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GeneralCamo

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Everything posted by GeneralCamo

  1. I kept that around as well. It even had the broken juggernaut. Also all the TT collisions were messed up, so you had MKIIs travelling ontop of the water. That was fun.
  2. We technically did renegadize Tiberian Sun. Several of our characters are original (Confessor, Officer, Enforcer), and we have mechanics that were never in Tiberian Sun (EMP Mines, Technicians that actually repair things, more complicated veterancy). We do not aim to clone Renegade however. IF you want that, I have an old Reborn Vehicle beta which is... Renegade with walkers. Seriously. GDI even has chemical warriors. Funny enough though, veteran Engineers and Technicians right now are coded to have a vehicle regeneration effect. I did test this in the currently released version, and it works for technicians. Just not engineers.
  3. chill man, it was only a joke I'm sorry, your awesomeness just intimidated me because I cannot be nearly as awesome as you are. I realize my response was rather rash and uncalled for though, I am sorry.
  4. I haven't lost yet. Though, those pictures by Blazea explains a lot about ECW...
  5. ...how about we tone down the crazy ideas please? EMP Mines are going to be more vulnerable to repair beams next patch since they are spammable again. Please don't ask for a timeframe either on this.
  6. Oh Burrows... we threw that one out immediately along with a few others.
  7. Yes... though with modifications to actually make them work here and to fix problems (Gallows Cove is one of them I will confirm. It had problems with UVW mapping for example).
  8. We've been having a couple problems internally. We are still extensively testing this stuff. I don't have an updated changelog, but here are a few updates anyway: Disk Thrower death explosion REMOVED (turned them into suicide units) Ghoststalker splash removed (Mainly as a test, but there are a few problems in the netcode) Added two new infantry maps (more to come)
  9. We've been playing witht infantry in our internal build. It feels fun again. It hasn't felt like this in a while. The two new maps we have helps too.
  10. You are stuck using TGA files? Let me fix that: http://www.moddb.com/mods/cc-zh-tiberian-twilight-the-westwood-reborn/addons/dds-and-nif-support-for-gmax
  11. Because the ENTIRE reborn team came with us. Plus we aren't using anything from BHP. You are attempting to create something without the reborn team, but using our assets. THAT'S the problem.
  12. Which original creators? Can you give me a list?
  13. Not going to be able to make it, sorry guys.
  14. We've discovered the reason for the cyborg commandos having problems: His DPS was WAY too low compared to ghoststalker. Both units had their DPS brought to 100 (as in Ghoststalker nerfed, Commando buffed). This may be changed, but this should equalize them. And no, we are not trying to create this as close to the RTS as possible. Here are just some of the MANY deviations we had: Cyborg: Does not have a second life without legs Cyborg Commando: Same Toxin Soldier: Is NOT a mind control unit Chameleon Spy: Is not an RA spy (Sabotage beacon will be similar, but not exact) Cyborg Reaper: Can net air units Umagon: Is not a OHKO unit (Planned to return to this role when we switch to 5.0 however, but not exactly like TS) Elite Cadre: Is available with cyborgs I can name a lot more. I have suggested to wallywood that we double the health of buildings. He rejected it, so this is not happening.
  15. It is perfectly acceptable to take our assets and use them as long as they are for personal use, as in not publicly distributed. If you want to publicly distribute them, you must ask us.
  16. That's the plan, yes. Our current plan is something a bit different though. But I'm sure you all will like it.
  17. Here are the problems: We gained full rights to Reborn's assets and design Even if we HADN'T, most of the old team is either with us, or they disappeared and can't be found anyway. (Only one I can think of that can still be found is Fobby, and he was just a sound designer AFAIK) UDK is difficult to work with. UE4 is far more preferable (And as wallywood accidentely revealed, is a reality here) You would share the spotlight with Renegade X. The assets are severely outdated and would need to be updated beyond Diffuse. You would need to create Spec and Normals to even consider going to UDK now. This is a lot of work (that will be done if we ever go UDK). At least with UE4 (and Physically-Based Rendering) we would OWN the source code to the engine and be working in an experimental engine which has the capability to completely dominate the industry.
  18. Mines.. we will see. The refill restriction was removed, so this may be worth looking into. No. Cyborg Commando is fine. He works exactly as he did in TS.
  19. What are you talking about? We ARE nerfing cyborgs.
  20. Damage was reduced to the pistols just a hair back to their original values (pre-buff). Their accuracy was also slightly reduced. After our test game yesterday, we determined that the pistol like this is great at close range, but not so much at long range. It was decided there was absolutely no need for removal of its hitscan abilities. Oh yeah, and Disk Throwers are awesome again. Just... don't stand too close when one blows up.
  21. Oh no... we agreed that it was WAY too huge... but we also did agree that the current building is too small anyway. Right now it is a kill box, and makes it either hard to repair it or hard to hack it.
  22. Well, Nod must defend two sides. GDI only needs to defend one. That's why.
  23. Can't. Unless that was fixed in the last few builds, TTFS will still download the map anyway. It's.. a confusing file system.
  24. Those military buildings are really small compared to actual military buildings... or even the Cybergooch references: See that blue thing? That's a human model for scaling. Not a problem in his map, problem with our buildings.
  25. Please be conservative however. If you think you can squeeze enough detail out of 1024, please do so. Doubling of texture sizes I believes either quadruples (or possibly even exponentially increases) performance cost. Use 2048 only when you need to.
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