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 886)
Orac|
Orac| @ C&C Tiberian Odyssey

Yes, it will.

Good karma+1 vote
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+1 vote
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+3 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+1 vote
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+2 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+3 votes
Orac|
Orac| @ Eden Star

Lovely looking work there folks. I'll vote for ya!

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

Mostly this update-free period of quietness has been a result of real life issues getting in the way. Partly it has been because when we do feel like working on the project we feel like making content rather than writing about it, so stuff has been being done but hasn't been being presented.

Morpher's been rewriting the AI so that it works, and once that's in a good place I'll probably find the motivation to put together another news update - there's a lot of stuff to show (and yes, we are hopefully creeping closer to an early release).

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

He says "Our Directives must be Reassessed", implying that GDI and Nod's brief union signals a drastic shift away from Cabal's goals.

Good karma+1 vote
Orac|
Orac| @ Dark Mechanicum priest

Can he imbue weapons with a daemonic presence?
Yes He can, he's Spiderpriest.

Good karma+12 votes
Orac|
Orac| @ C&C Tiberian Odyssey

Both working on the mod and having real life issues! Yay.

Good karma+3 votes
Orac|
Orac| @ Weekly Bulletin 31/08/2015

Yeah probably. I've got a couple of assets to tidy up first but there's another bulletin on the way.

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

It's time consuming, but it's also really nice to be seeing the light at the end of the tunnel. The bulk of the really punishing work has been done I think and now we're onto those last few big bits. We've weathered the storm so far, I think we can push on to the finish.

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

The remaining ideas, ones which aren't currently implemented or even partially impemented, are probably co-op missions and at least one further gamemode (plus hopefully a bit of retooling on out King of the Hill style mode).
Snow Theatre is coming along nicely but still needs a lot of work. Same with the Interior sub-theatre. Campaign has stalled a bit because of other commitments at the moment. The last week's bulletin would have gone out but I've spent so much time wrestling with the Firestorm Generator that I just didn't have the energy.
Bright side of it all is that the FSGen is pretty much done, which is nice.

Other than that, I dunno. Aliens?

Good karma+2 votes
Orac|
Orac| @ Not an Ork

That's a really clever set of models!

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

Yes.

Good karma+4 votes
Orac|
Orac| @ C&C Tiberian Odyssey

We're looking to use a lot of soldier chatter, since that's a lot easier to match with the existing TS audio than the difficult-to-replicate Cabal and EVA audio.

But I'm also working on replicating Cabal's voice by way of synthesizer and distortion, but I'm no audio engineer so no promises :P EVA is a bit more difficult but if the opportunity arises I'd jump on the chance.

Because we don't want to record to many unneeded lines we'll probably wait until the script is mostly finalised before doing the bulk of the recording work.

Good karma+2 votes
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