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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I'm half-agreed with PvtVain's negativism waves, but I gave a shot to line-soldier. Linesoldier + M16mkII. (Remember the basics of the basics, SHADING)Attachment:
File comment: Rifleman + rifle.
ComConq.rte.rar [1.65 MiB]
Downloaded 181 times
[EDIT: I can't leave something un-ended, excepting tod series, of course.] + Attachment:
File comment: Rifleman + rifle. Missileman + missilelauncher.
C&C2.rar [1.65 MiB]
Downloaded 197 times
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Tue Jul 20, 2010 11:08 pm |
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Nachtauge
Joined: Sat Apr 17, 2010 6:43 am Posts: 95
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I enjoy C&C modestly, so I wasn't horribly excited when I saw this, but it's enjoyable. I think the sprites on the soldiers could use work, and the rate of fire on the ballistic rifle really needs to be cut down. It also penetrates terrain too much for a normal weapon. The rocket launcher is good, and the blimp is awesome. Blimp is definitely my favorite part.
A Mammoth tank would probably make me the happiest girl.
As an idea, maybe if someone was motivated enough, they could use the code from the Gunship to make NOD's Venom Scout Aircraft?
EDIT: I could attempt to sprite it, if someone better didn't want to.
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Wed Jul 21, 2010 1:47 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I'm enjoying the hell out of your zeppelin dude, and can't find any complaints except what's been mentioned already. And I also second the NOD Venom, since most of the work is already done with Akblabla's gunship. Just a resprite and weapon tweak would be great.
Soldier sprites looking better, rifle still needs a bit of tweaking. I'm always amazed when photorealistic sprites work in CC's palette.
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Wed Jul 21, 2010 5:20 am |
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Birior
Joined: Wed Jul 21, 2010 5:51 am Posts: 7
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
The Kirov's sprite is superb. Keep up the good work. I hope some NOD units are on the way.
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Wed Jul 21, 2010 6:00 am |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
The Venom is a must. Just mod Abdul's gunship. If you actually sprited the kirov making a venom should be no problem.
A mammoth tank would be cool, but mechs work better in CC. A titan or wolverine would be nice. Maybe even one of the hover vehicles.
And don't forget the scrin.
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Wed Jul 21, 2010 6:47 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Why is this mod so damned broken? Nothing was in an RTE, there was no datamodule in the indexes (which weren't named index.ini)....
You shouldn't have to troubleshoot and re-code a mod that you just downloaded, unless it was an old mod! This is unacceptably bad. Which is a shame, because the mod looks better than some of the crap that gets posted around here once in awhile.
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Wed Jul 21, 2010 7:26 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I figured that was part of the fun, like unwrapping the paper
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Wed Jul 21, 2010 7:28 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Yeah, but mods should be relatively noob friendly.
I've been playing for awhile, and know enough about coding to copy from things that WORK. A newbie would have no chance of making this work.
**EDIT**
Wow, I've been trying to get this to work, but it seems like this is even worse than I thought... If you're gonna release a mod, at least make sure it ♥♥♥♥ works! I fail to see why we need to do half of the work for you.
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Wed Jul 21, 2010 7:31 am |
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Nachtauge
Joined: Sat Apr 17, 2010 6:43 am Posts: 95
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
The Egotist wrote: half of the work for you. Don't think so, Tim. All I did to get this to work was reduced the filename to ComConq and slapped .rte at the end. So it looked like this: ComConq.rte Easy. Now you can use it.
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Wed Jul 21, 2010 8:15 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Wait a minute, I don't follow... Change the filename of the zip???
When I extract it, I get two folders, SOV and GDI. I tried to create my own ComConq.rte, and make an index file for the two folders.
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Wed Jul 21, 2010 8:20 am |
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ximximik
Joined: Sat Apr 10, 2010 1:44 pm Posts: 12 Location: Russia
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Forgive me. Now the archive became more correct.
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Wed Jul 21, 2010 8:31 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
If it's fixed, you'll hear no more complaining from me. A full C&C mod would be great, so I hope you keep working on this.
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Wed Jul 21, 2010 8:34 am |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Finally, my request for C&C Mod made. Beutiful. Nice sprite I see in both Rifleman and Missile Troops.
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Wed Jul 21, 2010 11:03 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Nevermind you are basing them off of the wayyyy old game
I thought you were going for the new GDI looks. But ill give this a try now.
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Wed Jul 21, 2010 12:49 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I would like to see the Chemical warrior http://cnc.wikia.com/wiki/Chemical_warrior_(Renegade) made so we have a unit that can walk around the Tiberium fields, and maybe spreed it . if not made to work with that mod he still would be a cool addition to this mod
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Wed Jul 21, 2010 2:58 pm |
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