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Handepsilon

Totem Arts Staff
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    2007
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Everything posted by Handepsilon

  1. Not to be confused from other things with 'Sinkhole' in its' name. This is not based on anything else At first this was supposed to be an interior-heavy infantry only map, but then it turned into somewhat a combo of CNC-Containment and CNC-Chasm, with some twist. That being said, this is still in Previsualization phase, meaning that nothing is fixed right now aside from the central area. The BSP geometry is most definitely not fixed to stone. Alpha 0.0.2 : https://drive.google.com/file/d/11Snr4ktts2-m9F6DhM0MzargQtWOqyG7/view?usp=sharing Alpha 0.0.1 : https://drive.google.com/file/d/1RFgzwF6-wbxN2KmjyJUYgJN7TIkRYmqq/view?usp=sharing
  2. Vietnam flashback of me trying to find that damn MCT in single player
  3. Aye, I will fix the darker scene (and yea the bases will definitely need a change), probably after I can actually test properly in the actual game. I don't wanna bother the other guys too much just to test a single mod. I think I may have forgotten a bit of point lights too in the airstrip, which is how the scene there got too dark And yep, I know about that last part. I don't think I can always force the material resolution to max. It's kinda just UE3 inherent problem with the texture (my friend even said it was one of the major giveaway for UE3-run games) which is why I don't even bother including that part
  4. I'm very pleased to announce that the Custom Menu is back, along with a few changes : 1. File size is completely downsized into 1 MB This is due to the way the Menu Map works now. Apparently it is cooked and trying to load any other levels with the frontend map will cause crashes. The frontend map will now contain the whole cinematic bits. Also added a RenX-HandeXtend.u in the pack (THIS SCRIPT MAY SEE UPDATES LATER) 2. Added Vignette and tweaked PostProcess I've added a PostProcess Chain for the world to make the shots look a bit more like a background. You may or may not like this change. Lemme know what you think. If it's too dark or strange, I'll change it. You won't see the change if you have PostProcess off though 3. Camera is slightly slowed down, visibility timing is fixed My original idea is to play the camera accordingly with the Tension Rising's beat. Unfortunately for whatever reason, the matinee always play faster. I've also discovered that there are scenes that seemed to have mismatching timings. This has been fixed now 4. Scene changes The Hovercraft no longer moves (It's tied to the menu map's matinee, can't do anything about it). Mendoza is now holding Tiberium Rifle. Officer next to Raveshaw and Mendoza are now holding a pistol and standing. This is due to a removed animation from Black Dawn. Mobius and McFarland scene now have additional props inside the room Known Issues : 1. Airstrip scene becomes too dark. I'll try to fix this later. 2. Lag and freezes may affect the music beat timing 3. There might be a bit of blink when the main menu starts, ESPECIALLY if your post-process is set to off. I can't really do much about this, but I'll try my best to make sure it's not too visible New link for download is on the first post! Also let me know if this still cause crashes or any other issues.
  5. Will try, and thanks for the discord link. I'll update the situation afterwards
  6. It's been awhile since I've visited this place and I've been looking into trying to get back into a bit of modding, if only for a few moments or so. Unfortunately my download with IDM keeps on getting corrupted at some random points. Is there any alternative place to download the SDK, preferably with reasonable partitions? I feel like the size has something to do with the corruptions
  7. Of course, I'm cool with it. It depends on how much stuff is going on and how one would do it. If it's using AIs, then it definitely will impact performance. I'm not that familiar with how Generals menu look really. Last time I played, it's just a static image of a battlefield
  8. Fogs could be useful. Players can't really cheat away from fogs. Just make it dense enough to emulate storm. The only thing left would probably be the way to make it darker. Unfortunately I used PP too in the legacy Coastal for rain effect
  9. Well, the map menu is very very ancient, as you may have seen in the post year. I won't be surprised if it was the map version causing the crash, or the ini files being at fault. You can try to manually edit your ini files to load this on startup instead of the default one. If it still crashes, then it's the map fault. As for continuing.... I'm not sure. I haven't updated my Renegade-X SDK due to network problem, and my laptop would kill itself over the heavy apps I try to run (including RenX sadly ). Probably would appreciate it if someone can mirror the download links to google drive or something. My office network doesn't like downloading from alien sites, so the download would always get shut down whenever I try it.
  10. I assume the Day/Night cycle is very heavy? The first attempt by Kenz was very lag-inducing
  11. That's only because Hovercraft has physics activated (the one that causes it to be affected by gravity). Spawning static mesh should not pose a problem unless you're using a KActor, which you should not be doing in the first place anyways.
  12. "Beta 4 was merely a setback" If I remember correctly it had something to with explosion effects or something related to it
  13. The 64 bit version of the application is a bit buggy last time I checked btw, so just use the 32 bit version (it required some deep tweakings anyways) even if your windows is 64 bit
  14. Well someone forgot to either a. Lock the hand from rotating b. Unlock the gun from the screen constrain Or some script bug happened
  15. The things on the ground in the last pic. Is that.... Tiberium Veins from TS?
  16. Just take my mod's code and mix it with commander mod Also, Stank rush is too boring, do Titan Rush or Tick Tank Rush. Or maybe do A-10 Rush or C130 Rush instead
  17. Provided they can afford the flame tanks/apaches/orcas in the first place that is.
  18. It's still just an idea, maybe when it is finally high time to make use of that game mode drop down menu. So that may not mean today, tomorrow, or even next year, but maybe someday As for code, I don't have anyone in mind yet. Maybe when I finally get a hand on the updated SDK, I will try prototyping it. By theory it shouldn't be that hard
  19. So an idea came to me one day, about some game mode variation for RenX, here's the little unpolished rundown Goal : Gather a certain amount of money before your opposition Mechanic : 1. Players start with NO money. All incomes are stored in the base, which players can withdraw from or deposit to up to $1000, after either of which players will have no access to the 'bank' for 1-2 minutes. Donations are still possible. 2. Instead of AI controlled Harvester, you need to control your own harvester to gather at the specific point. Harvy destruction remains the same 3. Base is indestructible. Instead, you can infiltrate and sabotage the enemy MCT (with good ol' method, but faster progress) to gain bonus or deter your enemies. Effect lasts until the MCT is fixed - Barracks/Vehicle sabotage will deter production like normal game. Airstrip and WF sabotage will make the harvester slower to replenish - Defense tower sabotage will disable it - Tiberium Refinery sabotage will slow down the Tiberium unloading and stops automatic money trickle - Power Plant sabotage will cause the base to go on low power. Defense tower has less fire rate as opposed to being disabled (not sure about this) 4. Instead of nuke beacons, you can gain access to a hacking item, which you can use to steal good from enemy buildings, deployed similarly as beacon a. Buildings must be functional b. Buildings can only be stolen from by one player at a time. Each player can only steal from one building at a time. c. Players must bring the stolen goods to the buildings' respective counterpart. d. When the infiltration e. Bonus is as follows - Infantry/Vehicle buildings infiltration will earn team wide veterancy points - Refinery infiltration will steal up to $500 (thief can't access this money until they take it back to their own refinery. Death returns the money back) - Other buildings do not yield bonus (at least I can't think of anything for them) ... Thoughts?
  20. I've played the campaign in 3.3, and it's significantly much easier, though still requiring decent amount of strategy to get through everything. I think you were talking about mission 4 (Heaven and Hell). You need to rescue the rocketeers first before even thinking about going through the pack of conscripts and dogs, and other stuff
  21. If anyone plays this Red Alert 2 mod (I know some players in the past who played this with me), they've released a new version today. www.youtube.com/watch?v=BmYE3JDL59g
  22. Maybe it's time to consider word censoring feature? Disclaimer : i'm not the kind of guy to be offended by the n word
  23. Before you go around blaming others, you have to ask yourself what you did do wrong. Not 'if', but 'what'. You will most likely say 'no' when you ask yourself if you did wrong or not.
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