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Handepsilon

Totem Arts Staff
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    2008
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Everything posted by Handepsilon

  1. Coastal Beta 2 (jumps because it's massive overhaul anyway...) https://drive.google.com/file/d/0B6yEH_ ... sp=sharing
  2. I might upload the new version today just for the sake of layout testing. There might be some blocking volume errors, but the most important thing is getting the layout right
  3. Okay, so taking Alkaline's suggestion, I scaled down the X and Y to 3/4 the size of original. As the result, I have destroyed every single rock and foliage, and restructured Nod base completely LET US BREAK COASTAL!! Today's progress -Restructure the Nod base, now your Hovercraft can enter the base from behind as well, but beware the giant Turrets that has massive health and shells as painful as Mobile Artillery's own -Lesser destroyed building. Both destroyed HoNs are have their own cover function. -Moved Ref side by side with Nod Tiberium Silo -Added Rare spawn point on Infantry path for GDI. (survivors, hint hint)
  4. Taking from my experience, multiple PP, Ref and BAR/HoN doesn't work well. Either you wait until the Devs support multiple building placements, or have someone script it out for you...
  5. The problem is that vehicles and beacons are different classes. Besides, they only rep vehicles they happen to pass by
  6. Updated, now with structures and mining propaganda shots https://www.dropbox.com/s/ifomcx21o8wcu ... 1.zip?dl=0 Note, the first time the camera shows the building, it might freeze for a second twice
  7. Trying to make it a bit like it but it hadn't been working yet
  8. shouldn't be. you need to install it on separate place from the game... hmmm, try installing the UERedist. It's in one of the folders inside Binaries folder
  9. I know... but if anything, this should've decreased your FPS instead of increasing it...
  10. Whoops! sorry! I mean Target! I need to remember which box is which
  11. Is Rx_Purchase system itself an actor? maybe just replace that one if it is
  12. Hmm, interesting. I'll put the defaultengine.ini as well later on. It might solve the issue Also, appeal problem can be partially solved with LOD forcing for the characters and vehicles in the map. Will include it as well
  13. No worries, I'll dive into it myself
  14. Ah, that means we can't do a mod that replaces MRLS to Hover MRLS then, too bad Also... It's Handepsilon. If you have trouble spelling it, you can just call me Hande
  15. Custom menu is back! Ever get bored of just staring at the Hovercraft and the Mammoth Tank in the menu? Well, then just go ahead and install this little piece of Mod. It will show you most of the characters and vehicles inside the game. Perfect for them newbs Version 1.2 https://drive.google.com/open?id=11vAHD4gc10tUw8jDu32jvhLkgqIlxloJ DEPRECATED VERSIONS - NO LONGER WORKING IN CURRENT VERSION OF GAME (You can still download this as research material) Version 1 https://drive.google.com/file/d/0B6yEH_ ... sp=sharing Version 1.1 https://www.dropbox.com/s/ifomcx21o8wcu ... 1.zip?dl=0 Several shots of the pans : The Black Hands The Dead 6 Raveshaw and Mendoza Engies and Tech Mobius, Sydney, and McFarland
  16. It's... rather complicated. Destroying the building is easy, but it can only be done if the 'killer' in the kismet node is from the opposing team. Few more thing for the SDK to cover up in the next patch. In fact, we will need an SDK wishlist, preferably with paved path from the community too...
  17. First, make sure your SDK is NOT in the same place as your game Good? Okay, now in the Binaries folder, look for win32 folder, then in UDK.exe, make a shortcut. Open the shortcut's properties, and then in the Start In box, put 'editor' at the end, separated with space. Then just open that shortcut and you're good to go!
  18. First, they need to fix that condition where if your enemy doesn't have the counterpart building, you can't use your own as well... second, I always imagine a Tiberium-infested city to be like this particular UT3 DM map http://ut3.gamebanana.com/maps/53228
  19. Oh yeah forgot about that Or we can go your way and just make the High-Poly from the low-poly. But it seems that psychology from the existance of your low-poly model will hamper your creativity (It sometimes does to me ) Besides, I'm also guilty with the warning, only I told it to Ska-ara on his RA2 model project
  20. Everything seems to have gone back to normal eh? I can already your Constructive Tyranny and Testing Server, and St0rm. No word on TmX's own US server tho
  21. Don't worry about the poly yet. You're gonna need a high-poly version to make the normal map anyway....
  22. TURNS OUT this whole thing is rather teamhampering atm. The guys outside can hear your team messages with an item name (e.g. : Destroy it Now, ) using your local message. sxchmn heard my 'Get in the vehicle, Medium Tank' as 'Get in the vehicle, Tank Sedang'
  23. Okay, so I've experimented with Localization (broke my game after premature exit) and here's what I get from the result So far I only managed to change the weapon name, the class name, and vehicle name, and also the vehicle bound and mystery pickup Building localization is there, but refused to be implemented for some reason. The messages are not localized except for buildings
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