HIT Forums

Developers Discussion => General Chat => Source Tutorials => Topic started by: Ackart on August 24, 2005, 03:36:25 AM

Title: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 03:36:25 AM
I always thought to myself "Hey, a Half Life 2 RTS would stomp some major ass."

Well, at the time, I had no clue how to mod any RTS games. And by that, I mean RTS games that ~matter~.

But then, one day, Red Alert 2 launced itself at my face. With it, came the XCC Mixer, the Open Source SHP maker, and other fun shit.


Well damn, I can mod Red Alert 2.



It's Crowbar time.


Okay, seriously. Modding in RA2 is a pain in the royal ass.

For instance, this is how I added the Civil Protection unit to the game:

I took like, fifteen screenshots of the CP in HLMV.

I turned those screenshots into PCX files, giving them a pallete.

I loaded them into a SHP maker. Got to shift though errors, and finally get a product.

Got to edit three INI files.

Go to TEH INTARWEB and get some screenshots of CP units.

Make the build icons for the CPs.

Edit some strings.

Pray.

Load the game.

And BAM! Fuckups! :D

(http://www.deathwinds.com/Hosted/Red/SCRN0010.jpg) RA2 doesn't like JPEG artifacts. In fact, the only reasonable unit there is the one with the orange remaps. But I am very proud of that build icon. It makes me happy.

Okay, the fact of the matter is that it's Half Life 2. In an RTS. The very concept of this idea rocks socks.

I'll actually update again when I get something update worthy. Like, a vehicle.

Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on August 24, 2005, 03:43:27 AM
i had all ways wished someone would make HL2 into a RTS mod for red alert 2 good luck
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on August 24, 2005, 03:57:59 AM
Ah, I see RedFox (sorry, 'bagel') is modding Red Alert 2.

Well, then.. the Sun/Alert engine.. I used to mess around with some stuff.  Get the newest version of OpenSHP, 3.34?

You might need TibEd 1.6 from VandeSande productions.  It helps edit INI files and whatnot.
http://www.tibed.net/

You'll probably need Final Alert 2, which isn't too hard to learn, it's the mapping program.  It's made by Matze and Westwood.
http://wagnerma.de/downloads.php

Some of the other XCC tools also might be helpful.

As well as these sites

westwood.com (omg dilapidated community oh noes!)
deezire.net
cncgames.com
cncnz.com

And uh.. search around I guess.

Best of luck to you in your future endeavors.  And this mod will rock.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: End Of Days on August 24, 2005, 05:49:57 AM
I got into modding the RA series a long time ago. I made maps and did some .ini editing shit. Made some pretty badass units to from just editing the .ini files.

Anyway, a HL2 mod for RA2 sounds pretty cool. Although buildings will be tough as HL2 is an FPS. Well, good luck Bagel
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: your evil twin on August 24, 2005, 09:27:43 AM
I loved editing the ini files, did it for both Red Alert, Tiberium Sun and Red Alert 2.

This is actually a rather clever idea, the technology stuff matches up well.  Remember the guns of the Chrono Legionaires?  Dark energy rifles!  Vaporising people just like the pulse rifle secondary fire balls.  I don't think it is possible to get a slow-moving projectile weapon to do the chrono effect, so you'll just have to settle for dark energy rifles rather than a proper pulse rifle secondary fire attack.

Heh, the Resistance could get the teleporting troops, because the Resistance has better control over teleportation.  But they wouldn't get the guns of the chrono legionaires. 
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 09:41:22 AM
I loved editing the ini files, did it for both Red Alert, Tiberium Sun and Red Alert 2.

This is actually a rather clever idea, the technology stuff matches up well.  Remember the guns of the Chrono Legionaires?  Dark energy rifles!  Vaporising people just like the pulse rifle secondary fire balls.  I don't think it is possible to get a slow-moving projectile weapon to do the chrono effect, so you'll just have to settle for dark energy rifles rather than a proper pulse rifle secondary fire attack.

Heh, the Resistance could get the teleporting troops, because the Resistance has better control over teleportation.  But they wouldn't get the guns of the chrono legionaires. 

The Resistance get teleportation, at the cost of a normal superweapon. But that's no big deal.. =3

And TibEd makes children cry at night. It's better to do it manually.

I'll post the list of Rebel units when I finish it.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on August 24, 2005, 09:51:58 AM
cood be cool for c&c: generals
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 10:28:23 AM
cood be cool for c&c: generals

Sorry, but I like modding games that, oh, I don't know, suck? Generals was a classic example of an EA Game: A giant ball of fad with some ripoff to make it sell. The game sucks. End of line.


And like I promised: REBEL UNITS.

Prices subject to change.

Civilian
Cost: 70
Weapon: CP Pistol
Weapon when Elite: SMG

Your run of the mill civilian that joined the rebel ranks to set things right. Being as such, they don’t cost much to train and equip, but their quality of armor isn’t as good as the Civil Protection Vests.

Marine
Cost: 250
Weapon: M-8
Weapon When Elite: SAW

Surviving soldiers from the Seven Hour War, and those trained under them. Using Pre-Combine tech, the Marines might seem inferior to the Combine Soldiers. This is not true. Thanks to the PCV (Powered Combat Vest) that each soldier is equipped with, they are able to take slightly more damage than the soldiers, as well as shoot farther with the M-8 MBR. However, once they reach Elite status, they lose this range bonus in favor of a larger caliber gun, thus gaining a higher attack rate.

Houndeye
Cost: 150
Weapon: Bite
Secondary Weapon: Shockwave

Houndeyes are small, dog like aliens brought over during the portal storms. Thanks to their fierce loyalty, and possible ESP, Houndeyes are fiercely loyal to their owners, and will attack any intruders on their territory. Plus, their sonic blast can be used to damage flesh and metal easily, allowing a rebel commander to “soften up” Combine defenses before a main attack. Sadly, Houndeyes lack any sort of natural armor, making them easy targets for anything with a gun.

Vortigaunts
Cost: 400
Weapon: Electric Blast

Vortigaunts were used mainly as alien slaves under the Ninilath’s rule of Xen. When freed involuntarily by Gordon Freeman, the Vortigaunts chose to band together with the human rebels instead of being enslaved yet again by the Combine. The Vortigaunts are able to channel energy through the binders that were once used to enslave them, emitting strong burst of electricity that can fry flesh and vehicles alike.

Engineers
Cost: 500
Weapon: Desert Eagle (.357)
Secondary: Building capture

Another group of Marines, trained in advanced entry. Engineers can take over any building, but at the cost of the engineer. For protection, the Engineers carry a Desert Eagle, outdated by today’s standards, but it works in a pinch. Sadly, thanks to the tank of compressed gas they carry on their back, they can’t take much damage before dying. Engineers ‘splode good.

Medic
Cost: 400
Weapon: Desert Eagle (.357)
Secondary: Heal

Identical to the Engineer, except they heal people and they don’t explode.

Special Ops
Cost: 700
Weapon: MP5
Secondary: Satchel Charge

When something needed to go away in a blast of heavy explosives, the Special Ops were called in. While it’s been a while since they’ve seen any real action other than blowing up Combine Supply Trains, these Spec Op soldiers still have their edge. One major problem is they don’t share PCV training with the Marines, thus making them more vulnerable to gunfire.

Gordon Freeman
Cost: 2500
Weapon: Classified
Secondary: Classified

Warning: Encryption Level Red-41. You are not authorized to view this file. If you believe you have received this message in error, please contact your System Administrator.


--Rebel Vehicles--

Mineral Harvester
Cost: 1000

A large, modified dump truck with a device on the front (“Mostly Combine”) that sorts through dirt and picks up only valuable metals. The truck can hold more valuable metals than it’s Combine counterpart, but at the cost of speed and armor.

Assault Buggy
Cost: 300
Weapon: Modified Gauss Cannon

The Assault Buggy was first used by Dr Eli Vance as a safe method of travel through the costal regions of City 17, an area infested with Ant Lions. Resistance Technicians have taken the original model, and enhanced it, covering the driver compartment with something that might actually stop bullets, at the cost of the buggy’s quick burst of speed.

M3A3 Bradley Fighting Vehicle Systems
Cost: 500
Weapon: M242 25mm "Bushmaster" Chain Gun

The M3A3 was used mainly in the Seven Hour War for transporting civilians to safety and getting soldiers to the front lines. This APC has been left to face the elements for many years, finally commandeered by the Rebels in their struggle against the Combine. While the armor is still mostly intact, the APC still shouldn’t go running off in search of some Striders, as the main weapon will do nothing considerable against vehicles or buildings.



M1A1 Main Battle Tank (Abrams)
Cost: 1600
Weapon: Main cannon
Secondary: Hunter Cannon

 Once a proud icon of a First World country’s war machine, the M1A1 is a formidable tank. A varied unit, the M1A1 can use it’s main cannon to crush vehicles and buildings, and it’s Hunter Cannon against Infantry and Air, allowing for battlefield superiority late in the game. The major drawback to this tank is it’s weak armor, where rust and spare parts have finally got to it. Still, any Combine commander that sees these massive tanks rolling up to their base had better have a good defense in place.

RBS (Robotic Delivery System)
Weapon: Nuclear Device

The RBS come from the work of Dr. Eli Vance at his Black Mesa East lab, needing some way to get through hazardous areas. The RBS shares the same body as the Combine Delvery Vehicle, with one major difference: Inside rests a nuclear payload, powerful enough to rip though any Combine base and want seconds. Using parts from the Combine and former nuclear powers, Dr. Vance has tweaked the nuke to have a small yield, and with minimal radiation. It’s slow speed, however, combined with it’s weak armor, is a slight relief to any Combine commander.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on August 24, 2005, 10:37:32 AM
are you gonna add combine walls for the combine?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 10:44:41 AM
are you gonna add combine walls for the combine?

Of course not! What are you thinking? Why, they get Nod walls!

 ::)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on August 24, 2005, 11:22:23 AM
Of course not! What are you thinking? Why, they get Nod walls!

 ::)

Nod walls? im sorry im not quite sure what it is....

any other info on the combine units?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Romka™ on August 24, 2005, 11:40:58 AM
Nod walls?
Don't you know the nod walls from C&C Tiberian Sun? "The Nod brotherhood" NOD, the red campaign in C&C1 and C&C3
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on August 24, 2005, 11:43:49 AM
Don't you know the nod walls from C&C Tiberian Sun? "The Nod brotherhood" NOD, the red campaign in C&C1 and C&C3

oh yeah i remember now
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 11:53:49 AM
Don't you know the nod walls from C&C Tiberian Sun? "The Nod brotherhood" NOD, the red campaign in C&C1 and C&C3

2.

Tiberian Sun is C&C 2.

Tiberian Twilight would be C&C 3, but EA will never make it because lol.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Romka™ on August 24, 2005, 12:06:19 PM
2.

Tiberian Sun is C&C 2.

Tiberian Twilight would be C&C 3, but EA will never make it because lol.
I thought it was this way:

C&C1 = Tiberian Dawn
C&C2 = Red Alert
C&C3 = Tiberian Sun
C&C4 = Red Alert 2
C&C(5) = Renegade
C&C(6) = Generals

Hmm :-\
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 12:49:17 PM
I thought it was this way:

C&C1 = Tiberian Dawn
C&C2 = Red Alert
C&C3 = Tiberian Sun
C&C4 = Red Alert 2
C&C(5) = Renegade
C&C(6) = Generals

Hmm :-\

Incorrect. Forever.

C&C 0 (Red Alert) C&C 1 (TD)  C&C 2 (TS)
Red Alert 2 (Not a part of the storyline)
Renegade
Shittyfg-IMEAN Generals.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Romka™ on August 24, 2005, 12:54:16 PM
Incorrect. Forever.

C&C 0 (Red Alert) C&C 1 (TD)  C&C 2 (TS)
Red Alert 2 (Not a part of the storyline)
Renegade
Shittyfg-IMEAN Generals.
Why zero for Red Alert?

And why shitty Generals . . . it's the best C&C ever released ???. Even because of the good mods like "Blitzkrieg II".
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 02:04:58 PM
Red Alert was a prequel to Tiberian Dawn, then EA went running with the storyline and made RA2.

And I find Generals to be the shittiest shit shit shit ever. It's not C&C. It. Is. Not. C. N. C. Its a bad Starcraft ripoff with modern events to sell more.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Matt on August 24, 2005, 02:43:30 PM
Red Alert wasnt a prequel to Tiberian Dawn. It was a 'What if...' type of game which split the C&C games into two 'universes'. Red Alert being where WW2 never happened because Hitler was killed before it happened.

The events that happen in Red Alert and Red Alert 2 have nothing to do with Tiberian Dawn or Tiberian Sun because they are happening in a 'parallel universe'
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Romka™ on August 24, 2005, 02:58:06 PM
Red Alert wasnt a prequel to Tiberian Dawn. It was a 'What if...' type of game which split the C&C games into two 'universes'. Red Alert being where WW2 never happened because Hitler was killed before it happened.

The events that happen in Red Alert and Red Alert 2 have nothing to do with Tiberian Dawn or Tiberian Sun because they are happening in a 'parallel universe'
Do you know the end movie of Red Alert for the Soviets . . . Kane was there and talked about the brotherhood of Nod. How do you explain this then ????
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on August 24, 2005, 03:13:24 PM
Sorry, but I like modding games that, oh, I don't know, suck? Generals was a classic example of an EA Game: A giant ball of fad with some ripoff to make it sell. The game sucks. End of line.

Owned.

And Matt, they aren't seperate universes..

as seen here in Westwood beta stages of Renegade 2.

(http://www.gamenavigator.ru/pub/gallery/news/news2002102703.jpg)
Mammoth Tank

(http://cnc.unleashed.ws/renegade2/images/ren2_ZepplinRT.jpg)
Kirov Airship.. with Nod emblem.

http://cnc.unleashed.ws/?content=renegade2/ren2

The Soviets disbanded and formed the Bortherhood of Nod.

But back on-topic, right?

Yes, TibEd is a nightmare, but it may help if you've never modded the Sun/Alert engine, or don't know what exactly to look for in the INI files.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Matt on August 24, 2005, 03:34:51 PM
Quote
The Red Alert series is set in an alternate timeline, created when Albert Einstein travels back in time and assassinates Adolf Hitler, in an attempt to prevent World War II. This backfires and results in an unchecked Soviet invasion of Europe by Joseph Stalin. The games typically follow the release of a game in the Tiberian timeline; however EA is currently working on a new Red Alert game instead of the anticipated Tiberian Twilight.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on August 24, 2005, 04:02:31 PM
are any HL2 units ingame yet redmcbeth??
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: End Of Days on August 24, 2005, 04:16:50 PM
I never liked Tiberian Sun. The graphics IMO were downsized and gameplay was clunky. I own all the C&C games except C&C Generals: Zero Hour which I plan to get when i get a better rig. Generals rules the lot though.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Mirror on August 24, 2005, 05:20:30 PM
Oh damn this is how I though it went but Matt is correct

Red Alert(Kane freezes himself at Soviets lose.)
C&C Tiberan Dawn(Allies Form GDI and Kane makes Nod) Spoiler: Kane "dies" but in Tiberian Sun he is back some how.
C&C Tiberian Sun(GDI and NOD still fighting)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Romka™ on August 24, 2005, 05:34:40 PM
. . . Generals rules the lot though.
But Zero Hour rules even more :P.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on August 24, 2005, 05:41:01 PM
But Zero Hour rules even more :P.


true, generals story werent that great, but red alearts story is briliant
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: SureShot on August 24, 2005, 05:57:18 PM
I dont see the problem with Generals?  I think its a fantastic game, and much easier to mod than RA2.  If you can appreciate it as a standalone game, then yeah, its good.  It wasnt meant to have a story, it was just made as a new RTS multiplayer game.

I always thought:

RA1 - The whole Stalin thang, borked timeline and such.  (end of RA1 Soviet campaign, you see Kane).
RA2 - The 80's / 90's ... Soviets invade the US.
C&C 1 - Late 90's / Early 00's Due to an increase in global terrorism, the United Nations come to an agreement on the new Global Defense Initiative program.  Terrorist elements form together and become NOD.
C&C Renegade - NOD cells start poking around, and GDI commando Havoc is sent in to stop em etc.
C&C (2) TS - GDI becomes the new United Nations, and oversees global counter-terrorism and military manouveres.

I suppose the Generals story could be considered as the reason why GDI is formed, due to the GLA becoming an evermore expanding threat.  But I consider it as a standalone tbh.

Anyhizzle, I used to work on RA2 modding a while back, creating voxels and GUI kits.  Been a while though, if you see me in IRC gimme a poke and I'll try and help out.  God I wish they'd make a working .w3d plugin for 3ds max  >:(

ps. Airforce General ftw.

Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on August 24, 2005, 09:24:01 PM
redmcbeth give me some unit editing tools or skinning tools for RA2 and i think i could help you with the mod???
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 24, 2005, 10:55:50 PM
All of you that wish to help: Contact via MSN, GTALK, or AIM.


And Generals is fun, I'll admit. But it's not C&C.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Jeebus McChrist on August 24, 2005, 11:01:24 PM
This wins so much win it hurts. Combining two of my favorite games, yes plz.

And on the Generals subject, I never found the game remotely interesting. See, I hated Starcraft's shitty construction ideals and the game in itself, and since Generals was a big steaming bucket of Starcraft (BECAUSE APPARENTLY EA THINKS C&C IS STARCRAFT) I fucking hate the game.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on August 25, 2005, 12:36:55 AM
The Red Alert series is set in an alternate timeline, created when Albert Einstein travels back in time and assassinates Adolf Hitler, in an attempt to prevent World War II. This backfires and results in an unchecked Soviet invasion of Europe by Joseph Stalin. The games typically follow the release of a game in the Tiberian timeline; however EA is currently working on a new Red Alert game instead of the anticipated Tiberian Twilight.

Yes, that may be true, but RA2 was Westwood's storyline.  THey are speaking of Red Alert 3 that was actually somewhat announced but then denied by the company.

It actually is all one story, leaving out Generals and Sole Survivor.

It would have gone like this, had Westwood not died.

Red Alert 1940-50 - Alternate WWII Scenario.

Red Alert 2 1960-70 - Alternate Cold War Scenario.

Yuri's Revenge 1960-70 - Hidden Cold War Scenario, had to travel back in time to stop enemy.

Tiberian Dawn (aka C&C) 1995 - New age of war over precious new element discovered.

Renegade 2017 - Still fighting the war, interconnected with Tiberian Dawn.

Renegade 2 2XXX (between 2017 and 2030) - Nod has been destroyed.. remnants fight with old technology hidden before the destruction of the Soviets.

Tiberian Sun 2030 - War begins again, Nod has regrouped, world is war-torn and mostly barren with Tiberian plague.

Firestorm 2030-31 - Cabal arises as a new world power against both forces, he is *gasp* actually Kane.

Tiberian Twilight & Continuum (after the second Tiberian War) - The end of Westwood conception for the timeline.  Continuum was an MMO in the Tiberian universe, and Twilight was the sequel to Sun.  Cabal still exists as remnant forces, but still remain as a threat to Nod and GDI.

Information collected from Westwood employees, manuals, interviews, concept art, strategy guides, and so on.  All are official sources.

Oh, and the only reason why I know all this is because I worked at a very big Command and Conquer website for some time.

And for other stuff look here.

http://www.planetcnc.com/features/encyclopedia/cnccanon/

Sorry to go so off topic.. but in this conext it really isn't.

/ontopic


A Half-Life 2 RTS.  The Sides woul be COmbine, Resistance.. anyone else?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 25, 2005, 03:38:00 AM
The Red Alert series is set in an alternate timeline, created when Albert Einstein travels back in time and assassinates Adolf Hitler, in an attempt to prevent World War II. This backfires and results in an unchecked Soviet invasion of Europe by Joseph Stalin. The games typically follow the release of a game in the Tiberian timeline; however EA is currently working on a new Red Alert game instead of the anticipated Tiberian Twilight.

Yes, that may be true, but RA2 was Westwood's storyline.  THey are speaking of Red Alert 3 that was actually somewhat announced but then denied by the company.

It actually is all one story, leaving out Generals and Sole Survivor.

It would have gone like this, had Westwood not died.

Red Alert 1940-50 - Alternate WWII Scenario.

Red Alert 2 1960-70 - Alternate Cold War Scenario.

Yuri's Revenge 1960-70 - Hidden Cold War Scenario, had to travel back in time to stop enemy.

Tiberian Dawn (aka C&C) 1995 - New age of war over precious new element discovered.

Renegade 2017 - Still fighting the war, interconnected with Tiberian Dawn.

Renegade 2 2XXX (between 2017 and 2030) - Nod has been destroyed.. remnants fight with old technology hidden before the destruction of the Soviets.

Tiberian Sun 2030 - War begins again, Nod has regrouped, world is war-torn and mostly barren with Tiberian plague.

Firestorm 2030-31 - Cabal arises as a new world power against both forces, he is *gasp* actually Kane.

Tiberian Twilight & Continuum (after the second Tiberian War) - The end of Westwood conception for the timeline.  Continuum was an MMO in the Tiberian universe, and Twilight was the sequel to Sun.  Cabal still exists as remnant forces, but still remain as a threat to Nod and GDI.

Information collected from Westwood employees, manuals, interviews, concept art, strategy guides, and so on.  All are official sources.

Oh, and the only reason why I know all this is be :-*

Sorry, but I have to shit all over that.

Westwood never wanted to make Red Alert 2. EA, however, wanted to make money. GUESS WHAT HAPPENED?

So, it goes like this:

Red Alert - Tiberian Dawn - (lollergade) - Tiberian Sun - Tiberian Twilight
           \
              Red Alert 2 - Yuri's- Renedage 2





Generals.


Renegade 2 was a fun little project to try and see how to bring the RA storyline and the Tiberium stories together again. EA detected fun, and had to shit all over everything. Ever.






And the two sides in the mod are going to be The Resistance and the Combine, that's it.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on August 25, 2005, 04:00:04 AM
All right then.  But will you create a type of civilian force?  That includes Xen and Citizens and whatnot?  They would most likely attack each other as well.

But I still stand next to my first assumptions.  EA didn't officially take over Westwood until after Renegade was released, and Renegade 2 was a look into how they became one storyline, but also included units from Red Alert 2.  These included the Prism Tank, Apocalypse tank, Kirov airship (zepplin), and the Rhino tank.

However, every expansion pack seems to go further from the storyline, as does the ending of the Nod/Soviet campaign, as it would eventually affect all other games in the series.

And I stand by my thoughts.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Mirror on August 25, 2005, 04:13:26 AM
Hows your mod going? How many things you have done? I may have a few ideas you can do.

Combine

 Command Center - Of Course a citadel.

 Barracks - maybe like a teleporter thing cause you know how they have one way teleporters.

 Engineer - Stalker

 Telsa Soldier - Enslaved Vortigant

 Flak Trak - Combine APC

 Tanks - Crab Synths or Striders

 Siege Copter - Gunship

 Hind - Light Mine Helicopter.

 Telsa Coil - The Surpression devise.

 Wall - Shield

Resistance

 All Types of soldiers - Resistance with armored ones of course.

 Engineer - Vortigaunt or Refugee Citizen [White Uniform]

 Medic - Citizen Medic

 Vehicles - APC varients.

 Tanya - Alyx

Then again aren't you make your own races. Right? Not just replace current sprites for the races.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on August 25, 2005, 04:30:27 AM
Combine

Don't forget Mortar synths.  And instead of Chinook the dropship.

Superweapon.. Nexus beam (the laser used when trying to infiltrate that one domed building) and or Headcrab shelling.  That would be neat.

Resistance

Vortigaunts

Superweapon.. hmm.. wow, the combine can't be hurt by Superweapons.. Gas masks, Laser gun emplacements for blowing up missiles.. wait... Antlions.. thousands of them..
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Mirror on August 25, 2005, 04:34:15 AM
Combine

Don't forget Mortar synths.  And instead of Chinook the dropship.

Superweapon.. Nexus beam (the laser used when trying to infiltrate that one domed building) and or Headcrab shelling.  That would be neat.

Resistance

Vortigaunts

Superweapon.. hmm.. wow, the combine can't be hurt by Superweapons.. Gas masks, Laser gun emplacements for blowing up missiles.. wait... Antlions.. thousands of them..

Combine's super weapon could be heavy crab shelling.

Maybe it could be like a bombardment of Nexus Beams.

Or maybe like a paradrop you know except its like 5 gunships full of elites.




Resistance super weapon can be teleportation since they have better teleport technology.

Maybe for grenadiers for resistance it could be bug bait. LOL
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 25, 2005, 04:49:30 AM
A citadel as the command Center? How about a Citadel UPLINK, seeing as how the Citadels are freaking huge.


The rebels don't get a super weapon, persay. But they do get a Teleportation device.

Headcrab shelling has been planned.

Combine Superweapon = Really big laser beam.



Oh, anyone want to help make models for buildings and units? It wouldn't have to be lollerdetail, and poly counts don't matter. At all. Ever.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Mirror on August 25, 2005, 05:00:42 AM
If you give me a tutorial on how ot make it and the tools maybe.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 25, 2005, 07:13:45 AM
*Sigh.*

Those of you that want tools, and a crash course on the modern way of Modding C&C, and possibly acopyofra2ifyoudontownit get in contact with me somehow, preferrably with MSN, or AIM, or Google Talk.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Miko on August 25, 2005, 07:56:43 AM
Heres my Verdict. CNC and CNC red alert are seperate universes
Though CNC red alert does have some ties to the CNC Tiberian Dawn and TS, the actions in red alert 2 take place in a different universe. it doesnt link up at all
i mean if we had that tech in red alert 2 you would think Tiberian Dawn would be much more advanced than it is.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Matt on August 25, 2005, 10:16:25 AM
Heres my Verdict. CNC and CNC red alert are seperate universes
Though CNC red alert does have some ties to the CNC Tiberian Dawn and TS, the actions in red alert 2 take place in a different universe. it doesnt link up at all
i mean if we had that tech in red alert 2 you would think Tiberian Dawn would be much more advanced than it is.
Also why would they show Einstein going back in time and killing Hitler at the start of Red Alert? Altering time usually suggests creating alternate timelines, you saying they just added it for no reason at all? I find that highly unlikely
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 25, 2005, 01:18:06 PM
I think what Westwood beleives is that the events happen in RA2 because of the continued use of the Chronosphere, in another universe, so to say, while less use leads to Tiberian Dawn.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Liquidator on August 25, 2005, 02:23:36 PM
http://www.half-life.ru/ralert/news.html ;D
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 25, 2005, 10:39:12 PM
I can't read Russian. :(
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on August 26, 2005, 12:06:09 AM
I can't read Russian. :(

It talks about a mod for Half-Life about Red Alert or Vice Versa..
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 26, 2005, 01:09:19 AM
Actually, I do beleive it's just a mod named "Red Alert."


Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 26, 2005, 06:51:46 AM
With the power of double posting, I bring you: Red Alert 2 Modding Tools!


The actual tools: http://www.modenc.renegadeprojects.com/index.php?title=Tools A WIKI with all sorts of modding information.

Something that would help Voxel making tenfold is a plugin for 3DS Max that exports 3D Models as Voxels. I'll try and find the link.

http://www.modenc.renegadeprojects.com/index.php?title=Category:Tutorials Er, tutorials.

Thanks to that Wiki, most of everything is covered. If you still want to help (Building models = very yes. *Glares at Sureshot*, just say so and I'll attempt to contact you.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on August 26, 2005, 01:51:36 PM
red! what units have you completed for the HL2 redalert mod
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 26, 2005, 02:24:24 PM
The CP.


I'm still concepting the various units, but I did add something cool.

It's red, it's squishy, and you'll have to wait for me to get a screenshot of it.

Now, school calls.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Liquidator on August 26, 2005, 02:29:02 PM
Actually, I do beleive it's just a mod named "Red Alert."
Yeah, you are right, but these identical names... It's not good ;) Name of your mod looks like a second part of their one ::)
may be Yuri's Revenge Source? :)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Matt on August 26, 2005, 02:40:03 PM
Yeah, you are right, but these identical names... It's not good ;) Name of your mod looks like a second part of their one ::)
may be Yuri's Revenge Source? :)
But his is a mod for Red Alert 2, their is a mod for HL
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Liquidator on August 26, 2005, 03:06:14 PM
Ya? sorry... hm.. but this site about hl ;D ok-ok ;)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on August 26, 2005, 03:40:09 PM
Red! in the Redalert mod i think you should have barney

name:barney calhoun                                                         name:adrian shepherd
weapon:pistol                                                                   weapon:MP5,Knife
skill:crack shot,takes a lot of damage                                    skill:can boast marines damage for a short time and can do sneak
                                                                                     Attack
name:walter(scientist)
weapon:none
skill:can heal injured units

i hope this helps you red
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: SureShot on August 26, 2005, 06:42:05 PM
Thanks to that Wiki, most of everything is covered. If you still want to help (Building models = very yes. *Glares at Sureshot*, just say so and I'll attempt to contact you.

Wjat u talkin bout sucka?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Liquidator on August 26, 2005, 09:59:48 PM
What?? ???
Sucka in Russian means Bitch
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 26, 2005, 10:35:47 PM
What?? ???
Sucka in Russian means Bitch

Kay.


Anyway, there isn't a damn "Red Alert" in the name It's the name of the game I'm modding, not the mod name. The mod name is "Overwatch"

Kay?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 29, 2005, 12:05:31 PM
Updates! :D

Introducing....

The Rebel Marine!

(http://www.deathwinds.com/Hosted/Red/SCRN0011.jpg)

Quote
Surviving soldiers from the Seven Hour War, and those trained under them. Using Pre-Combine tech, the Marines might seem inferior to the Combine Soldiers. This is not true. Thanks to the PCV (Powered Combat Vest) that each soldier is equipped with, they are able to take slightly more damage than the soldiers, as well as shoot farther with the M-8 MBR. However, once they reach Elite status, they lose this range bonus in favor of a larger caliber gun, thus gaining a higher attack rate.

(http://www.deathwinds.com/Hosted/Red/SCRN0014.jpg)
Another screenshot... that shows off BLOOD!

I'd also like to redo that SHP at sometime, as it's misalligned and quite low def. Perhaps if I could get the source to an HGrunt model *COUGHCOUGH*

Also, still in need of someone who can model buildings. I'm going to try my hand at Voxel editing today.


Red, out.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: SureShot on August 29, 2005, 03:54:35 PM
OMG I LOVE THAT MAP!

I'll have a look into that 3ds->voxel crap for buildings.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on August 29, 2005, 04:10:02 PM
red mcbeth when will overwatch be releashed
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Matt on August 29, 2005, 04:20:23 PM
red mcbeth when will overwatch be releashed
When its done  ::)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Garompa on August 29, 2005, 08:58:54 PM
The grunts look a bit oversized, and you should take the pics from the direction the maps and other things are, like when the buildings are like _/ and the grunts are _|
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 29, 2005, 11:24:31 PM
The grunts look a bit oversized, and you should take the pics from the direction the maps and other things are, like when the buildings are like _/ and the grunts are _|

Huh?

And Sureshot: Buildings != Voxels. Buildingsa re just images, making it easier.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: lasershock on August 30, 2005, 05:04:30 PM
are you going to mix hl1 and hl2 just like that? actually a expansion would be cooler
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Tsunami on August 30, 2005, 05:16:27 PM
Are those LD grunts?

I love you.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Sgt Wilko on August 30, 2005, 09:29:43 PM
Huh?

And Sureshot: Buildings != Voxels. Buildingsa re just images, making it easier.

I believe Red McBeth, Garompa means that the buildings are all at a slant and your Hgrunts are not, making them look 'odd'.

As for the mod. It looks great! I've always wanted to see the Half-Life world in Red Alert.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 30, 2005, 10:25:41 PM
are you going to mix hl1 and hl2 just like that? actually a expansion would be cooler

Dear idiots who don't read former posts,

FUCKINNG READ THEM.

Lots of love,

Red.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: SureShot on August 30, 2005, 11:55:00 PM
I gotta say, these 3dsmax plugins for shp creation are pretty spiffy, if not buggy as fuck.  Thankfully, captain google saved the day and I think I've got the hang of shp ... erm ... ing, shping, yeah thats what I'll call it, shping.  Like Shipping, but without the i and extra p >.>

Basically, one method is to model and texture the building, setup a camera at the proper angle as per RA2/TS (30 degrees iirc) and render it and do some fiddling in photoshop then convert to shp / voxels.  The other is basically a program that cuts out the fiddling and converts the model into a voxel from the word go.  But thats where it goes buggy, its a bit trial and error because of RA2's normals being pretty unresearched and well ... it sucks :(

I'll fiddle some more and if it goes a-ok, then once im done with RECB work and my personal projects, I'll see about doing some buildings and stuffs.  I got yer MSN so yeah.

ps. SOME OF THIS THREADS INHABITANTS HAVE THE OBSERVATIONAL SKILLS OF A PLUM.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: themannwhoknows on August 31, 2005, 12:26:31 AM
Marines!? ??? >:(
Why not just resistance fighters?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: SureShot on August 31, 2005, 12:55:23 AM
Marines!? ??? >:(
Why not just resistance fighters?

Or how about they ARE resistance fighters, just USMC resistance fighters that survived.  Kinda like the elite rebels ... or something.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 31, 2005, 02:43:33 AM
I gotta say, these 3dsmax plugins for shp creation are pretty spiffy, if not buggy as fuck.  Thankfully, captain google saved the day and I think I've got the hang of shp ... erm ... ing, shping, yeah thats what I'll call it, shping.  Like Shipping, but without the i and extra p >.>

Basically, one method is to model and texture the building, setup a camera at the proper angle as per RA2/TS (30 degrees iirc) and render it and do some fiddling in photoshop then convert to shp / voxels.  The other is basically a program that cuts out the fiddling and converts the model into a voxel from the word go.  But thats where it goes buggy, its a bit trial and error because of RA2's normals being pretty unresearched and well ... it sucks :(

I'll fiddle some more and if it goes a-ok, then once im done with RECB work and my personal projects, I'll see about doing some buildings and stuffs.  I got yer MSN so yeah.

ps. SOME OF THIS THREADS INHABITANTS HAVE THE OBSERVATIONAL SKILLS OF A PLUM.

RA2 Normals is where PPM comes in to save THE DAY.


And FOR FUCKS SAKE. PEOPLE. READ THE POST THAT HAS THE MARINE PICTURES. IT EXPLAINS WHY THE MARINES EXIST.

THANK YOU AND HAVE A GREAT FUCKING DAY.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: themannwhoknows on August 31, 2005, 02:50:50 AM
I read your resistance units thing im not refering to the ld hgrunts pic.
To be honest I just dont like the idea of the marines it just doesnt go with the whole resistance thing.
But hell its your mod do what you like.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 31, 2005, 06:09:52 AM
Mmm, update.

Got a new tank in game, but it needs a new voxel. Badly.

(http://www.deathwinds.com/Hosted/Red/SCRN0021.jpg)

(http://www.deathwinds.com/Hosted/Red/SCRN0023.jpg)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Tsunami on August 31, 2005, 04:37:42 PM
The tank has little if anything to do with Half-life, but hey, it's got EXPLOSIONS!
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 31, 2005, 08:35:44 PM
The tank has little if anything to do with Half-life, but hey, it's got EXPLOSIONS!

The FILENAME proudly said "ABRAMS M1A1", but it looks like the bastard child of modern technoligy.

And plus, it's silver. It looks like it was made yesterday.

Blah.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Tsunami on August 31, 2005, 09:43:35 PM
How about the BTR-90? I think that's the APC seen in the game (abandoned, during Highway 17), plus it's the SvenCoop one. From experience in Battlefield 2, I know these things can be just as deadly as an M1A1 (especially to troops).
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on August 31, 2005, 10:56:58 PM
It was Voxel editing day today.

(http://www.deathwinds.com/Hosted/Red/SCRN0041.jpg)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on August 31, 2005, 11:27:23 PM
almost cant see the damn ospreys
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on September 05, 2005, 12:02:35 AM
Aye....


Hmm, guys. Just a general pollish thing.

Should I continue using Red Alert 2? Or should I move on to Generals? I just got Generals (Again) today, and it's fucking easy to mod. So, what do people think?

~Red.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: The_6th_Monkey on September 05, 2005, 12:14:51 AM
I don't have generals so I say RE2 lol
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Jeebus McChrist on September 05, 2005, 04:33:07 AM
Aye....


Hmm, guys. Just a general pollish thing.

Should I continue using Red Alert 2? Or should I move on to Generals? I just got Generals (Again) today, and it's fucking easy to mod. So, what do people think?

~Red.

I disagree because General's was a horrifying sack of ball sweat.

Jeez, if it'll stay in Red Alert 2, I'll teach myself how to do things for the mod and help you. A lot.

As long as it isn't ported to General's. Oh god as long as it isn't ported to Generals.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Zavaro on September 05, 2005, 08:17:08 AM
It really doesn't matter.  I think RA2 is better.  But generals would probably look nicer, and you could maybe.. well port the models right to the W3D form.  I've never done any porting of GoldSrc to Westwood3D engine, but it might work, and probably with some ease.  But other than that, RA2 is better than Generals.

This is a list of things Generals isn't/hasn't got and Red Alert 2 is/has

RA2 has a netcode that isn't ripped from pong.
Alarmstufe Rot 2 (RA2) also has very simple changing of INI files that control everything
RA2 has very flexible AI, that generally don't suck, and work with most mods easily
Red Alert 2 was a great game
Red Alert has a true Command and Conquer UI and tech system as well as gameplay
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: beretta on September 05, 2005, 01:05:09 PM
i think RA2 it looks good on that so please make it for RA2
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: baracuda on September 05, 2005, 01:21:01 PM
Aye....


Hmm, guys. Just a general pollish thing.

Should I continue using Red Alert 2? Or should I move on to Generals? I just got Generals (Again) today, and it's fucking easy to mod. So, what do people think?

~Red.


stay on RE2 and when your done you cood think about generals
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Sgt Wilko on September 05, 2005, 03:12:11 PM
Generals itself wasn't that great - but the total conversions and mods that are avaliable for it make it a very fun game.

I've just started modelling for it now... Its very customisable. But, its a game that you either like or loath completely.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: End Of Days on September 05, 2005, 04:34:55 PM
I say General cause you aren't so limited in modding. I like Generals over RA2 personally. Special effect, models and graphics are much more spify then RA2.

But anyway, it's you're choice.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: lasershock on September 08, 2005, 04:08:36 PM
i also say Generals because of the better graphics
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Tsunami on September 08, 2005, 04:34:23 PM
Graphics are nothing without gameplay... so I'd say stick with RA2 if that's what you prefer, there's no point changing to a worse game just for better graphics.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: themannwhoknows on September 08, 2005, 05:23:57 PM
Better graphics Hahaahaha! :D
You call two big stcks stuck together supposed to a be an ak 47 better graphics.
Although chineise napalm strikes where very fun ohh but the nukes sucked..again.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Sgt Wilko on September 08, 2005, 06:44:44 PM
So you looked at it for 10 seconds, then went off saying that it was crap.
Effects and models can be changed. But you don't seem to understand that.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: themannwhoknows on September 09, 2005, 05:13:53 PM
If by 10 seconds you mean three months then yes.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: The_6th_Monkey on September 21, 2005, 09:52:09 PM
Hey man update plz!
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on September 21, 2005, 10:05:08 PM
Don't worry, update coming soon. I've been busy. But hey.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on May 23, 2006, 12:22:16 PM
---------------------------------------------------------------------------------------------------------------------------------------------------

Holy shit, when I meant an update was coming, I didn't mean it would take this friggin long.

In any case, production stopped for a while. I'm sorry, but back many many months ago Cold Blood was starting to gear up. Well, that released.

Ragnarok Arena is a fun sideproject that doesn't take ALL THAT MUCH WORK.

So, I look back at my giant archive of mods. And I see Overwatch.

And it's good.

In any case, I've gone back and rethought the game logic. Hold on to your hats, this is gonna be a long one:

I've decided to split the rebels into two. The North American Rebels and the European Rebels. The European Rebels are much like what you would see in City 17, using a lot of Combine weaponry along with old tech from the world before the occupation. These forces will be using MP7s, AK47s, RPG7s, anything readily available. The main armed unit of the European Rebellion will be the Gauss Buggy we all know and love, with the <Fill-In-Later> APC seen broken down in HL2 picking up the heavy slack. The Euro Rebels will be more of a hit and run, multiple base force which brings me on to base building. Euro Rebel buildings aren't built up in the normal sense, they are teleported in from a safe location away from the battlefield. However, if the Teleportation Chamber (MCV) is destroyed, you obviously can't bring new things in. The Euro Rebel style is dirty, built from scrap in a sort of way. The hero of the European Rebellion is Barney Calhoun, armed with a Combine Pulse Rifle. As such, he is normally anti-infantry and anti-vehicle. Moving on...

The American rebels are the remains of the United States/Canadian/Mexican Armed Forces, along with some civilian help. We see the return of the Marines using PCVs and M16s/M8s/OICWs, Bradley's, M1A1s, and Apaches. Don't get me wrong, this stuff has been around for a few days and will reflect it's age, but an American Rebellion force can rush early, as it will swamp a group of Combine still using MP7 CPs and APCs. American buildings are build with manual labor around the Construction Area (MCV), so buildings take longer to build. However, they tend to be stronger and more structurally sound than the European buildings. The Hero Unit of the American Rebellion is Adrian Shepard, armed with a Gauss Cannon that can take out air and ground units. And now, what you have all been waiting for..

The Universal Union (Combine)

I don't believe these aliens need much introduction, now do they? They have the most robust army in the game, ranging from CP units to Combine Elites. With Hunter Choppers, Gunships, Dropships, APCs, Striders and Crab Synths, you're talking about a heavy force rumbling down at your base. However, what they have in offence they lack in defense. While a rebel base might be a tough nut to crack with many defenses, the Combine rely on heavy buildings and almost no base defense what-so-ever. The Combine actually have no Hero Unit - No face to guide them, since Breen went up in a puff of fire that wiped out City 17. Instead, you face a faceless army of Alien Hybrids ready to kick the ass of anything that stands in their way.

ps. Sorry for raising a topic from months of sleep, but I didn't think any new topic would justify itself. In retrospect, I should have done the same thing with Ragnarok Arena. Oh well.

psps. Ingame screens coming as soon as I get stuff set up. Again.

pspsps. Still using Red Alert 2, bitches.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: your evil twin on May 23, 2006, 04:19:06 PM
I look forward to this immensely!
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Tsunami on May 23, 2006, 06:29:18 PM
It sounds good so far, but there's a couple of plot things I feel like pointing out. Wasn't North America completely overrun or destroyed? I thought that was why Eastern Europe (City 17) was full of American refugees. And Breen isn't dead either, he's in Episode 1.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: gtaiiilc on May 23, 2006, 08:14:10 PM
Quote
Mineral Harvester
Cost: 1000

A large, modified dump truck with a device on the front (“Mostly Combine”) that sorts through dirt and picks up only valuable metals. The truck can hold more valuable metals than it’s Combine counterpart, but at the cost of speed and armor.
I think it needs to be a digger from the beta I bet romka has a skin for it ;).
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: James on May 23, 2006, 08:25:15 PM
*Sigh*

I think you need to research the legality of the beta. Oh, I forgot. The beta increases your penis size.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: gtaiiilc on May 23, 2006, 09:09:44 PM
*Sigh*

I think you need to research the legality of the beta. Oh, I forgot. The beta increases your penis size.
he said he was taking pics in the model viewer witch is not illegal but using models from other games is!and the combine needs to be lead by the big slug!(adviser)
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: James on May 23, 2006, 10:16:31 PM
I am well aware of this. However, taking pictures means you have to have the beta to take pictures from it, which is illegal.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on May 23, 2006, 11:46:05 PM
Guys, please. I haven't had a good concept of harvesters yet, but I do beleive the American side will use a variant of the old RA1 harvester. I <3 that truck.

ps. America wasn't overrun completely. The only reason the Black Mesa Crew is in Europe is that they went there after Black Mesa to keep from being killed by the American Government, as far as I know.

psps. I need a concept artist. Anyonen wishing to fill that void?
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Comrade Tiki on May 26, 2006, 07:46:40 PM
The APC seems to be fictional, but most resembles the BRDM-2, as different as the front is.
BRDM2: http://img182.imageshack.us/img182/2851/brdm2wheeledarmouredvehiclerus.jpg
HL2APC: http://img144.exs.cx/img144/5075/dam59db.jpg

Additionally, look at this website's Former Soviet and Russian Weapon Systems links at the bottom. Awesome icons!
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: Ackart on May 27, 2006, 09:59:07 PM
The APC seems to be fictional, but most resembles the BRDM-2, as different as the front is.
BRDM2: http://img182.imageshack.us/img182/2851/brdm2wheeledarmouredvehiclerus.jpg
HL2APC: http://img144.exs.cx/img144/5075/dam59db.jpg

Additionally, look at this website's Former Soviet and Russian Weapon Systems links at the bottom. Awesome icons!

Tiki: Thanks much.

And for anyone who doesn't HAVE RA2 (>.>) this came up on Planet C&C today:
http://www.purera2.com/index.php?page=contact

Aparently... it's a site handing out free RA2 copies to spark interest in the game once again. Only for the US and the UK.
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: gtaiiilc on May 29, 2006, 09:53:12 PM
yes now I can learn whats the game about and get to play this mod!
Title: Re: Overwatch (omg Red Alert 2 Mod)
Post by: gtaiiilc on June 01, 2006, 05:28:31 AM
oops double post but will the new power be in the mod?