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nBab

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Everything posted by nBab

  1. It works for me. and i tried extracting the file on the server and it works fine there too; Please try redownloading the file, maybe you've got an incomplete/broken download.
  2. Yo, Can you please add this map to your server? Map name: CNC-Fort Download link: http://galaxy.us.to/map/CNC-Fort_Beta1.rar Topic link: viewtopic.php?f=135&t=76295 Thanks in advance.
  3. I won't be using that sound; instead i made a "Tank Ready" EVA sound for Nod and GDI and will be using that. ---------------------------------------------------- I will go over the bases now: Both bases are similar in design and feature 3 buildings: Refinery, Barracks/HoN and WF/Airstrip Each base has two tunnel entrances. one near Bar/HoN and another near WF/Airstrip. The refinery is hidden behind a big stone wall to prevent arty/mrls whoring. Tiberium field is located near the refinery (like Islands) for faster cash flow Bases have one vehicle entrance at front that splits into three ways going to each building. It may make the map a little campy, but that's kinda what i wanted since i wanted to focus more on infantry with tunnels and different buildings. BTW Airstrip is a pain in the ass! first i had it the other way around. but the plane was going through the rock... so i had to rotate it and have it like this. still a wing goes through the rock but it's better than the whole plane going into it... the plane is too big for tight maps and remains near ground too much >.< I also plan to make a night time version if/when everything goes smoothly with this version. ---------------------------------------------------- And... the beta1 version of the map is finally ready. i've fixed anything i could find but it still has not been run on a server so i'm not sure if the mutator works fine and there could always be grasses/rocks flying in the air... Download Links: http://www.mediafire.com/download/ccacd ... _Beta1.zip http://galaxy.us.to/map/CNC-Fort_Beta1.zip http://galaxy.us.to/map/CNC-Fort_Beta1.rar Notice: to run the mutator with the map, make a shortcut to your UDK.exe like this: "Path/to/UDK.exe CNC-Fort?mutator=RenX_nBabMutators.Fort" Edit: I've taken down the download link while i fix something i missed... will be back up soonish. Edit2: It's back up now. Edit3: List of things that have been changed/fixed since this release: - 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.
  4. It doesn't sound good with a simple copy and paste and i don't have any sound editing skills to make it sound better... still better than nothing though QfHMAe7ojNs And about the buggy sound, you're right, i'll use the one we have
  5. The way i'm doing it now, the mutator checks the map name and only runs if it's a certain map and quits if it's not. so it should not affect other maps. of course it still needs some testing to be sure it works flawlessly.
  6. I'm glad you've liked it and thanks for your encouragements It overrides "Rx_GFxPurchaseMenu" and can't be accessed separately.
  7. Sorry for the late update >.< About the flag, it's simple udk cloth system. i used blender for modeling the flag and i think you need max/maya for apex stuff. You are right, i've changed the exterior texture now but it still needs more work before it's ready. btw it seems "Medical Center" is the preferred name here so i guess i'll go with that does CnC universe have a building called that? ---------------------------------------------------- So this update is all about the purchase system of the tiberian vehicles after capturing the fort. i had to spend a lot of time coding the system but it's finally ready. There are two things still remaining however. one is that we don't have eva sounds for all the TS vehicles. i have the code ready and can add them when we have them but for now we only have eva sound for the recon bike. i couldn't even find a general "vehicle is ready" eva sound i could use for all of them... The other is the description of the vehicles like what guns or armor they have etc. that shows on the purchase screen. i have to find more info about them and update it later. First the GDI purchase screen: And again Titan doesn't fit in anywhere... I actually had to change the spawn location of the titan to the front of the weapons factory because it got stuck when it spawned inside... jy2Ya-rygfk And this is the Nod purchase screen: Since Nod has one more vehicle than GDI, and it needed another row, i had to edit the flash file for the UI and learn a bit of scaleform... (btw for the devs, i couldn't find the "loadtexture" function anywhere in the flash file included in the SDK and it didn't work, so i had to go back to the old method of putting each icon on a different keyframe and changing the frame in unrealscript.) And "SkeletalMeshForPT" value of the Tick Tank is wrong and points to the Light Tank so i had to extend it and fix it too zyTa_9DGHmE The Prices i have set for now as you can see in the screenshots are: Hover MRLS: 1000 Wolverine: 1000 Titan: 1500 Recon Bike: 1000 Buggy: 1000 Tick Tank: 1500 I will change them after the actual testing of the map and seeing if they work or not. That's it for now. i think most of the work has been done and i may be able to provide the maop for the testing server in a week or two. things that are remaining for now are: - Fixing the flying rocks/grasses (even though i've fixed a gazillion of them already...) - Prettifying the mountains, tunnel entrances and in general everything. - Converting some of the remaining decals to meshes so people with the default setting that has static decals set to off, can see them too... - Finishing the Medical Center's exterior and changing it's name to "Medical Center" - Adding Culling Volume and setting proper max draw distance for everything and in general optimizing the map. - Finding EVA sounds for TS vehicles or a general "Vehicle is Ready" sound or just set it to no sound if all fails... - Minimap - End Game Camera My next update will probably be about the bases and their design.
  8. There's no room to raise the ceiling as the landscape is right on top of it. also when the titan is standing straight, the long antennas it has stick out of the ground/landscape so i have to lower it even further. i tried lowering the floor but it didn't look good because the titan was lower than the other vehicles (because of the antennas >.<) and the lowered floor couldn't be seen from the tunnel windows anyway. just imagine the GDI engineers cut half of the titan and are displaying just that I've not played any of the UTs so i had no idea they were "sci-fi" walls i'm just using what we have available in the SDK and fits the purpose Still, I've changed the walls and added some doorways. i don't know if i made it worse or better >.< it may still change until the final release ----------------------- This map has two more capturable buildings! The good old silo: It has vehicle access routes from the sides and an infantry only tunnel from the front. The next capturable building is the "Healing Facility". At first, The plan was just to add a bunker in its place. but it would've made this part of the map uninteresting and provided no reason for players to go there. instead i decided to make a new tech building that provides health regeneration when captured. i also tried to provide enough spaces to snipe from in the building so that it can do the bunker's job as well. Since my modeling skills are abysmal, i made it using BSP and the modular walls we had in the SDK. i hope it looks acceptable enough >.< It also has it's own flag that changes to GDI or Nod when captured and a rotating satellite dish! When Captured, it increases the max health of every infantry in the owning team by 50 and heals their health by 1 every 2 seconds. i tried to keep the effect low but still good enough so that it's worth capturing. I've spent the past week trying to learn unrealscrpt/mutators and write the mutator that does the logic of it. it sounds very easy but is very complicated to implement in action specially for someone without any past experience like me >.< (Spent a day and half just trying to display captured building name when captured on screen ) Here's a short video of the healing facility: mReY0lIO7pU P.S Thanks to Agent for his suggestion about implementing a timer for the pawn class to set it's health after spawn. i had to to do it in the end since setting the player health at spawn doesn't work in neither checkreplacemet nor modifyplayer functions >.<
  9. Thank you all. i'm glad you've liked it so far. I'm a tunnel camper myself so obviously this map has tunnels too Each base has two tunnel entrances. one close to airstrip/weapons factory and the other close to HoN/Barracks. I've put some crates/barrels in the tunnels for cover but i didn't want to put too many to get in the way. Each base's tunnel also has a vehicle showroom that showcases the tiberian sun vehicles available for purchase after capturing the fort i mentioned in my previous post. Titan was too big and i didn't want to scale it down to the wolverine size so... you can only see about half of it >.< As for the layout of the tunnels, here's a short video of the GDI tunnel. Nod's is pretty much the same just with different vehicles in the showroom. (sorry for the video quality) 9TUc7oNAAHM
  10. This is the square at the center of the map in the sketch. I call it the fort (which is a candidate for the map name...). It consists of a bunker under ground, a building above ground and a second floor for cover/sniping The bunker is the intersection of the GDI and Nod tunnels. it also contains a purchase terminal that when captured, allows the team to build the tiberian sun vehicles. (i still need to figure out how to do it in kismet/mutator). it's connected to the top with a ladder. The structure above ground is an old building that's not been used for a while like the bunker. so bushes and grasses have started to grow from the spaces between tiles... The second floor has a tower which contains the building flag (it changes color when captured and animates like a flag etc.) That's it for now. i will post more screens later. also please keep in mind that the color or position of meshes, ground etc. may change in the final build. this is still a work in progress.
  11. I've been working on a map for while. (after watching kenz's tutorial series i had to make one ) The first map i tried making became too big for my taste so i made another smaller one using some of the assets i had from my first map as a start. I have made some progress but it still needs a lot of work. the hardest part for me is the scripting/kismet since i have no knowledge about unrealscript and mutators and need to learn all that stuff first We have a lot of horseshoe shaped maps so i tried making one that's not like that. I will post some screenshots later but for now, this is my initial map layout
  12. How can i add/remove vehicles (tiberian sun ones to be exact) to/from the vehicle purchase menu? Can i do it through kismet? Do i need a mutator? any tips are appreciated cause i have no idea how to proceed. Also do we have icons for titan, wolverine, hover mrls etc. or do i need to make the icons too? (any psd templates available?) P.S I'm working on a map and hopefully it'll be ready in less than a month if life doesn't go south.
  13. IP: 188.40.164.6 URL: http://redsun.us.to/
  14. It's been happening a lot recently. i don't know the exact reason but the only solution is better DDOS protected servers and they're expensive And most DDOS protected server providers (like OVH for example) just null root the IP when the attack is big enough. in other words they disconnect the server from the network so the attack can't harm it but they won't actually tank all of it. that's why the server goes down in the case of a DDOS attack anyway In short there's no solution T.T
  15. This usually happens when servers are getting attacked by DDOS. server shows the last amount of players before the attack started but it's actually empty and you can't connect to it. This problem will go away when we can find a solution for the DDOS attacks
  16. nBab

    Missing Textures?

    Yes, i have a single dominant directional light for my sun and no other lights in the scene. the settings for the lighting is pretty much what kenz used in his tutorial. i've searched around a bit and found that these weird shadows are called "shadow acne" and i could almost get rid of them by fiddling with the "cascading shadow maps" settings of the light. i appreciate more input on other/better ways to get rid of them though.
  17. nBab

    Missing Textures?

    Directional light i just drag and dropped from the actors and rotated it. I tried rebuilding the lights but it didn't help even if i change the quality from preview to high it's still the same. i could get it to go away by disabling dynamic shadows on the rock but i'm not sure if it's the best way to do it...
  18. nBab

    Missing Textures?

    I'm placing rocks in my map now and i noticed some weird shadow lines on rocks from some distances/angles. is there any way to fix this?
  19. nBab

    Missing Textures?

    Thank you, I could get the rocks to show up after applying a new material to them. Another thing i noticed is that some of the stuff in the content browser are not loaded and it says that they can't be loaded. is this normal too or i'm doing something wrong?
  20. nBab

    Missing Textures?

    I was following kenz's tutorial and was going to add some rocks to my map but i noticed many of my rocks are lacking texture/material. do you have any idea what's going on and how i can fix it?
  21. nBab

    SDK Update Size

    Hi, I'm interested in trying to make a map for Renegade X but my connection is bad and downloading 6gb takes me a few days. i was wondering whether if i download the SDK, the following updates will be small in size or i have to download 6gb of data at each update again?
  22. There's a lot of good changes and updates. can't wait to play Beta 4. good job and keep it up This is just my opinion about some of the changes: - Sniper (Havoc/Sakura): -- Damage reduction to infantry: I think everyone agrees on the need to reduce the damage to below 200 so free infantry doesn't die in one shot. -- Extra C4: why?!! why should a long range sniper infiltrate bases? it doesn't make sense. yes, i've read the arguments in favor of it but it still doesn't make sense. it's like we could use a new commando class (with more c4 and silenced weapons and maybe temp stealth) instead of changing the sniper class into something else. -- Hip-fire spread: i suck at aiming with snipers and get sniped a lot by good players, but this feels like you're punishing people with good aim. if you want to give a penalty for hip-firing, you could make the bullet trail/sound visible when hip-firing but reduce it when using the scope so players are encouraged to use the scope without punishing good players. -- More damage to heavy armor: again why?!! snipers are not supposed to deal damage to heavy armor. let alone finish them from far distances... even if the damage is low, there's not a single reason for it. -- Less damage to light vehicles: snipers are the only counter to light and specially air vehicles right now. if you want to do this you need to find a replacement. either really buff the damage and projectile speed of the rocket soldier so it can actually counter vehicles and not be useless. and/or make the repair speed of air vehicles really slow. as it is now it's almost impossible to kill an orca/apache with a good tech inside cause they just land and repair and repeat. the same goes for arty/mrls with engies repairing them. we need to have a counter for them before nerfing the sniper damage. - EMPs disabling mines: SBH is already too powerful. this will make them even more powerful so i'm against it, or it needs to be really nerfed. - Suggestions: -- Flashing mine counter when mines blow up: as someone mentioned before this will make defending a bit easier and specially since now the remote c4 doesn't count towards the mine limit, it will be more useful. just make the mine counter flash in red / get bold everytime a mine disappears. -- (off-topic) Allow destroyed buildings to be repaired: i know this is a huge change and will not make it in this or few next betas. but it will prevent the players leaving when one of their buildings get destroyed and will give a hope of comeback to that team. you can either require a huge repair with repair gun (like 50 times the building health) to rebuild it or scatter (or put in crates) resources like steal, wood, etc. in map so players can collect them and when they have a required amount the building gets rebuilt. Still this is just based on me reading the changes. maybe in action they will be different.
  23. It's better to use "http://renegadexgs.appspot.com/servers.jsp" instead. it's in json and is easier to parse and is what the new launcher uses Though they need to host the server list somewhere else because google's appspot returns 403 errors for some countries instead of the list...
  24. The new launcher looks good but will it be possible to host the server list somewhere other than google appspot? The reason i ask is because for countries in the US sanction list, mine included, google just shows this error instead of returning the server list: And the launcher crashes for me right after showing the username window as a result. Also the server list in the game itself is always empty for me and i have to type the ip address manually to join a server...
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