Or Graion Dilach. No more needed to be said, because I used this name everywhere I turned up and nobody ever else used it.
Who knows who I am, knows what shall expect. Who does not, well, google then. :P
It was about time.
Personally I'm not very fond of the idea of the Cruiser and the Dreadnought sharing a hull. The new Sea Scorpion also seems like if it's turreted and the offset is a bit wrong with the back part of the turret overlapping with the remapped details of the body. It's a bit weird to see such a compact SS though after WW's.
Use the beta HVA Builder for 360s, less chance to throw the white-frame-in-gif-bug.
Nope, it's not Confed. The design was scavenged from another mod indeed, but not Paradox.
Go Dutchy, go! :D
You're not even remotely funny.
Call me up regarding the yaml things, I have great experience in that. :)
Sorry for joining late to the party, but this is wrong. A mod does not have to follow the game's license. The WW games aren't under GPL license either. What needs to follow the GPLv3 license is the engine expansions CD might add into the game - in other words, if CD decides to run it's own mod DLL. (Which I honestly doubt, because in that case I'll be doing that expansion mostly and in that case, I'll be running it under the AS DLL, which is already in GPLv3 due to the above.)
Technically speaking, the WW(-derived) assets in mods are freeware and not GPLv3 (unless it's RA2-originated because then it's kinda semi-acceptable "freeware", kinda like how Blizzard never asks where did you got the Warcraft assets in your Starcraft mod).
TL;DR: Licensing CD with a standardized CC or GPL license will not happen because of most cases the artworks themselves are technically public under a fair-use-alike license used within the C&C modding community. However, any third-party code CD will utilize will be under GPLv3 and that's everything which can be done in this regard.
The MLRS is the best.
Oh wow, this looks great.
Tick: 7.5 ms
Render: 6.1 ms
I so hate you right now...
Sorry, missed your comment - even though the answer was among in every third main comment, such open betas will only happen after there is atleast an OpenRA playtest with the TS mod included.
Only noticed it now... don't think so. The radio fuzz was only part of the aircraft voicesets though and so far IIRC I haven't wrote a set to such.
I tend to mention it a lot of places. Even during the streams.
Nah, feel free to bother. Although I'm gonna assume you has a base knowledge of Yuri's Revenge and read the AS lore - iow what's at the top of this page.
Currently 6 factions are planned. I also have an in-house rule that a subfaction requires to have 8 unique units at least which gives the subfactions a level of specialization matching C&C Shockwave, Kane's Wrath or Mental Omega.
Allies are basically West-Europe. With the jammed communications and the fall of the US, the Europeans literally lost their outside connections and left alone against fighting. Allies will pretty much be using the RA2 Allied technology excluding some units (IFV, Destroyer, Aircraft Carrier went to Pacted, Robot Tanks got taken over by Oppressors). The playable subfactions are Great Britain, Germany and France.
Soviets are the "least changed" faction from Yuri's Revenge, still relying on brute firepower and whatnot. While they also suffered losses due to the Oppressor probe, they still ended up suffering the least from the chaos. Playable subfactions are Russia, Iraq and a yet-unnamed third subfaction, which I plan to expand/explain in the next newspost. (Cuba lost in the US takeover and Lybia is assumed to be losing the war against the Allies)
The Yuri faction will receive a heavy makeover, and got a lot more traditional in terms of gameplay as a nerf compared to it's YR meta where it was outright banned. This might get reverted at some point due to OpenRA possibilities but the last YR build went this way due to overusing a lot of YR traits for the faction which I hope I can change now. Lorewise they ended up forced back into their remnant places and might have a lesser role in the story than what would one expect. Playable subfactions are pretty much the now-traditional -in-YR-modding-scene Antarctica, Falkland Islands and Easter Island - atleast for now.
Pacted is the eastern branch of the Allies revolved around South Korea which ended up separated after the fall of the US. Their gameplay felt a lot like a mixture between RA2 Allies and GDI in the YR-based builds which I hopefully have the chance to refactor into something more unique now with OpenRA. The playable subfactions are South Korea, Japan and Australia.
The Freedom Confederate in terms of gameplay style aims to be a YRified GLA. The faction revolves around a resistance network formed from American civilians who went patriotic even after the Allies gave up defending the nation, revolved around Carmen Gel, a key figurine behind the movement. They will only have two subfactions, the Insurgents (ex-Looters) who use outdated military equipment seized from abandoned military bases and the Scavengers who rely on "upgraded" makeshift weaponry. Right now, the team loves the Confeds and so far they benefited the best from the engine switch at this point.
Oppressors are Oppressors. No spoilers about them - their main selling point is that most of the time you'll play as the human factions who literally have no idea who or what they are, but just being forced to deal with them.
Yes, yes, absolutely. OpenRA is a lot more generic. In YR, many traits and possibilities had a lot of hardcoded limits which would take a lot of effort from Ares to circumvent (many times the ones which got circumvented ended up having their own new issues added to the mix). OpenRA scales a lot better, with a lot less limited interactions between these possibilities.
On the other hand, OpenRA atm still lacks a lot of YR-specific features, but with time, I'll get the ones done.
Also, to put it bluntly: when YR fails on me, it means I have to scrap some stuff because Westwood couldn't do some stuff right/hacked their own code for their similar thingy to work and ignoring many other cases - helicopters would never try to face their target if they've been told to only attack targets in front of them as one example.
When OpenRA fails on me: it's either due to the stress-test nature of my mod, which pretty much turns out to be too much for the game (and the devteam treats it like a minor bug), either a limit which is planned to be lifted in time during their TS completion either something I can try to lift myself in their code. In all cases, I can still work with what I have and prioritize stuff which will work.
And since I've familiarized myself with the OpenRA-codebase last year, I can even extend the OpenRA logics - a lot easier than how I could extend YR logics.
A ModDB news waiting for authorization for 3 hours now as I'm writing this. :D
I'm leaving that to answer if you don't mind.
Uhhhh... you should really try to pick voxelling up then. This pack was never good as-is and requires a LOT of adjustment or a complete retexture to be used imo.
Red Alert lore is already messy as it is, with Abrams Tanks - the Medium Tank is clearly an Abrams - running in 1950s and that's just only one example. Again, everything can be thrown in.
Or how about just doing whatever Astor comes up with? I personally don't really see a point of bringing up RL designs in a Tiberian Sun/RA2 mod - they are just that ****** up lorewise to care about RL stuff.
Don't worry, I wouldn't cancel it. The engine change hit it harder than expected though, I acknowledge.
I'm prparing a newspost to be published this weekend for a while now, actually. So yeah, the mod isn't dead.
inb4 you fill it with anti-air inf and use it to setup a no-fly zone...
Results may vary though, the difference is hue based, the more desaturated the shade is, the more it can blend with others.
The mod is associated with OpenRA completely by now, the old builds are available only for archive purposes. However a public build will not happen until OpenRA considers their own TS mod ready for atleast a playtest - this does not mean it must work flawlessly, only that it is included.
CD is already using some of the only-nightly/indev TS OpenRA features. That's a hard dependency we can't ignore and it's fair play/respect/whatnot that we won't release it before they consider it ready.
Probably not and moreso an OpenRA mod when released. Considering that OpenRA is free, it shouldn't cause that much of a trouble.
On a second thought - you coulda also try remap. :P
Shoulda recolor mindcontrol animation to red IMO.
Noidea why but the beta Starcraft pictures came into my mind.
Looks good though.
But seriously, the tiberium was the worst pixelart the game had! D: