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Posted

This is the presentation thread for my newest project i call tiberian sunrise.

As you can guess it is a remake 3d remake of the original command and conquer, often referred to as tiberian dawn.

Retelling the tale of nod and gdi in an epic war for the mysterious tiberium, expect a full ground arsenal of modern units and some aircraft like the chinook and the apache usable.

The game will include as a second tier the structures from tiberian sun and maybe one day the units.

 

The game is almost functional, units and structures are ingame and mostly work as intended, still need colvols and weapons adjustments.

Vehicle and structure models were provided for public use by allen over at ppm https://ppmforums.com/topic-72934/cc-tiberian-dawn-units-obj/

Mostly tiberium and harvesters are somewhat problematic due to obvious reasons.

Since most of the functionality was already available in rad alert, there was little work to do other than porting it back.

Right now i work on the interface mostly, its what is holding back gameplay the most currently.

The game will be expanded to include unit and structure upgrades, giving the small selection of units and structures high variety.

Posted

Here are some early screenshots, i spent almost all week getting this stuff ingame.

I hope the game will be released sooner rather than later, given as most stuff is somewhat close to working.

flame.png

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Posted

I thought you might, here some more stuff for yall to look at.

Got most of the vehicles pretty driveable, still have to do weapons but that should go fast.
Also started working on flying vehicles, that will still require me a good amount of work probably but lets hope for the best and there might by 3 flying vehicles in soon.

Working on the interface and gameplay now mostly, i screwed up a lot and made a huge mess i had to untangle and remake lots of stuff but i think i got it figured out by now.

Gonna do colvol fixing and mount points on vehicles and structures on the side too, thats still a big one on the list, but i can overlook some minor stuff.

 

Im pushing for a release soon with the red alert skirmish maps and maybe half a gdi campaign remake.

The gameplay is still pretty raw and im thinking into which direction to take this since full rts a bit way off and i dont wanna hold back cuz of only that.

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orca.png

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factory.png

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  • 3 weeks later...
Posted

Hi again, i once more returned to the lands of the east, this time i brought my big laptop as a dev machine and its more powerful than the one i used before.

 

Work is somewhat stale for now, im mostly struggling with the interface once more, but hopefully should have it worked out soon.

The plan is to release a test version in like a week or so for public testing and see what is really crucial to have a somewhat playable game out asap.

I might omit flying vehicles for dozens of reasons, but who knows.

Superweapons will be skipped too for now, since it would take too much time to have them working and with little actual gameplay benefit for now.

Defensive structures may or may not make it into the test release, i will try to squeeze in atleast the guard tower and gun turret.

There are lots of leftover minor issues, i will see how bad they affect things once some multiplayer testing is done.

Collision volumes are acceptable but i will make improvements incrementally, since i am liable to screw up and colvols are tricky with gameplay.

Most combat vehicles are drivable, except for the buggy, recon bike and light tank, but they should not pose a huge problem by now.

 

Also note for future gameplay rather than including new units, like i do in rad alert, upgrades will be used to customize each structure and maybe units too.

On the side, this year a month ago is the 30th anniversary of command and conquer, im somewhat late to the party, but if you havent check out some of the fan celebrations at https://ppmforums.com/topic-73392/happy-birthday-to-ppm-25-years-old/

Will keep yall updated on any new stuff, but more likely than not the next one will have the release client available for testing.

 

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  • 1 month later...
Posted

Greetings once again.

I have been grinding away at this, its been slow but i keep pushing towards a playable version.

Not much is missing, it mostly boils down to vehicle adjustments and gameplay interface.

Just today i managed to get values for my first flying vehicle to acceptable levels.

I gotten a little bored and worked on the tiberian sun structures, here are some screenshots from the basic most nod structures(and the guard tower).

Things are hectic right now but its going into a concentrated direction, i am optimistic towards making a release early next year.

It will be a somewhat rough release but all core components should be sufficiently functional then, atleast as much as renegade multiplayer.

nodfactory.png

nodpower.png

nodref.png

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tower.png

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Posted
On 12/14/2025 at 7:29 PM, Code_Man said:

Not much is missing, it mostly boils down to vehicle adjustments and gameplay interface.

Did you ever notice the "NO MATERIAL" warning texture in obvious bright orange color?

Posted

Never payed attention to that, good thing you point it out i would have thought the screen is broken.

Joking aside i have textures ready i can use for those i just have to tidy them up.

The tiberian sun structures i only show so you can see how to might look in the game, when i get some time i make datablocks for the units too, but using placeholder geometries.

 

The more pressing stuff is the things you dont see like colvols and the vehicle turrets, the turretless ones need work too.

Plus a bunch of ai related adjustments and interface fixes so it can actually be played like a mulitplayer game.

 

I also wanna squeeze in some extra stuff like random crates and a baseless mode.

Mostly all the stuff is boderline functional as in you can buy stuff, control it, drive etc and if i figure out how to do it give orders to npc infantry.

You can already switch between multiple control objects and actually swap between player purchased objects, the ai turrets on vehicles with mouse control make it so vehicles are useful too even without a player controlling it.

 

Currently i have a lot of work on other stuff to do but im thinking i can make a release sometime q1 next year.

  • 1 month later...
Posted

Im back in action again and determined to make a release asap.

So far i managed to make the turretless vehicles work as intended, there still some balance and cosmetic issues, but those can be resolved easily.

The main problem is with aiturrets used on vehicles, im still trying to figure out how to setup nodes properly including getting the image mountpoint axis right.

I hope i figure out how to resolve this soon, then it should be smooth sailing.

 

There are minor leftover bugs that affect gameplay but they should be fixed quickly.

Im estimating a roughly playable version will be ready in two weeks, its going to be missing some things like a administration system and gameplay variables but should be decent enough to play.

 

Here are some more screenshots made at all settings maxed out, just structures for now since it lags like hell at max levels and i have no means to use the observer cam and buy vehicles.

Il keep yall posted and try to take more promotional materials along the way.

airstrip.png

barracks.png

guard_tower.png

hand_of_nod.png

tiberium_refinery.png

powerplant.png

weapons_factory.png

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