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That's actually really interesting to know.
I alway love when the devs put their own strange humor into games.
Fantastic work. One thing to point out, the "green tentacle trees" [for lack of a better word] seem a bit off. Seems a bit too shiny and rounded when compared to the other flora.
You might consider adding some moss-like drips, or some kind of flowering bodies. I think yellow would be an good color for such an addition, to help add another compatible color to the scene and give the "trees" a slightly more forest feel.
While as a game I wasn't too fond of Tib Sun, the atmosphere was fantastic and the environment felt "full". I think you've done a good job adding to it.
CnC3 was a boring wasteland in comparison. While I understand that in practical terms, trying to fill a 3D RTS screen with flora is intensive in both asset labor and performance, the environment was just plain boring and forgettable. I found the "tiberium changed so all the fantastic previous life just died" excuse to be a poor cop-out.
That is an excellent model, of a dumb looking ship.
David, if you are reading this, you're a real *******. You don't ******* volunteer **** that people are going to depend on, and then play "takesies-backsies" when someone waves a bigger wad in front of your face.
Yew- Don't try to make excuses or explain away what he did. It was a **** move motivated by money, rather than doing the decent thing. Seeming politeness, excuses and apologies do no change the act.
Going forward, you need to be absolutely clear with anyone that wants to "contribute", with possibility of payment or not, that said contributions are forever part of the game. Should you decide to have any helpers in the future, you'll need to find some sort of license for everything to be released under.
Gotta love these "learning experiences". Just remember, there will probably be more.
Have you considered re-scaling the seeker to be smaller? I think given their fragile nature it would be fitting.
You might consider doing a thorough tutorial on how to completely rig an infantry model for SAGE2.
I can flat out say that I have no intention/time of actually helping, but when I attempted to mess around with infantry into the past (when I actually had free time), I always ran into trouble from conflicting reports on how to actually do it correctly and ended up just moving onto something else.
Basically I'm suggesting that if you make rigging infantry straightforward, you will increase the likelyhood of someone actually being able to pick this up. Finding decent modellers is hard enough, but you are also searching for someone who has what amounts to arcane knowledge.
I do hope that you are successful, you've done a fantastic job with what you have.
In real life, mass amounts of persistent fire is fairly useful against tanks.
-It obscures or ruins the sensitive stuff on the outside. targeting devices, view prisms, maintenance gear, etc
-It forces the crew to stay buttoned up, and with the combination of the above, means they are blind and useless. They can't shoot, and moving is a risk.
-When you have enough of it by the engine's air intake, it chokes off the engine, and possibly ruins it if it can get inside. Don't think that a Molotov Cocktail is going to work on any modern tanks though, you need lots of fire.
-If you heat a metal box enough, eventually the dudes, ammunition and sensitive electronics bake.
Wow, excellent article Madin. This answers a lot of things I've been wondering about the formats.
It's not a "dislike"
It's a "I disagree with that opinion but feel no reason to make a post"
It's just how these things work.
I really love the style you've given the Russians. It's the perfect mix of industrial and folkish. Great color scheme as well.
One thing you might consider doing is adding some sort of ground decal under the buildings, so they blend better with the terrain. One problem I often see with 3D buildings is they are just kinda sticking out of the ground with no indication that anything happens around them. Very small dirt edges around the wall base and some short trail wear paths in front of ladders, door and garages are something that helps a lot in my opinion, as they break up a hard edge.
That's quite classy.
Much, MUCH nicer than before. Well done.
Nice. I like what I see so far.
Do you have a particular place to post bugs? (I don't use facebook)
I think it may be a recovery vehicle
Nice. I just hope there's an option to turn off lensflare. Lensflare and bloom are my two most hated effects.
My initial thought is 3. A video would be best because still images of constantly moving objects can be misleading.
That actually looks really nice for such a small change.
If you are referring to camera high and angle, then 1.
Remember, you can trust russians to be russian, but you can never trust the chinese.
Fool me once, shame on you....
Selling ingame items for real money? Meh, no thanks.
This is good to see! I have always preferred incremental and unstable updates to having to wait decades between "polished" releases.
Keep up the good work, I like what I am seeing so far.
>in the _Global Liberation Army_
A sane general would never try to constantly pick fights with a USA that has space lasers and a China that thinks nukes are perfectly fine to use against a couple beat up toyota's with guns bolted on.
I like the chassis and the PD turret, but the main turret and cannons just doesn't do it for me.
You might consider increasing the time between projectile firings, so as to make the shelling last longer, giving it an short term area denial use.
Go to ppmsite
I'm sure they will gladly help you host the models.
What would truly be ideal is a community effort to correctly extract (and convert to max[7/9] files with correct shaders and textures applied) and organize all the various standard models from the latest CnC games for modding use. I've wanted to start something like that, but I work 12-14 hours a day, I just don't have time.
Just curious, will the bloom be easy to change (menu option)?
A little bloom can be subtle and tasteful, but all too often in games I see way too much being used (RA3 is the biggest offender that comes to mind, on some maps). This wouldn't be a problem, but there is typically no good way to dial it down to personal preference.
Nice update. Looks great.
Looks good so far. Might need a few extra orky bits.