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DaKuja

Totem Arts Staff
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Everything posted by DaKuja

  1. Thanks for the report, i will take a look in several tests maby this one of the possible reasons why this cursed map get crashed
  2. + CnC-Eyes - Infantry coverings do not collide with infantry but with vehicles
  3. Well these Changes should made before new Maps got released - Already existing Maps can be updated with an new Patch. Few Maps dosn't even have Turrets so it's possible to handle it.
  4. Well at the End the Map Creators can handle it for Static Objects like Turrets over the Kismet. That works pretty smooth with SetActive(true/false)
  5. Alright i will fix that until next Weekend - thanks for the Feedback!
  6. Updated Version of CNC-Eyes - Enjoy! Download-Link (Google Drive - CNC-Eyes_01/14/18 - 81MB) Fixed missing Meshes Added few Cullings Added additional Envorinment Added additional Covers at GDI Bridges Changed PostProcessing Blur & Bloom Fixed B2B Spots Fixed Lights at GDI Base Greez. DaKuja
  7. Funnily, this project was talking today with few fellow students Unfortunately no, but I already have fixed dates for an update, since last Attempt i learned much more about the tools and switcht from 3DS Max to Maya for better experience in Rigging and Animation.
  8. This is the last update for now, the map got testes over many hours in diffrent settings and Servers and there was't any crashes So let us hope i fixed this once and for all Changes: - Fixed another Collision issues Download Link : https://drive.google.com/file/d/0ByG-mxdc6YijQXBOOENtdUhESFk/view?usp=sharing Greez. DaKuja
  9. New Version uploaded : https://drive.google.com/file/d/0ByG-mxdc6YijUzZBY0NmU1ZrQkk/view?usp=sharing Feel free to check it out and leave some Feedback i will fix them as soon as possible to upload a newer version Changes: - Fixed some new Stuckspots and missing Collisions - Fixed Soft Boundrie Volume - Fixed not spawned Crates - Changed MineLimit to 35 - Changed VehicleLimit to 14 Greez DaKuja
  10. Well i will change it on the next version
  11. In the config i set the minelimit to 35
  12. Updated Download Link Greez. DaKuja
  13. Cheers! I'm back for now 3 Weeks where i finally can spend some time to fix Eyes and i'm already working on it and currently nearly done with most oft the fixed and changes (detailed List of Changes and fixed down below) I will release a previous Version of the final fixed Version so thats the chance to find the last Bugs and problably to figured out if the Map still crashing. I will still be very happy if feedback is left in the respective thread to improve the map List of Balancing Changes & Bug Fixes Balance Changes : Nod Refinery moves near to the Air Strip - Now the Obelisk are able to see and shoot the Enemys which tries to infiltrate the Nod Refinery from the short Tunnel near by the Bridge Nod Turrets - Both Turrets get slightly more Range to get a fair chance to fight back Medium - and Mammoth Tanks - Also the Turret on the Back Entrance get moves bit forword to give the Backside of Nod Refinery additional Cover GDI AGT - The AGT was moved a little farther towards the WF to give him a better overview of the base and to protect it more effectively especially in the direction of the back entrance which was in a 30-40% Blindspot GDI Turrets - Both Turrets got a slighlty increased Range to deal with mid-range and stealthed Units - The Turret at the GDi Refinery was moved slightly forword to the Entrance to give Nod a higher chance to successfully infiltrate the building GDI Tiberium platue - Infantry can no longer go to the plateau to get an immense view across the field, the plateau has been reworked and inflicts Infantry damage over time GDI Infantry Path/Bridge - The Infantry Path which got reworked et additional Cover against the changed AGT to increase the chance to successfully infiltrate the base General : Silo - GDI Infantry can feel more secure in his own base, the viewing radius from the silo to the GDI base has been severely restricted, and allows snipers no longer to hit the Infantry directly in the base. In return, the GDI is no longer able to effectively attack the silo with snipers and tanks from the base. Crates - Removed the Crate on the Upper Field & Silo - Added additional Crates on both Bridges Covers - Increased the Numbers of possible Covers on the Field Vehicle Limit : - The most of you waiting for this and here it comes : Vehicle Limit got increased from 8 to 14 Bug Fixes : - Some stuck points on the Nod ramp to the Tiberium Cave have been fixed - Fixed a stuck spot at the GDI Vehicle Path between Base and Bridge - Fixed Stuckspots on the Nod Bridge - Fixed missing Collision on the Nod Laser Pillars at the front Turret - Some errors that occurred during the map were analyzed and corrected & missing culling values get set in order to provide additional stability Upload the new version in the course of the day ! [ https://drive.google.com/file/d/0ByG-mxdc6YijS1VwVXpFUjRXbzQ/view?usp=sharing ] Greez. DaKuja
  14. Keep up the good work, i will check out the next version maby i can find some stuff which you can use to improve the map
  15. Yea, bots are able to take the seats of the Turrets
  16. Yea, the harv paths / dump notes are really tricky
  17. Thanks, Havoc89 I'm sure i can do it better if got some freetime to get back into 3D Modelling.
  18. At least every Dev can just change the Limit to 12 or what ever, it dosn't need my work too, because lack of time and very slow connection. Its more easier if some of the Dev just change the Number and put the new Eyes into the next Patch.
  19. Well actually i dosn't take thaaat much. Actually you can done such Building pretty fast but looking shitty because of less details, that takes the most of the time. Then just unwrapping and texturing the Stuff and done
  20. Not that far, sadly i can't spend much time on this one. At the moment I do not have time to work on it, since the training demands a lot and also free time of me. Probably i hat to redone much of this one, cause it was created in my first 50 hours of 3D Art. I think i can do it much better
  21. I tried this long time ago, you can use it via kismet where you tell the Building to take a specific amount of damage - or just the Health get reduced to 0 But the only Problem is the building get destroyed only at the start of the game not when the Level is loaded that dosn't worked for me.
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