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DenWellingston

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Everything posted by DenWellingston

  1. Personally, MRLS does not infuriate me. But artillery ... Wherever you go, close or far, to destroy its difficult task. Especially when there are a lot of them.
  2. Ha! I remember! On Island, with the MRLS hover, I went to the GCD base from the sea to the Airfield! It is a pity that now this MRLS has become even less likely to appear.
  3. In my opinion, either a separate Tiberium Sun mode, or additional content in boxes + with a City map for an addition to sweets (To play and create new cards, of course, with new content.). One thing I know for sure: a lot of work remains to be done on the game. Somewhere update the animation of weapons, somewhere update some models and sounds. Work there is no end. We just have to wait for an official answer from the developers, because they are silent like a stone.
  4. Thank! Of course I will update this forum page with the Album of the new fleet of vehicles. Here I posted everything that relates to the new update that God knows when it comes out. As soon as I find something else, I will inform Duscorde and refresh the page with new screenshots of 3D models of the new venichles. Well, I don’t forget about my project!
  5. I actually work on Project ReSound for most of my free time. Even after work. On weekends, I try to be in PUG.
  6. So that Yaroslav Baryshev posted a 3D model of a stealth tank for an early update. So behold!
  7. I already said that I was and will be against the myocycle. Only in boxes. As for the new technology, it will either be in the boxes or in the new mode. It no longer depends on me. If you do not like something, then make a separate server. Further, please do not hold a discussion on the topic of motorcycle here.
  8. A couple of days ago I already wrote that I recently found new concept art for RenegadeX for models of technology from Tiberium Sun. Now these rumors are confirmed, if not in words, then precisely in 3D When it comes out I do not know. The developers are unlikely to say, but for me at least with the release of the City map this year. Maximum in a year. Here are their finished works and concept art with the expected technique, which will be released (possibly) in the next update. I also note that in many models, artists confirmed what they did specifically for RenegadeX. Information will be updated as soon as anything else is known! *Update* At the moment, that’s all I’ve found. Additional materials will be supplemented here;) Garpy Helicopter Concept- Lucasio Roland 3d artist- Ярослав Барышев Banshee Concept- Lucasio Roland 3d artist- Yaroslav Baryshev(Apparently he was a fashion designer all the time, but laid out a model without textures! It's a shame!) Tik Tank Concept- Lucasio Roland 3d artist- James Bruner Subterrain APC Concept- Lucasio Roland Devil's Tongue Concept- Lucasio Roland 3d artist- Yaroslav Baryshev Stealth Tank MK2 Concept- Lucasio Roland 3D Artist-Yaroslav Baryshev Artilery NOD Concept- Lucasio Roland 3d artist- Unknown (Maybe it'sYaroslav Baryshev) Atack Buggy Concept- Lucasio Roland(?) 3d artist- Mason Rosenquist Attack Cycle NOD MK2 Concept- Lucasio Roland Infantry NOD Concept- Lucasio Roland 3d artist- Sharad Pradhan GDI Light Infantry Concept- Lucasio Roland 3d artist- Dênis dos Santos GDI Orca MK2 3d artist- James Bruner GDI Disruptor Tank 3d artist- James Bruner Titan GDI Concept- Lucasio Roland 3d artist- Mason Rosenquist Concept- Lucasio Roland(?) 3d artist- Mason Rosenquist Juggernaut GDI Concept- Lucasio Roland Concept- Waqas Iqbal 3d artist- Yaroslav Baryshev Concept- Waqas Iqba l(Not exactly. I did not find concept art for this model, but given their number, the theory has a right to exist.) 3d artist- Yaroslav Baryshev
  9. Does he hear? I have many times explained to other users that yes how, but he is on his own wave. You understand that this will complicate the game even more? (Mines, by the way, are easy to spot and shoot with conventional explosives.) Euan-missile has clearly explained the principles of the parties: GDI-hammer, NOD-knife. Each has its own approach and its own tools to achieve the goal. Why add a well and something else to rock-paper-scissors? Okay, I and the rest of the players, but what about the newbies? Roveboat and the rest of the players explained their position here, especially to the point hit. Plus, if a huge fleet of vehicles is added to the game, then this is a completely different game like MPF or Interium Apex. I definitely don't need this. None of the newcomers will be happy about this in this “dump” of tanks. If you still want to add a motorcycle to the game, then why not organize a separate server / mod for this? I myself make a mod for the sounds of weapons, although it is limited in time. So it will be easier for you to understand whether all this suits the game or not. However, you are unlikely to hear them, including me. The conversation ends with you and you will draw conclusions on all this. The argument here will not lead to anything. Just the thing.
  10. Did you hear me Personally, I am against. Here's the answer to GDI, if they have nothing to counter the motorcycle at the beginning of the game? Better to stay as it is. I can talk about it forever, but I am against it.
  11. I have already expressed my respect and I repeat, no. 1- Balance and getting off the track of a classic assortment of vehicles. 2- The motorcycle itself from the era of Tiberium Dawn 3- The motorcycle has a huge number of enemies, such as an ordinary tank, rocket launcher and Sidney with Raveshaw.
  12. I played in MPF and Interium Apex for 1-1.5 years and personally confirm the words of many. A motorcycle rarely appears on the battlefield. It is fragile, it is weak and, at times, does not pay off. What is the point of acquiring a motorcycle if the enemy has a Gauss Titan or a Mammoth tank with the same weapon. And I didn’t even talk about the infantry and the map: if the enemy surrounded the base, then it makes sense to buy a motorcycle with a few neiu. Personally, I myself am not against the Skimmer from Twisted Insurrection, as an answer to motorcycles, but with certain conditions: this model of technology is not a canon, and it is also knocked out of the main balance. If you replace Skimmer with Hammer with Tow (For a rough example), then players will still prefer other types of equipment to him, since armor also solves everything.
  13. And yet it will interfere. Especially the price of $ 700-800. The game is tied to the interaction of different classes, no matter what, it is more profitable to buy the same tank for the same money and go into battle. We already have balance problems for the Orcs and the Apache helicopter, while it’s better to focus on this problem. They still often feel like expensive tanks, and not as a means of air support.
  14. Add motorcycles from the Tiberium Dawn era? No thanks. The balance is already tuned to the equipment that is already there, and here also the motorcycle. Plus, if we introduce a motorcycle, then we need to counter it, for example, a Hamer with a TOW installation. I'm not even talking about the loss of more or less canonicity of the universe: the motorcycle from Tiberium Dawn was not in the game, but there was a completely separate model (and it very rarely appeared).
  15. I wrote a couple of weeks ago about a mistake with playing railgun sound to one of the developers - Handepsilon. There is not enough line of code and work there - 5 minutes maximum. When will this error be finally fixed?
  16. How about fixing the sound of railgun?
  17. Thanks for the feedback! This project is currently designed to almost completely replace the sound effects in the game, not to mention the fact that in order to leave marks on the surface, shoes require serious work on the game code. However, I can establish the sounds of steps on the surface, and I count on what is put on the foot of the foot soldiers: heavy armored boots, a stealth suit, and more .... But as for the door, not only it needs to be changed. The gates of the war factory have appropriated the doors from Red Alert: Path Beyond, so that will need to be fixed in the future.
  18. Thank. On the issue of the transition of the project to the next stage, the trace will begin no later than the beginning. years exactly, as I wrote earlier. I still need to refine the sounds of weapons and, possibly, add another reload sound to the animation. I’m also thinking of adding new sounds of hitting bullets and shells, as well as their flight for almost every weapon.
  19. Project ReSound v 0.5.5 Change Log: Hey! There are no new products introduced in this update - this is more work on unfortunate sound effects for a more comfortable game. Many thanks to Nexus51325 and other users for the advice of this mod. On their recommendation, weapon sound effects have been replaced or fixed. * Flamethrower. Let's start with him! The change was made on the recommendation of a user on Youtube. Thank you very much. I like this sound even more! -Completely reworked the sound of shooting. * Anti-aircraft gun. Replaced the sound, but retained a particle of the previous version of the sound effect. * Completely reworked the sound of shooting. The pump remains the same. * Chemical rifle. Then I tried to add a mixture of gases and jets of water. It turned out amazing! -Completely reworked the sound of shooting. * Ramjet Rifle. A new attempt to improve sound based on the original sound, but with a more modern look. I must admit that this is already 7 attempts to hone the sound effect, and even with an emphasis on the original. And this is taking into account the fact that today I was able to finish at the very last moment! -Full replacement of sound effects * Repair of weapons and their variations. The problem with the difference in the volume of the weapon sound has been finally resolved. I hope! -Fixed crashes when the volume is different. This time everything should work correctly. Now I would like to talk about the development of the project. Not only about replacing / adding sound effects, but also about its future. What do you want to see in this? What improvements / replacements to the sound of weapons do you want to see and in what direction should the project go? Elements of the environment? Military equipment? Interface? New menu of the purchasing terminal according to the weather on the map? Or maybe you just want to change the balance or a new weapon? Your criticism, feedback and suggestions are critical to the future of this project and thanks to people like HIHIHI, They, [MB] Nexus51325, Roweboat, Iridesence and to everyone else who writes reviews, leaves comments and usually uses my mod, I give more confidence in the development of this project. At the moment, starting next year, I plan to completely replace the sound effects for military equipment, including harvesters, as well as turrets. Weapons, engine operation, and possibly even a separate sound signal! To make sure that the project is moving in the right / wrong direction for a more comfortable game for you, I propose to conduct a survey here or on the forum regarding the future direction of our project. Waiting for your suggestions. And that’s all. Don't forget to support my project, like and comment ... Nice game! See you on the battlefield! ReSound v0.5.5.zip
  20. Here are files with a mutator and a server launcher, depending on your preference: Skirmish or to start a server with a mod. All you need is to extract the archive you need into the game folder and replace the old versions of the files if you used them earlier. ReSound v0,5 Multiplayer Version.zip ReSound v0,5 Skirmish Version.zip
  21. Project ReSound v 0.5 Changelog: Hello! I apologize for the delay in updating the mod. This problem was to bring the update to mind so that you can fully enjoy the new update, and not its bits. Here is the list of changes: * Standard pistol and silenced pistol. Despite the familiarity of sounds, I decided to improve the sound by adding a bit of realism. In a pistol with a silencer I was very annoyed by this strange "knock" when shooting. (Note to the developers: it’s as if people don’t know that you just took the sound from Battlefield 3 and 4 for the original gun sound) -Changed the sounds of shooting. * Submachine gun. Standard version and version with silencer. It was a little more difficult with him, but the result exceeded all expectations, as with a gun. -Fully replaced the sound of shooting. * Heavy Pistol. Although the sound completely satisfied his weapon, it was decided to give it more naturalness in the family of heavy pistols. -Fully replaced the sound of shooting. *Carbine. Version with silencer and without. The replacement was made for the same reasons as with a heavy pistol. -Changed the sounds of shooting. *Shotgun. Although the sound of weapons pleased me, here I made my opinion on such weapons. This change also applies to the pump. - Replaced the sound of a shotgun and pump shot. * Marxman rifle. Despite the lack of resentment over this weapon, I decided to add a little organicity to such a weapon. -Full replacement sound shooting. * Officer machine gun. Then I decided to add a mix with a particle from the original game for greater efficiency. I also replaced the sound effect of the rotor of the minigun. - Replaced the sound of shooting. * Missile Launcher. After much debate and work, HIHIHI and I finally introduced the additional sound effect of pointing the missile at the target, as it should correspond to the anti-tank rocket launcher with homing in classic games. This feature should have been in version 0.4, but due to some misunderstanding, the update was released only in this version. -Fully updated sound missile guidance system. -Added long range shooting effect. * Flak Cannon. The sound of automatic shotguns and a nail gun was slightly combined. I also decided not to skimp on a separate sound effect for an alternative fire mode. - Replaced the sounds of shooting both the main and alternative fire. -The sound of pump charging has also been replaced. * Chemical spray. A little work on hydraulics and Tiberium gas ... done! The flamethrower turns into a real atomizer! - Replaced by a new shooting sound. Completely. Time to weed! * Sniper rifle with silencer. There was no need to suffer for a long time, but nevertheless I created a sound effect based on the old version for the rifle. -Fully replaced the sound of shooting. * Tactical rifle. After complaining about the feeling of "shooting with plastic bullets," it was decided to radically replace the sound effect of the shooting so that this would not be observed. Although I previously suggested replacing another update, the freed up time, tea, new editing materials, and inspiration did the trick. -Fully replaced the sound of shooting a new one. * Laser machine gun. I did a similar job as with the officer machine gun, but with a slight emphasis on authenticity and slightly added a touch of the original. - Replaced the sound of shooting and the sounds of starting / stopping trunks * Gunner Rocket Launcher. I had to torment a lot about this project, because at times I am very limited in resources and time, especially if you make an original sound effect for such an unusual weapon. This is also the reason why the mod’s release was delayed. And I also added an additional sound effect to the rocket animation. Why? Because it's cute, and also, what kind of meaningless animation without sound effect? - Replaced the sound of fire. - Added sound effect of rocket charging between firing, both during firing and when reloading. * Ramjet rifle. Then I made a sound effect based on large-caliber rifles and the Cobra Assault Cannon from the Robocop movie. -Changed the sound of shooting. * Repair gun and its variations. Here, instead of making one sound effect on all repair devices, it was decided to make a sound effect for each device so that you can easily distinguish the device by ear. And it's cool! - All variations of the repair tools: from the repair kit to the improved repair gun, received their own separate sound effect of the weapon. Completely. The problem with the difference in the start / operation of the sound is still being solved. ** I also want to note that the sounds of long-range weapons, among all the changed types of weapons, were also replaced, but this news was not advertised earlier. *** I also forgot to note that in the last 2 updates the names of the weapons have been changed, which will be done with all the infantry weapons in this update. **** The Mendoza Tiberium Rifle, Tiberium Cannon and Laser Rifle are not planned to be improved, because in my opinion it corresponds to the required composition in the game, but it all depends on your preferences. And the last important thing about the development of my project. Track. Updates for the coming months will be devoted mainly to improving those sound effects that need corrections / quality improvements. After this, the project will move on to the next stage, the details of which you will find out at the beginning of autumn ... ...
  22. Thanks for the feedback! Regarding the Tactical and Marxman rifles, a new update will soon be released for these and other types of weapons. With the ion cannon, I changed only the charging effect and do not plan to change anything else. With a flamethrower and a machine gun, changes will only be in the wake. update, in September: I have not yet found ideas and suitable materials - I concentrated time on other tasks. As I wrote earlier, the following updates will focus only on weapons and improving sound effects for them - your feedback on my updates will let me understand what is best for you and determine the future direction of the project.
  23. As regards the repair vehicle, I am partially against it, because of this, the balance of equipment and infantry will be disrupted. The reason I like the Renegade X is to keep the balance between the vehicles and the infantry; the introduction of the machine is a bad idea. Plus, this will further aggravate the situation of the "eternal siege of tanks", which will not allow the infantry to defend the base less effectively. On the other hand, the medical machine will come in handy: often the treatment of infantry and, sometimes, the supply of ammunition is very problematic. As for the mobile headquarters, it is important what role this car will play. Radar silencer, sensor or spec. machine for the commander.
  24. Making a map for an event?) This is cool!
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