Jump to content

Recommended Posts

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

hand.png

power.png

rax.png

ref.png

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.

apac.png

orca.png

strip.png

stealth.png

screenshot.png

factory.png

mrls.png

  • 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.

 

arty.png

factory.png

mammoth.png

temple.png

screenshot.png

rax.png

medium.png

hand.png

  • 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

screenshot.png

tower.png

newhand.png

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

  • 1 month later...
Posted

So i have been working on this nonstop for months, after i got too worked up i decided to release this as is, since i couldnt keep looking at it no more day after day.

I hope i didnt make any gross mistakes, everything should be somewhat in order, i havent yet set up a dedicated testing computer.

Having the files available online makes me feel more comfortable and there is little reason to keep sitting on it for a bunch of code fixes, even if its pretty halfassed its better than nothing.

The maps are pretty cheap remakes from renegade, i had no references and was in a rush so i tried to remake them sort of from memory, but they are not even close there.

 

There are a number of issues one needs to pay attention to, but its fairly playable.

First off the team join menu currently only triggers when you are spectator(at game start) and you have to shut it off with the command menu toggle bind(h).

The command menu itself may not update properly when a structure is destroyed and i think it currently redundantly updates buttons if the menu is open.

Some of the nod vehicles cause a crash, i have been debugging the hell out of it but i couldnt find the source of the issue yet.

Humvee and medium tank turret have wrong angle, but its visual only.

The mammoth tank for some reason fires constantly, i dont know why.

Recon bike geometry is invisible, again i have no idea why.

Combat vehicles that have no turrets have wrong firepoints and fire from center, which works sort of ok, but its really odd.

The ai keeps building base defenses excessively, you can expect a enormous amount of resistance.

Computer control bots were disabled for development reasons.

Some maps dont load terrain for some odd reason i couldnt figure the hell out, it was so frustrating so i couldnt do it no more.

Not to mention the colvos and balancing is way off, it will take a long time to fine tune things, but most stuff works kinda close to how it should, if you look past the issues.

There is little to no ingame feedback or instructions and the ui is also terrible, i have a hard time with ui, but im getting better at it.

 

Some play instructions, click when ingame as spectator to select a team, then press h once selected and later press again if you need to bring up the command menu.

One of the cool features of this game is you can buy multiple characters and vehicles and switch between them by pressing g.

 

And here is the link to the first release client, unpack and play, should be that simple:

https://fileditchfiles.me/file.php?f=%2Fb79%2FMLASVsKiOHyHsGiCzYz.7z

Take a look at it and use whatever assets you can, everything is mit x11/CC0/PD so no reason to hold back.

More updates hopefully sooner rather than later, plus now that this is sorta done rad alert will get more love.

  • 4 weeks later...
Posted

I am back at it again after a brief pause, happy to report i fixed most issues and improved the interface significantly, with a little bit of luck another version will be out soon that will be passable for public display.

Also i did more testing and the one last crash so far appears to be related to the airstrip, i have no idea how that happens, but the weapons factory works ok so i should be able to fix the crash.

Fixed the messed up levels too and working on improving them, should be smooth sailing from now on.

 

On a side note i worked on the metagame too, the prototype is roughly functional and with a little bit of time and effort the minimal required features should be playable rather soonish.

In other news i will start working on upgrades, every building and unit will be upgradeable individually, making everything unique and adding tactical depth.

Over time there will also be special powers such as airstrikes and the like that will be unlocked over time much like in generals.

This will give the game a tactical depth, in contrast rad alert will have strategic depth with global upgrades purchasable from tech centres and unlockable special units and abilities as special powers.

I plan on adding a neutral guerilla faction too, it will server a variety of purposes, eventually it will be integrated into skirmish gameplay in some way to give the levels more ways gain an edge.

Speaking of gameplay with some luck i might rig up the skirmish mode to baseless using the mobile command post and maybe emulating sole survivor.

 

Next time i will post lots of screenshots, its troublesome copying them over to this machine, so this time its just text, stay frosty yall.

Posted

As promised here are some screenshots, i got a bit bored so i worked on the tiberian sun structures and lights a bit, its still early stuff but its going places.

Also i managed to nail down the crash to vehicle collisions, i think i might have found the issue, but it will take more testing to be sure, but if i am right the game should be crash free.

Worked on the maps too and im trying to add bot paths, so with some luck there might be limited singleplayer action happening soon.

The stealth tank will be cloaked too finally, the mammoth tank will be a bit tricky to debug but maybe luck smiles on me.

If all goes well release client 2 will be ready sooner than later, there are still some interface issues left too, but it should be not too hard to fix.

nodwf.png

bar.png

hand.png

core.png

comm.png

obelisk.png

power.png

screenshot.png

ssm.png

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...