Ah ok, cheers
"neither is second (this addon does not have background for quickslots)."
Hmm, the dark L-shaped shadow you mean? I've never seen that before, this is what I normally have in-game: I.postimg.cc
I had already disabled the Grok BHS, do you know what more would need to be done to remove extra components?
Why are my vitals being displayed like this?
Edit: I moved the priority lower and disabled the minimalist HUD within MO and it fixed the above issue, but now it is misaligned with the darker shadow in the background: I.postimg.cc
It also seems a bit too big overall and the colour scheme feels out of place. It would be nicer if it followed a similar white scheme to the minimalist HUD :)
Thank you for your work all the same.
I installed this while I was up at the southern NPP and it made a huge improvement to both the textures and the performance, however when I returned to the Skadovsk it had become night and the majority of the textures inside the ship are all pitch black and glossy, and the light from torches and glowsticks doesn't seem to fall upon them unless you are touching your face to them. The shader cache was deleted from within the launcher.
I haven't played with it enough to know if other textures are affected elsewhere. I changed the priorities around a couple of times to make this both a higher and lower priority to ES and SSS but it made no difference and they are the only two potential conflicts in MO.
I also tried putting the mod right at the top and right at the bottom of the list, no change.
I'm not sure if it's this mod but since installing it I just noticed almost every single stalker in the top 100 list has a name beginning with the letter 'A' and they all feel quite similar, a few obscure names even repeat a few times and there are only a handful that have names beginning with other letters. Could this be some kind of bug?
Edit: Virtually every NPC in my game now has a name beginning with 'A'. Also my oldest companion recently changed his name from Miska Tiranas to Anna Aries for no apparent reason, not sure if it's related.
Any idea what could be happening?
So the download is just a list of mods and links? Why is it 405mb?
Really nice! Just wish there was a version that removed the annoying screen overlay animation; the scanning wave is cool but the rotating circles, moving lines and distortion loop don't look that great.
At least the detector is actually satisfying to look at and use now, the coloured version is also very helpful. I also like that it actually has the right name on it. Great job.
You sound like you are experienced with old corpses...
I love that the name of this mod is exactly the words that went through my head when trying to bring a Freedom guy I rescued into Rostok. It didn't go very well, so thanks for making this vital mod!
Edit: actually, it doesn't seem to work. Just tried going into Rostok again from an earlier save in the Wild Territory, but they just end up blasting poor Shurik Rasta. He doesn't fire back, though.
Is it because he's not really a companion, just a guy I rescued?
The really weird part about this whole thing is I've been going back and forth between the lower areas and Jupiter, transporting stuff from my stashes so I don't have to keep travelling so far back, and I'm almost certain I brought him through here a few hours ago and didn't have any trouble.
Edit 2: So.. it turns out this mod is already part of the GAMMA pack and I basically just installed it a second time for no reason (it's like the third time I've done this now). I had no problems previously because the mod was already working, lol.
It made me realise that I accidentally shot him in the leg earlier when we got jumped by 4 snorks, so he's probably hostile towards me which is throwing it off. I used the debug menu to reset him to friendly and it's back to normal. I should delete this whole thing but it might help someone else who makes the same mistake.
Anyway I need to thank you even more for making the entire game way more enjoyable up until now :)
"i will also add code to break your disguise if your companions should be hostile to the NPC."
Please make this optional, don't like the sound of that.
Oh man that preview image made me laugh
I'm sad there's no preview video!
Hey brat'ya, I've installed this several times and it appears to be working, except I can't seem to remove this annoying bug with the shading. I uploaded some photos where you can especially see it with the flashlight here (https://postimg.cc/gallery/FrMFkF7), however it's present on all buildings where shadows are at more of an oblique angle; there's no smoothness to the gradient.
Tried deleting the shader cache and playing with settings but it seems like there's no resolution. I have read some other comments describing something similar but there was never a response.
Any chance anyone else has encountered this and worked out a fix?
Edit: Well I feel a bit silly! Turns out this mod is already included in the standard Anomaly/GAMMA automatic download so I was just trying to install it a second time, which probably explains the weird bug I was having as well as why I couldn't tell any difference.
There really needs to be a better way to identify if a mod is already in the repository.
Man this looks so nice in game, I've unfortunately got an issue with the grass when it starts to get dark though; I get these bright horizontal lines that get more pronounced the further away the grass is, though up close the grass looks perfect.
As it gets into dusk it starts to show but at night it is very apparent and makes it totally unusable for me. I've tried different priority orders and even many different graphics settings wondering if it was to do with antialiasing but nothing affects it. The default grass looks perfect and doesn't have this issue at all.
Here are some screenshots Postimg.cc
It really is such a beautiful mod, though. I went searching specifically to see if a mod like this existed as I think I had one like this for one of the earlier games years ago and I found myself craving that lush green landscape, and your work satisfies that perfectly. Wonderful job.
Thanks for all your hard work, this looks amazing. However when trying to run this with Anomaly I get the "Shader compilation failed" error when trying to launch the game. Is it no longer compatible?
Is this still compatible with current versions?
Could you make multiple flavours of the mod? It sounds like a few people really like the idea of having some kind of zombification and you already have some of the groundwork done, plus you clearly know what you're doing :)
If it's possible I'm surprised this isn't a feature in Anomaly/GAMMA already, but perhaps it would affect performance.
The one problem I can think of is what would happen to all of their gear if they just switch to a zombie entity which doesn't have an inventory.
Doesn't look right having the silo there, that's the grand main temple entrance.
Nice so far, interesting direction. There are some really weird design choices, though, like the unit/infantry voices. I can't imagine why some of them were changed to those.
Despite it being very good on the whole, one thing I really hate about Twisted Insurrection and other mods, are their need to change unit voices to something funny or silly to mirror Red Alert 2. Please, I implore you not to do this with your revamp of Tiberian Sun. The serious tone of the game is one of my favourite things and it would suck if that changed just to follow suit with everything else. I find mods like TI and Mental Omega almost unplayable due to the silly and absolutely monotonous unit dialog which cannot be turned down or off independently of the sound effects.
Thanks for working to improve one of my favourite games!
It seems like there's a lot of potential with Shattered Paradise. I'm a huge TS fan and have been waiting for OpenTS desperately since OpenRA. I just wish so, so much that OpenRA had the options to separately control the volume for unit voices, as I really cannot stand the more 'flavourful' unit voicing that seems to have taken over C&C. The original TS voicing was perfect for the atmosphere and feeling of the TS universe, and sadly I find Shattered Paradise unplayable because the voicing is a little over the top in my opinion. I would hate to be negative about something like a mod as the work that goes into it is ridiculous and this mod has clearly had a fair bit of work done to it already. But I do really want to play it, so I feel compelled to post honest feedback.
Kinda wish the RCP90 had the same kind of sound effect, it felt like such a beast of a gun to use!
This seemed like a good idea to me at first, and I excitedly jumped into a game with a storm raging. However, this quickly became very, very annoying after about half an hour. Constantly losing infantry, vehicles and buildings to lightning strikes, and endlessly being alerted to damage was just too irritating to complete the match. The main attraction of this option to me, other than the cool atmosphere of battling during a storm, was the chance to play a game where air units are unavailable, as during skirmish I absolutely hate how the AI can pinpoint your harvesters from the other side of the map and send waves of jets. Unfortunately aircraft can now be deployed even during the storm, which has sadly removed this option for me.
Would it not be better to have aircraft during storms as its own option?
Maybe they use some kind of tiberium crystal optics which allow colour injection whilst maintaining beam intensity and material interaction. Perhaps it's not even really a laser, but some sort of particle beam.
Is that a no? :)
Excellent news, I'm very excited about this one.
Do you have the required number of testers? My girlfriend and I would be interested in being a part of it if you had any vacancies.
How is the beta going? Are there any updates coming up soon?
I thought it looked cool. I guess I still have that love and nostalgia for the game, and the time before it was released where I would stare at new screenshots in PC Gamer magazines and get super hyped for how good it looked compared to RA and TD. I always thought the style of tiberium was really neat and complementary of the environment.
It could of course be improved and refined, for sure. I think an improved version of the stock tiberium could look awesome.
Ah I see, that's interesting knowing that you went for a mix of all three with it. The larger upright ones in TW seemed to fit with the rest of the environment a lot better though. The cool thing about TS tiberium for me was how dangerous it seemed to look, how neon and radioactive it appeared coupled with how dense and insidious it could be in large fields, yet still subtle.
You also have to think about the harvester and vehicles driving on it, I can't imagine how that would work.
Looks awesome, though the engine exhaust looks wrong to me.
AJ
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