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nBab

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Posts posted by nBab

  1. 4 hours ago, ThommyK0104 said:

    Am I doing something wrong?

    You need to have the "open mapname" before the question mark. like "open CNC-Field?mutator=...".

    Also it seems you're trying to load other classes as mutators. you need to make a mutator which is a class extending the rx_mutator class and change the other classes you want like the Rx_PurchaseSystem inside of it.

    • Like 1
  2. On 9/14/2016 at 11:57 AM, TheOlsenTwins said:

    Nice! - In case it has been forgotten: this is also still happening: https://renegade-x.com/forums/topic/73904-1610-bug-before-match-start/

     

    that should be fixed in the next update.

    On 9/15/2016 at 1:29 PM, Snappy said:

    I've noticed that the icon for COMMS Center and Silo don't seem to change to their retrospective places when taken by either NOD/GDI or Neutral. It just seems to be stuck.

    Yes tech icons have been broken since the last patch. i've fixed them the day after but we've not had a patch yet so ...

    they will be fixed in the next patch whenever it hits :P

     

    Edit:

    On 9/10/2016 at 9:41 PM, nBab said:

    I will take a look at it. but since i've not written that code, it may take me a while to figure it out and fix it xD


    I've applied a fix but since it's hard to reproduce, i'm not 100% sure it's fixed. if the error messages still show up after the next patch, please let me know.

    • Like 1
  3. 7 hours ago, TheOlsenTwins said:

    In the start up phase of the server or after a team change, the Spawn selection menu is sometimes shown for the wrong team. (It still works, if you select Flamethrower, you get grenadier and vice versa)

    Not a large problem, but might be looked upon, if it is an easy fix....

    I've fixed this bug. it should be fixed in one of the upcoming patches. it was an easy fix as you said :P (i should fix my fixation on fixing stuff...)

  4. The idea was to make it easier to infiltrate buildings and place beacons for sneakers since the base has only one vehicle entrance and is easy to defend. but since the buildings are far apart and it takes a while to reach a building and defuse the beacon, stairs indeed seem unnecessary. they will most likely be removed in one of the future updates.

    • Like 1
  5. This happens because of the way airdrop chinook checks the vehicle classes. it looks in the default purchase system class not the current one. as you said this only happens when you purchase one of TS vehicles before WF/Strip goes down. i will fix it in the next patch. thanks for letting me know :P

  6. Just wanted to update this thread to let you know that i have fixed the bugs and updated the map. i won't be putting it up for download however as i've rewritten the mutator and it won't work with the current version of the game. it needs the changes that will be coming with the new release and fort will be included in it, so you can see it then :P

    Change list :

    - Fixed the mutator spamming the logs on other maps.

    - Fixed places you could get stuck between rocks and the walls around base entrances.

    - Made a better end game cinematic sequence.

    - Added lens flare to tiberium fields.

    - Added collision to the big middle tiberium crystals in tiberium fields.

    - Added some containers/prop to bases.

    - Slight fix, fixed a rock near airstrip.

    - Adjusted the path nodes for GDI harvester again.

    - Changed the tech icon location to the bottom of the screen and in a similar size/style to building icons.

    - Fixed a spot you could get out of the map from.

    - Added vehicle blocking volumes to containers to prevent vehicles from going on top of them.

    - Overall raised the height of vehicle block volumes in the map. (no more flying stanks :P)

    - Made a better minimap for the day version and new one for the night version.

    - Made the night version darker overall.

    - Adjusted the wf ramp to prevent getting stuck there.

    - Fixed the mutator adding health on other maps(doesn't run on other maps anymore).

    - Added lens flare for the sun in the day version.

    - Built light with precomputed visibility.

    - Slight fix, flying rocks near weaponsfactory and airstrip.

    - Added lights to the entrances of silo tunnel.

    Some Screenshots:

    05.jpg

    04.jpg

    03.jpg

    02.jpg

    01.jpg

    06.jpg

    07.jpg

    P.S you won't need to load the mutator manually in the command line anymore.

  7. There's no space at the bottom either. below the icons is where it displays who killed who and who captured what :P

    And btw Icon positions are set manually in the flash file and then they get scaled to different resolutions. (using scaleform)

    I'll try writing a mutator to add the silo icons to other maps but first need to fix the bugs and get this map ready :P

  8. There have been a few bug fixes and specially because of the newly implemented tech building hud icons and the night version, i'm releasing beta 3.

    Download Links:

    http://www.mediafire.com/download/wd24t ... _Beta3.zip

    http://172.245.10.199/map/CNC-Fort_Beta3.zip

    Mutator Source Files:

    http://www.mediafire.com/download/mz0y7 ... _Beta3.zip

    http://172.245.10.199/map/RenX_nBabMuta ... _Beta3.zip

    Change List:

    - Fixed silo health being lower than normal (forgot to increase it after lowering it for testing purposes...)

    - Fixed a flying rock between bar and ref.

    - Fixed a bit of landscape that was visible from silo tunnel.

    - Fixed GDI Harvester path nodes.

    - Fixed the weird shadow on the silo tunnel near the silo door.

    - Slight fix at the wf pad where the landscape had sharp edges.

    - Slight fix, a gun on a crate at fort was flying.

    - Added 3 hud icons each for a tech building that will change color when the tech buildings are captured for easier tracking of which team owns which building. (more info will be posted at beta 3 release post)

    - After looking at lighting of official maps like Islands and Lakeside, i've changed number of whole scene dynamic shadow cascades to 1. it makes the shadows a little bit blocky but gets rid of the shadow lines on buildings and rocks and i think it's worth the trade off.

    - Made a night version of the map.

    - Added fire sound to the burning vehicles.

    ------------------------------------------------------------

    Tech building icons are located at the left side of the screen:

    04.jpg

    They will change color to Neutral, GDI or Nod depending on which team is holding the building:

    05.jpg

    Here are some screenshots of the night version of the map:

    01.jpg

    02.jpg

    03.jpg

    Edit: Btw the repair tool is only available for purchase if your team is holding the medical center. it's like that since beta 1 but i keep failing to mention that >.<

    Edit 2: Change list since this release:

    - Fixed the mutator spamming the logs on other maps.

    - Fixed places you could get stuck between rocks and the walls around base entrances.

    - Made a better end game cinematic sequence.

    - Added lens flare to tiberium fields.

    - Added collision to the big middle tiberium crystals in tiberium fields.

    - Added some containers/prop to bases.

    - Slight fix, fixed a rock near airstrip.

    - Adjusted the path nodes for GDI harvester again.

    - Changed the tech icon location to the bottom of the screen and in a similar size/style to building icons.

    - Fixed a spot you could get out of the map from.

    - Added vehicle blocking volumes to containers to prevent vehicles from going on top of them.

    - Overall raised the height of vehicle block volumes in the map. (no more flying stanks :P)

    - Made a better minimap for the day version and new one for the night version.

    - Made the night version darker overall.

    - Adjusted the wf ramp to prevent getting stuck there.

    - Fixed the mutator adding health on other maps(doesn't run on other maps anymore).

    - Added lens flare for the sun in the day version.

    - Built light with precomputed visibility.

    - Slight fix, a flying rock near weaponsfactory.

  9. Since i've made many changes and specially because the scripts were not working properly before, i'm releaseing a new version, Beta 2.

    Download Link:

    http://www.mediafire.com/download/iehl3 ... _Beta2.zip

    http://172.245.10.199/map/CNC-Fort_Beta2.zip

    Mutator Source Files:

    http://www.mediafire.com/download/bdoai ... _Beta2.zip

    http://172.245.10.199/map/RenX_nBabMuta ... _Beta2.zip

    Change List:

    - Cascade Distribution Exponent of the Dominant Directional Light changed from 1 to 4. (it was causing blocky shadows)

    - Fixed Vehicle Rollout Nodes of Weapons Factory. (they were a little too far apart and vehicles were stuck on the pad and couldn't navigate to them)

    - Fixed Flag change Kismet not working in Server mode and spamming logs. removed the kismet and all the code is done through the mutator now.

    - Fixed a bug with The Medical Center that allowed players to have more than 150 health.

    - Reduced number of indirect lights from 3 to 2 and disabled the sky light to make the map a little darker.

    - Changed harvester harvest time and credit dump values for a little slower credit gain.

    - Added vehicle blocking volumes for weaponsfactory.

    - Fixed the lighting of the tunnel between fort's bunker and lower floor. (it was black before)

    - Added cloud shadows to the map.

    - Added a better fog.

    - Added fly particles.

    - I'm using preview light quality with precomputed visibility turned off for now because it takes forever to build lights. once it's greenlit and everything works properly i'll build with production quality.

    Edit: Added another download link for the map and mutator source files.

    Edit 2: List of changes since this release:

    - Fixed silo health being lower than normal (forgot to increase it after lowering it for testing purposes...)

    - Fixed a flying rock between bar and ref.

    - Fixed a bit of landscape that was visible from silo tunnel.

    - Fixed GDI Harvester path nodes.

    - Fixed the weird shadow on the silo tunnel near the silo door.

    - Slight fix at the wf pad where the landscape had sharp edges.

    - Slight fix, a gun on a crate at fort was flying.

    - Added 3 hud icons each for a tech building that will change color when the tech buildings are captured for easier tracking of which team owns which building. (more info will be posted at beta 3 release post)

    - After looking at lighting of official maps like Islands and Lakeside, i've changed number of whole scene dynamic shadow cascades to 1. it makes the shadows a little bit blocky but gets rid of the shadow lines on buildings and rocks and i think it's worth the trade off.

    - Added fire sound to the burning vehicles.

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