The Dawn of the Tiberium Age v1.09
Jun 15, 2008 Full Version 12 commentsThis is the full mod (version 1.09), excluding the music files (which will have to be downloaded separately if you want to have any music in the mod).
The Dawn of the Tiberium Age is a Tiberian Sun to Tiberian Dawn (C&C Gold) total conversion and it was my intention to make it both look and play as similar to Tiberian Dawn as possible, while taking advantage of Tiberian Sun features (these include skirmish, multiplayer support, drag-scrolling, high resolutions, customizable keyboard short keys and many others).
This mod started off as a personal project, which I kept quiet to most people until the release of the very first version. Since I've worked on this mod mainly on my own it has no real staff, but as you can see in the credits, I've had quite a bit of help with tasks I either couldn't do myself (like voxeling or the less simple hacks like giving SHP units 32 facings) or wasn't as skilled at (like making graphics from scratch).
For more information about the mod, screenshot, images of all maps that come with the current version of DTA and alternate download locations go to Ppmsite.com.
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Aside from the new terrain DTA 1.09 also comes with a new look for the menus, a new map and a couple in-game fixes and tweaks.
To see all maps that come with version 1.09 of DTA and of course the new terrain they were put together with, click here.
Change-log:
Click here to see the change-log for all versions of DTA
Credits:
Click here to see the credits concerning all versions of DTA
This is the full mod (version 1.09), excluding the music files (which will have to be downloaded separately if you want to have any music in the mod).
Place Scores_DTA.mix in the folder DTA is installed in to add the music from Tiberian Dawn to the mod.
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Due to 2000 character limit continuing here:
Enable Medic only for GDI and only after building the Hospital.There was an unit called Mechanic in RA1,it was same as medic but repairing vehicles per tick small amounts,was so useful,enabling field repair strategies make it only for GDI too and preq. Repair bay.Enable the RA1 Bunker for GDI and Soviet Flame Tower for NOD.The difference between Bunker and Watchtower:Bunker is more armored,weapon range shorter;Watchtower beholds its normal armor and weapon range,compare bunker to WT.
There was an Nuclear Demo Truck in RA1 make it for NOD preq.Temple of NOD,buildable only 1 at all.
Issue to fix1:Enemy can shoot through concrete walls,the needed code for disabling that is in the RA2 which was made with the Tiberian Sun engine too,must be easy to implement it back.
Issue to fix2:Jeep and buggys weapon(also the MG) muzzle anim when firing towards north is failing.
Normally i can continue with implanting Navy to TD but i cease here for now.
I already did include the Medic in DTA 1.10 for GDI, but I'm not adding pointless extra prerequisite buildings like the hospital and Tech Center. The Bio Research Lab will be available for Nod however.
I've already thought of implementing the mechanic, but due to certain limitations of the TS engine it's impossible to create a weapon for infantry that repairs vehicles without having to force-fire it (and implementing a weapon like this would mean that the AI would only repair its enemy's vehicles).
The Guard Tower and the Pillbox are really too similar to both implement. I don't want to clog up the sidebar with many units and buildings that don't really serve an unique enough purpose.
I've considered the Demo Truck already and it just might make an appearance :)
I know about the issue with the wall and it's already been fixed ;)
The muzzle flag anim has also been fixed.
I think it might be a good idea if I make the changes I've made so far public. I'll try doing that along with something else to show off in a week or 2.
On second thought; I changed my mind about implementing the demo truck. If I make it much less effective than in RA1, it becomes worthless, but keeping it as powerful actually makes it overpowered considering the Chinooks can airlift units and would then be able to drop one off in the middle of a base.
I'd remove the airlift capability of the Chinook, but unfortunately that logic is necessary to make it able to "properly" transport infantry.
Im having problem with this mod:In the game whenever i start a building in the sidebar a heavy lag comes including sound repeats and cursor lags,dont know if this is caused by your mod since ive never experienced that before installing your mod :? please
This lag you're experiencing is a common bug in Tiberian Sun itself and has little to do with DTA. This lag doesn't seem to occur on all computer systems, but on the systems it does occur on, it usually happens whenever you're building something cheap (because that's when the clock animation plays the quickest). The cause of the problem has been traced back to the darken.shp animation, but so far nobody has managed to find a real fix. One thing I did find out was that modifying the darken.shp animation to have more blank pixels (meaning color #0) does improve the performance. Of course when you make too many pixels or the whole image blank, it could get a little confusing to see which unit or building is actually being produced, but if the lag is too extreme I suppose it's worth it.
Also, I am open for new ideas, but take in mind I already am including quite a few new things in version 1.10, so it has to fit in with the rest or might even already have been done.
Yes right,ive tried it on XP old computer and worked flawless,its something about hardware or windows or both of them are causing this.
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One thing:Change the harvesters harvesting sprite with original TD one,in TD it uses its ant teeths(i called them so)in front of the vehicle but its not so important at all.Correct this:Whenever an vehicle enters the repair bay lower tile of it sinks into the bay.Correct this too:Sometimes the docking animation of harvester into refinery repeats when harvester is leaving for couple of seconds.
An idea:The GDI should use the standard SSM model and NOD the V2.This is because in RA1 Kane is taking over the sovietunion at end of soviet campaign therefore would be more logically that he claims some soviet V2's as his own from the Red Army.Another fact is standard SSM uses same chassis as GDI MRLS.The GDI should be able to build MRLS and standard SSM,NOD should have ballistic Artillery and V2 only.To make more difference its possible to make V2 dealing Napalm explosion damage whilst SSM dealing small area HE damage to difference two from each other.
A very good addition you have made by giving the Heavy Tank to NOD,they were lacking musclepower in battle.
The building used as Jail in some missions was actually an Tech Center,what about implementing it to the game,will serve as good prequisite for new units(NOD and GDI will able to build 2.type artillery(the SSM)only after building it,Mammoth will preq. that build too along with Repair bay and Heavy Tank will unlocked after building it by NOD.
The harvesting animation I would've changed to the TD one from the start if it were possible. Unfortunately the harvesting animation in TS is separate from the harvester itself and has no directions, making it impossible to modify it to look like the TD one.
Your argument about Nod taking over the Soviet Union at the end of RA1 isn't completely accurate either. This only happens when you beat the soviet campaign, but this isn't the true ending since there would've been no GDI if that'd happened and Nod've been in control of entire Europe from the start in TD as well.
So what actually happened is that the Allied forces won and in the meantime Nod quietly disappeared back into hiding. When the Allied forces defeated the Soviet forces, a lot of Soviet technology (like the Mammoth Tank for instance) was free for the taking for the Allied forces.
So this is why if I'd add the V2 in, it'd go to GDI and this is also why I gave it to GDI on survivor maps to begin with.
How could i oversee this!Do you know,ive ever dreamed of a new TD!Goodjob,very goodjob :D
Are you open for some new ideas?
The mod is very great u can't tell the difference if ur playing the real td or the mod. Are there any players playing this online? That would be great.
As I said in the comment to my own post; things are going slower than expected and the release date has been pushed back 1 or 2 months.