Terrain Objects and the Airstrike

Several "new" terrain objects have been added to DTA 1.11 by converting existing terrain objects between theaters.
To create trees for the desert theater I simply used the (unused) burned frames of the temperate trees.

I put a bit more work into converting the desert rocks and bushes for the temperate theater however (especially the rocks).


Also a proper airstrike superweapon has finally been added (the airstrike's animations were made and coded by Lin Kuei Ominae), although it will only appear as a crate goodie on multiplayer maps.

You can click the image to view the airstrike in action during a multiplayer match against the AI, but don't mind the seemingly incompetent AI; due to a fluke 2 AIs started on the same spot and since there wasn't enough space this caused them to block the only passage to the base.

Tiberium lighting and roads

A problem with the tiberium in Tiberian Sun is that it always has exactly the same brightness, regardless of what ambient lighting the map has or what light posts are placed around it. Since the imagine of Tiberian Sun's tiberium mostly consists out of the tiberium crystal, it often still looks acceptable; this unfortunately isn't the case for DTA's tiberium however. Since the image of DTA's tiberium mostly exists out of the pod of the tiberium (in TS the pod is almost entirely covered up by the crystal), it actually looks hideous when the tiberium is brighter than the terrain around it and this forced mappers to always stick with the default lighting in the past.

Fortunately this is no longer the case in DTA 1.11 however, thanks to a hack from CCHyper. This hack disables certain properties of the tiberium, thanks to which the tiberium now gets affected by lighting like every other terrain object (overlay).

In this image you can see how the tiberium now looks with different lighting, with the default lighting at the top.

This hack did have a few downsides however; one being that tiberium can no longer be ramapable (meaning you can't configure the color for its crystals to use in rules.ini), but I could easily overcome this problem by replacing the remapable colors and thus making manually making different images for green and blue tiberium. As you can see at the top of the image, the green tiberium now looks exactly as it did in TD and the blue tiberium simply uses what available blue colors I had on the palette.
The other downside is that tiberium will no longer place a random patch when using the "Paint green/blue tiberium" tool, meaning the only way to prevent tiberium fields from looking repetitive is by manually mixing different tiberium patches by selecting them from the overlay list when placing a tiberium field on a map. This indeed gives mappers a little extra work, but the downsides are still heavily outweighed by the advantages.


Another thing that has changed is the roads. Whether you noticed or not, DTA's roads actually looked sort of blurry and the perspective of some of the objects next to the roads seemed a bit off, so I decided to remake both the temperate roads and the desert roads for DTA 1.11 (click the links to see the difference in a gif animation).

Desert Water Cliffs

It's been a while since the last update already (I'm a lousy news poster, I know), but I'll try to start posting updates more frequently from now on. Regardless of the lack of updates DTA 1.11's development has progressed a lot, so I do have a few things I'll be able to show off in future updates.

First off, water cliffs, waterfalls and high bridges over water for the desert theater. DTA 1.10 only has these for the temperate theater considering Tiberian Dawn and Red Alert 1 had no desert water cliffs to convert to begin with, so for DTA 1.11 I ended up making my own instead.

Feb-13 2011: DTA 1.11 Progress

It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy.
So rather than being dead, DTA's development is in fact more alive than ever:

Many improvements have been made and many new features have been added to the enhanced mode, of which you'll be able to catch a glimpse in some of the new screenshots;

There's already twice as many multiplayer maps as there were before and many maps also have a "comp stomp" version, on which the human and AI players start on the same side of the map, after which the human players have to send their MCVs into teleporters, which then instantly transport them to the other side of the map. This means you can 'east vs west' or 'north vs south' battles against the AI. And the AI by the way, has been improved a lot.

Rampastein completely recoded DTA's AI and as you can see in the images above, the new AI really is no joke (and that's still only on medium difficulty level).
But...

...as tough as the new AI is, it's of course not unbeatable. Smile

In addition to all this also a ton of new terrain has been added (which is part of the reason why it's taking so long; terrain takes me long time to convert or create) and this includes a conversion of Red Alert's entire snow theater.


I wish I could say DTA 1.11 is already close to a release date, but unfortunately there's still a lot left to do. However, at least you can now put your mind at ease knowing that the longer you wait, the better DTA 1.11 will be, rather than having collected more dust. Wink

Jan-09 2010: DTA 1.10 released!

It has taken quite a while for version 1.10 of The Dawn of the Tiberium Age to get finished, but it's finally here and I promise you that it's not just been collecting dust all year long.

DTA 1.10 has the longest change log yet, so I'm just going to link to it: http://dta.ppmsite.com/credits


The most notable change is without a doubt the addition of the enhanced mode. While the classic mode aims to be a perfect replica of C&C95, the aim of the enhanced mode is to improve or add features to the ones you're already familiar with from the classic mode.
To get a better idea of what I'm talking about, just watch the trailer on the media page if you haven't already seen it or you can of course just head straight for the download page to download and play the mod straight away (do watch the trailer if you haven't seen it however, because I put quite a few hours in making it Tongue).

Nov-25, 2009: DTA Lives!

You heard right; with the launch of this site I'd like to finally announce that DTA is definitely not dead! In matter of fact a lot of work on DTA 1.10 has been done during this long period of silence: bugs have been squashed, some graphics have been improved or added and most of all there's now an Enhanced mode.

Below follows DTA 1.10's change-log as it is today (it's not final, so a few things will still be added or changed)
  • Added: Enhanced mode, which features several added and changed gameplay features and graphics.
  • Added: Carryall (enhanced mode only).
  • Added: Train and train tracks (enhanced mode only).
  • Added: Medic (enhanced mode only).
  • Added: Hijacker (enhanced mode only).
  • Added: Light posts (enhanced mode only).
  • Added: Extra shores (including 16 extra corner angles for both theaters).
  • Added: Water cliffs (including matching waterfalls).
  • Added: Water caves.
  • Added: Laser fence (enhanced mode only).
  • Added: Field Repair superweapon (enhanced mode only).
  • Added: Tiberium Fuel (functions as an overdrive mode for the power plants; enhanced mode only).
  • Changed: Slightly increased the range which all units reveal shroud in.
  • Changed: The chain link and concrete walls are now taller.
  • Changed: Multiplayer games now allow up to 8 players (instead of 4).
  • Fixed: Tanks can no longer fire over concrete walls.
  • Fixed: All walls now have the correct price and amount of hitpoints.
  • Fixed: The scrollrate is no longer faster than in regular TS.
  • Fixed: Missiles are now faster, which makes them more effective against moving targets and aircraft.
  • Fixed: The GDI Helipad now comes with an ORCA right after building it.
  • Fixed: DTA will no longer crash when trying to load a saved game.
  • Fixed: The Commando no longer has a build limit.
  • Fixed: The Chem Warrior no longer receives damage from walking over tibeirum.
  • Fixed: Laser beams are now thinner (the hack that was done to make this work also prevents WaveClass errors -internal errors that occur when a laser fires downward and gets cut off by the bottom of the screen-).
  • Fixed: FinalSun no longer looks for Tiberian Sun's installation path in the registry.
    Contributors:
  • DonutArnold: Made the civilian car and the hover transport.
  • Machine: Made the XO Powersuit.
  • Muldrake: Made the carryall voxel.
  • Nyerguds: - Helped me to edit FinalSun's exe to supress and error message it kept giving after I edited the exe to make it read Tiberian Sun's install path from FinalSun.ini instead of from the registry.
    - Helped me remove obsolete buttons from FinalSun's toolbar.
  • Raminator: - made the A-10 voxel, the paved roads, the train tracks and the train
    - converted the Hover MLRS and Mobile Repair Vehicle to SHP
  • TSHyper: - Gave me the offsets (locations to go to in DTA.exe with a hex editor) and bytes to change to lower the laser detail level, which makes lasers thinner and prevents WaveClass errors from occurring.
    - Helped me disable AutoShore in FinalSun by default (so I could remove the option).
    - Helped me disable FinalSun's "Tip of the day".
    - Gave me the offset (a location to go to in DTA.exe with a hex editor) where I can change the max allowed players for online games.

I'm aiming to release DTA 1.10 next month, so until that time please enjoy your stay at DTA's new site Smile
PS: For your viewing pleasure all new graphics and maps are displayed on the Credits and Media pages, which will also be kept up-to-date until DTA 1.10's release Wink
 

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