8 000 views on CnCNet, 7 300 views on PPMforums, 1 400 views on W3DHub, 1 200 views on CnCNz and 3 100 views on ModDB = 20 000 views
Thank you very much for all your support so-far. I realize, that progress slowed down in the last few weeks, which is due to multiple reasons such as studying, TS issues, etc.
I am getting back on work already. Await another tutorial, progress update, changelog and map-making video soon!
Fellow TR fans...
As for recently reaching another milestone, I decided to make biggest post I ever made. I know I blacked out for a while, so I thought you deserve detailed look on what to expect from TR in the near future. So lets run it from A to Z!
Balancing
We see that the original TS was left unfinished and buggy. Thats why we collected as much feedback as we could and tried to re-balance and patch the game. We used Humble's patch as a base and modified it as best as we could. We also tried to make some units *cough* Jump Jet *cough* not suck... It needs some more testing, but we are on a good way!
Building(s)
A few players (including me) likes to build pretty bases in TS. Walls, gates, pavements - just perfect! But something was missing, right? Thats why we added buildable Light Towers and Light Posts. We balanced them, so the player has an actual motivation to build them. Eg. Light Tower now targets (highlights) enemy units and AI is forced to attack the Light Tower if highlighted by it, which creates another interesting tactics and possible defense mechanisms... In addition to these buildings, we also removed "2-step" Component Tower, so the GDI player does not need to do two steps instead of one while building base defences.
Development
As always, getting in touch with all developers and agreeing on schedule/time is sometimes a problem, but that is not that big deal. I believe I can say, that all of us are a friends now and our relationship is not just profesional, which I am really glad for.
Launch date
We are getting closer to the release of TR 3.0, which will be our biggest update so far. I would really like to tell you specific launch date, but unfortunately I can not... We are trying to do as much as we can, but real life needs some attention as well. Anyway, we will try to deliver it by the end of the March!
Maps
As you well know, TR is supposed to have 4 campaign maps and up to 6 skirmish maps! We recently focused on testing and polishing the ones that already exist, but we promise to release another one soon. And of course you can play all the original TS / FS maps with TR interface!
Standalone
I am very excited to announce, that TR will become standalone since the upcoming update. This means everyone, literally EVERYONE will be able to play it. This step will give us more freedom and will give you better experience and more stable gameplay. Huge thanks goes to @Rampastring for sharing this client and his support! You rock man So, what about the first look on the new main menu? I can proudly say, that up to 90% of textures and sounds were replaced / remastered!
OST
As you know TR has 2 soundtracks so far - To be Feared (by Frank Klepacki), Trouble (by Holland). We are bringing the next one called Alert & Awakened (by Holland). In my opinion this is the best one so far. It matches TS atmosphere so well! Nice job @Holland You can check it out here:
https://soundcloud.com/11l11/alert-awakened
Unit(s)
Some units were added, some were re-mastered and some were removed. Most of these changes were necessary / needed, so I believe you all will accept them One of the new units is going to be the next bossfight in the game. Even stronger and frightening than the Core Defender. Check out its first reveal video here:
https://www.youtube.com/watch?v=PI_aH9xAyEg&list=PLjjwlzyJni7Xg0w46luhXIz8BTwA8yJT8
Woah... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
9 000 views on CnCNet, 7 900 views on PPMforums, 5 700 views on ModDB, 1 700 views on W3DHub and 1 400 views on CnCNz
Thank you, we got something special for you this time... Tiberium Resurrection 3.0 showcase / trailer premiere is today 7pm CET, you do not want to miss this ???? - https://www.youtube.com/watch?v=OGb5iWz0R-A
9 000 views on CnCNet, 7 900 views on PPMforums, 5 700 views on ModDB, 1 700 views on W3DHub and 1 400 views on CnCNz
Thank you, we got something special for you this time... Tiberium Resurrection 3.0 showcase / trailer premiere is today 7pm CET, you do not want to miss this - https://www.youtube.com/watch?v=OGb5iWz0R-A
Hello everyone, after successful release of the trailer / showcase, I decided to talk a bit more about the new sub-project TR Ready!
My vision for this project is to make most of the well known Tiberian Sun and Firestorm skirmish maps renewed and "attractive" again while including part of Tiberium Resurrection in it. I am trying to achieve this with the following features:
the remastered maps are more balanced, much more detailed and with better lightning than the vanilla ones
the remastered maps feature new red "bloody" tiberium alongside with many patches and changes to already existing units and building
each remastered map has its special attribute / modificator to make the gameplay unique and interesting... you can read about modificator straight from the Permafrost (2-4) below!
Spoiler (click here to read it):
You are playing [4] Permafrost. The ground is completely frozen and very sturdy... Everything takes +20% time to construct!
At last, every remastered map will have its showcase video on Tiberium Resurrection YouTube channel! These videos will come out pretty frequently, so be sure to subscribe to not miss them. Here is the first one! https://www.youtube.com/watch?v=8eXuygfEl_E
I believe, that you will like the changes I made to the maps!
As always, have a good day and stay safe! QUICK_EDIT
Nice! Will definitely use this! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Tiberium Resurrection 3.0 - everything you need to know
Hello, today I finally decided to share details regarding the upcoming update 3.0. We have been working on this one for pretty long, so we believe you will like it ????. Let's begin, shall we?
This update should take Tiberium Resurrection to the next level as it is no longer game addition, but rather a game itself! The main thing is summarized in a trailer, but I will try to briefly sum it up in a changelog below, but it is just impossible to list all the changes at once...
They were truly made for each other: one shiny pile of scrap, and another shiny pile of scrap; shall we have the wedding right away?
_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I like the pixely art-style here. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
He'll update when it happens. As long as he's alive and well. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Client (used @Rampastring TS Client and re-configured it for TR):
- new textures and sounds to match the green TR theme
- new Discord, ModDB, CnCNet and YouTube buttons
- new options for Ion Storms, Capturable MCV, Fog of War, Credit Income
- changed already existing options pre-sets
- changed some .exe and .dll files a bit
- removed options for Re-Deployable MCV and Immune Harvesters
- included working FinalSun
and much more smaller changes to the client...
General (in-game changes):
- new menu textures
- new interface sounds
- new GDI and Nod loading screen
- new score and briefing screen
and much more in progress...
Sountrack (in-game themes):
- new OST Trouble, To be Feared, Alert & Awakened
- remixed Slave to the System, Valves, Dusk Hour, Nod Crush, Pharotek, Scouting
and a few more secret themes...
Maps (dunno what to add here):
Missions:
- enhanced The Prologue and Propaganda Forecast (unfortunately City Cleansing did not make it into this update)
Skirmish:
- new maps Fields of Insurgency and Islands of Destruction
- remastered Dueling Islands, They all Float, Tiers of Sorrow, Permafrost, Pit or Plateau, Tunnel Training, Desolation Redux, Tiberium Garden Redux and Narrow River
Minigames:
- new minigames City Rally, Fiend Survival, Galaga, Invasion Day, PacMan, Siege Labyrinth, The Last Stand, Tower Defense, Volcano Eruption escape and Waveloop Canyon
Vanilla:
- original Tiberian Sun and Firestorm skirmish maps that were not remastered yet - play at your own risk
and a small secret...
Game ???? (units, building, vehicles, aircraft and other):
General:
- VeteranRatio=3.0 (was 10.0)
- VeteranCombat=0.2 (was 0.25)
- VeteranSpeed=0.2 (was 0.3)
- VeteranSight=0.25 (was 0.0)
- RepairPercent=25% (was 20%)
- RepairStep=7 (was
- IRepairStep=2 (was 1)
- BuildSpeed=0.63 (was 0.
- SurvivorRate=0.2 (was 0.4)
- HealScanRadius=5 (was 10)
- IonLightningDamage=400 (was 500)
- MultipleFactory=0.2 (was 0.0)
- AircraftFogReveal=7 (was 6)
- MaximumQueuedObjects=9 (was 4)
- MaxWaypointPathLength=20 (was 15)
- VeinholeGrowthRate=500 (was 300)
- MaxVeinholeGrowth=1500 (was 2000)
- JumpJet TurnRate=5 (was 4)
- JumpJet Speed=15 (was 14)
- FreeMCV=no (was yes)
- AmmoCrateDamage=300 (was 200)
- IonCannonDamage=970 (was 751)
these changes re-balance the main game aspects, making it more dynamic and faster paced...
GDI:
New Vulcan Tower
- equivalent to component tower + Vulcan turret
New Anti-Air Tower
- equivalent to component tower + Sam turret
New RPG tower
- equivalent to component tower +RPG turret
New Light Tower:
- tower with spotlight which can distract enemy troopers while headlessly attacking
Hope you are all enjoying the update so far!
I apologize for some bugs / errors and we are currently working on a 3.1 patch / update!
Here is the link to the premiere of yet another TR OST taking place next Sunday!
https://www.youtube.com/watch?v=Dj4MtyjcoWI QUICK_EDIT
10 days since the release of Tiberium Resurrection 3.0...
I received some great feedback and bug reports already, but I encourage you to write me your thoughts, bug reports and things you would like to see in future versions of TR! Your feedback really matters!
Tiberium Resurrection 3.1 will be out on Sunday (3rd May) as well as 3rd OST video! QUICK_EDIT
After rather successful release of TR 3.1 we are all beginning to work on the update 3.5. While the latest update(s) focused on moving TR to TS Client and balancing, this update will focuse on maps, OST's and some very extraordinary features 😉. I will reveal / hint most of them over time...
I still ask you to report bugs / feedback anywhere you can, as this really matters. I am currently aware of an error, which causes game to crash helplessly once the Chemical Missile is launched. To fix this issue, just put rules.ini below file into TR Client -> INI directory.
Lastly, we have got 2 new devs to help us out!
No Strings Prd - helps with the story (and some epic things related to the story).
Tiberius - helps with balancing and maps.
I am very happy to welcome both of them in dev team and I am looking forward to our co-operation.
?11 000 views on CnCNet, 11 900 views on ModDB, 9 500 views on PPMforums, 2 200 views on W3DHub and 1 800 views on CnCNz Thank you all! ModDB is taking over tho
Anyway, I feel like now is the right time to announce another upcoming feature in TR 3.5!
Each map will include a few Mutant Armories. Once captured (and held) player can build 4 Forgotten units to help defeat his opponent!
Mutant - Forgotten equivalent of Light Infantry! Can heal on tiberium and is easily pissed.
Tiberian Fiend - Their friendly doggos (kinda glowing tho)...
Mutant Hijacker - cause why should Nod have all the fun?
Mutant Sniper - Forgotten elite unit, which can be the best or the worst unit in-game depending on how you can handle her!
Worry not though, if you are not a fan of this feature, you will be able to disable it with a new option!
Lastly, Zoom3000 did a great job on beating ExtraHard AI in TR! Check out his vid here:
I posted some Forgotten infantry cameo packs in the Media Hut a couple of weeks ago, you are welcome to use them for your Mutant Armoury units if you want? _________________ Adapt or die QUICK_EDIT
I posted some Forgotten infantry cameo packs in the Media Hut a couple of weeks ago, you are welcome to use them for your Mutant Armoury units if you want?
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