Posted: Thu Nov 01, 2007 10:34 pm Post subject:
The Dawn of the Tiberium Age
This is another Tiberian Sun to Tiberian Dawn total conversion and is up for download.
For more information, screenshots and of course to download the mod itself, head over to the The Dawn of the Tiberium Age forum @ TiberiumWeb.com. _________________ Last edited by Bittah Commander on Sun Nov 04, 2007 12:50 am; edited 2 times in total QUICK_EDIT
For everyone who like gufu thinks this is just another ROTD, please at least have a look at the screenshots before dismissing it _________________ QUICK_EDIT
It's reallyy well done.
I noticed a palette issue with the nod chopper cameo.
The IA is a bit weak.
Maybe I just did't click enough but it seems the comando doesn't says "I've got a present for ya" which is a shame.
Apart from these minor issue it's a very good adaptation. QUICK_EDIT
I found myself really bored with this, to be honest. I was hoping for something great... but no, I got a boring rehash of TD in TS. If I want TD, I'll play TD. No offense Bittah, but you can do better. _________________
Oh just had an idea: Why not implent experimental technology on techlevel 8, 9 and 10 much like the experimetal techlevel in the game Supreme Commander like Tiberian Sun units like the Volverine, Titan, Cyborg's, Juggernaut, Cyborg Reaper and Tiberian Sun buildings (all of them are Shp based except the barrel on the Titan Mech and Juggernaut)
Also if you need help with the AI (Artificial Intelligence) I can help you with that. However it might take some time to make it work realy good.
I have worked with the AI in my personal Tiberian Sun mod and it preforms realy good!
I dont have any good screenshots of my AI in action but here are the ones that ive posted on PPM:
http://www.ppmsite.com/forum/viewtopic.php?t=12257
In those screenshots there is some infantry rushing, and capturing action going on.
Its not as good as the AI in Deezires RA2:YR mod (That one is REALLY GREAT! and kicks my butt within 3-5minutes) QUICK_EDIT
I noticed a palette issue with the nod chopper cameo.
In the versions of DTA before 1.0.3 the Apache used the wrong cameo (it used the TS one instead of the TD one).
bonzy_buddy wrote:
Maybe I just did't click enough but it seems the comando doesn't says "I've got a present for ya" which is a shame.
It's indeed a shame, but unfortunatly TS doesn't have a unique speach for when you order a unit to place a C4 on a building.
Infinity wrote:
I found myself really bored with this, to be honest. I was hoping for something great... but no, I got a boring rehash of TD in TS. If I want TD, I'll play TD. No offense Bittah, but you can do better.
Take in mind this is only an early release of DTA and I intend to implement quite a few extras in the future.
The intention of the early releases was really to let you play TD with the benifits of the TS engine (high resolutions, modifyable keyboard keys, internet play, drag-scrolling, etc.).
djohe wrote:
Oh just had an idea: Why not implent experimental technology on techlevel 8, 9 and 10 much like the experimetal techlevel in the game Supreme Commander like Tiberian Sun units like the Volverine, Titan, Cyborg's, Juggernaut, Cyborg Reaper and Tiberian Sun buildings (all of them are Shp based except the barrel on the Titan Mech and Juggernaut)
That might indeed be a good idea to implement somewhere in the future. The problem with this however is that many of those units have the exact same use as the TD units... A better idea would probably be some kind of tech building which would allow you to build those units.
djohe wrote:
Also if you need help with the AI (Artificial Intelligence) I can help you with that. However it might take some time to make it work realy good.
I agree my AI is rather lacking, so I indeed could use some help with the AI _________________ QUICK_EDIT
It's indeed a shame, but unfortunatly TS doesn't have a unique speach for when you order a unit to place a C4 on a building.
Then you should selet the "I've got a present for ya" phrase ; it's mythic. You should also implement some TD songs, at least "act on instinct" in the top of the playlist. Playing TD is very much about nostalgia and that would defenitely give a TD touch to your mod.
I'm all for some 8, 9, 10 tech level. Hover mlrs and Orca bomber could be good adds. It's not that grave if wolverine and titant are similar to humvee and medium tank : you can make them stronger but only buildable once you have a pricey tech building. It would give some depht to the game. Same goes for nod.
Also, the ion cannon graphics are not very good. I think you could do better or maybe use ts one. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Nov 05, 2007 11:05 am Post subject:
Wow. Currently, I like it as-is. I'd be happy if Bittah just added in the visceroids and did 10 more maps and abandoned the damn thing. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
@bonzy_buddy:
The TD music can be downloaded separately at the DTA forum. Note you'll need to have DTA version 1.0.3 or later for it to work.
I know the Ion Cannon graphics don't look very good. I won't use the TS one instead, but I'm planning on replacing it with a better looking one.
@Mei Ling:
I will add Visceroids in the next update of DTA
I'm not sure wether I'll be making many (if any) more new maps, but there is a subforum where others can post their own maps (maps that are good enough will be included with the DTA download when there's another update). _________________ QUICK_EDIT
That isn't what I said. I said (in the About/History topic) that Morpher was working on a RA version of DTA simultaneously to the TD version I was working on and we intended to merge the mods when we'd finish.
This was scrapped when Morpher no longer had the time and interest to continue the RA version of DTA. _________________ QUICK_EDIT
I believe you didn't extract all files from the zip file into the TS folder (particularly finsun.mix seems to be missing). _________________ QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Nov 05, 2007 9:20 pm Post subject:
Hey Bittah, before you make a 'BETTAR AND UPGRADED' version, please, make it seperate or somethign from this version? after all the kinks here are worked out, make this 'better' version optional, and seperate please. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Just needs some Dinos, and visceroids..oh and more tib trees..the mutated stages before it turns into a blossom tree would be cool.I know you probably want to be pretty strict rendition of TD.
but if your going to add in some TS stuff.
Such as Veins. the darker version you can make the Bio-tech center the weeding station. for chemical missiles. maybe the old RA ore truck can serve as the weeder. or a modified tesla tank.
and possibly the 3 domed tech lab center for cyborgs. from Regenesis Project.
but thats just extra nonsense. one other suggestion is the AI, but please don't leave paranoid=yes >_<
it kills the game. _________________ Delirium.. QUICK_EDIT
I get the EXACT same thing Killer gets, no different. And i really would like to play. Rotd has modified stuff and TD wont work for me. _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
This happens because I changed the file name of SCORES.MIX in the executable and placed the 0 byte file the game looks for in the EXPAND MIX (it turns out the game doesn't read it from there).
There are 2 ways to fix this:
1: Download the music from DTA download topic and place it in the folder you installed DTA in.
2: If you don't wish to download the music, you can simply create a new text file in the folder you installed DTA into and rename it to "DTASCO.MIX".
If you're having trouble with this, you can also just extract DTASCO.MIX from DTAXND01.MIX with the XCC Mixer.
I'll make sure this 'll be fixed in the next update of DTA. _________________ QUICK_EDIT
I Tried adding the music, but it still comes up with the failed to initialize error,
Reinstalling. Also, the Map editor works, im half way done with a map. Question however, Why do some of the river sections have the wrong pallet, will they still work in DTA?
EDIT: Yes, after the reinstall and addition of music it still gets the SAME error. _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
Very strange it still isn't working... I just tried installing DTA version 1.0.3 into the folder of a clean TS installation, also copied DTASCO.MIX into that folder and it worked fine.
When you see anything using the wrong palette in FinalSun, they'll also use the wrong palette in DTA. When something uses a wrong palette it simply means that it's not meant for the theater you're currently using and you'll have to look for a similar "terrain building" which is meant for the theater you're using.
Edit: I just tested whether DTA version 1.0.3 would work without adding the DTASCO.MIX file into the folder and it did work (apeparently TS can read DTASCO.MIX from the EXPAND MIX after all). So this obviously isn't what's causing it...
Maybe one of the original TS files is corrupted or missing?
And you did install DTA into the folder you installed TS in, right? Just because DTA has it's own executable doesn't mean it doesn't require the TS files. _________________ QUICK_EDIT
I installed DTA in a template folder *i have alot of mods so i just put them in seperate folders with TS stuff included* and that didnt work, then i installed it into my TS folder, Didnt work. _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
Works almost perfectly for me but I also dont have the First Decade (I have the orginal Tiberian Sun CD's and orginal Firestorm Expansion). Its a little bugged and gives Internal Errors sometimes but seemed to work better when I lowered the Detail Level setting.
Note this mod will also not work with NOCD cracks becaus it uses its own program, it will also not work with cheat trainers if anyone use those QUICK_EDIT
No, im not running TFD *its for losers*, so that awnsers that... Anything you could advise? _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
I figured it might've not worked because you didn't update TS, so I ran I small test...
I copied all the files from the INSTALL folder on the TS disc to an empty folder on my hard disc and then installed DTA 1.0.3 over it.... It worked perfectly, so whether you have updated TS or not doesn't make a difference at all.
You should try starting TS itself from the folder you installed DTA into and see if that works... If it doesn't work, then there's your explanation.
If it does work, then there has to be something wrong with the DTA files... Maybe not all files were extracted from the zip folder or the zip folder got corrupted during the download.
If this is the case, first try extracting the files from the zip file again and see if it works. If that didn't work, try downloading DTA again. _________________ QUICK_EDIT
Well, i ran TS and it worked fine. And i did extract the files from the folder. *or do you mean from the FinalSun_Folder?*. Is there a windowed or debugging mode? _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
No, I didn't mean the FinalSun folder...
So really all of DTA's files are in the TS folder (not in a sub-folder)? I really can't figure out why it won't work then... Especially considering it works just fine for others.
Did you try downloading DTA again, like I told you?
If that also doesn't help, it might be best to just wait for the next version of DTA (I'll release it in or possibly even before the weekend). _________________ QUICK_EDIT
I figured it might've not worked because you didn't update TS, so I ran I small test...
I copied all the files from the INSTALL folder on the TS disc to an empty folder on my hard disc and then installed DTA 1.0.3 over it
i love you _________________ SEX IN SPAAAAAAAAAAAACE QUICK_EDIT
Eh, okay i can wait im already waiting on several other mods, Another one wont hurt _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
It STILL wont work! i've tried compatabilty modes and still no dice... I give up... _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
Yeah, I know about that. Harvesters getting stuck are always caused by mapping errors in DTA and it looks like I missed one on Lost Arena... _________________ QUICK_EDIT
I had a glitch on the new map for 1.004 were an enemy unit got stuck on one of the roads and i was unable to attack it without control firing _________________ SEX IN SPAAAAAAAAAAAACE QUICK_EDIT
I don't think there's anything I can do about that with the building roads...
friday-13th wrote:
Also 1 on sand trap I think,and,Some weirdo cliff entrance on Tib garden.
There's one on Sand Trap? Could you tell me exactly where it is, because there isn't one on Sand trap for as far as I know (not in version 1.04 at least)...
I know about that "weirdo entrance" however and already fixed this for 1.05. _________________ QUICK_EDIT
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