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Normal Topic [227i] Command & Skaarj mod (Read 2995 times)
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Oldunreal MasterPoster
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[227i] Command & Skaarj mod
Aug 31st, 2014 at 12:45pm
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This is an early alpha version. (Shivaxi stay away)

I once begun to work on a new CNS mod which utilizes power of C++ codes to handle more complex stuff (physics/pathfinding/fog of war/networking) and this mod performs pretty well both online and offline.
CNS is a real time strategy mod for Unreal that is kinda like Command & Conquer, you build a base, harvest for tarydium to gain money to build an army. You win the game by defeating all enemies.

So far the mod has full network support so that it can be played online at this stage and has a full bot support (with most basic AI).
The reason I am releasing this alpha is so that anyone can feel free to contribute to this project (new units, textures, models, maps and w/e).

The mod has experimental C&C: Tiberian sun and Red Alert 2 voxel mesh support, currently used by harvesters. But I plan to scrap it as it has a pretty bad performance (there is no way I can optimize it from software rendering level).

Download playable binary version from here:
www.klankaos.com/downloads/CNSUnreal.rar
Sample map:
www.klankaos.com/downloads/CNS-TestMap.rar

Start the game with URL: CNS-TestMap?Game=CNS_Game.CNS_Game
Use cheat code 'Addbots X' to add bots to the game to fight you.

Source codes (for developers only):
www.klankaos.com/downloads/CNS-Source.rar

Screenshots (earlier versions):
Some render performance test I guess.

Lobby menu.

This screenshot shows voxel mesh rhino heavy tanks from RA2, but was later replaced with static meshes.


So if anyone is willing to contribute, let me know and I can hook you up to a dropbox folder where you can update files at.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
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GreatEmerald
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Re: [227i] Command & Skaarj mod
Reply #1 - Sep 6th, 2014 at 1:26pm
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Hah, an Unreal I version of USkaarj? That's pretty neat Smiley
  
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Hellkeeper
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Re: [227i] Command & Skaarj mod
Reply #2 - Sep 6th, 2014 at 4:14pm
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Eh, I'll be following any eventual update because that seems like a very cool project.
  

You must construct additional pylons.
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[]KAOS[]Casey
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Re: [227i] Command & Skaarj mod
Reply #3 - Sep 11th, 2014 at 1:22am
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I did testing with dots on this in multiplayer about a year ago.

It is definitely playable but the balance is totally broken. I remember it was just spamming skaarj/krall units and eventually winning because the AI wasn't as spammy
  
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