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Wallywood

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Posts posted by Wallywood

  1. Tell me. How is it any different from what happened to BHP and you guys just few months ago?

     

    Something with a pot and a kettle... yeah.

    Nope... This is nothing like what happened with BHP. We left BHP because certain individuals had God complexes and felt the need to act like our bosses instead of our team members.

     

    In this case, you are someone who was kicked off the old team because he wanted to throw a fit and leak the teams work. And has been offered a chance to come back and help us with TSR and future TSR projects. But instead would like to come in here, strut around, and threaten to use assets that he doesn't have permission to use.

  2. There's nothing stopping me from releasing the source files and you know it.

    It's just that the assets are so outdated no one will give a shit about them :p

    So thats how you want this to go down...damn and I had really thought you had grown up. I regret ever going to bat for you.

     

    ]Some things never seem to change, how predicable.

     

    Teamwolf nailed this one right on the head.

  3.  

     

    Alright. i'll keep things internal until we redo all of the game art. Even though some of the original creators have already agreed to me using their assets.

    @Dave what's a C&D order going to do when they don't own the copyright? Not even the original creators do. All designs belong to EA, aside from the custom stuff. Wallywood is talking out of his ass.

    Not sure how asking someone to not use our teams property is talking out of my ass but okay. Good luck with your mod, I'm sure it'll be fun having some healthy competition even though it's all going to become a big waste.

    Thanks. I just don't like people claiming assets which they did not create as their own.

    It's not your teams property and never will be.

     

    Let's end this discussions here.

     

    The C&C Reborn Team owns the assets right? This is something you have stated in the past right?

  4. Alright. i'll keep things internal until we redo all of the game art. Even though some of the original creators have already agreed to me using their assets.

     

    @Dave what's a C&D order going to do when they don't own the copyright? Not even the original creators do. All designs belong to EA, aside from the custom stuff. Wallywood is talking out of his ass.

    Not sure how asking someone to not use our teams property is talking out of my ass but okay. Good luck with your mod, I'm sure it'll be fun having some healthy competition even though it's all going to become a big waste.

  5. Just wait and see. You'll love it ;)

    Unreal script is no problem. I have several people working on TS specific functions. It's not that big of a deal.

     

    I understand you dont want competition. And its not meant to be. It'll be an opensource release everyone can use, edit and modify to their hearts content. Even W3Dhub.

    It has nothing to do with competition. It has everything to do with using TSRs property without permission. You don't seem to understand to point here, YOU do NOT have permission to release a mod using any of TSR's current assets. YOU DO have permission to make a mod for the public using your own assets.
  6. I'm going to openly state this....I know the public is excited about Renegade X showing off a few TSR assets in their last patch. I can also understand how this would spark an almost demand for a UDK TSR. But What the public isn't thinking about are the core issues with this idea. TSR has alot of units that have features that Renegade X never planned for. Underground units, Unit detection, Mechs, and Deploy-able vehicles are just a hand full of issues that we would be running into with the Renegade X SDK. One of the biggest issues that we currently have with the W3D engine is that everything has to be scripted in and a lot of what we want to do isn't possible because of that reason. With the Renegade X SDK we would have a lot of those same issues, on an already old engine. So why not spend the time coding our own code on a newer engine that other projects like AR, BFD, and other W3D Hub games can also benefit from? WE do have plans to upgrade engines and we know it's unrealistic to think that the W3D engine will last another 10 years or even be played. NOW please don't misunderstand what I'm saying, WE are not stopping work on the W3D engine, we will finish TSR W3D before adding TSR to a new engine and we would still support the TSR W3D. Also UDK isn't completely out of the question, we could very well have too many issues with a new engine and UDK could end up being the better choice. But wouldn't it be better to try to get TSR into an up to date engine, before settling for an older one. So I guess the real question here is "Would you rather have a brand new car for free ready to run straight off the showroom floor or get a used one that you have to repair and restore to even get it run?

  7. i don't want to go there again but:

     

    TSR is nothing more than a gameplay / balance mod of the original CC: Reborn. I have as much right as you to use the assets.

     

    Besides, what do you have to lose? I really don't understand the protectionism going on here.

     

    I wouldn't even mind working together with W3Dhub on this.

    You have that wrong, you we're thrown off the old team before I acquired the leadership role, thus you lost any right to the teams assets. When I was given control it was to ALL C&C Reborn assets. Also 90% of the team joined us in the new TSR project and helped push it out to the public. We didn't just mod a game that was released already, C&C Reborn BECAME Tiberian Sun Reborn.

     

    What do we have to lose? Time... the amount of time that would need to be spent to re code the Renegade X SDK to get our assets in game properly with their proper features we could have written our own code in an engine that already has TONs of amazing features that are already in by default. Features that would have to be re coded to even have in the UDK engine. UE4 would put us ahead of the curve and not in the same (Why don't you guys upgrade engine's boat) in a few years.

     

    Then why not do this the way I suggested to you on Teamspeak? You are choosing to try to take things apon your self (much like the actions that got you booted off the old team) in stead of working with the team. You do not have a right to those assets. I've offered you a way to help us out with a TSR future project but you can't seem to understand that a UDK TSR would be a waste of time and could just as well be a fall back project.

    You should release a bunch of assets though so people can mess around with them though on the UDK.

    We don't want a bunch of our assets floating around. Maybe after we update our assets to new engine standards we can do something like that. But its never a smart move to release your current assets to the public.

  8.  

     

     

    one word.

     

     

     

     

    UDK.

     

     

     

     

    /runs :awesome:

    UE4 would of made more sense... It's better.

     

    Yes. It sure makes more sense to you. And i can tell you why. Cause Renegade X already released an SDK so there would be nothing stopping you from starting to dig into it. But people like you just like to sit in their chair and do nothing while bragging about the old times, So you need an excuse. And UE4 is the perfect excuse. That a port to UE4 would be much more work and that you have no starting point like Ren or RenX is perfect, cause you dont want things to change anyway.

     

     

    Yup. That's why i've started working on my own Reborn port for UDK. Not having enough staff is no excuse... plenty of people out there interested in helping out.

    The framework is there... the game art is there. The tools are easy as hell. The argument that UDK is "10 years old" is BS. It's still way better than anything W3D has to offer.

     

    Actually...RenegadeX's SDK is perfect for a Renegade game. TSR isn't making a RenegadeX clone so it would be a lot more work to change whats up already there than to create our own. UDK is also already an outdated engine its like hooking up your mothers old Honda instead of getting a new one for free. Why make a game in an old engine when we can by pass it and go straight to the new one. Besides if the UE4 project fails, we can always fall back on UDK.

     

     

     

    But people like you just like to sit in their chair and do nothing while bragging about the old times, So you need an excuse.

    My chair is pretty comfy to be fair, but I get your point. I'd like to do something on UE4, but I currently neither have the time or the team to do anything substantial with AR on a next-gen engine. Also there's the fact that I work on games for a living on top of AR, so sometimes I come home feeling pretty drained and not as willing to work on the projects.

     

    There's a few factors that make this decision an incredibly tricky one for me personally.

     

     

    So... just hand it over to someone who does have time? Get some fresh people on board to help you out. I have ported 80% of all Reborn assets to UDK. 30 mins of work a day / 1 month total.

     

    Uhhhh you don't have permission to use our assets for a TSR UDK stand alone game. Now if you're doing it all of fun-zies, then have fun.

  9. 1. What is the progress of vechile vetrancy ?

     

    2. Could you modify TS_Snow so infantry can still attack via the back entrance .

    1. We have a list of Veh Vet. ideas we'd like to add. We hope to have the Veh. vet. out maybe around the same time as the armor.ini patch

     

    2. its still possible to attack from the backdoor. Just kill all the mutants :)

     

    I know that you already made a plan for tech centers so I thought that you will add them in the future. Will you add other buildings too? Like: fire storm generator, emp cannon( i think people would use emp tanks), watch towers, upgrade centers, temple of nod, missile silos( probably for super weapons), radars.

    Mutants should guard hospitals and temples.

    Yes, We are planning for tech center, radars,emp cannons, watch towers and both superweapon buildings. Also most of them are already made. Some just need interiors and texturing

    ldr58s2r.jpgpost-1535-0-98140200-1425661558.jpg

    Stealth Generator 01.png

    upgrade_centre_complete_02.pngsilo.png

    Can't seem to find the pics of the Emp cannon or light towers :/

    will u re added

    e7f1eaeacd1b602a.jpgramjet

    f70a265b2c89f2a6.jpgflamethrower

    and hunter-seeker?

    You may be seeing these weapons again in random item crates around maps soon

     

    and Hunter seekers will be going in with tech centers

     

    Are you planning on re-adding a modding section to the forum where people can upload textures etc.?

     

    Whatever happened to the idea for adding a modding section to the launcher?

     

    Any plans for a TSR and RA2:AR crossover map or event when AR gets released? (NOD + GDI vs Allies + Soviets, how awesome would that be)

    Me and OWA have decided doing easter eggs like that in each others games :) So yes, its very possible as for the modding section. I would love to see that come back on :D

     

    Will Nod ever get the sensor relay as well? Nod's particularly vulnerable to their own vehicles if they're stolen, a lot more so than GDI. Just a sort of insurance so half the team doesn't have to patrol around base for a rogue stealth tank because one guy screwed up.

    Were working on re doing the MSA logic soon. And yes both Nod and GDI will have MSAs like in TS:FS

    This is how we hope it will work

     

    GDI- Points out / Announces- Sub / Stealth

    Announces- Engineers / Commandos

    Nod- Points out / Announces- Engineers / Planted C4

    Announces- Stolen Sub APC / Stealth / Commandos

     

    How exactly will the superweapon system work?

     

    Well we haven' t got all the logic all worked out ...but what were hoping for is something like this

     

    -Superweapons will be on a timers

    -When activated Superweapon terminal will become active

    -When terminal is activated, player will be teleported to an above view of the map

    -Player will be able to fire the weapon once at any location on the map

    -Superweapons timer can be reset by sneaking an enemy engineer inside the building and clicking on the enemy's SW terminal

    -Superweapons timer can be paused by destroying the "Superweapon Activation Animation" from the outside ( Example: Missile Silo Bay Door, or Ion Cannon Node)

    -Superweapons will be shut down for good if building is destroyed

    -Superweapons will not insta-kill main buildings but will take them down to red health

     

    we have a few more ideas with this logic but this is main idea

     

    The enforcer needs to balance things out. On the one hand it should be anti vehicle and on the other hand anti-cyborg.

    With the ion-blaster I see the possiblity to meet these requirements. It should shoot like the ion cannon from sydney (renegade) but with a 1-2 sec delay until it shoots. So the slower (and taller) cyborgs will be easier to hit (the ion blaster should do some cricitcal damage to them). But the other (faster) infantry classes will be a pain for the enforcer, like it should be. Vehicles shouldnt be a problem to hit with this 1-2 sec delay shot.

    Is it even possible to add weapons with a delayed shot with the w3D engine? And if so, will this have a chance to be the choice for the ion-blaster weapon handling?

     

    Yes... We are thinking the exact same way about this unit. We want it be as slow as a cyborg and as anti. veh. as the confessor ...but of course with the delay fire like the Ren. ion cannon

     

    Binoculars have no benefit atm. How about it to have the feature to mark enemy units for the team like in battlefield? The units should stay marked for like 10 sec. You can only mark like 3 units with the binocular until you have to refill. Is it even possible to add a gadget which can mark vehicles for the team? And if so, will this have a chance to be the choice for buffing the binoculars?

     

    That's a really good idea and maybe we can get something like that working :)

  10. This is how we hope to have it work

     

    -Visceroid will spawn randomly when a unit dies in a tiberian field
    -Visceroid will not always spawn when a unit dies in a tiberian field
    -Visceroid will attack any unit/building/base defenses around
    -Visceroid will be limited to certain amounts on maps
    -Visceroid will not grant any points for being killed
    -Visceroid AI will travel around the map randomly

     

    and yes it should be getting a new model

  11. TSR is firing up again and we are starting to really change some game-play mechanics. So we have decided to open this topic as a Q&A, so maybe we can clear up any concerns or questions you may have. This can also be a place to discuss ideas and suggestions. So, don't be scared to speak up. Any questions you have will be answered in a timely manner.

  12. weren't it on a map a while ago? why is that map no longer in rotation? also what happened to it in most games? can we see it added? same goes for the other missing assets i've seen on Moddb.

     

    Anyway thankyou.

    It hasn't been put in any maps other than field 2. but there are some plans to put them in new maps soon :D

  13. IS it me or is the Nod bike engine sound almost none existent? i can barely hear it. Nod players just tend to use way more teamwork i've noticed. Most of my games with GDI have been very lame, no one using teamwork, i've seen a lot of failed rushes from huge attacks, bombers? have yet to see a successful attack. GDI vs Nod in vehicle battles is very balanced though. Nod's vehicles shine though against buildings. Mammoth MK:II is good (i enjoy it quite a lot and seen a lot of GDI victories because of it) but I think where GDI suck is the infantry, just a lot of sub-par or really average, compared to Nod's more specialized stuff. Weren't GDI winning quite a lot back when it was first released? i think that was due to the Titan being really good, and things like Stanks and Flame tanks being wank. Though the Titan Rush is still very effective.

     

    But I've just seen a lot of games where Nod seems to have a lot of good players where as GDI doesn't, players can also effect balance to a huge degree.

     

    If you're gonna nerf anything don't over do it. Small baby steps.

    We are working on a whole new Armor ini that will end up being a full balance overhaul.This will make it so we have full control over every unit and weapon individually. Currently a lot of units are using the same warhead type so if we try to adjust one unit it ends up affecting all the units that use that same warhead. For example the Ghoststalker, Cyborg Commando, Confessor, and Disrupter all use the same warheads so if we make one better against a building they all end up better by default.

  14. Kind of a minor issue, but can we get the "I'm taking heavy fire" voices fixed so that they don't say it when you take very minor damage? Just earlier I jumped from the second floor of Construction Yard, took 1 point of damage, and my character started screaming about where the hell the reinforcements were.

     

     

    I think that's funny as shit.

     

    Jumping from that spot in particular is always what causes it, too. My favorite is when you jump and the character says "Move move move!"

    Yeah, I added those in as testing but left them in...I just made 16 fall sounds for each team that will be in the next patch.

  15.  

    Still not perfect though, I plan on improving the wheel rigging on a lot of vehicles (The bike included). I did play with the new bike though, and it feels pretty nice.

    Bike should probably be re-rigged with four wheels instead of two and switch to normal wheeled vehicle physics instead of the unreliable bike physics... you don't gain much from bike physics (other than crazy-spinning-out and whatnot) anyway. Two wheel bones front and back either side of the physical wheels should be a LOT more stable I think.
    Guess you haven't tested the new bikes out yet ;) there alot better now
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