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Posts posted by Henk
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1 hour ago, DarkSn4ke said:
Macri-Gato is a known b2b noob (among several others, they always try that on Snow claiming afterwards they were just aiming for the inf-path and didn't know they were hitting the WF)
as some maps have b2b problems, it's up to the community (the players who are online at that time) to kick b2b exploiters. shouldn't be that much of a problem, with a server moderator playing at that time too.
"Building Damage +2 VP"
But yeah it's fixed in the upcoming version, as well as the floating lamp in the Barracks.
Now someone also mentioned b2b Arty on Reservoir during that match on Snow, but refused to post on the forums how to, said I had to find it out myself, does anyone know where? I'm presuming he was just talking about Arties & MRLS being able to hit the dam infantry entrance, which has already been reduced a lot. If the top dam entrance is camped by an Arty, you could always take the back path with the Dam MCT, or go field side, plenty of ways to get in.
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nice!
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37 minutes ago, Fffreak9999 said:
This would not be practical due to the amount of tiberium in most maps compared to the actual harvesting node.
Harvesters use this Navigation point as the determining factor for allowing Harvesting to commence.
Harvester Tiberium Navigation Point
As a property of the navigation point is the team number (0 for GDI, 1 for Nod) which means the harvesters drive to that point to collect the tiberium.
Also many mappers use Tiberium Damaging volumes to deter players from going too far out of bounds or on top of rocks they aren't meant to be on top of (I.E Lakeside)
Are there any maps where a tiberium damage volume is closer than the Tiberium field/node the harvesters use? And of course also reachable by vehicle.
Only one I can think of is Canyon
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make a meter that shows the amount of tiberium harvested. And more interface stuff for it, like "unload now".
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57 minutes ago, Xeno1987 said:
Another thing which can be improved is that you get a visual Feedback (timer on your HUD) for timed C4.
That happens to be implemented this week, so expect it in the next patch.
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I ticked the vehicle mechanics on Renegade because that was the feature that convinced me to buy the game, not because I prefer Renegade vehicle handling over Renegade X's.
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Those edges look realy smooth, how much verts does UDK say that model has?
I think AutoCAD isn't really suited to model for games, because of the amount of detail, most game models arent as detailed.
But what I mean with n-gons vs quads, is that you now have 1 plane with a lot of verts, what you need is something more like this:
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need to see some dots and lines, aka vertices and edges.
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@Veyron The reason your mesh looks that way is because the topology is done wrong. There's probably a lot of N-gons, those are polygons with more than 4 edges. Try to use 4 edged polygons, called quads. the front of those arcs/legs are probably just 1 face/polygon, with over 10 vertices right? try connecting those vertices so it's made up of quads instead of n-gons.
You can also try to model it in another way, by starting of with a cube and extruding and scaling it, and repeat that until you have that shape, that way you are sure you get quads. Something like this guy does in this video at 17 sec. but he temple arcs are more complex.
When you use quads you will also get the best results when smoothing your mesh.
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very nice update, i think I'm getting less lag in the jungle now.
Added some images, that rock is pitch black, maybe it's because of my lighting, because the vehicles in the PT and some of those characters are also completely black (Not just on your map, it's because I turned off dynamic lighting)
And that turret in the distance is active, can kill it with a rocket launcher. maybe an invisible mesh in front of it will block the HUD from showing the target box.
I also liked riding the Recon Bike
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Nice!
Does the rum do anything? like a slow screen wobble and some blurring if you've had too much
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I'm not adding that, I tought about extra paths that go around the map, but it would make the map just so different from what Snow originally was, that it wouldn't be Snow anymore. Besides that I think it works pretty well now with the changes made compared to the original. Like the extra path, and moving the WF further back.
You can go ahead and make a variation on the map, but name it differently, like Snow 2 or Snow X
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On 2017-4-26 at 10:55 PM, Madkill40 said:
@Henk I have a proposition, would you be interested in letting me modify Snow to create a second vehicular access point? Or perhaps share a design proposal with you for CNC-Snow? Nothing too drastic a change, just a little something to ease congestion of the two chokepoints.
post your proposal here: https://renegade-x.com/forums/topic/74012-map-cnc-snow/?page=2
Or in PM. As you can see in that topic I've had some ideas for a second vehicle path but I don't think they'd be well balanced
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CNC-Caves
I decided to make a Deathmatch map since we didn't have that many yet.
I've used the same environment package as Tunnels, but the design of the map is completely different, it's inspired by the layout of Meltdown from COD : Black Ops 2.
There are weapon, health, armor and ammo pickups. the weapons pickups are:
Laser Chaingun
Flamethrower
Flak Cannon
Rocket Launcher (Gunner)
Unsilenced Sniper Rifle
Note: The location of other players on your minimap isn't scaling correctly yet, I know this. They do appear correctly on the overview map, and your own position is also right.
Enjoy!
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Submitter
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Submitted04/26/2017
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Category
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Can't remember the last time I got sniped while repairing tanks. Way more of a threat are SBH and free infantry sneaking up from behind, klling you without your tank buddy noticing.
Best way to counter those snipers is with another sniper.
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I like Walls, I love Walls. But it gets played a lot, even with 5 vote options it usually gets picked, and these 3 variations we have now makes us play it even more, sometimes 2 times in succession.
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With 3 options it's still possible to have Walls, WallsNF and Walls Snowing as the only 3 options.
What I'm trying to say is, make 1 "group" for all variations on walls, same goes for Lakeside and Islands. So only one of the variations appear in vote, and after it's been played, there should be 2 or 3 different maps before a variation of walls can pop up as a vote option again.
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oops
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Thankfully there's still Renegade X
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Gunner is Australian
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With only 2 vote options there could be a situation where WallsNF and Walls Snowing are the only options, even after we've just played Walls.
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Different people have different PC's. There's people playing with 20 fps and people playing with 120 fps.
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My past 2 tank steals where from Nod But yes, this should be known to everyone. I always spawm "Get in the vehicle!" while I'm in a mammoth, and I also have my tank barrels pointed at the tank to destroy it as soon as an enemy would get in. When I'm infantry I get into the secondary seat just in case.
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It's gonna be huge, could be a lot of fun with a high vehicle limit.
Wouldn't it be better to block the hills off instead of placing all those rocks, if you want to get the real dunes feeling.
You can also use the small wooden fences, vegetation, or concrete, like old WW2 ruins, there's some old bunkers if you look at the references, they look a lot like the old bunker that's in the sdk.
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Rise and Fall of Command and Conquer
in Off Topic
Posted
Comments mentioning Renegade X could help