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> Tiberian sun: Best of Beta, TS:BoB
Revolutionary
post Feb 20 2009, 08:34 PM
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Tiberian Sun: Best of Beta


The basic idea for this mod is to get as close to how Tiberian sun was in the beta as possible.
This will (hopefully)include replacing the existing voxel graphics with the “new” Beta Graphics, the beta buildings such as the dropship bay or adv radar, adding in cut units and more...

What has been done


civ recolor’s


Nod light tower


Nod bike


Buildings and waypoint icon


Adv radar/ correct facing reaper icon

And much more.. (in game coming soon)

Note all graphics so far are made by me (or Westwood)

The team
Revolutionary- Leader, voxel/shp/tmp artist, mapper, coder and hacker wink1.gif
Rico- Voxel artist

Beta pics can be seen here.
http://s416.photobucket.com/albums/pp250/Revolutionarydb/Revolutionarydb/[/url][/url]


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Nod Strike
post Feb 21 2009, 09:32 AM
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Looks cool.

How was the dropship bay supposed to work?


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Revolutionary
post Feb 21 2009, 09:41 AM
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The Dropship bay was suppost to (diffrent sources say diffrent things) act as a alternative war factory (but it would allow bigger units and rather than having an animation a dropship would fly in,dock ,drop of the unit and fly out again), allow Droppods and/or act as a Prerequisite to some more specialised units)


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Nyerguds
post Feb 22 2009, 02:55 PM
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No, it was supposed to allow the player to adjust the starting units in the mission. Ingame switching to a different interface (like the Dune II starport) would disrupt the game flow necessary in multiplayer. Seeing as they already fixed that problem in Dune 2000 (by integrating it into the sidebar), I doubt they'd go for a Dune II-like fullscreen interface again for something like that.


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I_Am
post Feb 22 2009, 06:11 PM
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I've seen simi-working TS dropbays. You can have a singleplayer starting dropships; which is were you have a full screen selection of units. You can spend you starting credits on units that you start with. The other option is basically a airstrip style factory; were a drop ship comes and lands every time you build a unit.


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Revolutionary
post Feb 23 2009, 01:14 PM
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QUOTE (Nyerguds @ Feb 22 2009, 02:55 PM) *
No, it was supposed to allow the player to adjust the starting units in the mission. Ingame switching to a different interface (like the Dune II starport) would disrupt the game flow necessary in multiplayer. Seeing as they already fixed that problem in Dune 2000 (by integrating it into the sidebar), I doubt they'd go for a Dune II-like fullscreen interface again for something like that.

well like i said diffrent sources say diffrent things (how much do you know about the beta, whats the best site to pm you on and do you have xfire)


QUOTE (I_Am @ Feb 22 2009, 06:11 PM) *
I've seen simi-working TS dropbays. You can have a singleplayer starting dropships; which is were you have a full screen selection of units. You can spend you starting credits on units that you start with. The other option is basically a airstrip style factory; were a drop ship comes and lands every time you build a unit.

The single player loadout is maybe what you are thinking of which works but there is no mouse (on the dshp loadout screen)and if you spend $10000 on units you start the mission with $10000 and youre units (in the map you will only have set it up for the player to get 10000 overall )not an issue if you wanted to give the player 10000 for uinits and 10000 for building a base.


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Nyerguds
post Feb 25 2009, 12:01 PM
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QUOTE (Revolutionary @ Feb 23 2009, 02:14 PM) *
well like i said diffrent sources say diffrent things (how much do you know about the beta, whats the best site to pm you on and do you have xfire)

I knew what I_Am said as the only way to get it working, and I collect beta pics of all C&C games.

I also upload em all on the cnc-source image gallery tongue.gif


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Aro
post Feb 25 2009, 02:19 PM
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The Dropship Bay was a dumb idea anyway.


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Rampastring
post Feb 25 2009, 03:35 PM
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IMO a system like the Starport building from Emperor: Battle for Dune (and Dune 2000? I've never played it but I've heard that the starport exists in it) would've been cool.

For example.. you could order a small group of units (max 6) from the Dropship bay for a lower/higher price (the price is between 50% and 150% in Emperor I think. The game changes the units' prices from time to time). The units would take a few minutes to arrive and after that you could order a new group of units from it.

As for the mod.. Well, there isn't much to comment about yet. I also don't know much about the TS beta.

This post has been edited by ^Rampastein: Feb 25 2009, 03:36 PM


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Tore
post Feb 25 2009, 04:47 PM
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I liked the dropship bay idea, it was kinda like the one in Dune 2, Dune 2000 and Emperor biggrin.gif


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SeekSomethingNew
post Feb 25 2009, 07:15 PM
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Dropship Loadout: Designed to allow the player (GDI) to select what units he will start with, aswell as having defualt setups the player could just choose depending on a preset battle. Once the game starts, the units would be delivered to the starting waypoint assigned to that player, varying from 1 to 3 Dropships depending on the cargo.

This never mad the final cut because of balance issues aswell as designer flaws.

Dropship Bay/Starport: Acted as a reinforcement bay for the player (GDI) that would call in a Dropship with the set reinforcements or a random set of reinforcements depending on the current tech level of the player. This had a few incarnations as a Superweapon and a static logic structure that would run on a fixed timer, also Drop Pods where considered for a option where the user could call in the Drop Pods for emergency reinforcements, but this would also cut a little time off the main Dropship Timer.

As most know this was cut due to balance issues and the second incarnation was not completed for release.

Also, i read somewhere a long time ago, that there was gonna be a option for GDI Light Infantry to call in Drop Pods when they hit the elite status, this was planned for Firestorm me'thinks...

And on the topic of beta stuff, how many people remember the old videos from E3 that showed the different main menu and the map editor (quite sh*t actualy, textured RA editor basically) they planned to release the game with?

This post has been edited by TSHyper: Feb 25 2009, 07:21 PM


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Revolutionary
post Feb 26 2009, 04:47 PM
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lol Thats why im working with the beta pics and not just what you read on the web or hear lol.gif

Dropship Loadout
i was playing with this feature and found out that it;
1 ignores buildlimits,
2 any empty box is filled with the xxicon,
3 there is no mouse &
4 every unit for that tech level is avaliable.

1 this is a big balance issue (if thay are buildable but not "dropable" you could make a neutral building of the map get captured at mission start)
2 looks ugly (could be fixed by making sure there are more than _ units and an even number buildable)
3 hard to guess were youre mouse is (fixed in ets)
4 see no 1s ()

Dropship bay is going to allow you to build orca transports, act as an alternative warfactory and allow droppods.(i may swap features around with dropshipbay and command center so this isnt final for the first or second version i relise)
Most of the features people have said it could do will not be in the first relise but may be in the second if a certain Uber British hackes helps.

News
I posted some new cameos on ppm and i have successfully made my custem exe with renamed mix files, renamed ini files, renamed language.dll and the old menu


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Revolutionary
post Mar 8 2009, 10:49 AM
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http://www.ppmsite.com/forum/files/civandcameo_539.png
Random things

http://www.ppmsite.com/forum/files/my_hex_...in_vain_265.png
my hex editing (i can convince n00bs that my mod is so good it has cheats that unlock units (THETEAM) and change the visceroids in to red things (PENGO)

http://www.ppmsite.com/forum/files/cameos_867.png
and cameos

i hope to get a screenshot soon


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Nyerguds
post Mar 10 2009, 01:44 AM
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The RA2 version of Battersea Power Station is hardly what I'd call TS beta stuff tongue.gif


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Revolutionary
post Mar 10 2009, 04:19 PM
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yea but if it looks good in game ill keep it same goes to any RA2 Beta things that fit in to TS scale (if it fits in to TS its to small for RA2 Best of Beta, and yes i plan to do all the Betas not just TS)


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SMIFFGIG
post Mar 17 2009, 07:57 PM
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QUOTE (TSHyper @ Feb 25 2009, 07:15 PM) *
And on the topic of beta stuff, how many people remember the old videos from E3 that showed the different main menu and the map editor (quite sh*t actualy, textured RA editor basically) they planned to release the game with?

Hmm i dont remember this, I do however remember a really old video (i think it was german and from gamestar.de or something) anways it showed an old (Possibly newer lol) version of the main menu screen and animation

And it looked awesome, it looked better than the RA2 main menu for sure, it was the same sort design as the current one but much more polished and you could see the tacitus in the background before the vault thing locked up..... I looked a few times a while ago for it but to no success

@Revolutionary

I suggest you use Muldrakes beta voxels which can be found here:
Muldrakes TS Beta voxels @ PPM

You can also use the beta GDI powerplant and repair bay from TS:Retro if you want to save you some time

I also think you should not use any of the stuff in this screenie you posted
?
But thats entirely up2u of course

Also Gangster made a very good remake of the old GDI Comm Centre/Tech Centre building although i couldnt find it, its either here at TibWeb or at PPM wink1.gif
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Revolutionary
post Mar 18 2009, 05:29 PM
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@Smiffgig Thanks for the links and the offer but i belive ill have a go at making the power plant and voxels. as for the adv radar i have my own version, i am using gangsters command center (for this now but i may remake it to fix in a bit better with the originals ether way ill have to credit him) and i am going to keep the repair bay the way it is but try to make it "go down" with animations and fancy art (tsb lol.gif ) coding.
i belive ill use the crystal from that pic but i am not certain if ill use the rest.


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Revolutionary
post Mar 30 2009, 06:27 PM
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update
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Nyerguds
post Mar 31 2009, 11:11 AM
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...the Kodiak and Montauk? I thought the whole point of these things was that they DIDN'T get close to the actual battle X_x


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Revolutionary
post Apr 1 2009, 08:19 AM
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Yes thay may stay or go but it depends on what people think, the Beta tests (i have some big plans for them that could easly go wrong) and balance

there more of a fun skirmish only building.


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Revolutionary
post Apr 4 2009, 09:00 PM
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Bump

i hack myself a map editor that works with the files BoB uses
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I_Am
post Apr 7 2009, 06:27 AM
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Last time I checked didn't final sun read the ini files for all of the units? So all you did was make finalsun look for different inis?


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Revolutionary
post Apr 7 2009, 08:19 AM
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yes thats all i did was told it to look for betar.ini instead of rules.ini and things like that
but i had to go in to the final sun exe to change them


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Nyerguds
post Apr 7 2009, 11:28 AM
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lol, "hack". You do realize all you needed to do was rename your file to rules.ini, right?

This post has been edited by Nyerguds: Apr 7 2009, 11:30 AM


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Rampastring
post Apr 7 2009, 01:34 PM
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I think he opened FinalSun.exe with a Hex Editor and changed some strings to match his mods' ones (though that still isn't "hacking" afaik).


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Revolutionary
post Apr 7 2009, 04:09 PM
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@ the elite members/real hackers
yes all i did was change the name of a few files in the game and final sun exe's and i wanted to make it free standing with its own map editor (if i knew how id make it so it dosnt need a cd and with any luck i can say i hacked the exe in the future)

@ the n00bs/those that dont have a clue
Iz hacked da exe n it now has Cheats n editor n files that no other game uses cause TS:BoB is best mod that u should download wen out

@Nyerguds yes but i have renmed more than the rules file and we all have to start some were (i dougth you took 1 look at TD and suddenly had your patch or your mod after a short look threw the exe)


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post Apr 7 2009, 06:34 PM
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QUOTE
And it looked awesome, it looked better than the RA2 main menu for sure, it was the same sort design as the current one but much more polished and you could see the tacitus in the background before the vault thing locked up..... I looked a few times a while ago for it but to no success


Have you ever noticed how the "vault" animation reminds of the Tiberian Dawn start-up animation? wink1.gif
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SMIFFGIG
post Apr 9 2009, 04:23 AM
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QUOTE (Crimsonum @ Apr 7 2009, 07:34 PM) *
Have you ever noticed how the "vault" animation reminds of the Tiberian Dawn start-up animation? wink1.gif

?
I didnt see the TD anim and mistake it for a pre-release TS intro if that what you mean ?
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SeekSomethingNew
post Apr 18 2009, 01:15 AM
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I think Crim is confused SMIFF...


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Revolutionary
post Apr 18 2009, 03:50 PM
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@ above conversation lol

well it has been a while

http://www.moddb.com/mods/ts-best-of-beta

ive got to go this now but i have a few new pics on my moddb page that may be of intrest.

ill post a proper post latter.


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