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First 2012 media update!


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#21 Speeder

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Posted 28 February 2012 - 01:40 PM

It's used for Battle Fortress and Centurion.

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#22 Aasgier

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Posted 28 February 2012 - 02:54 PM

I've heard they were going to have fixed weapons using some new Ares addition, for which you need just some soldiers inside to get those weapons to work, instead of a full costum mode which the current Opentopped provides?

Edited by Aasgier, 28 February 2012 - 02:54 PM.


#23 Speeder

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Posted 28 February 2012 - 02:55 PM

No, that's not implemented so far.

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#24 Zenothist

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Posted 28 February 2012 - 03:43 PM

Will the common problem of Red Alert 2/Yuri's Revenge/Tiberian Sun involving Windows 7 Laptops with Intel Graphics Cards be solved? To be more specific, the problem affects the menus and the ingame somewhat. In order to actually see menu buttons or have things refresh after clicking something you need to minimize and the maximize again, otherwise you just get a black screen.

This problem has been completely unsolved for me, and I'm still not sure of its cause (not entirely sure if the graphics card is the problem, but that's a safe bet). But this problem has rendered Red Alert 2/YR completely unplayable for me, Tiberian Sun semi-unplayable (hard to get things set up), and even Dawn of the Tiberian Age is messed up a little with a similar problem (not nearly as bad, but still present). I know the problem has to do with this particular engine, so I was wondering if there was any plan to look into it.


Hello DVD, welcome to the forum.

I have exactly the same issue, and I'm afraid it might be Intel's fault. Perhaps this should be brought to their attention.. Luckily, Ares's Windowed Mode helps it a little by being able to move the window, forcing the screen to refresh, at least making it semi-playable. We've tried a lot of things, none of them successful unfortunately.

As for Sindex, now that we have IconofEvi, Martinoz, and a few others *coughmecough* on the writing team, we'll definitely have a more in-depth story for MO3.0. But right now, balance, multiplayer stability, AI, and a little side design are still priority.

#25 Aasgier

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Posted 28 February 2012 - 03:45 PM

Balance wise, it would be a lot better if that would be implemented for those big units (for smaller units with only a low armor value, the current OpenTopped might be a great option - but for those extremely heavy armored vehicles it is highly unbalanced).

#26 Graion Dilach

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Posted 28 February 2012 - 08:55 PM

There is one thing to be noted... Operator logic freaks up AI.
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#27 sindex

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Posted 29 February 2012 - 02:42 AM

As for Sindex, now that we have IconofEvi, Martinoz, and a few others *coughmecough* on the writing team, we'll definitely have a more in-depth story for MO3.0. But right now, balance, multiplayer stability, AI, and a little side design are still priority.


Yeah I understand as far as balance issues are concerned; where they have to be nipped in the bud as fast as it can before they get out of control. It’s still good to know you are going to advance the story even further.

I was actually thinking could you guys do voice-overs (no FMV’s) for some of the missions. For instance have a general/scientist/politician/ advisor from either faction speak to player during the game play. I thought it would be an interesting option instead of a player sitting there reading off text dialogue in the heat of a battle. It would also bring in some more personality and give your own unique spin to the mod itself.

As for missions - I'd really like to do a 'choices that affect further objectives/missions' thing but for that I'd need Globals to be restored by Ares and I don't know if/when that happens.


It’s good to hear that you’re really going for more diverse style missions, instead of simple Attack/Defend style. I know that usually when it comes to the campaign it’s supposed to be a tool for people to learn new unit or game play mechanics. I might have a few ideas of mission types but not at the moment.

Edited by sindex, 29 February 2012 - 02:44 AM.


#28 Zenothist

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Posted 29 February 2012 - 01:48 PM

I was actually thinking could you guys do voice-overs (no FMV’s) for some of the missions. For instance have a general/scientist/politician/ advisor from either faction speak to player during the game play. I thought it would be an interesting option instead of a player sitting there reading off text dialogue in the heat of a battle. It would also bring in some more personality and give your own unique spin to the mod itself.


We actually have something planned like this for in the future. Unfortunately, none of us are really voice actors, and we don't have a studio on-hand at the moment, so we'd probably have to take a look around some VA sites.

#29 Plokite_Wolf

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Posted 29 February 2012 - 03:57 PM

Did someone say voiceactors? :w00t:

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#30 sindex

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Posted 29 February 2012 - 08:57 PM

We actually have something planned like this for in the future. Unfortunately, none of us are really voice actors, and we don't have a studio on-hand at the moment, so we'd probably have to take a look around some VA sites.


Well that is fantastic to see you already have the idea planned. I would do this towards the end of your post production and substitute (if technically needed) during an earlier development period with just standard voice fill-ins. A perfect example is Vale’s Portal 2 and what they did with the character Wheatley as they developed their game. So if there is any last minute changes to a fundamental game mechanic you don’t have to ask a VA to come back to reprise their role. When you get to the end you can actually advertise your looking for VA’s and then have them act out their individual parts.

There are plenty of talented VA’s out there that are not officially in the business yet. In fact some of these guys would jump at the opportunity to make a better portfolio for themselves. As a matter of fact Black Mesa still has some of their VA’s they got originally from a few years back. All they did was advertise on Moddb and their website to have people send in their unedited voice reels, of specific dialogue lines from original Half Life. Of course they did have a independent sound designer I think on their team for their selective process.

It would be amazing if you guy’s could get someone who could perfectly imitate Udo Kier voice for your game. Or better yet get the man himself, but that would be insane to pull off.

#31 zocker4ever

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Posted 01 March 2012 - 05:54 PM

If PsiCorps only have 3 mind control units what is so "psi" about them?

#32 Speeder

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Posted 01 March 2012 - 06:10 PM

They have most of them even with 2. They also use plenty of telekinesis and psychic illusions.

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#33 mevitar

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Posted 01 March 2012 - 07:35 PM

They have most of them even with 2. They also use plenty of psychokinesis and psychic illusions.

Fixed for you. :)
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#34 TIjey

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Posted 11 March 2012 - 04:12 PM

Speeder as regarding Open Betta Test ?

sorry for my english

Edited by TIjey, 11 March 2012 - 09:11 PM.


#35 Graion Dilach

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Posted 11 March 2012 - 04:44 PM

What?
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#36 JackHadson

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Posted 14 April 2012 - 05:52 PM

Hi guys! Cool looks charon tank. It perfectly fits the concept of red alert 2.
You already have this unit or until done an outline of how it should look like? From myself I will say very cool tank.
But the Future Tank X-0 is not an insult but it is not appropriate. This is of course just my opinion on this matter.

#37 Zenothist

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Posted 14 April 2012 - 06:34 PM

The Charon tank is complete, and in-game. The Future Tank isn't a normally buildable skirmish unit, so it's not like you'll see it very often in normal games anyway. :p




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