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Sail 7 Seas Command and Conquer MOD by {IP}Splat

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#1 The Splat

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Posted 07 April 2014 - 02:11 AM

Hello I used to be in {IP} I made it to mapper status right before the clan changed sites and then my computer got run over by a crazy woman.

That is why you may have noticed I wasn't around, Now lets get to the details of the mod and what it will and will not be :

 

MOD's general AIM is to be a moderately frivolous entirely historically inaccurate description of 1700's way of life.

 

There has been three sides slated for production but truthfully I have a lot of work to do and its likely you wont see this mod completed anytime soon  the following sides are described below

  1. English Team for all those HMS ships most people always think of when the hear the word pirate
  2. Spanish Team for The Oversize monstrosity army and variety
  3. Asian Coalition  for a mixture of China / Japan ship styles to see a massive art style change. 

 

Understanding this mod has Already been in production for a year or two on and off  and will be still in production for a few more as I work on it during enlightened moments and take far too many liberty's such as working to eat or keeping my home clean.

 

If you check my signature you can visit the moddb page for it to get more consistent updates / when I update the mod.

 

Note there will be BLOOD , Not yet mind you although its entirely set within my mind to have much more blood and guts within this mod

If your squeamish about this .. this mod will not have a "cute and fluffy mode" as I wont have time for it. (that's extra coding on a project with one guy working on it )  Please NOTE for now this is a desired / slated for production part and not a part of the mod as is

Should I hear too many complaints I may change my mind and make it "cute and fluffy"  its unlikely.

 

faceissue.jpg

 

 

clothrig.jpgleader1.jpg

 

 

 

girl.jpg

 

 

Priest2thumb.jpg

 

mainmenu.jpg

 

 

 

screengrab.jpg

 

 

temple_gyptien3.jpg       Archery_egyptian.jpg

 

 

imported%20modelship1.jpgimported%20modelship7.jpg

 

 

 

imported%20modelship5.jpg

 

 

 

 

Obviously there is a lot more then all this stuff HOWEVER the only stuff properly setup for game at this stage is my texture addition (only 100mb) and my menu music .. the infantry are in process of being fully game ready and have the house colour maps done though ive not animated the bones as yet or done the xml for them. 

 

If you seek to help this mod please feel free to post ideas here or at moddb or sail7seas webs site , though personally ill get messages fastest through responses here .

The ships coding is entirely difficult and at this stage that will mean I wont be releasing my first test alpha with them within the mod ,(reasons is I want men to be able to battle aboard ships rather then just spawn a ship to sink)

 



#2 The Splat

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Posted 07 April 2014 - 04:05 AM

Please note "Power Stations" will be replaced by powder Kegs for cannon fire the same mechanics except one major difference the "power station" is highly explosive special thanks to the xenoforce team for allowing me to use that already done xml coding :) just got to sub my own custom model into it.

 

 

eventually when I get the time ill use bridge coding to make ships decks traversable to both ally and foe..

there will be command button upgrade buttons at special slots which will allow the construction of cannon and crewman to operate the cannon (if the crewman dies the cannon will go offline) as on death the crewman will fire a super short range emp blast to it (the crewman will be a static animation model with a static style locomotor)

-- if you have played bfme 2  the button will be a lot like catapult wall buttons.

 

 

The sails coding has yet to be confirmed as Ill need to get permission to use prexisting coding made by bibber and jujin to use the tower coding from the tower defence mod... this will have an area effect and each sail will again be used by a crewman , if he dies the sail is also "killed" and the ship slows down. you will have to "build a new sail" and ill have a sweet animation for each one.

 

Trees will work a little like pillboxes .. there will be an indicator its occupied. Fire will damage it but generally infantry will be difficult to kill in them

 

Cannons will be power dependent , although some cannons will be come with a supply of powder thus not needing "powder bar" see what I did there ?

 

Anyways at this stage most of what im doing is getting many models ready for game in textured , houcolor mapped methods then animating and coding when I have a fair number , each unit will be named very strange like AAAAA_1D ect as I have massive amounts of models to fit within the mod.

The source for this mod will not be available for the models as its too big to host online ( although I do plan to release some of the xml coding when its released ) 

 

Im going to be using the omega UI setup and X3N has already given me the source files I need to alter it to match the period (ill have to do that sometime soon)



#3 MattTheLegoman

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Posted 07 April 2014 - 12:39 PM

Looks like a good start. =D


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#4 Mathijs

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Posted 18 April 2014 - 12:53 PM

Your ModDB profile triumphantly mentions you're using art from other games and people.

 

Do you have their full permission?


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#5 The Splat

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Posted 19 April 2014 - 12:41 PM

This is a mod , did you have permission to use the IP from the movies to make yours ? 
Seriously though I have got permission from many places to use assets that will be within this mod , including my major contributor colonel wog:(that is one of the many art assets providers)
 
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X3N Jan 1 2012, 11:44pm says:

hi mate! grin.gif
Of course!
 
 
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The_splat Oct 15 2011, 12:09pm says:

hello currently im modding c&c 3 myself and wish to use a small portion of your coding for the nuke power plant would that be okay ?

URL anchor
 


 
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Dougbendo Oct 16 2011, 2:28pm says:

sure just download it form the site.



 
 
 
Now sometime I have downloaded some paid model packs for making fanart work from I believe a mod is still within the "loose field" of fanart.
 
There are also free model site that I have downloaded models from and people who have hosted those have not been asked individual permission as They use a artistic license for non profit's description :Should this be an issue please let me know.
Perhaps ALSO takedown the history mod .. if your so strongly inclined to tear down mods that may infringe copyright .

 

 

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Posted 13 January 2013 - 06:29 AM

'Bjusterbaarlik', on 12 Jan 2013 - 9:17 PM, said:snapback.png

Hello,

First off, I had no idea where to place this topic, so please excuse me if this is in the wrong section.

I have recently discovered this mod on moddb and I think it is the best mod I've played for C&C 3. I am a big fan of the older C&C games (back when Westwood still made them). TD is probably my favourite, followed by TS, of course.

My question is if you are going to release the source files for this mod. I would really like to see how it all fits together and I would love to be able to tweak some things here and there for my own, personal use.


First of all thanks for your interest!

The short answer to your query is 'no'. The reason is that the vast majority of the assets in the mod are not 'mine', which is to say that I have used a lot of publicly available assets or I have had individuals who have donated their models to me.


#6 Mathijs

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Posted 19 April 2014 - 05:29 PM

 

This is a mod , did you have permission to use the IP from the movies to make yours ? 
Seriously though I have got permission from many places to use assets that will be within this mod , including my major contributor colonel wog:(that is one of the many art assets providers)


The short answer to your query is 'no'. The reason is that the vast majority of the assets in the mod are not 'mine', which is to say that I have used a lot of publicly available assets or I have had individuals who have donated their models to me.

 

If you do not have full permission of the creators of the assets you use (either through personal approval or a granted license), I don't think you'll get hosted. 

 

We differentiate between mods using small things like images (like I do for some of the unit portraits in my mods) to people using assets from other modders/artists without their permission.


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#7 The Splat

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Posted 19 April 2014 - 08:49 PM

Honestly .. I don't want to continue to have to answer loaded questions,

This modification will not be finished anytime soon and yes this post has been edited.

 

For those interested stay tuned , those seeking to offer advice on mod making are welcomed.

It is not easy to listen to negative comments all the time and I strongly urge people to bear in mind this is a hobby I do for fun.

There is no easy way to deal with upset people and I want to be happy while I work on my mod.


Edited by The Splat, 19 April 2014 - 09:11 PM.


#8 Pasidon

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Posted 19 April 2014 - 09:01 PM

Hang on... he does have permission from the assets he took from other projects, and the rest of his stuff is bulk from domains with pubic access models.  I don't believe in permissions with non profit projects in the first place, but that doesn't even matter in this case since I've been shown all his models and assets and they do mostly come from public domains; and the stuff he did take from other projects he has just shown he does have permissions.  He was hosted at ModDB for years without issue as well.  This isn't an issue.


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#9 Mathijs

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Posted 19 April 2014 - 09:43 PM

Honestly .. I don't want to continue to have to answer loaded questions,

This modification will not be finished anytime soon and yes this post has been edited.

 

For those interested stay tuned , those seeking to offer advice on mod making are welcomed.

It is not easy to listen to negative comments all the time and I strongly urge people to bear in mind this is a hobby I do for fun.

There is no easy way to deal with upset people and I want to be happy while I work on my mod.

No need to overreact. I am not asking a 'loaded question'. Asking if a potential hostee has his permissions in order (especially after reading the disclaimer on your moddb page) is a perfectly valid thing to do, because if we are to provide you with space on our server we need to know if your project is legitimate. Otherwise things might reflect poorly on us.


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#10 Pasidon

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Posted 19 April 2014 - 10:00 PM

It's an understandable over-reaction on Spaltty's part.  As I said, he's been dealing with the pricks at ModDB, and they typically cause massive mental brain'ular knots.  The plebs.


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#11 Mathijs

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Posted 19 April 2014 - 10:02 PM

Dealing with the pricks at ModDB? Why were they on his case? 


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#12 Pasidon

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Posted 20 April 2014 - 06:02 AM

He showed me a few of the issues there.  Just no one seemed to care, and when they did, they were just being ModDB quality of ignorant.  But hopefully he can get some gameplay working and get a bit more attention to fight off the people saying, "Meh... no gameplay.  It's armature crap."


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#13 Mathijs

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Posted 20 April 2014 - 06:21 PM

How is that a strange reaction, though? It's always been like that, here as well; a mod existing of cobbled-together assets with no gameplay has never been taken seriously because it hasn't shown it's worth anything. Anyone can put up a couple of renders and claim they have a mod. I'm not saying that this is the case here, but it sure looks like it. 


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#14 Pasidon

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Posted 20 April 2014 - 08:28 PM

Well, we're not a bunch of plebs, so eh to that.  Hurry up and dazle us, Splatty.


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#15 The Best Guest

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Posted 06 May 2014 - 01:47 PM

Looks good splat, keep up the good work


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