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Everything posted by Revan9190
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Now that you mention it, yeah that's fair. I kind of didn't expect ArmA 2 to run as good on this laptop because of my system specs. And ArmA: Armed Assault/Combat Operations runs crappier on it compared to OFP and ArmA 2, so I guess it's different for everyone. Didn't mean to make assumptions. I guess I was more talking from my experience on it and....well I can kind of run Arma 3 on this one a bit, but I can't do bigger than a few squads or my CPU tries to catch on fire. It's even worse in the new 3D editor (because they got rid of the 2D editor altogether in favor for that new interface). This is why I'm getting a new desktop running so that I can play with my brethren, the Comrades in Arms, but I'd still like to play OFP multiplayer with Anguis and the others, and maybe if the LOL servers are going, play some LOL WW4 and LOL WW2/Vietnam. :P I'll have a better means of comparing the games to one another in terms of detail and performance. One good thing is for certain, at least in the later games your character can swim without dying, unless you're using CoC Divers. :P Otherwise, I'm perfectly content with all the amazing addons that are offered (also proud of contributing addons to the community myself with the C&C BR mod. :) Anyone that enjoys it, I'm glad). If you'll excuse me, I'm going to go play some BAS Tonal Redux and listen to the District 9 soundtrack...and also continue with the next C&C BR trailer. :P I'll reply to anyone still wishing to continue the discussion further. Ciao.
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Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Just wanted to share that the Tesla Coil for the Soviet Union has its basic shape. Of course adjustments will be made and textures will be applied. Thankfully the material for the main part will be little more than a shiny metal. I'm deciding if the base should be textured like bricks or rustic sort of texture. Any suggestions, be sure to let me know. :) As I said, I'm only doing the basic shaped things first (the most complicated being the turret and the Comm Center, of my current projects I mean). -
Don't forget pancakes and toast. Yeah, awesome job, again!
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ofp | acwa OFP/ACWA - facts | myths | findings | experiments | prototypes | tutorials | protection
Revan9190 replied to RozekPoland's topic in GENERAL
I sure hope so. That's a really impressive feature, Rozek! Definitely need it for proper cover. Tired of getting shot by AI through heavy smoke. :P -
I think that is correct. Upon closer inspection, I can assess that's probably the most accurate explanation. I seem to recall having one at some point (I was born in '90, but a lot of stuff spilled over from the 80's). I mean, it was my parents' computer, but you know.
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You're welcome, man! Oh man, I can't believe I forgot to mention playing on the [LOL] server! I remember one mission involving Delta Force operatives and at one point I had an M82 Barret and tried to provide sniper cover (epic fail, mind you). If I had the time (and not have a two year old daughter running around all over the place), I'd be able to play some more classic co-op in WGL and FDF, and maybe WW4 if people are still playing - I'll have to login to the forums there. SP can only be so fun after awhile dealing with AI teammates being...well, dumb (even with AI mods. :p). Anyways, that conversation is probably best saved for PM or the forum thread Anguis started. :) Still wish I could play during the old times. Playing with [CIA] was always fun as well. Goes to show this game is FAR FROM being outdated. #KeepOFPAlive
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I'll give you that Arma II and III have a lot of features that OFP lacks (not dying in water, higher amount of units on field at once, animations, artillery features in base game, convenient editor interface/features, etc), and I do enjoy playing them, however OFP can run on most peoples' systems and isn't near as graphically demanding as the later games in the series. Some people just can't afford a newer desktop (or laptop) and also some people don't necessarily have sustaining jobs that can acquire a copy of the newer games, nor...again, a better rig. I'm happy I have a laptop (which I'm using right now to mod OFP) that can handle Arma II (albeit at lower settings) and can semi-enjoy it without a lot of performance hits (I'm lucky a friend of mine built me a capable desktop for free, pretty much), and also a copy of Arma III with all the DLC (save for Jets, which I'm waiting for money to get). But pretty much 100% of the time I prefer playing good 'ol OFP. I didn't even get to play it during its peak back when it was released in 2001. I got it well into the late 2000's, I think 2009-2010...and the only multiplayer I've experienced was some nice co-op sessions with @anguis, @marto, @Bielow, @zulu1, @Overlord, and others (also played quite a bit of Arma II co-op with @Variable and the rest of the CiA crew). Despite it being out for 16 years, it's still a fantastic and fun game. It's not outdated, obsolete, whatever terminology people use. If people still play it, enjoy it...hell even remember it, it's still relevant to today's players. I don't think this is really nostalgia talking, because as I said....I didn't get into the OFP scene until it was past its peak. I think my argument last year in April still holds up to be honest (and I usually don't even value my own opinions).
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The actual troopers wouldn't get comfortable seating anyways. The shuttle variant would obviously have them because officers are high maintenance snobs. :p
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In all my extensive knowledge of Star Wars technology from research over the years and watching the movies and shows, it never made sense for any of the craft to not have VTOL. While in many cases we can see fighters just launching like missiles out of hangars, having VTOL capability in universe is, in my eyes, an absolute must. As far as ejector seats go (as they are called in universe), many craft did possess that feature. But like you said, some newer sources said that all TIE/ln starfighters did indeed have them, but some say certain models. I even read that the A-wing had such features. However, like Macser said, the game engine is bound to get in the way here. I'm not sure as to the solution to this problem, because I'm not sure if you can remodel the base game chutes to be more sci-fi-esque. And even then, I'm not sure how to make it so such things only apply to these addons. Again, my knowledge of the engine is very limited, so I don't know. I've always thought the TIE series could detach the cockpit as a sort of escape pod or something. Like the wings could be propelled from the craft and the cockpit could deploy a chute. Not sure if that sounds weird or not, but the engine can only handle so much.
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My interpretation of the Tripods are going to be a mix of Jeff Wayne's and Spielberg's, I'm thinking. With some design elements from early drawings from the books. As far as the HMS Thunderchild, I was thinking the design will be a cross between late 19th century ironclads and WW1 dreadnoughts. And the soldiers and equipment will be completely time period accurate. Might throw some advanced troops in who salvaged and reused the Martian heat rays. My thoughts are the war will keep going into mid-1910's, so it will eventually be WW1 equipment with some heat ray troops vs the Martians. Not only will there be Fighting Machines, but also the flying ones and the Handling Machines. Of course being a human soldier will be difficult against the Tripods (big and small versions). I'm also interested in putting down crater props with the cylinders. Also a deployed heat ray version for initial invasion staging areas. I was also thinking the Martians would place down some sentry turrets.
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Along with my Command & Conquer mod, and the Army Men one (though the progress on this is a tiny bit halted, but will definitely continue it. Just have a lot of time constraints), I've always been curious at how a War of the Worlds mod could work in the engine. It would probably be extremely difficult to get the Fighting Machine (Tripods) to not topple over unless they're weighted properly. I've always had a hangup about there not being any good period accurate movie adaptations (set in 1898-99, which the books were written), and the only close thing we can get to this is Jeff Wayne's Musical Version - which is amazing, but I would like a non-musical movie set in this time. Also there's a very...low-budget, poorly acted movie I've seen. The mod here would feature British military with gear appropriate to that of 1898-early 1900's (so early 1900's would be acceptable too). And then there'd be the gray ironclad "Thunder Child", which is AN ABSOLUTE REQUIREMENT, and maybe some generic ones. The Tripods, or Martians, however, are a different story altogether. This is all left to interpretation, and would there be smaller ones too to give the Martians a bit of unit variety? Also as to the design, I am not sure what description or picture reference we'd go off of. There's the book, some various art pieces for said book, the 1953 movie (set in the U.S...which, is not the aim here, but that's fine...and it IS a good film and a classic, but you know), the 2005 Spielberg film (those Tripods were actually really wicked looking, and still creep me the heck out), Jeff Wayne's versions (which are, I'm sorry to say, a bit akin to a walking pair of breasts, but are also still freaky, so don't get me wrong...if I look past that [someone mentioned it once, and I couldn't unsee it], it's actually a really cool design), and then a couple of versions from some...not so great adaptations (namely the one with Jake Busey...I like Jake Busey but it's not a great movie, sorry). I'm uncertain as to what versions of the Martians to go with, but maybe in the end one could use any version they'd like. If you'd still like to go with a more modern take on it, I'd still suggest the modern British Armed Forces - it'd be interesting to see a group of Challenger 2's going up a hill to fight off the awaiting Martians, and one could use the UKF mod folder in conjunction with the Martians. Of course, the Martians' heat-rays would absolutely wreck anything thrown at them. But I have been imagining an OFP/CWA campaign of missions as either a civilian or a soldier trying to survive the Martian offensive. Still, a period accurate mod is more interesting to me, and I'm mostly typing this to see if anyone would like a mod like this in the future (if I get tons better at modeling, scripting, etc). There is that Space Invaders mod and it has the 1953 "Manta"-type Martian in it, so not sure about what type of Martians should be involved here. I would love a proper Martian War in the game and I think ultimately this would be a great idea if it can be pulled off. I'm interested as to the discussion of a mod like this.
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I would love that. Otherwise you have pilots crashing into trees...or each other, thinking they're going to take down a capital ship by ramming into the bridge.
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Looking good. Can't wait to drop troops & high ranking officers off in those. :D
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Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Made some adjustments to the Repair Bay. Also started the basic shapes of the basic Comm Center. Thanks to Macser for some tips, who also gave me a Turret Sample to go off of (which I will continue to make some refinements to, and then UV it). Here's a couple of screens from that too... That's all for now. :) I'll fix up some stuff on the already released stuff, like fixing version numbers in a couple of configs to be compatible with 1.96 (I'll just put required version 1.9). I've been messing around with modifiers and the inset tools and already have a much better understanding. Anyone else who models in Blender and has some useful tips from their own experience, I'll definitely heed the advice. :) -
Command and Conquer: Tiberium Universe Release Thread
Revan9190 replied to Revan9190's topic in ADDONS & MODS: COMPLETE
Update: A relatively small update, but an update nonetheless. I have retextured the trucks slightly and took away the yellow/black caution stripes, and repackaged them. I'll eventually be giving Nod a unique truck, based on this: https://vignette1.wikia.nocookie.net/cnc/images/d/d0/Cargo.PNG/revision/latest?cb=20070715093746 It reminds me of the KAMAZ line of trucks. As far as infantry is concerned, I will be making "Late War" aka Renegade era versions of the infantry we already have. I'll be modeling a Cobretti AR-70 "Raptor" assault rifle for usage by both parties as well as a Falcon pistol sidearm (for the officers, pilots, etc). The Nod infantry will be like this: And GDI will look like this: I also started on modeling the Repair Facility/Repair Bay. It needs some details changed/added, then I'll UV map it and export it. There will be both Nod and GDI versions. Also I might tackle the Tesla Coil sometime, for the Red Alert era (Great World War II), which wouldn't require much either. Basic shaped models to start out with, since I'm still...relatively new to this whole modeling thing. I forgot to add that I modified the config of the M113 APC's and upped the acceleration/max speed, as well as fixed the third person view for the .50 cal. I'll have to fix all of my links, update the readme, and maybe even get an http://ofp.gamepark.cz/ link for it so that, in the event my links were to expire, there's still a version up for someone somewhere. This mod started out as a mere wanting to bring basic stuff into the game, but with all the help I've gotten I never would have imagined to have so many high-quality models in and more extensive knowledge of the engine and how to get custom units/vehicles in, etc. I wanted to continue the legacy of getting a proper C&C mod for OFP out there. If I were able to ever contact Sentry, that would have helped with the Tiberian Sun era, but I should just concentrate on one little victory at a time which will contribute to a much larger, content filled release for people wanting to recreate missions from the original games, or new missions entirely of peoples' own making. -
I know this is a very late reply (major bump), but yeah I was thinking about the Pacific mod. I don't have to have infantry burning like in ECP, but I would very much like a flamethrower infantry class for Nod. I'll have to ask Spad if it's alright to use the Flamethrower weapon for the mod. Along with the flamethrower weapon, I'd also be able to make a weapon based on the model and re-texture everything for a unit to become a Chem Warrior (including making "green flames", which is actually liquid Tiberium). I'm actually anxious to see what the flamethrower would look like on the Nod Minigunner model.
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Flame weapons have been a tricky thing when trying to mod them into OFP. The engine is picky to work with, to say the least. I've talked to at least a couple of people about how I might go about making things like flame tanks and flamethrower infantry proper for Command and Conquer: Brotherhood Rising. One thing I know is the usage of scripts in the ECP mod, where upon a certain chance, when armor is impacted in a certain way, the crew ejects and is on fire....running around screaming in agony until they die. I've always been astounded at this when I have massive armored battles and witness the horrific nature of this scenario. In OFP40k it's sort of handled in a way I can't explain, and is more like a scattershot weapon from a Chimera and has a sort of knockback effect against enemy infantry. There's another addon with flamethrowing skeletons, who throw 'flames' at you in a grenade-like fashion. I'm just wondering what would be a more efficient way to handle this for the following units that will eventually make it into Nod's arsenal: Flamethrower Chem Warrior (it'd basically be a green version of above, causing damage overtime, and maybe with a heavy script turn an enemy into a Visceroid - which will be blufor, opfor, independent, and civilian creature depending on how people make their missions) Pyradon-class Flame Tank "Devil's Tongue" (twin-flame nozzles. Vehicle might end up looking more like its Renegade depiction). Any thoughts as to how I might do this? I want to test it out in a kind of early stage, to see if it'd be a viable unit or if it'd just be some pretty cosmetic unit in the end. :P
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As a modder of Battlefront 2, my partner in crime has modeled tons of TIE Variants, including the above variant and also another variant that was only seen in one of the old comics. If you would like some reference photos, I'll provide some from SWBFMSHviewer. The latter variant in question was a TIE Bomber but it had a huge compartment for Stormtroopers on the ventral side of the craft. I've always wondered, however, how exactly pilots got into the TIE Bomber. I'll have to reference a cross section. But if you'd like to keep to what you saw in Rogue One, that's perfectly understandable. Edit: upon closer inspection, I never realized that the TIEs in Rogue One were actually boarding craft. But then again, it wouldn't make sense to bomb the ship again after it was disabled, with your own forces on board. Haha. Yeah, I'd go with this variant. Of course add a few tiny modifications to the bottom so we can differentiate? That's your prerogative.
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Yeah, Captain Needa took his TIE Shuttle to the Executor. It's basically yeah, a TIE Bomber, but the wings/panels are inverted. I could probably get a better shot of that for you. Here: Take note also how angular these wings are when compared to the TIE/sa.
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coldwar 1985 Real Soviet Army Modpack
Revan9190 replied to =SappeR='s topic in ADDONS & MODS: COMPLETE
Indeed. If I need to, I could always find the link to the site for him. I believe I have that version on my computer - but I'll have to check. I might have an older version, so I'm probably going to go there myself and get it. -
Yeah, that makes sense. I know for a fact that the Imperials would need some XX-10 Turbolaser Towers (groundbased versions of the XX-9). But yeah, I get just wanting to focus on the TIEs. I myself try not to overwhelm myself with ideas that I want to do, but that often fails for me, because I end up wanting to get more things done than actually working on getting small things done at a time, which would lead up to a larger release. I don't blame you guys for wanting to keep the releases small. It's best not to get overwhelmed and run out of motivation. :) I think that's why I get frustrated and then take a long break - I don't pace myself enough. Also I'm lazy, admittedly. If I actually took the time to properly learn Blender's functions, I might be able to provide for myself, and save a lot of frustration for all parties involved. So I'm going to do that this week, and probably make a couple of buildings/props and/or weapons, which are likely easier compared to things like tanks, aircraft, and humanoid models. If I get around to making some Star Wars models, I might try and contribute to the project myself. But I suppose I'll focus on my C&C mod for now. Keep up the great work, you two! Limited time and manpower, man I know that feeling.
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Oh man, I'm really anxious to try this out! Would love to make a machinima/trailer with these at some point (attacking/bombing a Rebel base). In addition to Macser's X-wing and A-wings (when he eventually releases them - I wonder if he's going to take the UT-60D U-wing into account from the most recent movie), this is definitely going in my CWA install. The footage is really making me excited! The quality alone is outstanding. The performance really shows you what you can do with CWA. When Macser made the C&C units and buildings for me, it really shows graphically what the engine can handle. And the effects too - such as the Obelisk. With you and him modeling and doing all sorts of amazing Star Wars things, we can probably expect a wide range of Star Wars units at our disposal. With the Hoth addons out, it's been really fun doing the Battle of Hoth, or at least a battle ON Hoth. The way the AT-AT and AT-ST's work is an amazing workaround for the engine and looks amazing to boot! Why I remember flying my T-47 Airspeeder right into the side of an AT-AT and destroyed it, animation of falling down and everything! Not sure if you're eventually going to make the TIE Striker (atmospheric fighter) and TIE Reaper (essentially a TIE line Dropship) from RO? Since I assume you and Macser both are focusing primarily on official 'canon' material, and with the recent movie being 'canon', you guys are working within the confines of that. Of course, there are several other TIE variants from Legends you could probably do, but sticking with the movies only is a bit less overwhelming. You already made a lot of progress with this pack and it looks amazing to boot. OFP/CWA definitely needs more Star Wars addons. It's a shame that Acacyn's GAW units never saw the light of day and are probably lost now. Troop transports would definitely be an essential addition to the game - such as the Lambda-class and Sentinel-class shuttles. But of course you guys want to do it one step at a time and just cross the bridge once you get there. Again, great job!
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In the words of my generation, "Up yourrrrs!" *rams TIE Fighter*
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I'm completely speechless at the might of the Empire here. While you're there. Some BBQ Pringles and a Coca Cola would be nice!
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Aww man...thought there was. Your post got my hopes up, dude. lol I saw a new post and flipped out.