Orac|

Seriously considering becoming a hermit, joined

"Just the place for a Snark!"" the Bellman cried,/ As he landed his crew with care;/ Supporting each man on the top of the tide/ By a finger entwined in his hair.// "Just the place for a Snark! I have said it twice:/ That alone should encourage the crew./ Just the place for a Snark! I have said it thrice:/ What I tell you three times is true."//

Comment History  (0 - 30 of 897)
Orac|
Orac| @ Bulletin 13/08/2016

Given the number of assets we'd need to rescale and the fact that I'm ambivalent as to how much it'd really add, I don't personally intend to implement such a thing. We've got many hundreds of voxels and I'm not going to go through them all and resize them down for a purely aesthetic tweak.

I did some quick mockups for how 'corrected' scale would look if we're playing the realism game. Obviously its pointless to go for 100% realism, because it makes the game literally unreadable, but if you're not aiming for that 100% then why make the token effort at all?

This: Media.moddb.com
Becomes this: Dl.dropboxusercontent.com

This: Media.moddb.com
Becomes this: Dl.dropboxusercontent.com

If we use the ships (probably the largest units if we're using real life as a guide), then almost everything else becomes smudges. If we use anything else, the scale issue that prompted all this still stands and all we've done is wasted many hours of tedious effort for an effect which is close to meaningless.

Good karma+2 votes
Orac|
Orac| @ Terminator modification from Meduson novel

I actually really love the old school Termies, with their weird pauldrons.

Good karma+2 votes
Orac|
Orac| @ Bulletin 13/08/2016

Yeah, we're still tweaking colours. We'll convert them all in as close to one go as possible in order to keep them unified. We're still trying to get the colour right though.

Good karma+2 votes
Orac|
Orac| @ Bulletin 13/08/2016

Because we have two other options:
1) scale the MLRS down so that it's the correct scale, and also scale all the other vehicles to match (because otherwise it'll look weird to have a teeny tiny MLRS next to regular sized everything else). We'd need to make the infantry one pixel tall, and bring the buildings into proportion too, since we're following this scaling system.

or

2) Scale up the ships to be the correct size. They're still only be able to take up a single cell for gameplay though, so that's going to look weird. Then we just have to work out a way for the graphics not to glitch out, since ginormous objects come with a whole host of drawing issues.

So instead we just went with the simple solution of it just being a game. Units all need to be well sized to remain readable in complex situations, and this means there needs to be compromise - unit sizes get a bit weird, and there are giant patches of bright colour on them to differentiate their owner. (There is also a subtle size increase in units as we progress through the tech tree. Bigger unit tends to equal scarier unit).

The same reasoning is what has brought us to retaining the Tiberian Sun infantry size. For a long time we used smaller infantry, but when we came to overhauling infantry combat (so that it wouldn't be totally irrelevant) we found that differentiating dull brown blobs was difficult in circumstances where snap decisions were needed.

It's just a headache to aim for realism, and doesn't actually make things more fun in my experience. What it does do is introduce a whole new layer of difficulty in making art assets, and sometimes actively makes playing the game less fun.

Good karma+2 votes
Orac|
Orac| @ Bulletin 13/08/2016

Cyborgs are CABAL, so they're out of the Nod Roster - replaced at by the Hellspit (Flamethrower) and the Elite Cadre (Directed Energy Weapon).

The Forgotten have been thoroughly fleshed out with more units, a larger role in the story, and more well defined motivations.

The Scrin Ship, the Tacitus, and all the other materials related to them continue to be a mystery..

Good karma+2 votes
Orac|
Orac| @ Bulletin 13/08/2016

Nah, the voxels came first and the models are extrapolated from them. I have to give a lot of credit to Muldrake, the guy who did the GDI units, for defining the appearance of the project early on and giving people who joined later (like me) a strong style to work from.

Good karma+5 votes
Orac|
Orac| @ Bulletin 13/08/2016

Both sides have functioning conyards, with all the graphics (vehicle, deployment animation, building, active animations) working and ingame.

In the first of the four testing screenshots at the end of the news post you can see the Nod CY taking damage from purple player.

Good karma+5 votes
Orac|
Orac| @ C&C Tiberian Odyssey

Still alive, still well, still not very good at keeping a schedule of public updates :p

Good karma+5 votes
Orac|
Orac| @ June Development Update!

That spider is already making me very uncomfortable.

Good karma+2 votes
Orac|
Orac| @ Fields of Battle

The swastika map manages to capture something of the nazi architectural aspirations, which is pretty neat.

Good karma+1 vote
Orac|
Orac| @ C&C Tiberian Odyssey

Our personal issue with accepting money is that it makes us feel bad when we don't work on important assets for a little while.

My gut feeling is that while lovely donations would allow me to afford slightly more alcohol or steam games, it would also deeply change the relationship between us as content creators and the people donating. I would feel like I was stealing if people were giving me money to work on TO, because I don't work on a preset schedule.

If we were running a slightly more professional project then I'd be less against a donation/patreon style setup, but because this is the most loose-knit, for fun, hang-out-and-contribute system possible I don't think it works.

Thanks for your interest, you're awesome all the same!

Good karma+6 votes
Orac|
Orac| @ C&C Tiberian Odyssey

Yes, it will.

Good karma+2 votes
Orac|
Orac| @ C&C Tiberian Odyssey

If you're looking for a good Tiberian Sun mod to play, might I suggest Dawn of the Tiberium Age (or DTA for short)? DTA is a wonderful recreation of Tiberian Dawn and Red Alert with a bunch of new goodies added in - new units, more naval combat, co-op missions - there's just so much there to have fun with.

Good karma+2 votes
Orac|
Orac| @ Bulletin 08/04/2016

I know! It's been driving me mad, but you can see the grid under it and the base is straight as an arrow (on the forward facing long side). The building is triangular, so it looks slightly odd against the norm of TS's rectangular structures.

Good karma+2 votes
Orac|
Orac| @ Bulletin 08/04/2016

Yep, lots. Though sometimes the Forgotten do not want or need your help.

Good karma+2 votes
Orac|
Orac| @ Bulletin 08/04/2016

Nod MSG, GDI Urban Pacification Drone, GDI Surveillance Airship, and Forgotten War Convoy.

Good karma+3 votes
Orac|
Orac| @ C&C Tiberian Odyssey

Not conveniently right now, unfortunately.

Good karma+2 votes
Orac|
Orac| @ Bulletin 08/04/2016

Close on a lot of that. In the first pic that's a Nod Mobile Stealth Generator, because the Firestorm unit was rolled into the Nod Stealth Tank here. Without it, doing some early campaign stuff under cover of stealth is a bit inconvenient.

Good karma+3 votes
Orac|
Orac| @ C&C Tiberian Odyssey

If there is particular demand. It seems like a pretty niche thing so unless I get requests for it I probably won't bother tidying it up.

Good karma+1 vote
Orac|
Orac| @ C&C Tiberian Odyssey

GDI Campaign has been the focus recently. We've been tidying up the first few maps (and scripting them). The Nod Campaign has also had a fair bit of work completed on it.

Right now, the GDI campaign still needs about 5-ish more levels built and the Nod campaign needs about 3 for us to have a release-worthy 'Act 1' for both sides.

I've also been dealing with art for the GDI and Nod Naval Yards, GDI Walls, and the odd campaign prop.

Good karma+4 votes
Orac|
Orac| @ Bulletin 15/12/2015

Nah, we're just busy people with numerous other things preying on our time. Since this bulletin, I've been working on final art for a number of GDI and Nod buildings (especially the war factories, which had severe clipping issues when producing some of the larger units) and both Morpher and I have been mapping a lot. He's been messing with some skirmish content and concept maps, and I've focused on the campaign missions we have in the works. I've also been doing benchmarks and research for pre-rendered cutscenes to fit between some missions, with mixed success.

So yeah. A bunch going on behind the scenes but as always a writeup isn't an easy thing for me to just throw out there. It's easy to put off when there are a bunch of mission-critical things which I could be doing instead, or I can just skive off and play Civ 5 or something. I've been putting off writing up another bulletin for a couple of weeks now because I'm lazy.

Here's a bonus image from the dropbox of the Nod War Factory's overhaul. Increasing the size at the back and making the interior a bit more interesting, while also smoothing the shape and making the whole thing flow slightly better around the doors - Dl.dropboxusercontent.com

And here are a couple of shots from the cutting room floor, as testing on higher poly cutscene assets are tested out and a general workflow is nailed down (still working on it, who knows if it'll come to anything) - Dl.dropboxusercontent.com , Dl.dropboxusercontent.com

Thanks for the question!

Good karma+1 vote
Orac|
Orac| @ Imperial Jetbikes

Heresy Era, so perhaps a Graviton Cannon? Or a Conversion Beamer?

Good karma+1 vote
Orac|
Orac| @ C&C Tiberian Odyssey

I've been contributing to this since high school :P

And yeah, it'll definitely get released eventually!

Good karma+1 vote
Orac|
Orac| @ Space Marine Santa

Does anyone remember back in the old Necromunda days of Phanta Claws?

Good karma+2 votes
Orac|
Orac| @ Bulletin 15/12/2015

Never would have been an issue if FinalSun encoded maps 100% correctly, never would have been an issue if a tile's icyness was tied to the tile type rather than an additional flag. There are so many ways this could have not been an issue. It was amazing and disheartening to discover this tiny little bug.

But the snow theatre is soooo much more interesting now that its fixed. :D

Good karma+3 votes
Orac|
Orac| @ Bulletin 5/12/2015

Huh. Yeah, never really thought of that. Would probably have been an option worth considering, though now that the art has all been remade its kind of a moot point :P

Good karma+2 votes
Orac|
Orac| @ Bulletin 5/12/2015

Oh that's awesome! Your work on this is staggering, I'll definitely check this all out.

Good karma+4 votes
Orac|
Orac| @ Bulletin 5/12/2015

I haven't actually tried using voxels in OpenRA, but every screenshot I've seen has shown them lacking the definition of shape which the TS and RA2 engines gave. Of course, TS and RA2 lit their voxels terribly, but the contrast between normal direction facings was strong enough to define the contours and edges of units really well.

That said, the actual drawing of voxels in OpenRA is waaaay better, and the shadows look nicer (and the turrets cast shadows). The lack of internal contrast bothers me though, can that be tweaked in the rules?

Good karma+2 votes
Orac|
Orac| @ Bulletin 5/12/2015

That is very interesting. For now I think development will continue in the TS engine because we know it very well (especially Morpher). When there's a break between major tasks I will consider playing with OpenRA and seeing what roadblocks there'd be for converting the project.

If OpenRA sorts out its voxel lighting I will be very interested.

Good karma+3 votes
Orac|
Orac| @ Bulletin 5/12/2015

OpenRA is always an option, but the time requirements involved in shifting at this late stage are a serious barrier to entry. And rebuilding all the code for a new engine could just be too much of a headache.

Good karma+4 votes
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