• Register

This member has provided no bio about themself...

Comment History  (0 - 30 of 454)
-Golan-
-Golan- - - 454 comments @ Sound of Destruction

I prefer the cleaner version we have in TSR. It gives more of a feeling of a finely tuned resonance weapon. While the TE effect looks awesome, it's more appropriate to a blast weapon IMO.

Good karma+1 vote
-Golan-
-Golan- - - 454 comments @ M1A3 Shepherd

This model was used in my own Second Dawn mod. Never got it finished, though.

Good karma+1 vote
-Golan-
-Golan- - - 454 comments @ Test

Just make them regular wheels and give them suspension. This gives a much better impression of movement than rotation wheels, which no one will be able to see in the first place.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

Those are decals, similar to the one projected by the WarFactory for the repair radius or the scrin units' "glowing dot on the ground" effect.

Good karma+3 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

*signed*

People, this is a mod, a free development effort; the team invests their time not for profit or fame but for fun. You are not bound to this mod and neither is this mod bound to you - if you feel the lack of updates means the mod is not worth your time, you literally have to do nothing to stop being bothered by it. If you make hearty declarations of 'this mod is dead' you are achieving nothing but ******* off people that can simply accept this project for what it is.

Now, I'm a realist at heart and I want to make it clear that this is not a 'will make mod for positive comments' from my side because I'm a technical kid and when the technical side doesn't work then I don't work either.
But I'd like to point out that it has not gone unnoticed by some of the team how much this mod, our work, is liked and hoped for even after we've let you down like this. This is my thanks, for this new year, to all those who keep this Community a living and caring one, not just for this mod but all of C&C - I can't make any promises, but I can say 'thank you'.

Good karma+7 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

*sigh*

If releasing a mod where as easy as a couple of people saying 'yes', don't you think it would already have happened?

Good karma+8 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

I don't know about the rest of the team. It's their decision now.

Good karma+1 vote
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

It's posts like this that made me decide not to spend any more time on this.
Why go through all the work, the problems, the constraints of working with both the base game and the setting, if that's the resonance?

Good karma+3 votes
-Golan-
-Golan- - - 454 comments @ -Golan-

Completing TSR is not up to me. There's only so much I can do.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ GDI: Logo

I think you could stylize it a bit more, give it less of a static appearance. For example the claws/legs could be removed in favor for streaks such as on the TS GDI logo wings. Gives it more of an active, aggressive look.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ FFR-31 Sylphid - Final

That's pure awesome!

Good karma+4 votes
-Golan-
-Golan- - - 454 comments @ GXS Centaurus - Side ramp

Kinda reminds me of the Homeworld ships - very nice design!

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

I might not have been clear. We have a serious bottleneck in the modeling department and this is not going to change just from people being "upset on the internet". I'm aware that it adheres to a certain tradition but realistically speaking, it changes precisely zero about the situation.
If you feel that the lack of updates annoys you so much that you have to flood this page, I *suggest* you put that entropy to better use and help us instead. It's your own decision, just as it is every team member's own decision how much time to spend on this project. It's not perfect to get work done but it's the only way possible.

Good karma+4 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

We've been through a few scenarios on this internally, but the rings are very likely to stay. The alternative would indeed be brightly glowing housecolor directly on the units, as such technology is actually used in real life (using IR etc.) and the most visible.
The most likely implementation of multiple 'systems' would be a patch that disables the rings and adds classic HC.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

AFAIK he is doing most (if not all) of the mod himself. That's something we simply cannot compare to on an individual level.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

Our main bottleneck is 3D/2D art. While I quite like Carnius' work, it exclusively follows the TW artstyle which simply doesn't fit to our work.

Good karma+1 vote
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

Yeah, lol, haha, great joke, thank you for your motivational approach. I love this community, it makes you feel all warm and fuzzy inside.

As said before, we are in serious need for modelers. There's been some serious mismanagement in our team planning and what was a bottleneck before has now turned into a straw.
So if anyone has the time and skill, apply. Just PM yggdrasil, he's taken over most of the team management.

Good karma+6 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

We are still lacking proper models for a few support units/structures, like Nod's weed harvester and refinery and GDI's repair bay, and some infantry.
3DSMax 7-9 is highly preferable as file format. Still, any format that can be imported into 3DSMax 9 will do. Our main bottleneck are models and textures, while rigging and animating itself wouldn't be a problem if it weren't *all* handled by the same guy.

Good karma+4 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

I'm sorry, but we're not done yet. We could certainly use some help though. Help from anyone who has experience with making RTS grade models (en par with what you see here or e.g. in my profile) would be greatly appreciate.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ GLA Arms Dealer

Well, they did bring in additional bulk for every structure so why not fortify the tunnel a bit? The arms dealer (this one) actually does it a bit by covering the entrance but in all other instances the tunnel is completely unshielded.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ GLA Arms Dealer

There's no need to make the tunnel entirely dissimilar. The structures around the tunnel too are a modification to the base appearance, the tunnel itself could be modified in a similar vein by adding or removing parts of it - for example by keeping the gateway but giving the dirt around it more bulk for the barracks.
Or, as stated before, using the technical approach to have multiple models for the core tunnel.

Good karma+2 votes
-Golan-
-Golan- - - 454 comments @ GLA Arms Dealer

Do you even pay frekin attention to what people are saying? No logical rationale is going to change the fact that the structures are looking awfully similar.
Seeing the team's awesome work with other models (as well as the doodads for these), they should well be capable of varying the base look of the tunnel for each structure.

Good karma+1 vote
-Golan-
-Golan- - - 454 comments @ GLA Barracks

It'd be nice if the basic tunnel model were more varied. While it makes sense that they are all based on the sneak tunnel, you could try and make the tunnel more fortified in the actual "structures". One could be covered in dirt like the regular tunnel, one could be fortified as an actual structure et cetera.
Alternatively, you could create a number of sneak tunnel models and have them selected at random, similar to how the Technical uses a random model.

Good karma+4 votes
-Golan-
-Golan- - - 454 comments @ GLA Arms Dealer

While I understand the rationale of every structure being based around the tunnel, it doesn't change the fact that the structures look awfully similar. It's very visible that they are all using the exact same tunnel model.
You could change the core tunnel model for every structure (e.g. make the WarFac tunnel a fortified structure, the barracks akin to the regular tunnel network) or create multiple models using the Technical logic.

On a sidenote, the tunnel entry would look a lot better if the inside walls, specifically the back wall, would fade to black towards the bottom.

Good karma+4 votes
-Golan-
-Golan- - - 454 comments @ Civilian Buildings

The monorail will probably be added later on as an addition. IMO the old style tracks fit a lot better to a remote scene as this one, though.

Good karma+3 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

The units won't be exactly as in Tiberian Sun, we've made a few changes here and there. There are no squads in TSR though, all soldiers are trained individually.

Good karma+3 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

Yes. The Mobile Sensor Array will allow you to get very good intel, so if you want to play a relaxed game that's very much possible.
One could easily disable FOW with a minor hack - the Mod won't be balanced with that in mind but it'd work fine for fun games. Might get released as a manual patch.

€dit
Oops. That was in reply to SMIFFGIG.

Good karma+4 votes
-Golan-
-Golan- - - 454 comments @ Tiberian Sun Rising

The UI needs an overhaul, though that's not much of a priority for a demo. Some mechanics don't work quite as expected yet, namely the Medic, Radar upgrades and DropShipBay need some bug hunting. Structures need a few more animations for construction, destruction and selling. Balance is a tad experimental ATM, but we'll probably have to figure that out with public testing anyways.
The biggest problem currently is the AI, we've got a cheap solution for it but would prefer doing it properly for future compatibility. In case of doubt, this won't prevent a release, however.

Good karma+7 votes
-Golan-
-Golan- - - 454 comments @ Fight!

The TW engine allows for some more advanced weapon coding, the MKII has a total of five independent weapon systems that can each acquire separate targets. The railguns cover an arc of -5° to +20° each, so each can pick a target on its side or both can focus simultaneously on a target in front of the MKII.
The TSR MKII is overall stronger against armored targets but runs the risk of overkilling weaker foes. It's very vulnerable to flanking - if yggdrasil's MKII hadn't been weakened beforehand, he would have won easily.

Good karma+5 votes
-Golan-
-Golan- - - 454 comments @ Strike team Alpha

Give us another two weeks... :P

Good karma+3 votes