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Command and Conquer : Spring!

Posted: 22 Dec 2005, 22:51
by Neuralize
Note: First Post Updated Constantly.

This is a conversion of Warped Mind's CCRA 2.0 mod to Spring!
(Warped Mind was the former leader of the now defunc Biohazard Design Division.)

I always had a pretty rediculous time playing the mod for OTA, so I figured I'd get some mod making experience by reconstructing it for Spring.

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Currently, I'm considering mashing two older Command and Conquer mods into this one, creating a four sided mod with GDI vs Allies vs Nod vs Soviets. Keep in mind that I'm not keeping in total canon with the series as the material I'm currently working with doesn't follow such in the first place. Once I get enough expierence with mod and unit making I may make the mod more "pure" for those completely anal about it.

Re: Command and Conquer : Spring!

Posted: 22 Dec 2005, 23:40
by PauloMorfeo
Neuralize wrote:Command and Conquer : Spring!
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That is looking very good!

Posted: 23 Dec 2005, 01:37
by Gnomre
I'm considering mashing it into another command and conquer mod and making a four sided, ALLIES VERSUS SOVIETS VERSUS GDI VERSUS NOD.
Win. Major, major win. I love things like that!

Posted: 23 Dec 2005, 02:24
by FolCan
Yay Ive been waiting for someone to do this

those pics look great

Posted: 23 Dec 2005, 09:10
by Dwarden
neat !

Posted: 23 Dec 2005, 12:16
by BvDorp
w00t!

What changes in the Spring engine are needed to be able to fully play like C&C? With techtree etc?

Funny thought: with the new GUI, being able to GUI the FPS mode, this could grow out to be some hell of a merge between C&C:Generals and C&C:Renegade!

Posted: 23 Dec 2005, 15:29
by M@n1@c
i've played this mod, but it always crashes after several minutes

update: It keeps crashing after i start building silo's weird

Posted: 23 Dec 2005, 16:41
by Pxtl
Very pretty models. Aren't the differences between the C&C and the Red Alert factions pretty minimal though? 4 factions might not make sense if there's no real diff between them.

Anyhow, the engine will need to go a lot further before C&C and starcraft-style unit trees are possible.

I think the best approach would be to have a "whenbuilt" scripting event that could be defined and handled in a structure's FBI. Then, you'd need scripted access to all the buildings a player owns, to find all factories. For each factory, go into the build list and enable the new unit. FOr each new factory, you also have to check for the presence of enabling-building to see whether or not the unit should be enabled at construction time.

While it would be tedious to implement, it's a good place for Lua script - a complicated-to-express operation that will only occur on comparatively rare events (on completion of a factory or research building), so the expensive nature of the Lua interpreter is irrelevant.

Posted: 23 Dec 2005, 18:14
by GrOuNd_ZeRo
I will reskin some WD units to have more detailed units for this project if you like, In example take my WD Abrams and paint it in logo colors.

Posted: 24 Dec 2005, 00:35
by Warlord Zsinj
It'd be kinda cool if you could do something the C&C series never could; get a sense of scale...

Posted: 24 Dec 2005, 03:23
by zwzsg
Just do a ctrl A before building anything to get all bp of all factories C&C style. Save that if several factories can build the same thing, clicking once will make all factories that can build build one, instead of only the primary factory with a buildtime divided by the number of factories.

Making maps with tiberium is already possible, just it won't regrow, and harvester won't have to go back to refinery to unload.

As for forbiding to build structures far from other structures, uhm, maybe factories could be scripted to self destruct before being finished if too far from another structure. Save that I don't have any way to check the team of a given unit in Spring, so you'd be able to build near enemy structures too. And what happens when buildings are in buildings build menu anyway?

Posted: 24 Dec 2005, 03:40
by jcnossen
I think it's a bad idea to copy the RA build system exactly though, I hated the fact you could only build 1 unit for every specific factory type at a time.
Good luck on the project, looks nice so far.

Posted: 24 Dec 2005, 06:36
by Neuralize
I just want a prerequisite build tree, I don't care about sticking true to any other part of the C&C game.

Posted: 24 Dec 2005, 21:29
by Caydr
Neuralize wrote:I just want a prerequisite build tree, I don't care about sticking true to any other part of the C&C game.
Ehhhh... You don't care at all about any kind of authenticity to the source material? Are you sure you should be making this mod?

Posted: 24 Dec 2005, 21:45
by Neuralize
Caydr wrote: Ehhhh... You don't care at all about any kind of authenticity to the source material? Are you sure you should be making this mod?
Obviously I care deeply about units requiring prerequisite units before they can be built, and that is at least some aspect of caring about the authenticity of the source material.

Posted: 25 Dec 2005, 01:51
by SpikedHelmet
I started a tad of work on a C&C:TS mod for Spring. I had only a few models done, ie the MCV, GDI War Plant, Tib. Refinery, GDI Power Plant, GDI Defense Towers w/ Miniguns, SAM and RPG, and Infantry and Disc Thrower troops.

Posted: 25 Dec 2005, 01:59
by Neuralize
SpikedHelmet wrote:I started a tad of work on a C&C:TS mod for Spring. I had only a few models done, ie the MCV, GDI War Plant, Tib. Refinery, GDI Power Plant, GDI Defense Towers w/ Miniguns, SAM and RPG, and Infantry and Disc Thrower troops.
Yeah. I saw a few screenshots of that on TAU's forums, going to continue work on that? If not, I would be more than delighted to take your work and do something with it.

Posted: 25 Dec 2005, 06:27
by SpikedHelmet
I probably won't. I'll dig through my stuff and see if I even still have that stuff.

Posted: 25 Dec 2005, 14:50
by Neuralize
If you do find them, and no longer warrant the will to work further on the mod, would you be so kind fire them off to Neuralize@yahoo.com !?

Posted: 27 Dec 2005, 04:28
by Neuralize
Yey. Double post. Updated Screenshots. Posted a little more info. Oh no, the missing backfaces! D: