Jump to content

IllumZar

Members
  • Posts

    86
  • Joined

  • Last visited

Posts posted by IllumZar

  1. UPDATE!

    DOWNLOAD VERSION 1.2: CNC-Dust V1.2.zip

     

    Spoiler
    On 2.12.2016 at 7:23 PM, DarkSn4ke said:

    T.O.'s screenshots [-> I didn't test the map myself yet..]:

    e54cc3c94e114c7dbe28e4fa706ecf3b.pngStorm on higher graphics

    36976c6f8e434329b5db31ba60f24dc9.pngStorm on low graphics

    b195c6236d1543e8970c4e1a6404496c.pngMissing bullet collisions [all blue containers..]

    9ca90f2f850c491e82535d9b8d2db0d5.pngAll Silo flags move in the wrong wind direction

    98dd19a1c66f493fbcfd5442299b0353.pngsee above

    98fe42c68b494b77ad17c3f1e5a40f0b.pngBlue tib shines a bit too strong

    155242d961ad4df79788fa7e938e02d7.pngPane not really fitting in

    0a07ea0681d34f1491cbca3cac04d7d9.pngNod soldiers bringin too much dirt!

    b8126834cf094479b3160698a9679c4d.pngT.O. wanted to go for a piss.. but hey how to get to the toilet?

    76dc10fc67f045fdb6a949280b1c0f0d.pngMost of em are slightly floating ;)

    Regards,

    Sn4ke

     

     

    changelist:

    - added a dynamic light (sorry but this looks just sooooo much better)

    - all containers now have collision

    - as for the silo flags.. in skirmish mode they all snap to the pole :/

    Spoiler

    snipsnap.png

    - removed the ugly looking glasses from hon and instead added some planks :P

    Spoiler

    planks.png

    -added a few bigger bushes

    Spoiler

    boss1.png

    - blue tib now shines not so strong

    Spoiler

    boss.png

    - if T.O. wanted to go for a piss, why didn't he just go here??

    Spoiler

    prestent.png

     

    As for the flag wind direction.. I doubt there is a way to change that (?)

    Same goes for the "Detail mode" in the settings.. if you set it to "very low" it showes no fog.. rendering the sandstorm useless...

    Is there a way to force the fog even on very low settings?

     

    OMG before I forget it.. I added a very very very simple minimap. not final but it works :)

     

    • Like 1
  2. UPDATE!

    DOWNLOAD V1.1:  CNC-Dust V1.1.zip

     

    Hey! I took all your kind advice to heart and releasing Version 1.1 :D

     

    Changes:

    - added some blocking volumes

    - added stairs to the guard tower platforms

    - added some decoration here and there

    - swiched the center silo for a blue tiberium silo

    - changed the credit/sec output of the blue silo to 2.5 and the other two to 1.5

    - changed the sun direction from north to south (xD)

    - changed the smoke direction to fit the sandstorm

    - changed the fog density of the sandstorm to make it more dense

    - changed the "Trenches" to "Excavation Site"

    - snapped the flags of the silos to the pole

    - deleted the Giant blocking volume

     

     

  3. DOWNLOAD V1.0: CNC-Dust V1.0.zip

    DOWNLOAD V1.1: CNC-Dust V1.1.zip

    DOWNLOAD V1.2: CNC-Dust V1.2.zip

    DOWNLOAD V1.3: CNC-Dust V1.3.zip

    DOWNLOAD V1.4: CNC-Dust V1.4.zip

     

     

     

    Oh and btw. to see the actual sandstorm be sure that you have set the [Detail Level] in the [Settings]

    at "High" or "Very High"

     

    Known Bugs:

    - I will do the minimap when the map is almost finished (after some playtesting)

    - very few bushes STILL float.. although I've redone the foliage

    - I left the Giant blocking volume ontop because I find it wierd if players can fly around before the map starts

    - still a primitive end game cam

    - no preview image

    - no preview video

     

    Some pics:

    Spoiler

    prev1.pngprev2.pngprev3.png

     

  4. Hey guys!

    I'm finally back with some news.

    Thank you all for your ideas (especially Ruud for letting me harrass him through the messenger xD).

    DOWNLOAD V1.0: CNC-Dust V1.0.zip

     

    Quick changelist:

    - checked all the core errors Ruud mentioned earlier

    - changed the red light near the Hon for orange lights

    - replaced some blocking volumes and placed barbed wire and fences as indicator

    - redone the foliage

    - added random delays for the sandstorm within the matinee

    - background fog colour changed

    - turned the collision off on the background objects

    - some minimal tweaks here and there

     

    Known Bugs:

    - I will do the minimap when the map is almost finished (after some playtesting)

    - very few bushes STILL float.. although I've redone the foliage

    - I left the Giant blocking volume ontop because I find it wierd if players can fly around before the map starts

    - still a primitive end game cam

    Some pics:

    Spoiler

    prev2.pngprev3.pngprev1.png

     

    • Like 1
  5. First of all I want to thank you guys for helping me so much ! :D

    I took your suggestions to heart and tried to fix the kismet but I'm still a noob and I dont know where the important buttons in the matinee are xD
    Right now it looks like this:
     
    Spoiler

    kis1.png

    kis2.png

     

    - after some search for tutorials I finally got the sound into the matinee..
    - but still dont have a solution for the fog.. :( I'm pretty sure it workes just like the sound...
      (with the graph on top but instead the volume it changes the density)
      too stupid to find out what group and what track to be usedxD
     
    btw. as it is now the change in density isnt that drastic and you can barely see the abrupt change happening.
    and during playtest it didnt feel like the FPS dropped :/.
     
    Aaaaany waay I also took the time to polish the map a little:
    Spoiler

    cncdust.png

     

     

    23 hours ago, kenz3001 said:

    (new tut from me on all that stuff soon)

    thanks @kenz3001 ;) your tutorials really help a lot!

     

  6. A little Kismet update ;)

    So after a lot of attempts I finally got the basic idea of the sandstorm down:

    -some particle emitters

    -change of fog density

    -some sounds

    -and change of lightning brightness and color

    cncdustkis.png

    Yeah looks kinda crappy and probably not very efficient but hey it works :D

    What do you guys think?

     

    On 11.11.2016 at 11:51 AM, Madkill40 said:

    Could each base have two humvee and buggy spawns? Or would this be bad?

    Probably a bad idea :/ the paths in between the bases are just too small for vehicle combat.

  7. Some updates on the map (KLICK SPOILERS):

    Spoiler

    dust4.png

    ^Nod base (note the new guard tower)

    dust2.png

    dust5.png

    ^GDI base (note the new guard tower)

    dust1.png

    dust3.png

    ^currently working on the center to make it visually more appealing ;)

     

     

    On 8.11.2016 at 7:24 PM, Henk said:

    However, the Hand of Nod is very hard to defend when it has the ramps, and the barracks are pretty easy to defend, the ramps don't really make it harder to defend except that you have to mine at the 2 doors instead of the sandbags. The HoN however gets 9 openings because of the added ramps instead of 2. (Barracks also has the MCT way at the back which makes it easies for GDI as well)

    Actually I haven't thought about that! :o... replaced the ramped hon with a normal one. ;)

     

    On 8.11.2016 at 7:24 PM, Henk said:

    To balance the map I'd give both factions guard towers

    Hmm yeah I guess that would make things way easier.

    I also tried searching the Turrets properties but I couldn't find the settings for the fire rate or shooting angle :/

     

    On 8.11.2016 at 8:21 PM, Ruud033 said:

    You can make a fog appear every 3 mins (or make it random) no problem at all, maybe you can create some kind of sandstorm with all kinds of effects (fog+dust particles activating+sounds)

    I will check that kismet stuff out later ;)

     

    19 hours ago, j0g32 said:

    Maybe replace the AI defenses with 1 gun emplacement for each team?

    I'd stick with AI defences because they can spot stealthed units. Especially handy for GDI when Nod rushes with SBH^^

     

    12 hours ago, Handepsilon said:

    1:40 - 2:40. Fully Kismet-scripted.

    "And there came the storm of sand"

    OMG :o always loved that map back in the UT3 days. Too bad there's no one playing it anymore :(

  8. Thank you guys all for your ideas :)

     

    3 hours ago, Schmitzenbergh said:

    Perhaps make the 3rd silo a comm center? That way you'll get a bit more battle for the 2 silo's as everybody wants the improved cashflow.

    Nice one! Didn't thought about that yet.. Although I think replacing the 3rd silo with a commcenter might stale the situation even more.. like imagine the enemy gets both silos and your team has none -> screwed/no money :/

    A solution might be:

    a. leave all three silos as they are and place the commcenter somewhere underground in the center of the map with extra tunnels or..

    b. (fav) replace the 3rd silo with a commcenter and give each base an additional undergroung silo (the one ThommyK0104 mentioned) with extra spawnpoints and everything..

     

    3 hours ago, Schmitzenbergh said:

    Also keep in mind that the GDI guard tower is way more efficient against infantry than the nod turret. I don't see a problem yet (testing should make that clear), but be prepared to do something about it. (The GT is now blocked a lot by the Barr, so that's quite good).

    Yeah thats true! But if we raise the turrets damage/splashdamage and lower the GT damage we might find a balace between those two.

     

    3 hours ago, Schmitzenbergh said:

    Maybe it's fun to incorporate a Reinforcements kismet script that will drive a buggy/hummer through the desert to the hon/barr every 7 minutes or so to spice up the gameplay.

    Sounds cool but sadly I have no idea/skill how to script something like that ^^

    But something like that would be indeed benefiting.. How about something like a timer where every 3 min the fog thickens/fades? Hence the name "Dust" :P

     

    I also updated the PT Level!:

    Spoiler

    cncdust8.png

    ^GDI

    cncdust9.png

    ^Nod

     

  9. Soooo.. first of all thank you for the quick replies :)

     

    21 hours ago, Fffreak9999 said:

    Delete the swarm agent config settings, you have @Ruud033 to blame for it :)

     

    Sadly.. deleting "SwarmCoordinator.exe.config" did not work.. BUT!

    the solution was in the "SwarmAgent.Options.xml"

    In there I changed the <RUUDPC> line

    to (whatever my pc was named  in my case it was) <7734PC>

     

    Then changed the path <CacheFolder>E:....(can't remember) line

    to <CacheFolder>C:\Users\King\Downloads\RenegadeX SDK 28-09-2016\Binaries\SwarmCache</CacheFolder> (in my case)

     

    Next start up SwarmAgent with administrator permission and tada it worked^^

    • Like 1
  10. Hey Guys! :D
     

     

    So I've been working on a new map for quite a while now and I thought, I might share my ideas with you.

    Please note that this is my first Renegade X/UT3 map, so don't be too hard on me xD.

    It's an infantry only map with only the Hon/Bar active and lots of pathways.

     

    I added so far:

    - 1 Hon/Bar for each faction

    - 3 Silos (1 close to each base and 1 in the center)

    - lots of infantry paths

    - 1 Guard tower/Turret for each base (guard 1 of the 3 entrances per base = add more dynamic and oppertunities)

    - 3 Crates

    - a sand dune like area

    - some small trenches in the center

     

     

    Again, this map is very far from being finished but here are some screenshots, so please tell me what you think about it :D

    cncdust7.png

    ^the general overview of the map without fog. (can't see much detail like foliage and meshes because of the small rendering distance)

     

    cncdust6.png

    ^more detailed overview

     

    cncdust5.png

    ^GDI base (note the Guard Tower at the back of the Barracks)

     

    cncdust4.png

    ^Nod Base (note the Turret on the Hon's back)

     

    As you might have noticed there is no lightning on this map :( Every time I want to build lightning it crashes and showes me these 2 errors:

    crash1.png

    crash2.png

    ^Just keeps on building and nothing happens :/

    tried this with the official maps too and it's the same.. Did i unzipped my SDK wrong???

     

    So anyway what do you guys think about the map?  :D

    CNC-Dust_V1.0.zip

    CNC-Dust_V1.1.zip

    CNC-Dust_V1.2.zip

    CNC-Dust_V1.3.zip

    • Like 1
  11. Would a map be really cool, if it lacked a ref for either team altogether, and instead had 4 silos?...

    Sounds like a great idea!

    In fact I'm currently trying to make an infantry only map with 3 silos. 2 Silos at each base and 1 hidden in a cave, The terminal of the silos at the bases are faced the other direction. So you have to go through a tunnel to capture them which makes it harder to defend because the enemy can also capture it fairly easy.

    Gonna post it on the forum when the map is nearly done. ;)

  12. it'd make more sense to give the Officer classes some secondary use.

    Totally agree with this one.

    Officers are rarely played but with that kind of power they might actually be usefull.

    Remember the OldRen singleplayer campaign? Didn't the Officers drop all kinds of goodies on parachutes?

  13. Well first of all there are some nice improvements^^

    This map needed more infantry paths.

    As for defences; are there just 2 guard towers for Gdi and 2 turrets for NOD? (+AA of course)

    Honestly, when one side takes the field those little towers are done for...

    and without any gun emplacements the SBH could freely roam the Gdi base.

    It would be best to have something like Hourglass with Full defence (Agt or Obi + 2 MGtowers or turrets)

    For the placements I suggest the Atg & Obi in front of the bases and the other 2 small defences there where the gun emplacements were.

  14. Okay, first of all the request of an recon bike is almost as old as time itself..

    And we all know that history repeats itself, so I'll just quote myself:

    I find the idea of an recon bike pretty cool, since it was in TD I think it should somehow make an appearance in RenX.

    But maybe not for a specific side. There should be an capturable techbuilding (like an abandoned Nod-warfactory, or a chrashed cargo plane?) which has a limit of 3 or 4 bikes at the same time.

    Like the silo techbuilding it has no gamechanging role, it's meant to make the gameplay more fluid(?).

    and... please don't RespektSchelle me for my bad english ;)

    And this one..

    I dont think that this forgotten tech building will ever see the light. It's way to much work to do so and it doesnt fit the tiberian dawn era anyway.

    I'm still for the idea with the capturable crashed nod cargo plane that gives "underpowerd" recon bikes.

    - fast

    - cheap

    - good Anti-air

    - bad at everything else

    - maybe limit to 3 bikes on map/per team?

    And last but not least...

    What do you think is best?

    Giving GDI a dumbass humvee with a TOW as a counterunit like in several Renegade mods/servers?

    If the recon bike will be added a techbuilding is in my opinion the best solution.

    We can suspect as much as we want.

    Unless there's an huge uproar from the community or the devs having a good day, there won't be any RB in the near future...

  15. I don't think it should get its own vehicle count though. It should stick with the normal team count.

    Yeah, I meant that it should add to the normal vehicle count, inclusive an extra count for the recon bike only.

    Similar to the Mommoth Mk II in Tiberian sun.

    The thing is, if it's map based then all players want to have one. And the team with only bikes will probaly be stomped pretty hard.

  16. I dont think that this forgotten tech building will ever see the light. It's way to much work to do so and it doesnt fit the tiberian dawn era anyway.

    I'm still for the idea with the capturable crashed nod cargo plane that gives "underpowerd" recon bikes.

    - fast

    - cheap

    - good Anti-air

    - bad at everything else

    - maybe limit to 3 bikes on map/per team?

  17. -___- you want inputs on game modes, that's one suggestion. There are hundreds of old renegade players that would be eager to play a prettier stock ren with new maps. If you aren't open to player input, you'll never get anywhere with this project.

    Well, if you ask me they are already pretty damn far with this project.

    We all want super cool, new and frequent improvements like pay2play games do. But thats the point, the developers do all this stuff for free and therefor the possibilities are very limited. You just can't make everything at once.

    Maybe in the very distant future.

    But I digress again.~ :P

×
×
  • Create New...