Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Sep 28, 2008 2:11 pm Post subject:
Welcome to the TDX forums!
Welcome to the forum of the unofficial C&C95 expansion, Tiberian Dawn Xtended, or just short TDX.
These forums are for progress updates, providing feedback, discussions about topics like balancing, maps & missions, suggestions and so on.
TDX aims to give you new reasons to play the classic C&C95, also known as Tiberian Dawn, by providing you with a completely revamped balancing, truckloads of new high-quality singleplayer missions as well as several new multiplayer maps.
Also, in the future (depending on Nyerguds' progress on adding new features to the game) stuff like new units, new weapons and so on might be added as well, to turn this into the best and biggest unofficial expansion for C&C.
So check out these forums once in a while Last edited by Reaperrr on Sun Sep 28, 2008 2:59 pm; edited 2 times in total QUICK_EDIT
Yes, those missions will be part of TDX (although I might modify them a bit ).
And yup, I think that screenshot is good enough.
Right now, the only self-made thing I could show off is an unfinished mission I'm working on, but that is a Commando-mission, so many of the 1.06-features wouldn't be visible on the screen.
Alright Aro, I think for the time being Nyerguds' screenshot is the best choice QUICK_EDIT
I've just done the news post in case you haven't already seen it.
I apologize that it's not fabulous but resizing those images caused ugliness. QUICK_EDIT
About 580 pixels in width cause anything over 600 causes graphical problems on the main page. However I resized them myself but the fonts where unreadable when I did it (I resize things with Photoshop CS3). QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Sep 30, 2008 9:19 am Post subject:
http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/pics/cc95_v106_sm.jpg
fonts seem pretty readable... even in jpeg
(I didn't save them as png, because that would make them twice the size of the originals. Unlike the originals, these resizes are smoothed, and thus hi-colour. The originals are of course 256-colour like C&C, which is a LOT smaller as pngs)
A few things that I think would be worthy of inclusion (I added these to C&C 1.06, thanx for that Nyerguds it totally rocks!)
- make Commando buildable at highest tech level (when you have Temple Of Nod or Advanced Comms)
- make SSM Launcher buildable for Nod (to make it equivalent to availability of GDI Rocket Launcher, it should only be buildable when you have an Obelisk)
- make Chem Warrior buildable
- make Chinook transport available - fun on a LAN for an Engineer raid as everyone expects them to be in an APC
Just my 2 cents, never figured why those things were not included in the first place especially when they released Covert Ops. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Wed Oct 01, 2008 7:51 pm Post subject:
DeeZire wrote:
A few things that I think would be worthy of inclusion (I added these to C&C 1.06, thanx for that Nyerguds it totally rocks!)
- make Commando buildable at highest tech level (when you have Temple Of Nod or Advanced Comms)
- make SSM Launcher buildable for Nod (to make it equivalent to availability of GDI Rocket Launcher, it should only be buildable when you have an Obelisk)
- make Chem Warrior buildable
- make Chinook transport available - fun on a LAN for an Engineer raid as everyone expects them to be in an APC
Just my 2 cents, never figured why those things were not included in the first place especially when they released Covert Ops.
I assume you are referring to singleplayer, since MP already has them like Tore said, but yeah, there will be missions where those once-MP-only units are buildable QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Oct 02, 2008 6:50 am Post subject:
I think finishing SP campaign missions with funpark will crash your game if the mission goes on to a mission beyond #5, since the original funpark campaign only goes to #5. (it's possible that it just ends the campaign and returns to the main menu. I know finishing a funpark savegame in normal mode crashes though)
Aro wrote:
About 580 pixels in width cause anything over 600 causes graphical problems on the main page. However I resized them myself but the fonts where unreadable when I did it (I resize things with Photoshop CS3).
Hmm... lemme guess, you didn't upgrade them to high-colour first? It doesn't smooth unless it's high-colour
DeeZire wrote:
A few things that I think would be worthy of inclusion (I added these to C&C 1.06, thanx for that Nyerguds it totally rocks!)
- make Commando buildable at highest tech level (when you have Temple Of Nod or Advanced Comms)
If you're talking about single play, there's a problem... there's no such thing as 'highest tech level'. Last GDI level is 15, while the last Nod one is 13. Commando is a single unit, with a single build level restriction. The same problem exists for the MCV, which can only be built in the last GDI missions.
Also, adding these would horribly simplify the campaign.
Mind you, it's not hard to make a new covert ops mission and set its buildlevel to 98... that will enable all that stuff (except for the helipad for Nod - special case).
DeeZire wrote:
- make Chinook transport available - fun on a LAN for an Engineer raid as everyone expects them to be in an APC
ummm... you're talking about MULTIPLAYER??? All that stuff IS available in multiplayer games. You just need to set the MP tech level to highest. And in my patch, I edited the tech level to be on highest by default.
Look at the screenshots. That's a chinook. And a commando. And as you can see I can build SSMs, too. And the second screenshot shows me able to build a normal rocket launcher with Nod.
http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/pics/cc95_skirmish.png http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/pics/cc95_skirmish_funpark.png _________________ Last edited by Nyerguds on Thu Oct 02, 2008 7:40 am; edited 3 times in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Oct 02, 2008 7:14 am Post subject:
oh btw, last night I succeeded in adding a completely new unit to C&C95
Still has some minor bugs... like the fact the last dino die anim seems to be applied to "the rest" after checking the first 3 dinos (dinos are the last 4 units) instead of just the last dino, meaning any added units will show it too, and the fact we have yet to figure out how to edit the selection box size. But overall it works perfectly _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Oct 03, 2008 6:06 am Post subject:
burton6747 wrote:
details on the new unit?
umm really... this isn't the implementation of a planned new unit or anything like that... it's just the basic action of adding a new blueprint for the game to use. At the moment it has the stats of the flame tank, the weapon of the rocket launcher and the graphics of an Orca. All of that can still be changed. It's really just a test. A first step in the implementation of, um, pretty much as many units as I want. Now I know what to change to add one, adding more is peanuts _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Oct 03, 2008 7:17 pm Post subject:
umm... not quite... you'd have to know what to edit. If I'd release an exe with 50 new unit slots added, plus an editor that knows where to edit which data of these 50 new units, THEN anyone can add their own unts.
At the moment, it's just me _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sat Oct 04, 2008 9:16 am Post subject:
The AI doesn't like the new unit.
No, scratch that. It DOES like it. Way too much. In fact it keeps and keeps and keeps and keeps building it, despite the fact no such action is specified anywhere in the mission's script X_x _________________ QUICK_EDIT
There is many ways to take out a mammoth tank; you can suprise them with stealth tanks, kill them with bazzoka soldiers, use light tanks, recon bikes, even flame tanks works (Not recomended though). _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Oct 16, 2008 10:55 am Post subject:
Nyerguds wrote:
Mind you, it's not hard to make a new covert ops mission and set its buildlevel to 98... that will enable all that stuff (except for the helipad for Nod - special case).
Hmm, Reaperrr, do you want me to enable build level reading from ini for the campaign? Then you're no longer stuck with the "mission ## = buildlevel ##" logic. _________________ QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Oct 16, 2008 12:39 pm Post subject:
Nyerguds wrote:
Nyerguds wrote:
Mind you, it's not hard to make a new covert ops mission and set its buildlevel to 98... that will enable all that stuff (except for the helipad for Nod - special case).
Hmm, Reaperrr, do you want me to enable build level reading from ini for the campaign? Then you're no longer stuck with the "mission ## = buildlevel ##" logic.
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Oct 16, 2008 4:03 pm Post subject:
Thought so
I actually did that ages ago, but I changed it back (for patch 1.06) because I wasn't 100% sure if all original campaign missions have this value set correctly. _________________ QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Thu Oct 16, 2008 4:20 pm Post subject:
NEW UNITS!!!! FLAMETANKROCKETORCAWTFPWN!!!
It's a dawning of a new... dawn.
This is good, progress is being made.
BTW, thanks for the link Deathray. Unfortunately, Generals aint installed; theres no room for it. _________________ Destroy to create. All for the hunt to dominate!
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