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Currently EA has stated they have no interest in DMCA'ing Open RA, but... this is EA we're talking about. I wouldn't put it past them to suddenly decide Open RA is illegal if their remaster doesn't review or sell as well as anticipated.
Okay, now this is frakking awesome.
And that "Ho-ly-shit! Ho-ly-shit! Ho-ly-shit!" crowd chant when Frank goes nuts with the drum solo in the middle of Brain Freeze...
Edited by amitakartok on Jan 16th 2019 at 12:20:25 PM
Remaster Update and Source Code
An update on the status of the C&C Remaster: The team was able to find most of the original source code for Tib Dawn and Red Alert 1, but not all of it. In order to compensate for what is missing, and to also shore up any issues the original game engine had (of which there were many), they will combine engines and use Petroglyph's own RTS engine known as Glyph X to assist.
I won't jump the gun and state that Petro using their own RTS engine is bad news, but... the last well-polished and rounded RTS they created was Grey Goo. 8-Bit Armies and Forged Battalion were both sup-par RTS titles that were lacking so many features and felt unusually dated, so if that's the engine's capability instead of what was seen with Grey Goo than the project may be in for a bumpy ride.
And well... that's where I'm starting to think it might just be better for the staff to forget about a remaster and just outright remake at least one of the titles - preferably Tib Dawn. Red Alert 1 can come afterwards if the Remake proves successful.
I agree that doesn't sound very promising.
the tiberium sons put up their own recording (all instruments recorded individually and mastered in its own way a few days ago;
i've literally been listening to this concert nonstop during work, their version sounds so much better, and it's available as a playlist with the individual songs. they mixed the crowd participation better, too. even the "ho-ly shit!" chanting sound better, if that's your thing.
Yep, I've found this version in the meantime. Honestly lost count of how many times I listened to it and probably will for quite a few times more.
Because it rocks. I really hope Frank includes some remixes in the remaster as bonus tracks.
Louis Castle talks about Tiberian Sun:
And an Ars article discussing the game.
^ From extensive modding of the Tiberian Sun engine in both TS and Red Alert 2 I can tell you the article is right. The pathfinding system works....most of the time. There are a few edge cases where modding reveals either Westwood didn't think of it or didn't think anyone would do it in modding. For example setting a unit with a ground locomotor (like a tank) to cross cliff terrain. You can set the values to "jump" the cliff up or down and as pathable but the engine will natively try to avoid the cliff anyways in long range pathfinding calculations. Or run up to it then find a way around despite being able to climb it. Only clicking short range paths with the unit in question being right there would make it work.
Folks discovered this particular use case when trying to use hover vehicles as aircraft to allow dogfights and air to air combat since the airplane/helicopter locomotor in the base engine didn't allow such a thing. (Until fan hacks such as Rockpatch, N-patch and Ares came along that is...)
Interesting trivia about what direction Westwood wanted to take the Scrin/Tacitus/Forgotten subplots in.
Maybe one day there can be a reboot of the series, and we can try again.
A Spiritual Successor seems more likely tbh.
Tiberian Sun... Ah, that takes me back. I remember attempting to play that game for the first time back in high school—on a Pentium I. (With a game copy bought from the US.) Needless to say, the aforementioned rig bit off more than it could chew (it was playable, but the lag was real). Eventually got a Pentium III rig and the game ran much better (ditto Red Alert 2 and Emperor: Battle for Dune), and later replayed Tiberian Sun and Firestorm on a Pentium IV rig via The First Decade.
Sadly, the original Tiberian Sun CDs got lost along the way. If you're going to lend a game to a friend, have a foolproof way to return it.
Anyway, if the unit pathfinding actually worked all the time, then unit micromanagement wouldn't be a thing. Those Harvesters though... Instead of going for the more valuable blue Tiberium, they go for the bog-standard green ones instead (or do a mixed harvest of both). Or those Tiberium vein harvesters for Nod's Chemical Missiles (granted, they only harvest Tiberium veins/vines, but somethimes they go for the farthest areas instead of the closer ones that can potentially threaten your base perimeter). And, IIRC, Tiberian Sun had an early version of the waypointing system where you assign waypoints for your units to pass through in succession—with the unit pathfinding somewhat followed to the letter (unless it's an unexplored area, but I digress).
On a different note, I wonder how the C&C remaster is coming along? I hope this doesn't turn out to be a plot by EA to buy out Petroglyph...but who knows? Considering how some of their recent RTS games didn't get enough buzz or had lukewarm reception, Petroglyph might be tempted by EA's "investment"—in exchange for certain...concessions.
Edited by IncognitoNinja on Feb 28th 2019 at 10:55:28 PM
I have the CD, but then there's that pesky compatibility.
We now have a bit of an idea on how the artstyle is going to look, with Petroglyph showing off their remastered take on the construction yard... and it's certainly promising!
In related C & C late news, the actor who played General Mark Jamison Sheppard in Tiberium Dawn has sadly passed away.
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