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medicdude
medicdude @ C&C Tiberian Dawn Redux

And I looked through the OCL's and the build code and don't understand how they actually pulled it off

Good karma+1 vote
medicdude
medicdude @ C&C Tiberian Dawn Redux

area where you can request what? Like, new features?

Pretty sure what you're describing is just an engine limitation since the construction method is just an abused form of the dozer's construction process :)

Good karma+1 vote
medicdude
medicdude @ Renegade X

What's up with the Avenged Sevenfold song on some of the maps? Kinda... I mean it's cool and less in-your-face than some of the original C&C music but it's also out of place and copyrighted

Good karma+3 votes
medicdude
medicdude @ C&C Tiberian Dawn Redux

What in the Christ is the deal with GDI 12? Mission is literally impassible, I've been trying for days. I know it wasn't easy originally, but the mob of units sitting at the end of Nod's airstrip is beyond what I can kill with the handful of tanks that are buildable with my limited 6k funds. Get out. This is disregarding the two giant laser temples that I know belong in the stock mission.

Even abandoning all reason and rushing to kill the (nonrespawnable) harvester is a joke because apparently the enemy will just capture the whole base with engineers before you reach it...

Not sure if i'm just shorthanded on infantry since they don't spawn when buildings are sold, or supposed to be tanking more damage with the mammoth, but this is frustrating enough to make me punch a kitten.

Good karma+1 vote
medicdude
medicdude @ Project Vietnam Mod

when will you release screenshots

Good karma+1 vote
medicdude
medicdude @ C&C Tiberian Dawn Redux

Been playing this mod the past few days. It's neat, I was very young when TD came out and haven't had a chance to properly revisit it (going back to no build queue is rough...) so this feels fairly authentic while being much more playable.

I'll try to bring out a few questions and concerns, but I enjoy it so far, especially the Orca's finicky flight behavior and the monstrous explosion when a flamethrower soldier is killed :D

Good karma+2 votes
medicdude
medicdude @ Call To Arms

I'll hold off on saying THAT. I tested out a few concepts. I'm not certain that ZH offers the features I need to make the CtA I've envisioned all these years.

Good karma+3 votes
medicdude
medicdude @ rawass38

I hope to have a public alpha / proof of concept available in a few weeks.

Good karma+1 vote
medicdude
medicdude @ Call To Arms

You know the project was closed in 2007, correct?

Good karma+1 vote
medicdude
medicdude @ Call To Arms

As a real answer - since I sort of avoided this question - I'd guess that it's a) good gameplay balance as Russian tech has ALWAYS been able to hold steady against NATO tech of the same generation, allowing it to be something DIFFERENT, and balance differently, instead of simply being reskins of common system archetypes. Oh, and b) leftover tropes from the Cold War.

Good karma+1 vote
medicdude
medicdude @ Call To Arms

In war there are no 'good guys'. At least, not for very long.

I have a storyline that is being polished up and will be posted up when some new content is available. In the meantime, trust that there will not be a blanket us vs. them, pro-West, Trey Parker-esque tint to this mod. Russian soldiers will serve an honorable role.

Good karma+2 votes
medicdude
medicdude @ M270 MLRS

Two pods, six missiles each.

Good karma+2 votes
medicdude
medicdude @ Call To Arms

It's much easier to see the actual numbers on hardware now. When we were first developing it, there was not as much available on wikipedia to use for quick reference. A lot came from the '91 and '03 Gulf Wars - which of course was mostly Iraq's old Soviet kit. A few other things were nabbed off armytechnology.com, of course, but certainly there were some (major) historical inaccuracies. It really comes down to - we wanted bad guys to shoot, and wanted an ORGANIZED mideast military that wasn't all one country's arsenal.

Also remember that we had the US in the mod as well - and how great is it to have M1A1s vs. M1A2s?

Good karma+1 vote
medicdude
medicdude @ Sy

Haha, man, I couldn't possibly have forgotten about you... it was good times, back then. But if it seems like a lifetime to you, well, it actually is a good quarter of MY lifetime... man, it's been a while.

I'm not sure if you think I've been working on the mod ever since back then... I haven't, but I've been considering it. There's so much new software out that if I really wanted to get back into things, I'd need to learn an entirely new work environment... which I'll probably do, because I feel like this mod is the most significant thing I never finished.

Good karma+1 vote
medicdude
medicdude @ Call To Arms

I don't have any of the original files, so yeah, it's long gone.

Good karma+2 votes
medicdude
medicdude @ Starcraft 2?

It seems I'll be unemployed this winter break, so I'll throw some content together for a possible revitalization. One of my main concerns is the cartoony terrain commonly used on the SC2 maps; more realistic heightmap terrain is possible, but lacks the cliff texture-mapping ability that SAGE had. It also may not allow all the terrain bonuses that SC2 uses, enhanced range and visibility... but I'm not sure that Generals really utilized those features anyway.

Good karma+1 vote
medicdude
medicdude @ AT-TE

@aaron it's not a manned turret.

Good karma+1 vote
medicdude
medicdude @ 2Fort - this is your command center

Doesn't fit the TF2 theme at all

Good karma+1 vote
medicdude
medicdude @ Fortress Craft

That's not the way things work, haha

Good karma0 votes
medicdude
medicdude @ Star Wars: Galaxy at War

Looks pretty good so far :)

Good karma+1 vote
medicdude
medicdude @ Terran Special Operation Force

Looks like you've got something good goin' on here.

Good karma+1 vote
medicdude
medicdude @ M109 Paladin

this doesn't even sound physically possible, unless they're variable powder charges.

Good karma+1 vote
medicdude
medicdude @ OrcaPilot26

If you ever come back on here, give me control of the CtA page, maybe?

Good karma+2 votes
medicdude
medicdude @ Starcraft 2?

It's not everything it was hyped up to be, perhaps, but it's pretty enjoyable. It also scales back nicely to run well on old hardware. The singleplayer storyline is also one of the best I've encountered in a game, just as the original SC's was. Gameplay is balanced, of course, and extremely polished due to years of refinement. The voice acting is a little weak, I think, and some of the sounds are not all they could be, but it's really an impressive game worth playing.

As a site note, the lead designer, Dustin Browder, was also the lead designer on Generals.

Good karma+1 vote
medicdude
medicdude @ Call To Arms

Starcraft 2.

Good karma+2 votes
medicdude
medicdude @ Call To Arms

always did, haha, they're shown in the screenshots section.

Good karma+2 votes
medicdude
medicdude @ Project Raptor

Why bring this back at all? I mean... you'd have to completely revitalize all the graphics to bring it up to any kind of standard, and even so, I don't know if this mod offers enough new content to warrant searching for my install discs again. Generals was 7 years ago. Man, it's been a long time.

Oh an unrelated note, the lead designer of Generals just released his next project about a week ago. It's been pretty successful, and has pretty decent mod support. I'm thinking about starting up CtA again on it...

Good karma0 votes
medicdude
medicdude @ StarCraft II: Wings of Liberty

Been playing. Runs fine on my laptop, T61p.

Good karma0 votes
medicdude
medicdude @ Project Raptor

Wait, I'm so confused.

Good karma+2 votes
medicdude
medicdude @ Dissonance

Doesn't seem to work anymore; give me an error with the proparray index 0 is null, or something along those lines.

Good karma+1 vote