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Ruud033

Former Developers
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Everything posted by Ruud033

  1. Mostly gameplay and balance feedback ! Can we expect your map any time soon as well? Edit: new version of crash site uploaded.
  2. Been a while since I've posted here again. Done quite a lot of work meanwhile, a new version of the map is uploading as we speak Added rocks in the background Handepsilon and sxchmn noticed that they had a lot of performance drops near the trees, so I thinned the forest. Thank you Handepsilon and sxchmn! Great work! I've been busy in and around GDI base mostly.. Nod base still is, as was Changed colors of the trees I'd say, go check it out when it's uploaded! i'll provide the link and update the official mirror asap
  3. Nice! looking forward to it.
  4. Dude you're doing amazing work! I'm really really looking forward to start doing the béta testing for this. You also might want to model a drill which drills out gold from the ground since we have no tiberium field in RA2..
  5. Meh, I just DL'ed TS and my Skype messes up all the time. So ok, IRC LOL, just don't buy vehicles from the 'external' PT. It works, but then you'll be away from base Can we make it so that this volume refers not to the standard PT camera, but to a new PT camera with a custom 3rd box in the sky? That'd be cool.. I also wonder if it's possible to create custom buttons etc then, we would have a complete custom PT menu then
  6. Cityflying is already being made by the Devs right now. No need to do that. I'd like to see ion storm really badly.. Thats also why I created that meteor (as the first step towards..) I think that an actual ion storm would be really tricky due to the many particles that have to be made / assembled.. Not to mention the lightning strikes. I'm looking into creating lightning strikes in the actual map, not just in the background (like mesa II) It's just a lot of work, and takes some consideration and thinking time on how to approach such things, you can do it in so many ways, but I often wonder what is the best and technically feasible. As for map idea's go: I'd like to see a destructible urban environment (BF4)
  7. I'd agree on bananas.. in my opinion they really are boring.. it's always the same story; shoot, backoff half HP and hope you don't get hit along the way back. for me, no locks would really be neat because it would trigger me to get closer to the enemy
  8. Sure, just poke me on IRC / TS3 / Skype (if i can get your username). But that's interesting, that PT thing, that means we don't need to have specific spots for a PT.. I smell possiblities.
  9. Heya kenz, just came back from video #42.. that was quite a kismet struggle you had there, been there done that myself! That was really annoying. The weird thing is that, we can't use the 'player' variable for the credits, but for the movie it works flawless. The way you have it setup now (player0 as instigator for TriggerVolume_0 Touch) means that only player 0 will get the movie displayed. So I'd suggest you replace the player0 variable with an object variable The first time I've made the text appear on screen (Press [E] to buy an Orca for 900 credits) it was completely blurred out once I uploaded it into the server and got to the terminal. In the SDK it looks fine (just like yours) but once I had uploaded the map to the test server it either went blanc or blurred.. the solution was to give the SWF movie texture the proper LOD group. I had set mine to "UI" and after that, I re-uploaded the map, suddenly everyone had a clear view of the pop-up image. So I'd suggest you would select the picture that's imported along with the SWF file, go to it's properties and setup like this: That should do.. If you like to, you can use my "Enter the matrix" flipbook for showcase purposes so you can also showcase flipbooks.. You'll find the .psd and .tga here: (and for anyone interested of course) https://www.dropbox.com/sh/9zj2e8wy62ov ... jMZfa?dl=0
  10. Allright! Very interesting... How did you get the terminal on the floor to work then? Is that building a prefab? I'll download the map and look at it 6 hours from now
  11. That's really cool! You've got 2 prefab's in the level from which you edited one right? I like the cool effects and stuff I think that having 2 functional PP's in the level might cause a bit distress for the game because, the prefab powerplant is registered as part of the Nod base by code, have you already tested how this relates to winning / losing the game? for ex; when the whole Nod base is destroyed and the 'broken' PP still stands, does Nod still lose? (I think they'll still be alive due to the building still standing) Also, when they lose their 'broken' PP, do the base defenses shut down? I don't know exactly how this works in code, whether it checks for a 2nd PP for the power to still be up.. I remember in my map, that, when I used the prefab WF at first, it sort of messed up the gameplay. When I destroyed this WF, the map registered the building being destroyed (also in the TAB menu, and bottom of the screen) whilst the 2nd one was still up.. bit confusing there. That's why I used a shell, to maintain the code that's used for most 'generic' building setups.. I wonder how this works out! will be quite interesting. I see you're having a lot of progress on your map! Awesome dude, keep up the good work! I love the amount of effort and enthusiasm you put into this. I wish I had the same amount of time you have.. What's your skype name? Maybe we can get into contact some more for the development.
  12. It's almost at 100!
  13. Lets do this.
  14. I've been thinking of making my map public as well.. so we might just unlock the server and host all test maps there?
  15. As a European player I don't really mind. I already feel comfortable when there are alot of people on to play with And I also grant American players to have a low ping
  16. Yeah I agree on this, make the front web page so, that at first glance, you see a huge DOWNLOAD RENX BETA 4 HERE button screaming at you to download the game. Also make sure there's plenty of advertising and video's .. fancy stuff in general
  17. We need more maps!! Also some special chaotic-small maps with a BAR and HON only for example, where you have to GOGOGO!! RUSH RUSH RUSH and defend as fuck. I'd expect the gameplay to be no more than 10-15 minutes of those maps but it'll be much fun I think. (Yes I know I can also create those myself, but haven't got much time ATM, so I'm poking people right now to join the party)
  18. Well done RypeL! Awesome work. We really appreciate the time you spent on this.
  19. I think the credit system definitely needs reworking. At the moment, when your ref dies you have limited options: 1. Stay in your base as an engineer and repair stuff (which sort of makes you a defensive player suddenly) 2. Go and kill people (does not do much at all but its something) 3. Go kill vehicles (does a little more than killing players) 4. Go whore other buildings with the rocket launcher or free infantry I'd like to see a bigger credit reward for killing other players as I personally think it's sort of intuitive to do when you're low on credits and have to do 'something' to win the game or whatever, keep the enemy off your own base..
  20. New chair! Awesome. You've proven the decal stuff already! So I think it isn't an issue if you do this off camera. Yes I am an AMD user and I know the decal consequences. Maybe it's a good idea to show how to create a static mesh with that builder brush you showed me (for creating rivers and such). That was an awesome pro-tip
  21. Hey, yeah its a bit late. But sadly I already found out the hard way that this doesent work. Attach to actor is normally used for items or meshes (like flags in CTF) that are supposed to stick to a player or vehicle. The thing is here, that they use sockets for the attachment. If you do such a thing with a static mesh, or in my case, an interpactor, this does not work, because the 'attached' object goes straight to the pivot point. If I remember it well, i think it also said something in console about: "no handler specified" blabla.. I got so stressed that I gave up on this method, thats why i did it like i did now. If you get it to work properly the way you described it i'd really really like to see how you did that.
  22. Awesome idea! allthough I think there should be a maximum limit on the amount of shells that's currently in the game, else the battlefield would be a mess/maze. Like, have 5 shells max, every vehicle that gets destroyed with that maximum reached does not drop a shell.
  23. Make a copy of the Skeletal mesh, edit that, select the bone you want the collision to be gone at, then remove the collision (i guess it has per poly collision like the other vehicles) It's a checkbox.
  24. So, it's been a while since I updated this, my personal life has been busy lately, and I expect it not to be less busy within 1-2 months.. So I don't have that many time for mapping. The remaining time I've got I'd also like to spend on having fun with you guys on the actual game. Quick roundup: the last 2 weeks I haven't done much to the map really. There's still a lot of work to do in the map, I also had alot of thinking to do, like, decision making, thinking about game play etc.. One huge pain in my ass from the beginning was the rock texture. I really do not like the current textures, so I will replace them. Still have a huge dilemma picking a proper texture.. At first i was thinking of the one from field: I think this looks great, on a small map, but when i apply this texture to all the mountains and stuff.. everything does not look so nice anymore. I'm thinking of this one: I like the texture of it, and when applied to mountains in the far distance, they still look nice ( I might have to scale that and make those a bit darker in a different layer but OK) Obviously i also have to replace those rock textures sticking out. But then again, i really really do not know what texture i should use.. What i do like are these rocks, all though it seems they might need to blend in the landscape a bit more.. I tell you what, Materialising is a butt pain. edit: oh yeah, not to forget, normal maps are fucked at the moment. Have to ask kenz to come and take a look anytime soon..
  25. Great idea, like what i'm seeing so far! I can hardly judge the map size though. Can you post a top-down view of it? What are the base-to-base timings? How long do you expect people to walk (not drive) from base to base WITH obstruction that is from enemy's The overall idea is really cool I think
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