C&C Total Annihilation

Story

I
n the far future the Galaxy is ruled by a benevolent central body of Humans and Artificial Intelligences called the CORE (a contraction of "Consciousness Repository"). The CORE's Technological and Economic triumphs have allowed humanity to colonize most of the Milky Way and enjoy peace and prosperity. However, the balance is broken by a technological breakthrough which allows the consciousness of a human to be reliably transferred into a Machine, thereby granting theoretically indefinite life in a process called "Patterning". Following a mandate imposed on humanity by the CORE requiring everyone to undergo Patterning as a public Health Measure, a rebel band is formed out of colonies from the edges of the galaxy named the ARM, whose members refused to leave their natural bodies to join the CORE's machines. A war lasting Four Thousand Years followed, with the ARM mass-producing Clones as pilots for its vehicles and the CORE duplicating consciousness-embedded microchips to pilot its own machines.

This Game's based on the original RTS Game called "Total Annihilation" made by Cavedog Entertainment back in 1997. Total Annihilation was back then one of the best games. Being the happy owner of amazing 57 Awards in Total. It've always been my favourite game of all time, because of the endless action it had and amazing Gameplay.

This Mod will bring you most Units that could be used when Total Annihilation was first released back in 1997 but with more Digital Awesome. Thus including the famous ARM Peewee and the CORE Goliath.

You will also be able to play on new versions of the Total Annihilation Maps(Not all!).

Basically, it'll be the same awesome game. With more Digital Awesome, another Game Engine and with First Person Shooter instead of RTS.

C&C Total Annihilation

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Project Naval
Command & Conquer Total Annihilation
Total Conversion

Introduction:

This Project was started to put all effort on creating as well as re-creating most of Total Annihilation's Naval Units. Thus far 10 Naval Units are on the To-Do List. These excludes Construction Ships as well as Submarines and Carriers.

Those Ships will most likely be added later on. I just don't see them as any high priority for the time being.

List of Ships to be Implemented:

ARM
Seeker, Tech 1, Scout Ship, 1 Dual-Barreled Laser Turret.
Crusader, Tech 1, Destroyer, 1 Dual-Barreled Medium Cannon, 1 Depth Charge Bay.
Ranger, Tech 2, Missile Ship, 1 Small Rapid-Firing Missile Bay, 2 Rocket Launchers.
Conqueror, Tech 3, Cruiser, 1 Triple-Barreled Heavy Cannon, 1 Depth Charge Bay.
Millennium, Tech 3, Battleship, 2 Triple-Barreled Heavy Cannons.

CORE

Searcher, Tech 1, Scout Ship, 1 Dual-Barreled Laser Turret, 1 Small Missile Bay.
Enforcer, Tech 1, Destroyer, 1 Dual-Barreled Medium Cannon, 1 Depth Charge Bay.
Missile Frigate, Tech 2, Missile Ship, 1 Small Rapid-Firing Missile Bay, 2 Rocket Launchers.
Executioner, Tech 3, Cruiser, 1 Triple-Barreled Gatling Cannon, 1 Depth Charge Bay.
Warlord, 1 Triple-Barreled Heavy Cannon, 1 Triple-Barreled Gatling Laser Turret.

Obstacle(s) to Overcome:

Muzzle Bones:
As usual my biggest Obstacle’s the amount of Muzzle Bones. I've got no experience within the aspect of Coding. Thus I can’t give any direct answer whether it's possible or not. Considering this is a Total Conversion, I’m pretty sure it’s possible but hard to do.

Currently the Engine's limited to 4 Muzzle Bones - These being MuzzleA0/1 and MuzzleB0/1. The Muzzle Bones are the actual position where the Projectile is created and fired from. All this means you can only have a maximum of 2 Barrels per Weapon(Primary and Secondary). Well, of course you can have 3 or more, but the Projectile will only be launched from a maximum of 2 Barrels. Would look quite weird on a 4-Barreled Cannon, wouldn't it?

Class Descriptions

Scout Ship(T1):
Fast and Agile. This Class is only used for Reconnaissance Missions. They have a very weak layer of Armor for Protection. Thus they are shot down easily by most Units. They are, however, equipped with Minor Armaments for further Protection. Yet, these Ships are not to be underestimated. Groups of these might become very difficult to destroy, as they're very fast and agile. If driven by an Experienced Captain - Most incoming fire could be dodged.

Destroyer(T1):
These are the only Ships in the Tier 1 Fleet that can actually deliver quite the punch. Fitted with Medium-Sized Cannon and a Depth Charge Bay - This Class is a constant threat for Ground Units as well as Submarines. Although the Depth Charges can be hard to use, they're the only Protection you've got against Submarines, would you rather be without it? Thought so. However. This Class haven't got the thickest layer of Armor, but it sure can sustain a lot more damage than the Scout Class. These are quite Bulky and not very Agile, but hey, usually - they get the Job done. Or part of it.

Missile Ship(T2):
A Medium-Sized Ship fitted with Long-Range Rockets. What more could you ask for to destroy those annoying Base Defenses that have been taking out several of your Team's Ground Units? This Class is fitted with a Rocket Launcher Bay, which will fire 2 Long-Range Rockets. However, don't think it's as easy as making Noodles. After these Rockets are fired, they will descend in an arc.

These Ships are also fitted with a Small Rapid-Firing Missile Bay to protect themselves from potential threats. However, it doesn't do that much damage. But it might just be enough to keep your Long-Range Ship of Mass Destruction alive. And yes, it'll work against Aircraft.

Cruiser(T3):
Pretty much All-In-One, including Price. Although they might cost much, they're definitely worth it. They've got all you need, especially Firepower. These are mounted with Heavy Cannons plus a Depth Charge Bay. This Class is slightly Slower than the Destroyer Class, but maneuvers about the same.

Battleship(T3):
Beast. Brutal. Ultimate. Overpower? I'm not really sure how to explain this Class. It have got an extremely thick layer of Armor. Incredible Firepower and Moderate to Long Range. Although it can't protect itself against Submarines and Aircraft, it can sustain a hell of a lot of fire before going down. If this unit is backed up by other Naval Units against Submarines and Aircraft - The Enemy Team have pretty much lost The Game.
Still not that easy though. It's incredibly slow and maneuvers like... God knows what! And not to speak about the Price. You'd better be a god damned good Player to earn enough resources for this Beast.And... I guess that pretty much all I've got to say at the moment. I hope you enjoyed reading this! And stay tuned for further Updates!

News - 2010, 4th of August

News - 2010, 4th of August

News 1 comment

Here's a complete update as of 4th of August - 2010. Some things I need to have said, so you understand the current situation. And some ideas and shizzle...

Comments  (0 - 10 of 109)
Killing_You
Killing_You

By the way, mod's getting rebooted. I've signed on as a texture artist; the ARM Thunder is my first project.

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Darius0101
Darius0101

make a new moddb page then?

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THE_GMoD
THE_GMoD

Honestly if you really want this to take off you are going to probably need models that are higher poly then the original game, instead of half the polys, and it would help to be able to enter buildings.

I would look actively for a team, because with something like this you are not getting far on your own.

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ImperialKaskins
ImperialKaskins

Putting more Polygons will causes lag when Texture is implented it. Renegade Engine during that time can't handle to much Polygons.

( Well Script 4.0 will handle more a bit like maybe 5000 more of it )

But for based buildings if you need high polygons will make the game lag even with you high end PC.

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dealman
dealman

What he said.

A lot of people often say that "Game Engine # can handle well over 1 Million Polygons, easily."

Well, maybe so. But then it's without doubt an untextured Mesh. The real lagfest begins when you've applied a texture to the Mesh(es). As it don't have to render just a regular Polygon. It will also have to render all Pixels on every Polygon.

I'd say the W3D Engine(C&C Renegade) can handle around 3-6k Polygons textured pretty smoothly. And that is Textured.

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danpaul88
danpaul88

The buildings in AR are probably around the 5k poly mark EACH :P The engine can handle quite high poly counts even when textured, as long as you optimise the models to suit the rendering process (ie: merge meshes with the same texture into a single object to reduce the number of times the texture gets loaded per frame...)

Obviously it would be nice if it was able to cache the most frequently used stuff in the GPU memory buffers but W3D was written at a time when those buffers were far too small for caching anything in...

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ImperialKaskins
ImperialKaskins

Well it can handle more then 6k Polygons.

Well you can put 1 million polygons is also no problem. But once you place texture, it lags heavy. Just think about Unreal Engine 1 or Half-Life. They can handle many polygons. But once textures is place it will lag alot. that's why they come out Half Life 2 Engine or known as Source. It is have HD implented and can handle 5 times more then Half Life 1 Engine.

Cncreborn.eu

C&C Reborn Forum

But for APB
Red Alert A Path Beyond and with the latest and modified Script ( Script 4.0 ) It can handle slightly more.

Sorry i mistaken said it can handle 5000 more. It only can handle like 1000-1500 more. So that means Renegade will be able to handle 8000 Polygon without Lag.

Well if you want nicer renegade why not go Renegade-X. Is going to be UDK soon. Well not so soon actually. :S

Moddb.com

Renegade-X

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chulaksaviour
chulaksaviour

Tracking.... TA was the first PC game I ever bought and is the only one that has amazingly lasted 12 years of continued use and which is still used one the occasional trip away, tho downloaded CD keys have reduced the need for them to zero lol.

Hope you can follow this up fella looking forward to it!!

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Deuce_Savage
Deuce_Savage

I play TA often - but only with newer mods - it was my 1st favorite rts game ever - even over its compitation Star Craft at that time! TA 2 is coming next year, i believe a Korean version has been released this summer! Looking forward to it!!! I always wanted to play a FPS version of this game. Cant wait!

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dealman
dealman

Yeah, TA have always been my favourite RTS of all time. Even compared with this century's releases.

I honestly haven't heard about TA 2, I'll definitely do some research about it! :)

EDIT:

I did some research, and the only thing related to Total Annihilation as a sequel or something like that is Supreme Commander. Which have already been released. It's a great RTS, but not even close to match TA.

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chulaksaviour
chulaksaviour

I dont like the new character/story system in SupCom 2 but then again it was developed by Square enix

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dealman
dealman

I'm a big fan of Supreme Commander 2! The Campaign ain't that great(Except for the Cybran Campaign, Cybrans for teh god damn win, rite?) The gmaeplay however is really nice

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