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Red Alert 2/Tiberian Sun Modding


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#1 Guest_Wonderer_*

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Posted 10 January 2010 - 01:40 AM

Hey, I'm a pretty active person, pre-occupied with a lot of stuff. I used to have aspirations for a Red Alert 2/Tiberian Sun total conversion, with a lot of concepting done in my mind. I've got countless of documents on my computer about coding segments, stylish features, conceptual weaponry, map details, terrains and countless of more stuff. But I haven't started the actual work on it.

I kind of want to start on it, but because I already got a lot of stuff going on, like studies, work, a girlfriend, friends, getting a driver's licence, working on music, rebuilding a car and a lot more stuff, I want to know if it's worthwhile to start on this modication/total conversion.

Is there still an active community that would be interested in (another) new project, if I can't handle it solely, I might ask for help on those willing to aid. If there would be a still-active community on this, I would start on it. If not, I won't.

So yeah, the question is.. is this whole community still really active or have you all gone to bigger and/or better things?

#2 Chozo

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Posted 10 January 2010 - 02:25 AM

It appears that the community is down to it's core members and newcomers are rare, good ones being another brand of rare. If you know what you're doing and if you're able to make some creditable progress by yourself, I reckon you might get people interested in your project and recruit some helpers.

So yeah, I'd say that the community is still active, it may be a crummy fraction of something like the Half-Life 2 modding community in terms of size, but it's not dead at all and there are several quite talented individuals here.

Things seem to go at a slowy pace too, so it doesn't really matter if the work you're going to put in your mod will be occasional.
My advice to you is that if you're confident you can start something good by all means give it a try. :shiftee2:

Edited by Chozo, 10 January 2010 - 02:33 AM.


#3 Guest_Guest_*

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Posted 10 January 2010 - 02:56 AM

revora is almost dead. I think it should move to PPM, becuse it a active site. Revora is boring, you must log in to view pictures etc

#4 Gen.Kenobi

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Posted 10 January 2010 - 01:43 PM

Well i can't see why don't log in...lazy people peharps?

In fact Ra2 and TibSun are quite old games...and is incredible to see that people still modding it. So yes...there's a quite strong mod comunity.
If you mod gathers attention, i'm sure that someone will want to help you.

kudos to Pasidon for this awesome avvy and siggy!


#5 Speeder

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Posted 12 January 2010 - 09:39 PM

Heck, Tiberian Dawn is still supported by fans, why TS and RA2 shouldn't be?

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#6 OmegaBolt

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Posted 12 January 2010 - 10:03 PM

Because theyre not as good games? :p

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#7 Aro

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Posted 13 January 2010 - 04:01 AM

You just lost all respect I had for you. :good:
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#8 Gen.Kenobi

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Posted 13 January 2010 - 04:30 PM

I never said they were bad games :good:


They are just old games, good old games.

kudos to Pasidon for this awesome avvy and siggy!


#9 Guest_Wonderer_*

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Posted 13 January 2010 - 10:30 PM

So despite that they're old, the core members are still active in this.

How many people sould I think that fall under that category? Are we talking just a small band of friends, like somewhere around 25? Or more worldwide and near a 100? I have absolutely no idea how big of a selection this group of core members is.

#10 Chozo

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Posted 14 January 2010 - 08:06 PM

3 or 4 lonely cats.

Nah, not really. 25 sounds about right I think.

Edited by Chozo, 14 January 2010 - 08:08 PM.


#11 Speeder

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Posted 14 January 2010 - 08:22 PM

Yeah, I'd also say that something about 25 active ones. Not sure if I could list exactly 25 modders though, it's just a big estimate. :p

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#12 Guest_Wonderer_*

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Posted 15 January 2010 - 02:07 AM

25 people is a pretty small base, but the fact that you guys are core members, makes up for it. I'll have to think about it, though. In the mean time, this is the kind of stuff you could expect should I continue in this. It isn't textured or anything, but it's a concept for a barracks. Notice the re-inforced entrance and fans on the side. It would mostly be as shelter in the case of a nuclear strike upon your base or chemical attacks. A barracks could reasonably hold 10 infantry units. And to keep it more realistic, I don't want soldiers to be just born and pop-out of the entrance some-how, but rather have the barracks serve as a kind of beacon for airdropping infantry. So any infantry you got will arrive by droppod or carrier. That's one of the concepts for it at least.

Here are some images. I made this first draft in Google Sketchup. First time using that program, though..
The building is un-textured, though and might need some more details.

View left-side: http://img195.images...s/i/view3z.jpg/
View right-side: http://img62.imagesh...s/i/view2j.jpg/
View front-side: http://img16.imagesh...s/i/view1x.jpg/
View of entrance: http://img35.imagesh...s/i/view5p.jpg/
View of fans: http://img195.images...s/i/view4g.jpg/
View of spikes (more for appearence feature, though): http://img121.images...us/i/view6.jpg/

Do you reckon quality-wise it could work?

#13 Gen.Kenobi

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Posted 15 January 2010 - 12:57 PM

Well, it looks kinda "Nodish".
So i guess it'll be for Nod. :p

It's okay for me, but i do think that if you really wish infantry paradroped, you'll need to make the barracks with a more oppened space, since now, it looks like a structure, where the soldiers born from the inside.

And i'm impressed with the quality for a first Sketchup attempt. Keep it up!

kudos to Pasidon for this awesome avvy and siggy!


#14 Allied General

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Posted 15 January 2010 - 01:10 PM

Well bunker barracks are possible, only issue is if you make the building primary when occupied, the guys come out.

Paradrop is possible to the extent with exe hacks but currently only with vehicles, but tbh in this case, gameplay > realism

Imagine if you were tank rushed and needed a last ditch AT troop defence, by the time they arrive, its game over.

As for your concept, yeah its very Nod like probably due to the spikes.
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#15 OmegaBolt

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Posted 15 January 2010 - 02:15 PM

Looks more Harkonnen than Nod IMO.

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#16 Guest_Wonderer_*

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Posted 15 January 2010 - 11:37 PM

To be honest, the barrack concept originally started off as inspired by Nod, with their whole religious appearence and the dark red windows. I wanted to give that sort of vibe to the entrance and then possibly add a huge scorpion tail where that huge spike is now for a sensor and two claws on each sides of the entrance. About where the fans are now that lead back to the bigger dome. But that wouldn't look good, in my opinion, so I went for this look. The spikes were more for decoration and finishing touches, because the wider parts of the entrance also have spikes pointing up.

After reading that post from Allied General, I have to agree with him though that the whole bunker idea wouldn't exactly work due to that primary selecting logic.

And Gen. Kenobi, the idea was that the troops would just land on the side of the structure, much like droppods for GDI or how tanks appeared for Nod in the original Command & Conquer.

What do you think of this second building? It's a concept model for a radar dome. I kind of want to make this to be a very important structure, as to relay communications ingame through this as well. For example, that if your radar gets destroyed, you can't order new units, new infantry, new aircraft or anything. And also have it serve as an auxilery structure for any superweapon, so that it can't fire if you lost your radar. So this could give some interesting strategies for sabotaging your enemy with the use of spies in that Red Alert fashion.

Front view: http://img196.images...us/i/view6.jpg/
Top view: http://img19.imagesh.../i/view3ge.jpg/
Right view: http://img46.imagesh...s/i/view2y.jpg/
Standard view: http://img188.images...s/i/view1e.jpg/
Radar-dish: http://img46.imagesh...us/i/view5.jpg/
Control booth: http://img693.images...s/i/view4f.jpg/

#17 Allied General

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Posted 16 January 2010 - 06:24 PM

Its ok but the spikes make it look like a crown/castle

As for primary building issue, its ok if structure isn't garrison, so its a useful game mechanic if balanced because the bunker by itself is kinda pointless

As for radar importance, I think it would only affect higher tier units which require electronics for detection purposes.

I doubt a basic tank driver needs a radar display in his vehicle unless its a high tech beast and even then a high tech unit could be experimental and thus only require tech centre prequisite.

AuxBuilding logic is kind of useful too but I perfer to reserve that type of sutff to tech centre level
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#18 Guest_Wonderer_*

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Posted 16 January 2010 - 10:31 PM

The radardish would serve mostly as a commendar-to-supply base interface. Not like the robottank control. So if you lose your radar, you can't order new units, but can still use the ones you already have in the battle-field. Which is also why I figure that radar as an auxbuilding for superweapons would make sense. I doubt any actual field commander has the liberty to just drop nuclear warheads without having permission.

The higher tier units already have electronics build into their system, so technically they don't require a radar to function. It's more the being allowed to order the strike of a superweapon or more material that I want to connect to the radar-dome.

As for the garrison and primairy logic problem, the idea could still work, but then it a different form. Basically what a bunker does is protect it's infantry. To protect them from a superweapon would make this troublesome, but perhaps the barracks can be combined with the component tower logic from Tiberian Sun, that you can add 1 component on the barracks. So a chain-gun for anti-infantry purposes, or a cannon for against tanks, surface to air missiles or a sort of medic station that heals infantry nearby the barracks. Is that component tower logic still workable in Red Alert 2?

I had to laugh at your description of the radar, though, with the whole castle-like look. Here's my second version of it, I changed the radar tower and the spikes.

Front view: http://img44.imagesh...us/i/view1.png/
Right view: http://img44.imagesh...s/i/view3e.jpg/
Left view: http://img197.images...us/i/view2.png/
Radardish: http://img130.images...s/i/view4e.jpg/
Control booth: http://img85.imagesh...us/i/view5.png/
Entrance: http://img130.images...us/i/view6.jpg/

#19 Guest_Wonderer_*

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Posted 19 January 2010 - 07:43 AM

Okay, I have made my choice.. and that's to not do a total conversion or even a mod. I might to random graphics, though, like infantry, but not modding.




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