Tiberian Odyssey is a total conversion for C&C Tiberian Sun developed by the Odyssey team. Tiberian Odyssey takes place 11 years after the events of C&C Tiberian Sun: Firestorm and portrays our own unique vision of a greatly expanded Tiberian Universe. Experience a brand new story told through an innovative and interactive campaign where your decisions as a commander will have a direct effect on the path you take and the outcome of the war. Experience new features such as; improved and reworked graphics, revamped sound effects, a completely new and original musical score and a plethora of new dynamic maps featuring dynamic lighting and randomized weather effects along with multiple game modes! Tiberian Odyssey will be a 100% standalone game and will require no additional C&C games or discs to run.

The future is closer than you think commander...

Be sure to visit our forums HERE at Project Perfect Mod!

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Bulletin 13/08/2016

News 25 comments


Hello there internet. It has been a little while since we made the effort to publish something, for various reasons old and new. We have spent a good portion of our time these last months finishing the core snow terrain, producing maps for it (and a few more for temperate too), working on the AI, and testing for balance, completeness, and to improve said AI. I've also spent a bit of time investigating other interesting avenues which may make an appearance later on.

First up are some neat things which may see a lot of use or close to none (depending on a bunch of circumstances): High-poly unit graphics. They've cropped up in news posts before as I slowly crept towards finishing them, but now I've largely put them to bed. These things would make inter-mission cutscenes a bit more viable, but even if that's not something we find the time, energy, and skills to work on they might still make for good loading screen art and similar.



I've mostly been adding to my portfolio of TO units for fun in my spare spare time, so really who knows.

We've also got a few more skirmish maps since last time we checked up on that sector of things, which explore some new and interesting environments:

Erosion
Erosion takes place amongst a network of sinkholes, forcing players to navigate a mostly flat, but nonetheless treacherous area.


Fracture

Fracture boasts high volumes of the relatively resource-poor Yellow Tiberium.


flurry preview

With the snow theatre finally in a usable state, we've begun to see playable maps use it in the roster. Flurry takes its cues from old-school RA layouts.


One of the many other things I've been making is a set of assets for a Nod mission which Morpher pitched. While thinking of ways to introduce naval warfare and naval units early in the Nod campaign, Morpher suggested a disused oil platform as a possible setting for a mission. And so that evening I put together most of the basic art required to set up a Nod Pirate Enclave on an oilrig with a Piranha Dock and waterborne defensive structures.

Oil Rig

Here it is mocked up and almost ready to be converted for in-game use.


The specifics of the mission still need to be worked out a little bit, but the assets are interesting enough that they already suggest some natural layout possibilities. It seems only fair that there should be some special Nod structures and environment assets to go with the various special units.

We have also spent a good portion of time playing online via CnCNet, as Morpher works to round out the AI. So far, numerous bugs both small and large have been sorted out; from oddly priced units to surprisingly strong helipads, unsellable War Factories, and tiny animation mistakes. It's nice to have things coming into line and feeling relatively well polished, at least on the GDI side of things. Once we ramp up our forays into the Nod AI, we'll begin to see some parity there too. Multiplayer testing has been a useful way of squashing bugs, and most importantly it seems to be fun.





And that's all I can think of right now. We will doubtless have more to show at some stage down the line.

Bulletin 08/04/2016

Bulletin 08/04/2016

News 17 comments

A quick summary of some of the things we've been doing.

Bulletin 15/12/2015

Bulletin 15/12/2015

News 14 comments

A quick summary of some of the things we've been doing.

Bulletin 5/12/2015

Bulletin 5/12/2015

News 19 comments

A quick summary of some of the things we've been doing.

Weekly Bulletin 31/08/2015

Weekly Bulletin 31/08/2015

News 25 comments

A quick summary of some of the things we did last month. So not really a weekly bulletin, I know.

Comments  (0 - 10 of 467)
Guest
Guest

Hi Orac R U going to update the news bulletin anytime soon

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Orac|
Orac|

We'd really like to, but we've come up against a few technical issues which have slowed development recently. We're using a version of the client used by Dawn of the Tiberium Age, and migrating from one version to another is always a bumpy task because we need to adapt to changes made for the benefit of a completely different project (which is not a criticism at all, and I highly recommend you go play DTA Moddb.com).

On the other hand, I have been working on some pretty important art assets and things of that nature, so we have plenty of stuff to show. I just want to wait until we can show it off in game.

Expect an update soon-ish.

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Guest
Guest

That's good to hear.

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Guest
Guest

Thank you but i have already Downloaded DTA but thanks for the reply and see you soon

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Guest
Guest

Hey! This progress looks fantastic! I noticed you are swapping palette schemes for temperate and snow maps. That adds fantastic eye candy for the player. Question, have you found a way for the client to load separate vpl's for tem. And sno. So you can match alternating schemes for your voxels?

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Orac|
Orac|

The community's understanding of the VPL has only just begun to increase, so I have barely touched it. Our current tem/sno palette swaps are purely a colour replacement thing, so they were fully doable even way back pre-client. Since it's effectively a gold->allied colour swap, the VPL hasn't been a huge hurdle so far.

We'll get around to fully rescheming everything colour-wise as soon as we're both not lazy and happy with the colours we're getting, but I'm not sure we'll be touching the VPL.

Hopefully that's a complete answer :)

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Guest
Guest

That's great man! As always this project looks fantastic..keep up the stellar work. Hope to see a update soon!

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M.Leo
M.Leo

WOW, this is one hell of an ambitious mod, i certainly hope it's still being worked on.
For the story, will Kane be there?

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Guest
Guest

Cant believe it naval units!
^^

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Revolutionist
Revolutionist

How can you do such an awesome job! Good see you and the team again.

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