After what has seemed like an eternity, the development blog returns with a bumper instalment. I admit I have been very slack in updating this site with new content over the past few months – mainly down to a lack of time, things picking up at work, and that nice month long holiday I recently came back from. It was only when I started receiving emails asking as to whether the mod was dead that I realised it was time to kick my ass into gear and give you all the new updates you have been waiting so long for.
As you most probably could tell from all the activity on the front page recently, it has been a busy week for me and the mod. In the week, we have released 8 new screenshots showing off a cross section of new units. Behind the scenes, things have been even more exciting. Just yesterday, I finished the modelling and texturing of the 61st and final unit in the mod, a unit that took weeks to complete, and that I will be revealing very soon!
Now the focus shifts to the task of building the faction structures – all 30 of them. From my prior experience with Fallout for Generals, I know that structures take significantly longer to make than units, however, I was quite starting to get over making tank after tank, so getting stuck into the buildings will be a good change of pace for me!
As Fallout starts to resemble more of a mod and not just a bunch of MAX, PSD and TGA files sitting in a folder, I have started to look at other aspects of the mod, notably the soundtrack. Not having the slightest idea about music composition, I am currently scouring the Internet, looking for talent to help me out in this department. What I have planned are remixed versions of the original C&C music. I know I feel something very special when I hear remixed versions of original C&C music in the new games (Kane’s Wrath first level), and would love to reproduce that in Fallout.
Last month saw the release of Kane’s Wrath, an expansion pack I was highly anticipating for many reasons, modding not the least.
My impressions? Good expansion pack. It definitely falls short of the mark left by Yuri’s Revenge, and I think they went overkill with the epic units, but they definitely got it spot on with the campaign. A new soundtrack would have been good as well but meh….. what can you do.
What I am disappointed by is the lack of an SDK for KW. In lieu of the extortionate amount of time we had to wait for the original C&C3 Mod SDK, I would have thought EA would have had something ready for us in time for the release. Oh well.
That’s about it from me for the time being… remember, I am available as always at cncfallout@hotmail.com. Alternatively, I am a regular on the Fallout forums, so why not sign up!
Henford
CNC Fallout Mod Leader
21 November 2007
Well, it has been almost a month since my last instalment in this lovely chronicle known as the development blog. I have been slacking off in this department as of late, so what better time than now to keep all you peeps informed on the progress of CNC Fallout.
What an eventful couple of weeks it has been – for me anyway. Work has been biting me in the ass, I dropped my laptop down a flight of stairs (luckily it was my crappy one) and I still had time to get you guys the first lot of Soviet screenshots.
That hasn’t been all, I have been spending quite a bit of time recently playing Guitar Hero 3 for my 360 – excellent game, and great song range. Definitely a very addictive game, combined with C&C3, World in Conflict, Halo 3, Super Mario Galaxy and the upcoming Crysis, we definitely have been spoiled with excellent games this year – games that make steady progress on a mod kind of difficult. That being said, I have been fighting the urge to slack off, and things are coming along very nicely.
As of now, I am in the process of modelling and animating units, and am getting very close to completion of all 63 faction units in the mod. Already, all armoured units are completed, as are aircraft. It is now just a case of finishing the infantry before I move onto the faction buildings, undoubtedly a much larger and intricate task.
Time definitely flies, and it has been almost 4 months since Fallout’s first mesh was created. Whilst I cannot promise an exact date of release, mid to late 2008 looks like a realistic date for release 1.
As always, stay tuned for regular updates and screenshots, and feel free to discuss any matters at all pertaining to the mod in our forums.
Henford
CNC Fallout Mod Leader
29 October 2007
Henford here again - well, its Sunday morning and, aside from nursing a massive hangover, I am doing great! Last night, I watched my boys in blue complete a 6-0 rout over Manchester City, and enjoyed it throughly. I’m sure, however that most of you aren’t here to hear about my personal life, so onto what you are reading this for, onto the second edition of my Fallout development blog.
I have been digging in the heels recently, smashing through the 3D artwork at an unprecedented rate. My decision to buy an XPS laptop prior to C&C3’s release is paying major dividends now – not only am I able to run the game at full detail 1920x1200 (providing you with the best screenshots money can buy!), but I am able to mod on the road, and when you spend 3 hours a day on a train getting to and from work, that is 15 hours of modding time per week.
Currently, I am in the process of doing the artwork and modelling for the Soviet side, and quite frankly, some of the models are gorgeous. Think Red Alert 2, with an injection of realism and real life units and you will know what I am talking about. I simply can’t wait to get you some fresh screenshots of the Red Army, they will come in due time.
I have been playing around with my scoping document quite a bit lately as well, modifying, replacing and scrapping units. Slowly, but surely, I am learning the limitations of C&C3’s updated SAGE engine – what works, what doesn’t work, and what just doesn’t translate well to the game. Rest assured, I am as committed to providing polished, fluent and action packed gameplay as I am top-notch artwork and models. As we all know, having a sexy four barrelled pwnage tank doesn’t count for shit if it has buggy code, is impractical or completely destroys the balance of the game.
Anyway, that’s all from me for now. Remember, you can contact me at anytime via email: cncfallout@hotmail.com.
Henford
CNC Fallout Mod Leader
October 25, 2007
Hey guys, gals and all - Henford here for the first of which will be many CNC Fallout development blogs. Essentially, the purpose of these is to keep you, the gamers out there, informed and up to date on the progress of the mod from my end, and from a broader perspective covering the whole mod team. It is also in here that you will find exclusive development pictures you won’t find anywhere else!
End of October 07 and, well, what can I say? Over two months have passed since I began the revival of Fallout and it sure feels great to be back! Comprehensive plans for units, buildings, weapons, tactics, gameplay elements and just about everything else have been finished for quite a while now, and everything is truly in motion.
Recently, I have been quite busy modelling, texturing and animating artwork. As is the case with any mod in early stage development, things are coming along at a fast and steady pace. It definitely feels good to be rebuilding what I lost back in 2003, only bigger and better than ever before!
For all you modding grandpas out there who were around as the original Fallout for Generals was in the works, you will notice, starting with the Negotiator Artillery, that many of the classic Fallout units will be making their return (fuzzy nostalgia!) – whilst others have been reworked/replaced to fit in with the fast and furious gameplay style that Fallout will feature. Needless to say, I have many, many more surprises coming up that will be revealed as release draws closer.
Feedback has been fantastic so far, and I thank everyone for their emails and questions. I know I have not had the chance to get to all your emails, but I will answer each and every one as best I can so bear with me. Our official forums are also on their way very soon!
Interested in becoming part of the Fallout mod team? Fantastic! As always, I am looking for talented 3D and 2D texture artists and XML coders. I will always be more than happy to take any help offered to the mod, granted of course that the applicant shows a genuine commitment to CNC Fallout, the mod team and the eventual completion of the mod.
As always, there is plenty coming up on the horizon. Look forward to a whole range of new ingame screens in the weeks coming up, as well as the first of many Fallout Unit Analysis’ – an in-depth look at individual units from Fallout, including armament and specifications, history, pictures as well as tactics with the unit.
Remember, I am always available for any questions you may have – email me at cncfallout@hotmail.com, or add me on MSN Messenger using the same address.
Looking forward to keeping you updated in the future!
Henford
CNC Fallout Mod Leader
P.S: I am backing up every week to my external hard drive. The debacle of 2003 will never, ev-ev-evvvveeeeer, happen again!!!