read through a bunch of Phobos Engine's changes a couple days ago, it seems like such a big deal and does so much on top of ARES, truly will be a perfect addition to any RA2 modder's bag of tricks
read through a bunch of Phobos Engine's changes a couple days ago, it seems like such a big deal and does so much on top of ARES, truly will be a perfect addition to any RA2 modder's bag of tricks
this is a 20 year old engine. this looks like a *modern game.*
the latter i can totally understand, but shouldnt the former be addressable by just making it load some INI patch like a lot of other things already do?
every time i see something new from this mod i am always appalled that this is in a 20+ year old engine
that is incredibly impressive.
the service depot's main purpose (other than repairing) as apart of classical C&C games was to act as an auxiliary tech structure for certain things, so that is a very good call to lock the Behemoth behind it. it's something most other RTS games did pretty liberally. have additional auxiliary structures that dont contribute to the primary tech tree line but instead act as the branches on the tech tree, yet C&C didnt really do this very heavily in general until CNC3. even in TS, RA2, and Generals, tech trees were still pretty simplified.
personally, if i were you guys, i would consider thinking about more things like this in the future when you're trying to address a balance concern, you'd be surprised how much expanding the design space some can feel liberating and less claustrophobic, and there is definitely more than plenty talent behind this team in particular to add more totally new structures to act as tech :D
i wouldnt put it past them to implement such behavior, considering all the engine modifications they've accomplished since the release of C&C Remastered
aw damn new infantry hell yeah 😎
woah, i didnt expect to see Dark Evolution featured in an article like this. thats one of my favorite SC mods, and a huge inspiration :D
its insane how much detail you're able to pack into these newer assets yet they still look like they totally fit with the older ones (probably partly because the older ones are also pretty heavily modified tho).
duuuude, thats so cool :D
this really goes to show how important posting images like this every now again is, its definitely already been there at least a year in terms of releases, probably more but i dont know exactly
wait so is the lighting system going to make its way into a release soon?
You guys make A LOT of maps. Not saying more maps is a bad thing, but maybe its time the launcher got some new options for sorting/filtering maps? say like, via some tags, how many players the map has, whether its for 2v2, 3v3, for naval, whether the map is co-op or not, etc. i know that there is a search function, and the game modes dropdown filters out some things as well (such as via co-op), but it would be nice if it had a more modernized approach to searching/filtering. would be nice. :)
well this was a weird read and a weird thing to see in my feed, good luck to you i guess
i actually really dislike having these things clog up the sidebar in a lot of C&C games/mods. its something that makes sense to have, but can there at least like, be an option to enable/disable them since they are completely pointless anyway in 1v1?
I have to agree that it would be pretty disappointing if all this was was just a neat tileset. I want to hope that this is actually a framework being laid down for later expansion upon.
Like, sure, Spooks float, but how would normal Attack Dogs even work in this?
this mod had made so much progress in 2020, its really impressive especially considering this entire mod's dev team is pretty much just one person. good job, keep it up :D
wooah, that's a really clean sprite render my dude!
The remastered releases are open source, but OpenRA is a lot easier to mod since it's built with that in mind.
Before the 5.0 update, making any kind of naval in SC2 was a huge drag. There was basically no way you could make naval in SC2 without having some kind of really unideal drawbacks, such as big performance hits or having very restricted water capabilities. I personally think this may have been the biggest drawback to the modder as Naval is such a big and important part of RA1. Hopefully now that SC2 can natively support pretty fine and fluid naval, they'll get some motivation to work on the mod again! :D
This is a very different edit of this sprite that I've never quite seen before, interesting. Are the pixels for the laser using the special palette indexes that are unaffected by map global and local lighting?
Wow, these are really good sprite edits. I think the green visors are kind of out of place for GDI, but otherwise really good.
Most *maps* are still pretty compatible, but this mod injects its own code into WC3 and it uses a graphics mod called RenderEdge which also does that, and thus in order for it to do that on modern WC3 they'd have to find the correct new addresses and stuff like that in order to hack the features back in. Now, that may not be entirely necessary because modern WC3 actually can natively support a lot of the features they were previously hacking in, but to change the mod so drastically in that way would be pretty time consuming.
Since the mod is done, according to the last upload by the actual mod author (which this file is not), updating it to modern WC3 is about all they could really do for the mod. But doing that would be a pretty big undertaking.
same, it wont animate for some reason unless i click that first, but if i click it then switch back it animates fine
A lot of the hacks this mod used in order to fill out its features won't work with current WC3, and the mod was more or less done previously anyway (just some bugs here and there mostly). There are alternatives for current WC3 for a lot of the stuff they are doing, some exciting breakthroughs have been made by the great people at The Hive Workshop, but it would require them to heavily update the mod in order to make use of that and it may not really be worth it. To top that off, a lot of the custom models they use obviously don't have HD ports and it would be a shame for this mod to not support HD all things considered.
So, it's very unlikely this mod will be updated to modern WC3, but that's okay in my opinion. This mod was pretty revolutionary for its time and is easily a classic must-play mod to me, in the same vain that Dark Evolution is a classic must-play mod for Brood War. It'll just be a little painful to set up because it will require you to have a separate installation is all. :)
Templarfreak
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Just enjoy yourself.