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wolf

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Posts posted by wolf

  1. I believe it was a recreation of Zama.  The other one is called Rockymountains. Forest fires was a different map if i remember correctly

    Oh yes i agree. The direction Reborn went doesn't really suit chokepoint maps. 

    TS_Zama.mix

  2. Are TSR building files and leveledit available anywhere? 
    Just found a whole bunch of old Reborn files on an old HDD. Had so much fun working on these. Might finish up some of them.

     tiberian sun reborn.png

    MAP01.png

    Screenshot.33.pngOLD.png

    fjord.png

    Screenshot.34.png

    Screenshot.35.png

  3. 1 hour ago, Raap said:

    I'm a bit late here but let me clarify the main issues with singleplayer.

    1. There is no technical limitation. We can do singleplayer, we can do a whole lot of whatever we want, since we control the full engine codebase. Yes, some things are hard coded, but if someone has both the time and motivation, there isn't technically much stopping us from doing something.
    2. Why we've not seen singleplayer content in released projects yet, is simply because most of us as developers/designers do not feel much for it. Most of us prefer working on multiplayer games because of the replayability and social aspects. 

    But no, to re-iterate, right now I could make a singleplayer mission if I wanted to (I'd just have to check up on a few things). But I lack the time and have no motivation to do so, since I believe for our engine, multiplayer is the heart of it.

    Something else to keep in mind is that while the engine has improved a lot over the years, we've not put any work into singleplayer stuff, so mechanically we're still very limited there. It would make more sense to create singleplayer games on a different engine.

    AR will be using a little bit of singleplayer for a tutorial mission. (And you will want to play it, because AR works a little different from your typical C&C shooter!)

    3. They take a crap-load of time to create. All the trigger zones and scripts that need to be placed... and that doesn't even include modelling the maps

  4. 15 hours ago, Killing_You said:

    Currently, we're using resources recycled from APB and Renegade Beta. We're also attempting to contact the developers of The Brotherhood to see if they have anything we can use, though we've yet to get a definitive response.

    Try contacting Staude. I worked on that mod for a while. Alot of assets werent rigged though. Just the Humvee from what i can remember. 
    The soundtrack was pretty nice

  5. 3 minutes ago, Jerad2142 said:

    Either way I don't think an engine move is the way to go, Renegade X runs like 2x the players of original Renegade at peak times and its free, putting years of work into a new engine to get potentially double the players doesn't sound like a very good trade.

    Thats true. But Renegade X has been out for years now. A new game will definitely attract more players. Renegade was never a really popular game to begin with. Just slap Red Alert on it and servers will start smoking. Red Alert 2 outsold renegade by 10:1 IIRC 

    just for reference: that one video showing a VR version of RA got nearly 300k views in just a few days for christ sake. And it barely resembled RA

  6. 1 hour ago, Dadud said:

    Wolf, saberhawks already has his w3d asset importer working 80% of the time in just a few weeks time. Unity would be a better move.

    Whats the point when you have original .max assets? I really like unity, but all gameplay code would have to be written from scratch. Which takes a long ass time.

    I actually did a complete port of AR to RenX a while back. But never shared it because i got all assets from a dev and didnt want to get said dev in trouble. Although i dont think thats relevant anymore now. So lemme know if its OK to post up what i was working on 😉

  7. No need to talk. Its gonna happen.

    2 hours ago, Jeod said:

    Actions do speak louder than words. However, I for one don't judge a mod by graphics alone. :v For example, these guys got a functional chronotank complete with a teleport-targeting map into W3D. A selling point for UDK wouldn't just be that it looks better, but you'd be wise to make an argument for the greater possibilities and ease-of-functionality. Consider what features APB/TSR/AR could have but are limited by W3D, and consider if UDK could support such pipedreams.

    Take it as a challenge if you like. Either way, seeing C&C FPS progress on more engine platforms will most likely be a spark to the greater modding community even if it doesn't affect the dev team here. I think proving that it's possible and showcasing the possibilities will bond the community together in a way it desperately needs.

    Definitely not just for the graphics alone. W3D is very limited in what it can do, and while UDK also has its limitations, its alot more flexible coding wise.

    The video below is not my work, but it shows Reborns HMRLs using floating physics instead of having to resort to invisible wheels to create the illusion of a floating vehicle.

     

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