Joined: 10 Sep 2006 Location: Birmingham, United Kingdom
Posted: Wed Jul 27, 2011 12:57 am Post subject:
July 2011 Update
Subject description: A long, long overdue update...
Firstly, I once again apologize for the lack of posts in the public section, but here at Twisted Insurrection, we have all been very busy people. As much as we'd like to work on Twisted Insurrection and release updates every other day, it's physically impossible for us to do so, but like a good blend of Whiskey, Twisted Insurrection gets better with age, so patience is greatly appreciated.
With recent bursts of activity behind the scenes from various members of staff including myself (Aro), Lin Kuei Ominae and ErastusMercy, I am proud to show you some of our latest pieces of work from all new material to re-worked older material.
Lin Kuei Ominae is back to work on the Nod structures, and the wait was well worth-while for our new Nod Technology Center and Nod Helipads, both of which live up to the quality of the rest of the Nod structures currently in Twisted Insurrection, be sure to check them out!
Technology Center
Helipad
ErastusMercy has been busy in the Nod Voxel department, re-working several of his older pieces and beginning work on some new promising voxels to replace the ugly placeholders. These re-works include an updated version of the Stinger Mobile SAM, Scorpion Light Tank and Inferno Flame Tank.
Scorpion
Inferno
Stinger
In the mapping department, several of us have been busy working on new maps (several of which have previously been posted for public preview). There is plenty of work being done on the campaign, which we are keeping hidden for now until more work is done and many new multiplayer maps are both in the works and complete. A preview of some of those maps can be found in our Maps forum.
Cruentus Canyon (2)
(Click the image to view map in actual size)
Badlands Duel (2)
(Click the image to view map in actual size)
Tiers of Sorrow II (2)
(Click the image to view map in actual size)
Upcoming Map...
(Click the images to view them in actual size)
Swirekster is also working hard, pumping out promotional sketches. His most recent work on the Infector promotional sketch is worth its weight in gold.
(Click the image to view in actual size)
For those of you whom are aware of the mod Tiberian Fall, I'm sorry to announce that it has ceased production, but not all is lost as it's leader ZoidZilla has kindly donated several of the assets to be used in Twisted Insurrection, he has also been added to the Twisted Insurrection staff in return. There are multiple discussions occurring in the Staff Forum over how these additions can be added and boosting the gameplay experience without causing any form of balance issues. More information on this will become available at a later date. Here is a preview of a couple of upcoming additions.
Tremor (Mutation)
???
That is all I can reveal to the public for now. Unfortunately my own and a fair number of the TI team have our free time being devoured by multiple other tasks to handle, but I'm glad to say that Twisted Insurrection is going stronger than ever and the change-log for the upcoming Public Beta 3 will be an impressive list. Keep your eyes peeled!
Lin Kuei Ominae is back to work on the Nod structures
I wasn't away. It's just taking quite some time to finish a building _________________ SHP Artist of Twisted Insurrection. Main Nod building SHP creator.
The Noddies has to take a little break from all the fighting once in a while
But yeah, we have discussed this a lot in the staff forum...
Aro prolly doesn't want to see it continue here... _________________
dA: Ponies / Non-ponies QUICK_EDIT
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Fri Jul 29, 2011 3:33 am Post subject:
I cant wait to see the new refinery! I'm sure Lui has something very cool in mind _________________ The sacrifice of the many are the benefit of the few...
Leader of Tiberian Sun Revelations, visit my mod here:
Er... what. I had no idea something like that was possible. O.O
It looked pretty simple the moment I saw it. I think it's a unit that deploys into a structure that has LaserFencePost=yes and is cloakable. Well I'm not sure how the laser fence section works unless that's the only one in TI. _________________ Tiberium Uprising (TS Campaign): http://www.ppmsite.com/forum/viewtopic.php?t=31029
YR: Defend & Destroy: http://www.ppmsite.com/forum/viewtopic.php?t=30283
Soon you'll see a link to my YouTube channel with videos of me drumming! QUICK_EDIT
^^It's not that simple. If you look at it closely, you'll see that the left web spider is deployed, but doesn't cloaks until the right one is deployed. And i think ChronoSeth is referring to that feature. _________________ SHP Artist of Twisted Insurrection. Main Nod building SHP creator.
Joined: 28 Apr 2009 Location: Auckland, New Zealand
Posted: Sun Jul 31, 2011 3:02 am Post subject:
So you have somehow made it that once two buildings come together to create one? _________________ The sacrifice of the many are the benefit of the few...
Leader of Tiberian Sun Revelations, visit my mod here:
They're still 2 separate buildings with laser fence section in between; they just respond to one another (mostly like normal laser posts do).
I do wonder how you got them not to cloak until they'd connect however... At first I guessed they just deployed nearly at the same time and they were always cloaked while deployed, meaning you'd be able to create traps by leaving one of them undeployed while having multiple already deployed ones adjacent to it... But since these don't cloak until it's actually linked to another to create the laser fence, does that mean its only purpose is to just crate an invisible wall? Or maybe you can still use the power on/off ability on them? _________________ QUICK_EDIT
So you have somehow made it that once two buildings come together to create one?
I don't know how Zoidzilla coded it in TF, but when i saw the gif, i tried to create the effect too. And the only way i found to achieve this, is via giving the laserfence section (not the post) a 1 cell radius cloak generator. So once they are connected, the fence cloaks itself and the adjacent cells, which are in this case the posts too.
Maybe Zoidzilla also gave the fence sections FirestormWall=yes, so enemy units see it as passable terrain and get destroyed when they try to cross the fence. Then this would be a real trap, as you can't see what destroyed your unit and units also won't try to move around the fence but straight through it. _________________ SHP Artist of Twisted Insurrection. Main Nod building SHP creator.
You can see how the deployed building is selected for one frame in the gif, and there is no cloak radius indicator around it (although, yes, it's well possible to do without). _________________ QUICK_EDIT
You can see how the deployed building is selected for one frame in the gif, and there is no cloak radius indicator around it .
Lin Kuei Ominae wrote:
the only way i found to achieve this, is via giving the laserfence section (not the post) a 1 cell radius cloak generator.
The fence section is not selectable and the post doesn't has the cloakgenerator keys, so you'll never see the radius indicator. _________________ SHP Artist of Twisted Insurrection. Main Nod building SHP creator.
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