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j0g32

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Everything posted by j0g32

  1. Haha, good to know - I did the same with PTs on an early version of Hammerfest, though I never tested it on a multiplayer server.
  2. Keep it up ! Good that you reduced the amount of rocks overall. I know that landscape (and material) works can get really time consuming, without displaying much progress. Maybe you could look into height-based blending for the rock layer, such that you would have sand in the cracks Once you have worked out your overall layout (pathing etc.), perhaps, you may want to focus on small scenes (one at a time) and get them like 80% done*, like the lighthouse, base entrances, bunkers, "path junction" in the dunes... *instead of doing all landscspe painting, heightmap modifications, rock placing, foliage painting, etc. in seperate passes for the entire map. Sometimes this helps to get a better idea of your concept and visualise it.
  3. So yeah, small update: I finally found my old Renegade CDs at home, however, the installation was in German only, so I cannot use the sound files. But I found English cue/bin files online instead, and I have just started looking into the always.dat (where all the textures sounds are stored). Perhaps, I can use the original Logan texture as a reference for the reskin. Also, as @TK0104 already mentioned, there is much more content, and many more sound files in these archives than are actually used in-game, such as sneaking and crawling, more weapons, Purchase Terminals. etc. I will start going through those files and noting down the dialogs - I have a good feeling that a lot of bits can become useful for the tutorial for RenX cheers.
  4. that is great news! So instead of changing teams or anything, the PTs physically move in and out of walls or something ?
  5. Okay cool ! Hm... so, everything works if you test it with "play in editor" or start a local game like skirmish. But as soon as you have it on a server it does not "replicate" the change in properties for the clients? Maybe you have to adapt some kismet node settings for multiplayer? I am no expert in this though... ^^ Pergaps it helps if you have a look at how the EMP cannon was done in Kismet on Arctic Stronghold? Good luck with this!
  6. Isn't there a property "bEnabled" ? Without spoiling anything - may I ask what you are trying to achieve, i.e. why should the PT only be accesible at times?
  7. @CampinJeff @Gliven Whoah, I honestly feel offended for being accused of suggesting CoD like gameplay - come on... i am the last to want RenX play like CoD.* Actually, most people in COD multiplayer barely used their sights, because the weapons are ridiculously accurute unscoped... Apart from the level design and atmosphere, I am not a fan of CoD. My point with suggesting (increased) weapon spread was to emphasize tactical movements/positioning instead of bunny-hop tunnel sniping, or sprinting-shotgun / spray and pray feast... Although I personally cannot recall experience with spread in RenX, nor negative sentiments of other players about this, perhaps this was due to uncomplete balance: you cannot just increase weapon spread without decreasing infantry agility. If infantry are difficult to hit in the first place (since theyre moving/jumping around quickly, unpredictably) you need accurate weapons to give at least a reasonable chance to hit anyone, yielding a (what people seem to call) "skill-based" compensation for this difficulty. If on the other hand infantry were easier targets (because their movements are more inert/sluggish), weapons should spread more to balance this, but the "skill-reward" here arises from being the first one in position (to aim and shoot reliably) when engaging the enemy. Resulting in more "realistic", tactical gameplay, see the old battlefield classics (bf2 / 2142) *As you can maybe tell (also from some of my other posts on the forums perhaps), if anything, then I would love to see Renegade X as a game with more strategic/"realistic" gameplay like in the classic Battlefield titles, but embedded in the Renegade C&C gamemode with tiberium harvesting and base destruction (and maybe even construction) ... Obviously, this is an entirely different discussion, so I would like to draw a bottom line here and stress that my "foolish" suggestion about weapon spread should be considered only within greater balance changes to gameplay, e.g. reduced infantry (&vehicle?) agility and/or higher damage per shot. Anyway, back to topic... Protecting field repairs from snipers by shifting this function over to vehicles reduces the strategic roles of infantry to support / counter vehicles. Thanks.
  8. Nice job! That recon bike jump on lakeside
  9. Thanks Yet, I still have no clear idea how to get Logan (or any existing Character) into the game via Commands/Kismet In the meantime, I have been "Kismetting" the PowerUps and radar sequence with Sidney in the AGT - it works quite well now, after a few issues with the sound cues in the dialog and the subtitles, though, but a few restarts of the UDK solved the problem eventually *yay*. Also I have spawned a Nod Chinook, which is flying over the base. This should illustrate radar icons. Unfortunately, however, the Chinook is not visible on the radar, unless I target it myself. I tried spawning a bot shooting at the chinook but he does not "spot" it, so it's not highlighted on the radar/map. The AGT is also firing at it, but it does not spot it either. Actually, I was thinking of adding an ingame camera to the AGT so that the player can watch the AGT shooting at the chopper from inside the AGT (the big black display) Would anyone have an idea, how to set radar icon visible for a specific player? Or a workaround? Perhaps via the communications centre (at least temporary)? edit: I captured a communications centre before starting the sequence, but it didn't spot the chopper either. Next, I will be working on the weapons training sequence in the barracks/shooting range. cheers
  10. From what I have seen so far, these properties seem to be (mostly?) contained in those family info classes. Do you want to modify ("rebalance") health/armour for specific classes?
  11. Meh, i don't see the point of such a vehicle, given that we have engineers for field repairs (and perhaps service depots as buildings) Sniping repairing engies is maybe the only advantage/option that infantry has against tanks - so balancewise no need for change, imho... In TS the mobile repair was Nod's equivalent to GDI's repair pad. Also in the RTS, repairing (rather than reconstructing/-purchasing) is imprtant from an economic point of view, saving resources. But in RenX repairs do not cost resources, quite the contrary - they generate credits - which makes repairs even more valuable! Sorry for off-topic... ^^ Perhaps a Techbuilding with automated repairs in its proximity, somewhere central on the map. (Similar to Propaganda Towers in Generals)
  12. j0g32

    .

    Great idea! Sounds very interesting! I am just not sure about the GDI base, and gameplay balance overall: Are the GDI buildings on the carrier(s)? If so, how is Nod supposed to attack the base? Or if not, how can Nod win a match? How can Nod defend their base (since this seems to be their main objective) ? How is it fun/interesting/meaningful for both GDI and Nod Players to play this map? A few ideas: I like the focus on air combat, but you might consider giving players a few more tactical options. The carrier could also spawn hovercrafts (and humvees) for beach assaults. GDI gun boats could lay constant (random) rocket bombardment on the island, so that Nod forces cannot camp on 1 spot, but have to evade incoming missiles, or are forced to seek shelter in bunkers, which makes their positioning more predictable and also limits the field of view... Good luck !
  13. Thanks @TK0104 some progress on the Logan skin:
  14. Nope, got to agree with @Madkill40 - can't get more London East than that^^ First attempt of Patch reskin as Logan (sry, for medium detail settings): I think the tattoo should go over the eyebrow level, and I will probably change the t-shirt colour from blue to olive... but hey - it's something^^
  15. What do you mean? The HESCO barriers? I know that in orig. Renegade it used to be concrete walls, but to me this would feel more like a prison and not appropriate... Yes, for now its just for cosmetics and ambiance (and scale) - these are just skeletal meshes with different poses/anims. I wanted to recreate some of the feeling of "S.S.D.D." in MW2: Since all other characters are introduced by name, and their names are part of the classes in RenX (hotwire, gunner, sidney) I dont want to choose a "named character" as "Logan Sheppard". This would be confusing. Instead, Logan could be a generic GDI Officer character, although I was indeed thinking of using McFarland's body skin with the standard officer head and mesh. Along similar lines, a reskin/mash up of sidney and sakura might be a good replacement of Elena Petrova... (If they are both based on the same body mesh?!) But as long as I cannot set a Bot's class/character, this is not yet important. And only using skeletal meshes (without HUD / radar Info) for the acting characters again leads to confusion and discontiuity... Yes, in the original tutorial the weapons are disabled as well. Preferably however, I would not want to change anything related to standard C&C mode and functionality. The transition from tutorial lessons into freeplay skirmish should be rather seemless. If possible though, all standard RenX bots (including harvesters) should be deactivated and only swarm out once the tutorial is over... Yes, but why ?! In orig. Renegade the buildings in the singleplayer campaign had different layouts and a lot of elevators, so its not that a problem that the tutorial buildings and the multiplayer buildings were different. But in RenX we dont have that, and for the tutorial itself, alterations to the buildings would not add anything. Whenever you move down the elevator you just meet someone to instruct you, who could have also been placed on the ground level instead. Also I am adding a few details inside the refinery, such as tiberium crystals, a fence and warning signs, so that when Mobius talks about Tiberium and its dangers, the player has a visual reference of what he is talking about In my opinion, the firing range makes more sense this way, since you are not shooting INTO the base (orig. Renegade tutorial), but OUT of it. If bullets spread they could not hit anyone who is just minding their base operations business... ^^ And as the player will see the shooting range before getting to the AGT and the Barracks, they will know what Gunner refers to as the "firing range out the back". Plus objective markers would show the way around. Thanks for this, Thommy - greatly appreciated! I will update it in the building prefab kit, where I also noticed that the Kismet for the gates did not allow harvesters to trigger (player only) - I will fix this in this future... Cheers
  16. @TK0104 for now you could name the channel Ren X community or something like that, since none of the official Devs would have acces to it (at the moment) And check out the topics that @Norcmentioned, which point at some ideas / discussion in this matter (if you haven't already) Yes, i like the Planetside 2 and EVE online trailers, and we could easily do this with a PUG as @Norc suggested: record the teamspeak and a demo separately, and perhaps also mix in some first person clips from those who record regularly. And for this kind of trailer we shouldn't script anything. However, i was thinking about Bad Company 2 Trailers "Squad Stories": The idea is to highlight the different (interdependent) features of RenX gameplay in a small anecdotal story from the point of view of a few soldiers/squads: - purpose of different classes (sniper, engi, antitank, commando) and how their equipment can be used to support the team (repairs, emp, smoke, etc) - c&c gamemode mini objectives: destroy the refinery to harm the economy, capture a silo to secure income (again), destroy powerplant to shut down the defenses etc. - vehicle & infantry combined warfare (and their strengths and weaknesses) - superweapons - direct interaction of these elements in different situations (sieges, distraction, rushes etc.) I outlined 1 or 2 script ideas (of what happens when and why) in one of the above mentioned topics. A script would be needed to show "how the gamemode is meant to be played", because real players play a bit differently (e.g. bunny hopping around, and there are no passive/stupid patrols; sneak-in is easily noticed, and people scream mines!) The script should help to convey a bit of realism, but mostly highlighting the features of RenX gameplay variety. Edit: instead of cutting individual bits of all the cool features in RenX, potentially from different situations and even maps, keeping a consistent background, focus and storyline shows that e.g. infiltration, artillery bombardment, superweapons and airstrikes are all alternatives for the same situation. And if you dont plan and coordinate this (with a script) it's unlikely to happen in a real game such that it can be showcased nicely... Hope that makes sense
  17. Thanks for the initiative, but this might need a bit mor coordination. Especially, as a major push in PR and advertising is aimed for at the "final" release; i.e. after Beta Stage. In terms of content: Summaries of weekly PUGs, using gameplay footage of different players, TS recordings and RypeL replays. New trailers à la "squad stories", which highlight the team play aspect (strategy, coordination) of RenX gameplay. This could be done by arranging/coordinating a scripted match, which is recorded for this sole purpose.
  18. Yoo, recently, I have been working on some details mostly, changed the shooting range layout a bit, and added tunnels leading to a bunker. I also changed one of ArabDeco Props Textures in order to use the "linen" market stalls as camo-nettings (TGA texture attached). I think it looks quite cool, and adds to the military camp look. As you might have seen, I am also trying to figure out, how to spawn Bots with a specific character class, but no real progress so far... https://renegade-x.com/forums/topic/75510-how-to-spawnchange-infantry-class-for-bots-in-kismet/ cheers TX_MarketStalls_CamoNet_D.tga
  19. Great idea with a dutch coast theme! I agree with @Henk: less rocks, more dunes! You could also use dykes (Dijk) to block off // shape the main routes, and they should look very artificial since they are manmade. Additionally, you may want to look for references on the "Atlantic Wall" for WW2 bunkers and other concrete structures; heck, now that I think about it - I know you don't like tunnels, me neither - but how about an old WW2 concrete tunnel system connecting bunkers on both sides of the map? That way you have both dunes, and tunnels (infantry paths) and WW2 bunkers... Maybe you could place it on the "land-side" of your map, close to where you were thinking of adding infantry paths? See for example, the Atlantik Wall museum Noordwijk: http://atlantikwall.nl/ Another idea: how about adding windmills or better, windturbines (the ones for electricity generation) - apart from being stereotypically dutch^^, they fit the coustal ambience of your map and can also add a nice gameplay feature: In the first episode you said, that you wanted to enable aircraft on this map, but without 50m high rock formations, there is no cover/pathing for air units. Wind turbines take up very little space on the ground (and don't affect gameplay on the ground that much), but when their blades are turning mid air, this makes it more dangerous to fly around, and you could also use the blades to evade incoming rockets. Anyway, I like that you have a somewhat clear theme in mind (that you could also personally relate to) - just commit to this concept a bit more: no rocks or trees, just dunes, grass and bushes ). Dunes of varying sizes are a nice way to create paths, and offer natural cover for vehicles and infantry. Keep it up and good luck! p.s. Thanks for quoting me in your video (btw I came up with my online nickname before I understood how 1337-speak works, but my friends used to pronounce it something like "jogger" ^^). And a "firetower" is called a "lighthouse" in English - could also be a nice point of interest (for snipers) in the middle of the map Greetings from a German (with roots close to the Dutch border) now living in the UK
  20. update: modifying the property "CurrCharClassInfo" via Kismet Nodes does not change the character directly, but when you open the minimap (M) it updates the correct number of Soldiers and Officers, so some part of the game Logic knows that this Bot should be an officer. And when I select "AIController" instead of "Rx_Bot" or "None" as Controller in the ActorFactory, the HUD (Target Box Info) also updates, though the bot is team neutral... I had a look into the Character pickup crate, which basically makes the PlayerReplicationInfo call the function SetChar(<CharacterFamilyInfo> , <Pawn> ). Theoretically, it might be possible to re-engineer this function SetChar in Kismet, by obtaining all the properties/subclasses, and eventually modifying all the individual bits (HUD, SkeletalMesh etc.) - but obviously this would be too tedious and impractical. Instead, I have tried using a custom Pawn: class Rx_Pawn_SP_GDI_Officer_New extends Rx_Pawn; defaultproperties { Rx_PRI(PlayerReplicationInfo).AddCredits(5000); // Rx_PRI(PlayerReplicationInfo).SetChar(class'Rx_FamilyInfo_GDI_Officer', self); Rx_PRI(PlayerReplicationInfo).SetChar(class'Rx_PurchaseSystem'.default.GDIInfantryClasses[5], self); } However, it seems that the default properties have no effect for this Pawn... I inserted the Add Credits line, since this is easy to check in-game with Kismet, but the new bot only has 150 Credits when he spawns... Another I tried was to follow the tutorial here: https://docs.unrealengine.com/udk/Three/CharactersTechnicalGuide.html And when I placed the new simple Pawn in the editor the Skeletal mesh it looked fine, but as soon as I played in editor, a Nod Soldier mesh appeared, without animations and skin (black) and was floating and shooting around... My feeling is that this is all due to the full-conversion modification of gameplay mechanics for RenX, that a simple Character Change is anything but straightforward... ^^ Probably it is just 1 line of code (correctly written) down that could do the job^^
  21. Nice I see it is difficult for you to let go of your inner @kenz3001 Just an idea for future episodes: you might also talk a bit more about map layout and how to design interesting gameplay for RenX ? Good luck!
  22. What about Co-Op??? Original renegade had some srvers with this game mode. Would need a lot of mapping / kismetti g first though...
  23. WIP update: (Rx) Pawns have the attribute/variable/property sth like "CurrCharacterClassInfo", whose type is a RenX class of FamilyInfo. This seems to define/control everything character class related. I managed to output this information from the Bot/Pawn via "GetProperty" node in Kismet (see kenz's videos): "EVA: Class'Rx_Game.Rx_FamilyInfo_GDI_Soldier' " Modifying this property in the same way, did seem to change the output/log, but has no effect on the bot's character... I guess this is because I cannot plugin a reference to the FamilyInfo class directly, but only a String. However, if I changed the modify property value to sth. different from the above structure, e.g. only "Rx_FamilyInfo_GDI_Officer", the output returned None... Or perhaps because it does not automatically update all the other properties such as skeletal meshes and HUD Info, after manually changing the FamilyInfo Property... ? But I don't know how to call (simulated) functions via kismet, such as SetCharClassFromInfo ( Info ), which would presumably do all the updates for me... My next idea was to create new Pawns (extending from Rx_Pawn) and spawn this Pawn directly. My subclass should call the super.SetCharClassFromInfo () directly. But when compiling scripts, I got an error like unexpected "super." or "SetCharClassFromInfo"... I did put mt folder Rx_Singleplayer AFTER Rx_Game in the DefaultEngine.ini though... I am mostly unexperienced with unreal scripts, but I thought that it couldn't be that difficult to change character Class ingame... Perhaps someone has another idea how to change the character of a Player/Bot (=Pawn) via Command/Kismet, or knows an easier approach to this? Many thanks in advance!
  24. j0g32

    Blocking Volumes

    The standard settings of a blocking volume for me looked like this, and they work perfectly fine. Have you tried rebuilding geometry ?
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