"Skill is when luck is customary to"
xD at least most of us have something in common :D
Thank you for your interest!
Our team already got bigger, we now are 5 people working on this mod. Templarfreak is our newest member which will be focusing on voxels. :)
It runs on both of my Win 8 machines, widescreen+AA without problems.
I'm very excited and nervous of this upcoming update.
I want to deliver a unique experience this time, but fear I may fail. If I look back - I promised an update 3 months ago!
I am not quite happy with the progress speed, I can mostly work on weekends on this mod now - so compared to last year progress is so sloooow :(
But I have a nice small group which can support/motivate me quite well, so I won't stop for them (even if it may take long to make) :)
Have done some experiments with it too, I had a new graphic for it (think of the KW Behemoth design & size) but deploy animation was still not final so it didn't made it into last public update. It looks very good but the deployed state was still bugged/not final -> so no release yet sry.
Some other units also got some new faces, like the Avatar, but I won't give any preview screens, instead it will be one big package/update/news this time. Some older screens showed a few Ideas like the big stealth tank/transporter which replace useless/old units.
I will make a big news with coming features and changes soon!
Got some surprises for you later guys - just patience :P
If you have a 120/144hz monitor you can even tell between
30-60-90-120-144 FPS its very noticable. But if you only have a 60hz monitor it can only display 60FPS.
I for myself play with a 120hz display - the experince is much better and smoother ;)
Once you see a game with 120FPS/120Hz vs 60 FPS/60 Hz you will understand. Once you notice it you can't play on 60Hz anymore...If you don't know it, you don't miss it - that's all ^^ just like SSD/Soundcards.
It would be listed in numbers.
0 = none
1 = light
2 = wood
3 = heavy
4 = concrete
That would be nice :)
Showing basic damage of the weapon doesn't make much sense. Damage is also dependent on weapon warhead and enemy armor type. So instead it would be better to just show a weapon name like "120mm AP", "90mm HE", "Rifle", "Rapid Fire Laser" etc.
Any combination ideas? Maybe some kind of suited tactics, like rush, defense, aggressive, recon, support and so on?
This could be usefull with short signs like AA (Anti-Air), LRFS (Long-Range-Fire-Support) or AT (Anti-Tank) etc.
With this system people could see very fast what role/category the unit is part of.
Specter Artillery - LRFS - STHL - LA - SM
Long-Range-Fire-Support, stealth, light armor - slow movement
That thing can be done, BUT it will change the unit names.
So for example I would change "Disc Thrower" to "Disc Thrower - Infantry - No Armor - Ranged - Slow Movement" or some kind like that. Indeed it would look messy on the sidebar, but you could still disable sidebar texts.
Hmm I look after it.
Hmm I don't know, it can't be really done in this game. The engine isn't really suitable to add new features. My mod is already flooded with hacks/tricks to get some things to work, the consequences are that we need to sacrifice things like starting units, a cut down version of the RMG and so on.
About the rest, I see balance and bugfixes a higher priority than new content too.
Thanks! I had to stop modding the last weeks as i upgraded my computer. So i had to set up my whole modding enviroment again up.
Its hard to keep up working on this mod (working since 2009 on it! Pff). I may reach this year a point where i can say its final...who knows :-)
Wow 200 watchers, thank you all for your interest! Got a little slowed down, because I upgraded my two PC's. But content will roll asap when I have set up my modding enviroment again up :D
Yes indeed, I got rid of the movies without makeing the game not start :)
Only the registry check is still in (need to remove that too)
The new Nod design wont be in this update. It's planned for a bigger later update.
A new interface for Nod/Cabal/Forgotten will be in the update.
Just a little more...
btw...mod size is scaled down to ~450mb from 1,4gb (with all files needed of course)
I hope this will be enough power for pacman and tetris...
Don't lost your hope. Mod is still in development - it's I just I have only time for modding on weekends right now. So progress is quite slow.
Oh god...it's a Flogger D:
What happend to you Flogger :P
Waiting since 2011...
ATM I am reworking the file structure of the mod. Results are more smaller files instead a few big ones. This means that updates should be much smaller in future. For example last hotfix was 90mb. With the new structure it would be only 500kb-5mb. I also have removed quite a few old stuff etc.
I thought of uploading in feature a "core package" which includes only those files and a the normal mod package with the mods files. As uploading every time such an amount of data is not fun :/
This unit will replace the Scorpion (note: not Sting/Sting of Nod) as it's just the same as the Avatar only on wheels/slower/expensive etc, so I give you this toy...
Hi abel! :)
This mod is more of a total conversion. I had to quite do a lot of work to get 2 new factions working so that players and AI can use them. It's still not finished.
Crystallized Doom does have quite a lot of units. Since version 1.5 this mod is not compatible with the original campaign (most because I have changed lots of critical parts)
In feature we will provide our own campaign with a very complex story Media.moddb.com you will play with each faction and see the story from 4 viewpoints.
Twisted Insurrection is a great mod, it comes also with it's own story. But for me it feels just the same as the original (replacing old units with new). That doesn't mean it's bad, but I want something different. With Crystallized Doom I'd like to achieve that. Here you can find a global techtree Media.moddb.com
Hope that's an answer for you ;)
xD TibEd...it messed a lot of inis for me when I tried first time modding 6 years ago...I used SunForge when I was 12.
No offend to you :P, anyone can use what he likes best! It's just I don't have good memories about TibEd or SunForge...
I still would recommend you Notepad++, working with a colour theme, automatic numbering, splitscreen and anything you can imagine makes working very fast and easy ;) Media.moddb.com
You know, even in vanilla TS you can get desyncs. Why? One example would be if a players build too much refinaries. It's caused by the tag RandomLoopDelay.
The twinkle animations need that tag because otherwise ALL would play at the same time the whole game (this happens when the game starts, but RandomLoopDelay changes that after the first loop)
Yes I am sure :) with animation test MP games desync after 30sec-5min
The Tiberium twinkle effect animation is already included since 1.9 but is disabled in every version. Mostly because it's only suitable for singleplayer - the huge amount of animations gives you a high desync chance for multiplayer. Each Tiberium cell doeas have an animation, so the game has some work to get them all synced with all players.
But I am going to add this as optional feature for people who play only SP or want to try their luck with MP :P