Posted: Wed Nov 21, 2012 8:30 pm Post subject:
Reinforce Phoenix Base
I was bored so I did a quick a dirty port of the first GDI mission to rewire. I had to replace most of the text triggers and such and the win condition doesn't seem to fire, but you can get to the point where you can play the mission. Still needs a fair bit of work but I thought I'd post it anyway in case anyone else wants to play about with it some more.
I'll test this out at some point. I'm excited to see it. Gangster told me how to get FA2 to recognize the pallettes, I've just got to go in and change around some mix files. Awesome work though Blade. _________________ Over and out,
~FinalMoon QUICK_EDIT
Oh, that one was amazing! It got freezed on dropship sequence with my version (now I actually must find the reason why) butI have spent best 15 minutes of my life just staring on screen o.o _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I was thinking, it would be quite nice if the Demo missions for TS could be converted over as the de facto Rewire preview/test campaign
Probably quite a bit of work though?
Which are the demo missions? I might take a look at them when I get chance.
Gangster wrote:
Oh, that one was amazing! It got freezed on dropship sequence with my version (now I actually must find the reason why) butI have spent best 15 minutes of my life just staring on screen o.o
The dropships don't drop anything for me, they just land and then fly off again. I haven't looked yet, but I'm guessing the unit names in the taskforce are different in RW than TS or the way the game handles taskforces with a transport has changed in YR. QUICK_EDIT
Interestingly the first mission was shown in a preview vid for TS before release. Yet the demo missions were not released until quite a few months after TS release and of course neither were included in the full game.
Edit: The person playing the demo missions in the video, has tried to complete them as quick as possible, not exploring half the map or triggering half the events explaining Tiberium lifeforms and such. _________________ QUICK_EDIT
Didn't realise you can turn light posts on / off like this. Doesn't work with the AlphaImage, but buildings with LightVisibility, LightIntensity, LightRedTint, etc can be turned on / off. Guess you learn something new every day. _________________ QUICK_EDIT
Didn't realise you can turn light posts on / off like this. Doesn't work with the AlphaImage, but buildings with LightVisibility, LightIntensity, LightRedTint, etc can be turned on / off. Guess you learn something new every day.
Yeah, it's done in at least one mission in Firestorm, on Factory Recall. The green and red light posts in the Cyborg production plant go on and off depending on the production stage. _________________ QUICK_EDIT
Didn't realise you can turn light posts on / off like this. Doesn't work with the AlphaImage, but buildings with LightVisibility, LightIntensity, LightRedTint, etc can be turned on / off. Guess you learn something new every day.
Yea they are quite trigger happy maps, I guess to show off TS (shame more of this type of stuff wasn't used in the final game)
A few things I noticed was, the ability to enter friendly Civilian units and the way the lightposts switch off in the Nod base when they are in low power.
Simple but effective
Edit: The only problem with having the original demo missions as the preview for TS Rewire is that it won't show off all the new features of rewire. _________________ QUICK_EDIT
Ooooh, this mod really looks fantastic. Are those god rays in the latest release? I remember saying I'd make some maps for this and I might definately have a go, if just converting some existing ones. QUICK_EDIT
Excellent work, Though it never made scene why this outpost is so important in the campaign. _________________ Total Annihilation is the only battle strategy.
my Moddb.com account QUICK_EDIT
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