-
Posts
890 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Events
Gallery
Everything posted by Henk
-
Fixed the bug on Goldrush.
-
hey that's my emp grenade at 1:42 That game was pretty brutal
-
the .ini file of this map says: MineLimit=50
-
I think it's set server side. It's not because of the version of Walls that was used (He/I used the most recent one). Snow has had the same issue of having a 24 mine limit while I had set it to 12 or something in the .ini file
-
Alt-Fire does not necessarily mean that a unit is better or stronger than the one without the alt-fire. Like freak said, Farland is getting nerfed (again), so don't worry about his OP-ness (lol don't speak that word out loud).
-
@Ruud033 I did, but, that was on a newer version I was working on, Thommy continued on my first version, don't know if it was set up correctly on that first one. But @Madkill40's comment wasn't about the physical material I believe, but about the way the snow looks, those waves. As far as I know snow doesn't usually make waves like that, but sand does.
-
Have you saved your material/the package that contains the material? In your material, are you using any textures that are saved in a .udk file instead of a .upk file (other than your map's .udk file)>
-
That's from a song.
-
If there was a "wait time for first unload after being spawned" so the Strip/WF > Tib > Ref timing could be fixed it would help. After the first unload, if the distance is the same, it won't accumulate.
-
That's right @DarkSn4ke, there's the first drop, which is Airstrip/WF > Tiberium Field > Refinery, as long as the Harvester lives all drops after that are Refinery > Tiberium Field > Refinery. This makes it very difficult to balance. Maps where the Harvester does not frequently get killed are Complex, Islands, Fort, Crash Site, Reservoir, maybe some more, I haven't seen every custom maps' tiberium location. So especially on those maps it's important that the Ref > Tib > Ref time has the same duration for both factions. Of course it should preferably be the same timing for both factions on every map (uneven maps are possible too of course, or maybe give the faction with the faster Harvester a slight disadvantage in another area, see Tunnels topic), but maps where the Harvesters are more vulnerable are a bit more dynamic in that regard. I'll look into Lakeside and Islands soon and see what I can do about it.
-
Those sand-like waves are one of the things I fixed in a newer version I was working on but gave up on. The physical material was set to Snow last time I checked your version though.
-
Go into the field alongside tanks and other infantry, they are your "turrets"/defenses, you are their healer, seems like a good balance that encourages teamwork to me.
-
Yes it's better to prevent it from happening than kicking after the damage is done. Barracks vehicle blocking volume is now higher, and Strip and HoN now have (more) blocking volumes to prevent people from getting on top of them. As for the Harvesters, Nod's is slightly faster, because the airstrip drop-off is closer to the tiberium than the WF garage door. I have put GDI's Tiberium node slightly closer to the base, but bringing it too close will make it easier for GDI to defend the harester (less time to run for defense, more time for Nod to get to it). Also the difference does not become bigger over time, the difference in seconds stays roughly the same. If I would bring GDI's Tiberium node closer, GDI would catch up to Nod and in the long term get an advantage. So it is recommended for GDI to initially be on the defensive, focus on defending their harvester and anticipating an early rush. That's Nod's advantage, but Nod's disadvantage is that their Airstrip is quite exposed. There is a "Harvester Harvest Time Multiplier", but it changes it for both teams, and even if there was another function, the disbalance would still be there because of the position of the Airstrip compared to WF.
-
Fixing the stuck spots and Ion spots, but getting on top of those structures is possible on all maps, there's no missing volumes. I'll block the HoN and Bar roofs just in case but I don't think it's likely for an enemy to get on top of them before getting destroyed.
-
"We're winning, no need to watch mines"
-
Map updated to version 1.4
-
It works (tried in editor), but it goes through a rock when it's headed for the GDI base, and some parts are way faster than other parts which feels a bit weird.
-
Use a specular map. You could take your snow texture, use a OneMinus to invert the colors, and then use a power node so you get a mostly black texture with some white speckles on it. For the SpecularPower you can use a single number, but also a texture, look at how it's done on Under.
-
Yes good point and addition.
-
Spotting one or multiple teammeates could say: "Follow me, Player X, Player Y." Just like you can do with bots in skirmish. Maybe also Take Cover, Fall Back and I Need Repairs with friendly playernames added to them if you aim at them. (So not Q-Spotting, but when using the right commands)
-
@DarkSn4ke Fixed the (still) mysterious vehicle breakdancing after a lot of struggles.
-
The changes from my post above are form March 19. The new version can't be released yet, it needs a new script/class to work that's not in the game yet. Here's the changelist of the upcoming version: - Destructable obstacles that open up a new infantry entrance, this path leads to the top floor of the middle structure, and starts near the WF and HoN entrances. - Silo credit rate increased to 3 per second. - Explosive barrels (now possible because of the new script, and yes, they do damage when they explode) - Improved landscape material - Tweaked rock materials - Removed meshes that weren't in visible range (over 150.000 polys saved) - Improvements on texture scaling in the middle structure - Removed collision on the faction logos, brightened up the Nod ones. - Less amount of lights, but more brightness overall - More detail added to the landscape. - Improved decals, they're muddy now, which makes sense because of molten snow. They also fit to the landscape this time. - Snow added to the barracks' sandbags and the HoN's globe.