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#1 M.E.C.H.

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Posted 26 January 2006 - 09:19 PM

So what are your plans for it ?
reveal what you want.... just to have some thoughts of it until it come out, what will be changed, are you going to add any other new units ? e.t.c.

Edited by M.E.C.H., 26 January 2006 - 09:20 PM.

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#2 Creator

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Posted 27 January 2006 - 10:43 PM

Done for now:

Version 0.05

Bugs fixed:
-Was no build restriction for Fafnir (now depend on super weapon limit)
-Drone Controller had to be available at Rank 3, but required Tomahawk Storm
-Infantry general ECM tank could not be built
-Commanche Rocket Barrage did not work
-Fafnir had incorrect armor
-Annihilators now do not explode when construction is canceled
-Pegasus don't gain experience now
-Bertha command set bug
-Omega, Annihilator and Particle cannon now destroy trees
-Supply drop zone can not be sold now
-Upgraded air force general planes trail bug
-Stimulators general's ability sometimes did not work
-Flame general Helixes damaged themselves with their own bombs
-Fafnir could not be ordered to attack aircrafts
-A number of bugs with Internet Center flying antennae for Satellite Hack 3
-Marauder Gunner and Stinger Soldier could not fire
-Hatf-3 missile now upgradable with anthrax beta
-Some small bugs

Global changes:
-All Barracks now cost 800
-Destroyed tech buildings now respawn in some time
-TNT charges clear garrisoned buildings
-Quantity of heroes now depend on superweapon limit
-Patriot missile launchers are now bigger, stinger sites are smaller

All USA:
-All Avengers available at Rank 1. Their cost and firepower slightly lowered
-Microwave Tank now 2 times stronger vs infantry
-Beacon bomb replaced with cluster bomb that destroys enemies and harmless for your forces
-Spectre Gunship now fly from the closest to target edge of the map
-Flash Bang grenades and missiles now kill garrisoned troops one by one instead of killing whole garrison at once

Air Force general:
-MCV tank available at rank 1
-Tomahawk Storm instead of Particle Cannon

Super Weapon general:
-Strategy Center available at rank 3
-Added Missile AI upgrade (increases Tomahawk Fire Base power)
-Added EMP mines (can be placed around buildings)

Cybernetic general:
-Particle Cannon instead of Tomahawk Storm
-New upgrade: Exosceletons (increases infantry speed and armor)
-Repair Drone can clear mines
-Ranger and Missie defender turned into cyborgs

Laser general:
-Armored Repair Vehicle can clear and deploy mines
-Omega and Ahhihilator now have second weapon - plasma beam
-New unit: Laser Artillery

All China:
-All Internet Centers cost 3000
-Satellite Hack 3 calls in more powerfull strikes (MOAB, Cluster Tomahawks and etc, no more EMP and Leaflets)
-Biohazard Techs can clear mines

Flame general:
-New unit: Van Ho missile launcher (mobile superweapon)

Nuke general:
-Intercontinental Nuke Cannon more effective vs buildings now
-Helix Nuke Detonator replaced with bomb module
-Retaliator is now weaker vs tanks

Infantry general:
-Command Center now can be garrisoned
-Miner now deploys minefields for money
-Added TNT charges to Minigunner and Tank Hunter

Tank general:
-Troop Crawler can clear mines
-Helix slightly weakened and its cost increased

All GLA:
-Worker bikers for all GLA require Arms Dealer
-Bomb trucks now transport mini demo traps

Assault general:
-Battle Dozer can clear mines

Chemical general:
-SCUD Storm now launch both poison and acid missiles (randomly)

Demo general:
-Impairment ability now work vs GLA (one should target enemy factory)

Planning:

Global changes:
-Improve graphics
-Improve AI
-Fix some more bugs

All USA:
-Add artillery: (2T2M mortar based on Stryker or VAB chassis)

Laser general:
-Add MTHEL laser (anti aircraft and anti missile defense)

Super Weapon general:
-Add shield generator

Cybernetic general:
-Add small laser defense vehicle

Chemical general:
-Add a super unit

Assault general:
-Add a new lvl 3 science

#3 M.E.C.H.

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Posted 27 January 2006 - 11:51 PM

-Destroyed tech buildings now respawn in some time
-TNT charges clear garrisoned buildings
-Patriot missile launchers are now bigger, stinger sites are smaller
-All Avengers available at Rank 1. Their cost and firepower slightly lowered
-Microwave Tank now 2 times stronger vs infantry
-Beacon bomb replaced with cluster bomb that destroys enemies and harmless for your forces
-Spectre Gunship now fly from the closest to target edge of the map
-MCV tank available at rank 1
-Tomahawk Storm instead of Particle Cannon
-Strategy Center available at rank 3
-Added Missile AI upgrade (increases Tomahawk Fire Base power)
-Added EMP mines (can be placed around buildings)
-Particle Cannon instead of Tomahawk Storm
-New upgrade: Exosceletons (increases infantry speed and armor)
-Repair Drone can clear mines
-Ranger and Missie defender turned into cyborgs
-Armored Repair Vehicle can clear and deploy mines
-Omega and Ahhihilator now have second weapon - plasma beam
-New unit: Laser Artillery
-New unit: Van Ho missile launcher (mobile superweapon)
-Helix Nuke Detonator replaced with bomb module
-Command Center now can be garrisoned
-Miner now deploys minefields for money
-Added TNT charges to Minigunner and Tank Hunter
-Troop Crawler can clear mines
-Bomb trucks now transport mini demo traps
-SCUD Storm now launch both poison and acid missiles (randomly)

these are nice :cool:

-Improve graphics

how ? :D , putting more explosions ????
cause changing the engine is illegal....

-Add shield generator
-Ranger and Missie defender turned into cyborgs

CANT WAIT TO SEE THOSE TWO !!!!!!!!

-Flash Bang grenades and missiles now kill garrisoned troops one by one instead of killing whole garrison at once
-Retaliator is now weaker vs tanks

i really dont like those.....

-Omega and Ahhihilator now have second weapon - plasma beam

do you have any pic ??? i want to see that...... if you want sent me a PM with the pic :D

Cybernetic general:
-Add small laser defense vehicle

why not laser defence mech ? seriusly, this would be better !!!! way much better
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Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------

Link : http://forums.revora...p?showforum=859

#4 Gredinus

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Posted 28 January 2006 - 01:03 AM

like wtf:
USA:
that nice thing,
super uber tank,
altilery,...

GLA:
Battle Dozer can clear mines


WOW that is a... well lets say it so re-plan that.

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#5 Pendaelose

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Posted 28 January 2006 - 02:08 AM

like wtf:
USA:
that nice thing,
super uber tank,
altilery,...

GLA:
Battle Dozer can clear mines


WOW that is a... well lets say it so re-plan that.


Gredinus, keep in mind that its tough to get insperation for an army that isnt' played. A few players really like GLA and have tons of ideas for them, but the rest of us play USA and China, so we have lots of ideas for tthose instead. For me its not that I don't like GLA, or that I want to make them weaker, its that I don't play them and so I don't have a list of things I "wish I had" for GLA.

the armies are designed to all have a differnt play style... theres no getting around it... Even modders have favorite play styles and armies that fit that play style will get more attention. You can either change an army to Fit your play style, OR you can just kinda guess your way along at what you think SOMBODY ELSE will enjoy. thats not easy.

Instead of critisizing modders (not just Creator or I) because they didn't think of stuff for GLA, understand that they don't fit the GLA mold of player, and instead you should make lots of suggestions. People who really play GLA are few and far between and as a result there is a defacite of GLA ideas.

I do have ideas for GLA, but the reason I have ideas is because I plan to change GLA into an army I would like to play. If I were looking at just trying to find the perfect little something to add to GLA I don't think I would ever come up with the the right idea. Completely reworking the army gives alot more room to find insperation, but it also means that someone who liked GLA before might not like them at all any more.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#6 Gredinus

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Posted 28 January 2006 - 09:01 AM

I know that but get some one then into the development progres that plays GLA sides.

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#7 Creator

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Posted 28 January 2006 - 09:21 AM

-Improve graphics

how ? :cool: , putting more explosions ????
cause changing the engine is illegal....

Simply to switch some models to better ones.

-Omega and Ahhihilator now have second weapon - plasma beam

do you have any pic ??? i want to see that...... if you want sent me a PM with the pic :D

It is simply blue beam like the one that particle cannon fires.

Cybernetic general:
-Add small laser defense vehicle

why not laser defence mech ? seriusly, this would be better !!!! way much better

Mech is more complex to model.

#8 M.E.C.H.

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Posted 28 January 2006 - 10:24 AM

the armies are designed to all have a differnt play style... theres no getting around it... Even modders have favorite play styles and armies that fit that play style

i COMPLETELLY agree with this.... Pend is right, even modders have their favourites, that doesnt means that they dont like the others, so they wil not add things to the others, but it makes ir more difficult to improve them, when you dont play 'em

It is simply blue beam like the one that particle cannon fires.

oh..... ok then :cool:

Mech is more complex to model.

i can do this for you, but you have to skin it.....
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Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------

Link : http://forums.revora...p?showforum=859

#9 Pendaelose

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Posted 28 January 2006 - 04:11 PM

Mech is more complex to model.

i can do this for you, but you have to skin it.....


Its not that MECH, its the Rigging and animating that is more complex. Making the model is fast and easy... animating it takes more than 10 times as much work.

Thats the number 1 reason you don't see more mechs in other mods. a modeler can make 30 or 40 tanks in the time it takes to make 1 mech.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#10 KOC2000

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Posted 31 January 2006 - 01:38 AM

GREAT job (as usual) Creator. waiting for the release.
Is there a way to convert this to work with Generals? I get a lot of "missmatch" with Zero Hour, don't know why?!

#11 Pendaelose

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Posted 31 January 2006 - 02:33 AM

GREAT job (as usual) Creator. waiting for the release.
Is there a way to convert this to work with Generals? I get a lot of "missmatch" with Zero Hour, don't know why?!


sorry, its not generals compatable, zero hour only
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#12 M.E.C.H.

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Posted 31 January 2006 - 05:28 PM

its the Rigging and animating that is more complex

yep, i know, but the animation already exists... and dont tell me where....

Making the model is fast and easy

really ?

Thats the number 1 reason you don't see more mechs in other mods

nope.... thats not the reason, im not gonna say the reason, but its not that.........

a modeler can make 30 or 40 tanks in the time it takes to make 1 mech

i doubt that....and then i second that.....
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Mod Progress:
Models:----------------------------------------
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#13 Pendaelose

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Posted 31 January 2006 - 06:37 PM

MECH, I'm pretty darn sure about making rigged (skeletal animation) units... I've tried it.

I've animated ones I've made... and Just like Creator I scrapped the ones I had because the animation and rigging was gapped up. thats the same reason the Warhound model didn't make it into Contra.04 and why there are so few infantry models available for download... ... and the kits that ARE out there are just re-skins and accessories... they use already exsisting animations. Its also why the Fafnir went through a few months of re-animations trying to get it down just right. The early versions of the Fafnir just floated along the ground.

If you know another reason there are few new walking units, please, don't be bashfull, share it.

And making basic models really is EASY... Most folks learn the basics in one sitting and are near masters in a month or two... Even re-skinning an exsisting UV-MAP and skin is pretty easy. Its skinning from scratch thats alot harder. Right up there with skinning is skeletal animations.

Animations and Skinning are what seperate the "REAL" modelers from the N00Bs. Its also the only reason I consider MYSELF a n00b at modeling. I can craft any shape, and make any basic animation I could want... but a skin from scratch or a skeletal animation is were it stops. I have the sense not to flood Remix with dozens of unfinished models, so I stick to pre-made models so I can save the UV-mapping. Rosco and Viator are REAL modelers... and you don't see a fountain of walkers pouring out of them. Viator made one... Creator almost made one... I've almost made one... Theres a reason Creator and I both said a mech AA unit would be too complex to model.


Now, if you want to prove me wrong, don't fight about it here... go and make all the walkers you want, and when they are all animated we will bask in your masturful modding glory. Until then I feel firmly uncontested.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#14 Creator

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Posted 01 February 2006 - 10:26 AM

Now, if you want to prove me wrong, don't fight about it here... go and make all the walkers you want, and when they are all animated we will bask in your masturful modding glory. Until then I feel firmly uncontested.


I join to this proposition. MECH, if you're able to make a walking robot then please make it and show it to us. Remember that it must be skinned and animated.

#15 C0|V|R4DE

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Posted 01 February 2006 - 03:24 PM

Hey what happened to USAF air raid superweapon? That SW was awsome to use :(

#16 M.E.C.H.

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Posted 01 February 2006 - 09:15 PM

ok, i almost finished with the walker models... now im gonna try the animation part ^_^ i will try it, but i think with 1-2 week practice i can animate good ( i work on 3d models about 5 hours per day...)
but i will need some help, i think that ROSCO will help me, if he has time :p

Skinning

i dont like skinning ! thats why skinners are here...i know that they're hard to find but, i will see if i'll try the skinning part

Animations and Skinning are what seperate the "REAL" modelers from the N00Bs. Its also the only reason I consider MYSELF a n00b at modeling.

We both aren't NOOBS...but if you want to consider your self a NOOB then ok.... But i dont want to stop here, i wont consider my self NOOB, and i have made GREAT designs (i know only designs, but some of them are preety AWESOME, and i did not say that on my own, my father have REAL REAL modellers friends (working on companies).. and they said to me that the designs are preety good, but i have to try animating them.... and thats what i will do now ! I'm gonna start the animations

you don't see a fountain of walkers pouring out of them.

if they want they can make those fountains, its just that there are very few modellers that want to sit on their chain and work many hours for a work like this.....

Now, if you want to prove me wrong, don't fight about it here... go and make all the walkers you want, and when they are all animated we will bask in your masturful modding glory. Until then I feel firmly uncontested.

im gonna try it out....
And pls explain what uncontested means
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#17 Pendaelose

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Posted 01 February 2006 - 11:48 PM

If you can manage it, then awsome... I agree 100%, your designs are awsome. but my counter point is that design is only the first 10% of modeling. The rest is all the stuff thats more complicated or more tedius. Skinning is one of the biggest factors that seperates out the really skilled... like it or not, without skinning you cannot make a usable model. to say "thats what skinners is for" sounds a whole lot like "I have 20+ models that I can't use until someone else finishes my work" I don't just say that... I live by it. you might notice I almost never show RENDERS I only show ingame shots, because in game is the only place that matters. (I have on one occasion shown Rosco's renders, becuase I have great faith in his modeling)

I'm not knocking at you personaly, I made a point to include myself. I called us N00Bs exactly because we hope to learn more and do better, but don't yet know everything. noob doesn't mean sux, it means new, or untrained... and until everything is learned, theres along way to go until the n00b label is fair to remove.

once you start animating the walkers you will see what I mean. there are multiple walking animations, death animations, firing animations (sometimes), turning animations, transition animations... then the code for them.... ....plus coding several several condition states for all that animation and transition animations.

I really wasn't joking when I said 30 or 40 tanks can be made in the same amount of time. Tanks can painless be made by swapping turrets, tracks and barrels in a matter of minutes. I've made 10+ game ready tanks in a single afternoon... where as a fully animated mech or infantry has several days of 5 hours a day to get it just right. most animations have to be made more than once because when they get in game they don't look as fluid as they did in the editor.


BTW, uncontested means "without contest" or "no competion". basicly, its just another way of saying no amount of talk can disprove what I'm saying... only action.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#18 Monsunami

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Posted 02 February 2006 - 12:16 AM

actually, don't make a mistake defining newbie from noob.

Edited by Monsunami, 02 February 2006 - 12:16 AM.

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#19 Pendaelose

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Posted 02 February 2006 - 01:29 AM

actually, don't make a mistake defining newbie from noob.


thats a bit of slang that varries with your scocial group as quickly as vernacular within a region. newbie is a friendlier term... but I think the core meaning is the same.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#20 ChesStrategy

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Posted 04 February 2006 - 03:29 AM

Umm Creator, it was mentioned before (some time ago) that Contra causes major lag on certain computers, especially when playing with many computers or hard computers (they probably make ALOT of units). :blink:

I dont know if compressed pictures, better models, slightly-dumbed down AI, decrease in particle effects of explosions and amount of missiles would help.

But could you try to find out what is the problem that is causing lag (assuming it is not the computers fault) using any method possible? and put a fix for this lag in the upcoming Contra 05? I think that IF this latency problem can be fixed, it would be better than any new structure, unit, etc. :)

Pendaelose mentioned that C&C Generals is very spec and gfx card specific, but (specifically) on my hi-end Pentium 4, C&C Generals ran fine, same with Zero Hour, however the Contra mod has caused it to lag; so Im Assuming that its something about the mod. :p

Anyways...IF its possible to fix the lag, that would be great. :blink:

Edited by ChesStrategy, 04 February 2006 - 03:43 AM.





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