Manager of C&C Tiberian Odyssey:
Myself and Orac are not dead, but full time employment has consumed us both to the point this project has been well and truly pushed to the wayside to our dismay. Without going in to too much detail, I suffered an accident at work in late 2015 which changed my employment situation, I've been recovering and just getting back to where I need to be during that time. The whole process and ordeal has just taken way longer than I hoped. At the same time, with Orac's current schedule he doesn't have the time to finish the remaining assets for the mod and I certainly don't want to pressure him in to doing so.
If a good solid asset creator can help with the remaining tasks I'll happily ease back in to working on this, if that's not the case I'll talk with Orac about what we can do with the assets we have made to see if we can do a huge community asset release.
Possible return from Muldrake, that's about it at the moment.
Our current GDI Campaign will have the player start off in a low priority region operating underfunded bases / task forces in dire need of maintenance. You'll root out a little corruption within the GDI command chain and become frustrated with some of the more corporate money grabbing aspects of GDI's higher command. I won't say too much more though! :)
I have a relatively largish animation (not laggy) I use for rain attached to invisible buildings that requires power. Map triggers changing the owner of pre-placed off map power stations can stop and start a rain cycle. I imagine OpenRA can develop a way better system than this.
I spent a LONG time getting something like this working in Tiberian Sun, I think it can really add a nice ambient effect to maps, hopefully see snow at some stage too?
We're still deciding on how to give Nod some strength later on that isn't effectively a "Heavy Tank" to go toe to toe with GDI. We currently have a WIP unit that uses Tiberium based weaponry. A green tiberium beam which fires continuously on infantry eventually transforming them into a Visceroid and a blue beam which is used against armour. I think Nod does suit a strong infantry though...
In regards to OpenRA, if I / we were to ever go to that engine I think it would be for something new entirely, TO has taken up enough time just getting it right on the TS engine so spending another chunk of my life porting it and testing it to OpenRA (without a huge benefit as of yet) is a low chance right now. I am however quite excited at the thought of using OpenRA for something entirely new though, I would like to sink my teeth into that engine.
This must happen.
Pallas (missile boat / coastal defence)
Trident (offensive cruiser)
Poseidon (V.heavy special, deploy to fire, near superunit)
Piranha (Light mobile Jetski)
Hydra (Prototype ship, electrical weaponry)
Stingray (Submarine, weapon unconformed
Riverboat (Large hovercraft, carries passengers, potential mine layers)
Kraken ( ??? )
Excellent work as always guys!
The Campaign is planned out, at least the basics of it with a few technical details and some completed maps + test maps. There's a lot of work gone in to the campaign already we've yet to disclose, probably outdated by now, but functioning maps, selection screens (with animations) are floating around :)
Excellent work DTA team!
Thanks for feedback regarding the multiplayer map, I'll give the "sanctuary" area a little more access detail I think. Also, quite a lot of the images we show to highlight certain objects, such as the power plant are made especially for promotional images, so they usually get a more realistic placement in full maps!
Dutchygamer... what do you think? :P
Regarding Multiplayer, we're using the same client as Dawn of the Tiberium Age and Twisted Insurrection so multiplayer will be as versatile as those mods. The client also ports new online features into offline skirmish, you can select; starting positions for yourself and AI, individual AI difficulty and colours, teams for allied matches and so on. The client also allows for easy to manage auto updating. Courtesy of Rampastring and some help off Bittah Commander (Dawn of the Tiberium Age leader)
I'll be remaking Hills of Silence thanks to a fair few new terrain props and goodies I've got at my disposal!
It's not that PPM is a particularly bad site, a lot of mods have been successful there and matured well, it was definitely a great place to begin a few years ago. I kind of feel back then the community was more active and positive, these days it feels a bit separated and harsh. It's still checked, with a semi active staff forum.
Short range attack with limbs, longer range attacks will include a sort of acid type spit.
Currently it's mostly myself and OracVX. Most of our staff have been and gone, a lot of contributions that get left behind unfortunately then end up not fitting in properly or requiring extra work, sometimes just being entirely remade. With such a long development time also comes larger expectations from the public and a lot of the "lack of progress" phases are usually due to work or life situations.
We're keeping our hopes firmly on a realistic 2030!
A lot of stuff goes on behind the scenes though, a lot of internal betas have passed and we do intend to show off new additions and content soon, it just needs to be good enough for public scrutiny!
Orac says: "Since we can't, we'd have to remake every terrain tile again at RA2 scale.
Which is a massive "UGH" kind of task."
I can't emphasize the "UGH" enough in regards to terrain, with current work schedules you would never see a release. Anyway with the new TS client and patches that mods such as DTA are using it keeps TS as a fine platform for us, nothing we've really added or intend to use is crying out for RA2 features.
To switch to RA2 and its larger cell size would require us to remake and re-render every shp, tmp and I guess voxels as well, so we'd have to start over again using our current material as reference material.
The original game has been completely gutted and rebuilt as a successor to the original Tiberian Sun set after the events of Firestorm, so in essence everything has been tinkered with (or completely changed / remade) from scratch. A new original story has been built around this mod for its campaign and overall lore.
Orac homework, without using tutorials send me a rules.ini for a working 3rd and 4th faction ingame.
Dawn of the Tiberium Age and Twisted Insurrection should surely satisfy a few mod cravings.
They predominantly use the "Crawler" chassis for their heavier and more bulkier units, whilst an outdated design it's reliable and robust.
We might release in small episodic release candidates that just focus on a few set of singleplayer missions initially, and build them up to the full multiplayer and "official" campaign.
3) The Core Defenders funky moon boots are beyond our modelling capabilities.