you can 'east vs west' or 'north vs south' battles against the AI. And the AI by the way, has been improved a lot. Rampastein completely recoded DTA's AI and as you can see in the images above, the new AI really is no joke (and that's still only on medium difficulty level). But... ...as tough as the new AI is, it's of course not unbeatable. In addition to all this also a ton of new terrain has been added (which is part of the reason why it's taking so long; terrain takes me long time to convert or create) and this includes a conversion of Red Alert's entire snow theater. I wish I could say DTA 1.11 is already close to a release date, but unfortunately there's still a lot left to do. However, at least you can now put your mind at ease knowing that the longer you wait, the better DTA 1.11 will be, rather than having collected more dust. |
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Forum: Tiberian Sun News
· Post Preview: #49703
· Replies: 0
· Views: 6,718
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Posted on: Oct 10 2010, 05:52 AM |
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All I can tell you is that you need to make sure DTA is installed first and RAR has been extracted into the same folder. If this already was the case, you'll have to ask Player1 yourself: http://dta.cncxs.com/forums/ra-reloaded. |
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Forum: The Dawn of the Tiberium Age
· Post Preview: #49316
· Replies: 7
· Views: 7,689
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Posted on: Sep 21 2010, 05:10 PM |
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FYI, RA2 was made by EA as well. Even though it was called Westwood Pacific at the time, it was later renamed to EA Pacific and IIRC unlike with Westwood Vegas' staff (the ones who created RA1, TD and TS), most of Westwood/EA Pacfic's staff stayed with EA and were also involved with TW and RA3.
Also, graphic-wise I think RA3 might be even worse than RA2, realism concerned. With that I don't mean "impossible" technology and such, but rather the cheerful looking scenery and such, while it's supposed to be a battlefield. I bet that if you'd rip roller coasters and other theme park attractions directly from one of the Roller Coaster Tycoon games and place them in RA3 (and RA2 as well), they wouldn't even look out of place. I personally just like the mood of the scenery of a game (including buildings, units and especially terrain) to fit the theme of the game itself. If you say sillyness just happens to be part of the intended theme of RA2/RA3 you might be right, but then I suppose I just happen to dislike that theme (or at least in an RTS which focuses on war).
Anyhow, story put aside; I still prefer RA1's gameplay over RA2's, I prefer TD's over RA1's and I prefer TS's over TD's. |
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Forum: General Discussion
· Post Preview: #49221
· Replies: 23
· Views: 15,160
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Posted on: Sep 16 2010, 05:33 AM |
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Lookin' pretty awesome indeed I only think the walls might be a bit short however; it looks especially strange when compare the height of the building in the image below with the walls... Instead of making the walls (visually) instantly stop at a certain height, you could sort of make them fade out using cell anims. To create the fade-out effect you could either use a dittering effect or use multiple cell anims with a different translucency percentage. Although the last option would most likely take a bit more work to get right, it'd probably look best. |
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Forum: Terrain
· Post Preview: #49195
· Replies: 9
· Views: 6,276
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Posted on: Apr 23 2010, 09:45 PM |
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Just a few wrong answers; I'll quote the wrong answers, but I'll leave it up to you or someone else to find the right ones QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) 2. GDI's space station is the same name as what U.S City?
B. The Charleston QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) 1. In the third Nod mission, you kill the leader of The Forgotten. Who is that?
D. Umagon Don't really need to have played Firestorm to know Umagon isn't the leader of the forgotten (firestorm also takes place right after TS, so nothing has changed in between). QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) 3. What unit goes to Forgotten in missions but really belongs to another side? (Hint:Unit NEVER got put in to side)
B. Mutant QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) 5. Which FS unit is strongest?
A. Cyborg Reaper |
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Forum: TS Discussion
· Post Preview: #48322
· Replies: 15
· Views: 13,459
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Posted on: Apr 23 2010, 09:36 PM |
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Forum: TS Modding
· Post Preview: #48321
· Replies: 1
· Views: 2,383
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Posted on: Apr 23 2010, 11:31 AM |
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Can't imagine anyone who isn't fairly new to Tiberian Sun (and modding it) will take more than 2 seconds of thinking to realize the answer to any of those questions; especially those who have either played or modded TS for over 10 years... Which would be most of the people here I'd suggest you use trickier questions to which the answer was only mentioned a few times or even just once during either the missions (that includes the briefings, mission descriptions and videos) or for which the answer wasn't even mentioned in the game at all (make sure you have the source to back the answer up then however). For example "who crashed the Scrinship?", "when was it built?", "what do mutants call uninfected humans?", "where did Kane get the Tacitus?" and so on... |
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Forum: TS Discussion
· Post Preview: #48317
· Replies: 15
· Views: 13,459
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