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Henk

Former Developers
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Everything posted by Henk

  1. This bug also still exists. What's also weird is that all the visual damage, all the scratches and smoke effects etc. are gone when the building's health is at 0%.
  2. It still exists. Last week I wasn't able to shoot anymore with my sydney's PIC, no matter what I tried, reloaded a lot of times, refilled, reloaded every weapon I had, went into a vehicle, reloaded the vehicle weapon, got out. I just wasn't able to shoot, tried stuff for about 5 minutes and then gave up. Here's some screenshots, just look at the time in the bottom of the screen: http://i.imgur.com/fq01v4C.jpg http://i.imgur.com/iY9OwSN.jpg http://i.imgur.com/vA7uRXP.jpg This was on CT marathon, first screenshot was taken at 12-4-2016, 00:36 (Amsterdam time zone)
  3. IMO Patch was fine in 5.15, shouldn't have been buffed. He was already quite strong in 5.15 but people really started noticing in 5.16 when he got even stronger. I must say I really love his rifle, the grenade is a really fun mechanic, I hope it stays in. and just the damage gets nerfed. Maybe keep his damage vs heavy tanks the same though?
  4. Don't other classes have camera problems too when you aim down sights? This is what I mean: viewtopic.php?f=120&t=75917 Maybe it's the same bug?
  5. Those vids would be better if people didn't shoot I hope whoever was recording the PUG was on the winning team, that's more fun to watch.
  6. You got the flag to move nicely! Or does the Barracks flag move like that too when you have a high graphics setting? Not on my screen at least Map looks really nice.
  7. I downloaded XCC Utilities (http://xhp.xwis.net/utilities/) and was able to extract Renegade maps so I could open them in 3ds max. Don't know what fileformats you're able to export to, but if you can get them inside 3ds max then you'll most likely be able to export them as obj as well. I also recall needing a certain importer for 3DS max. Can't help any further at the moment, but start by downloading the XCC utilities, that will probably get you far.
  8. Every time I load up one of the custom maps (tried 2), it loads for quite a while, and then pushes me out of the server with the message "Server already at capacity". But then I can rejoin the server/map (with 0 players) without problems.
  9. I downloaded a bunch of maps with the new launcher very quickly, that was nice, but either Beachhead isn't added or something is wrong, because after playing Artic Stronghold I selected BeachHead, and it kicked me out, when I trie to join it opened the slow, in-game downloader. Also tried restarting the game but I still get the in game downloader.
  10. I'm wondering how Reservoir will play, I think the design is simple and there's enough options for players, but I might be wrong. It could also be small things like trees being in the way or the positioning of the small base defenses that might make it a bad map. ^ This is why I remade Snow, and because it's a kind of map layout that wasn't in the game yet.
  11. It's simple, straightforward and very symmetrical. There's not a lot of clutter but still enough objects to hide and take cover behind. And maybe bright/daytime maps are preferred too by people. And yes it's good for mappers to look at what Walls does right, but we shouldn't simply make paintjobs of the same level designs/layouts.
  12. If it takes way longer than on your other maps, maybe there's a setting wrong somewhere. From the screenshot it looks like your map is mostly lit by the dominant point light, or are there a lot of point lights compared to your other maps?
  13. They do that on any map, but you when they've rotated towards you they are very accurate and way stronger than turrets in my opinion. But for this map I think they're good, placing is important as well.
  14. Really nice! I like how colourful everything is. You could vertex paint those rocks so the parts near the lava are glowing or are darker. And I don't know how the map layout is, but what would be cool is if you'd animate a boat that comes by once every x minutes. That's just an idea I had for a waterside map I was making once (but quit).
  15. Starting to like the gameplay more as well. But can you make the collision on the tomb so we don't get stuck to the walls etc.? And I still think the tomb could use som more details and props, and more detail/poly's on the coffin and entrances.
  16. One way trip! I think we'd make excellent terrorists.
  17. I'd really love flying and non-flying versions of maps and wish it would/could be implemented. Just make the stairs on buildings toggleable and dynamic, so they aren't built with the lights or something along those lines? Right now I never grab a med, light or artillery because they're sitting ducks for Apaches and Orcas.. But I think this large field can be good for tankplay.
  18. Or choose from rigging it with explosives, chemicals or napalm
  19. Looks nice so far !
  20. Maybe it's possible to have a boink.upk file that doesn't need to match? I am pro-boink btw.
  21. viewtopic.php?f=13&t=73002 viewtopic.php?f=39&t=71610 viewtopic.php?f=13&t=71891 viewtopic.php?f=13&t=74930 viewtopic.php?f=13&t=71891
  22. Would be cool if this is real. Because it's a shame they have the C&C IP now and don't do anything awesome with it. It's better than nothing and can't be worse than C&C4. Also cool if Andromeda would come for NX, might get that console if it's powerful, has backwards compatibility preferably up to Wii, doesn't have too weird gimmicks and gets good 3rd party support.. If that Tiberium game is real I'd get that one for PC though.
  23. Someone should write a plan and a script for the tutorial. What things have priority in the tutorial? In which order do you teach it? Do you break the tutorial up into multiple segments/skilltraining levels? To save time on aesthetics we can take all the materials and meshes from 1 or more existing levels, or maybe even better, make it take place on modified versions of Islands, Walls and/or Field (just to name some vanilla maps)
  24. In order to not flood the topic about contacting youtubers, I decided to post this here. Some polishing the UI needs is that when you win by points it should say "Team X won by points", instead of "By Destroying the enemy base". And 2 suggestions: When you have mines equipped, show the current mine count. And AOW should have: 5, 2 and 1 minute(s) remaining notifications or voice anouncements.
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