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TheDeadlyWolf

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Everything posted by TheDeadlyWolf

  1. Guys... Lighting builds to 90.6% before generating a failure and not progressing, however the building time/process continues This is the error that gets generated - repeats twice then nothing Assertion Failed: MappingContext.FirstBounceCache.InterpolateLighting(RepresentativeVertex, FALSE, FALSE, IndirectLighting) [File:Lighting\Src\VertexMapping.cpp] [Line: 965] Tried production and preview, but no result : (
  2. Hourglass Updated, all in a Day! Hourglass Change Notes: Version 2.4 - Version 2.5 Fixed the Ladder Volumes Reduced the Sound Volume for GDI Shore Door - For you @Fffreak9999 Fixed the Weapon Factory Wall - when building destroyed, it turns destroyed Changed the Guard towers at the front of GDI to Turrets (havent got a GDI texture though - fair and easier to infiltrate, otherwise near enough impossible Corrected the Nod Ceiling Turret Textures Added a Nod Guard Tower at the back of Nod's base Added light details to the lights by Ref backdoors Added 3 New Street Lamps Added some rocks in the Nod Abandoned Airfield to remove the stuck spots Moved the GDI Water Barrels away from the wall to remove the stuck spots Edited a Collison Redone Minimap as a result Rebuilt Lights Mediafire Link: http://www.mediafire.com/file/knzldta2i2rp8s0/CnC-Hourglass+2.5.rar Or Download Via Forums!
  3. Well Chris, Glad you liked the Map... However the depth outside of the base was intended by me, you could walk underneath the water so I added swimming (more realistic) + vehicles driving through thick water will damage their body works and rims - Worst Vehicles are Hummvee and Buggy, however you can easily avoid the volume : ) The Reinforcements Come Once! The towers on GDI shore are a sense of realism and defence - GDI on a beach...Anyone can attack - Nod on the other hand, have a tiberium epidemic - For this reason they should still be destroyable, and at one point...I thought of making an Hourglass_Flying Version - Never Before Already know about the proxy mines vanishing upon flooding, however this makes it more interesting while generating a quicker end game - Main reason Hourglass was disliked, was the Hour long matches - As you cant see any mines, group rushes are more effective...TEAM WORK! The Non-Visible Mines also create great Banta and laughs..had great fun on the testing servers with limsup and tryout, overall very entertaining - But at the same time it will be annoying for miners...so its good and bad + Provides a unique strategic advantage for the defending team +/- Only happens after 50mins - Cant disarm with repair guns or see them : ) P.S. New Update coming Tomorrow after built lighting!
  4. Added Sam sites to GDI's (wolf carrier), added a walkway to the GDI hovercraft section, and finished the Vehicle Cam finally (kept rotating the vehicle spawn) for GDI...As of Now - No Lights, but all the vehicles fit and look right...Last minute Maintenance before supplying the front line! Edit: Ignore the A-10...Fallen through the ship
  5. Thank you for that.........but a global problem has arisen, the teleporter sound plays globally - Very Annoying, Gonna Fix within the hour Bloody Curse...You're gonna be pissed : ) Well, the extremely annoying and irritating problem is Now Fixed...Sorry!
  6. Only a few people have downloaded, so I've done a quick turn around with new improvements and fixes Gave the GDI Shore door a sound Slowed the GDI Shore door down, to flow with the sound Made a copy of the Teleporter sound in my package Replaced the Teleporter sounds with my version Couldn’t remember if the other noise in the Scrin temple was heard online, so I made a copy and replaced it with my version Edited a gravestone that was floating Fixed a hidden hole - Exploit Added 2 more spotting Nodes - Abandoned Airfield and GDI Shore Put the Reinforcements back to Loaded and Visible - Fair, When flood comes, GDI was screwed - Mainly affected on Marathons if no one is playing Edited Volume damage Edited the crushed wall in Nod's base, for flooding circumstances Edited the Plane Kismet during Reinforcements, more believable 181mb for Map 83.5mb for Package Mediafire Link: http://www.mediafire.com/file/c2y95zwd3u2d88u/CnC-Hourglass_2.4.rar Or Download Via Forums! Edit: Well, a global problem had arisen, the teleporter sound would play globally - extremely annoying and irritating....Now Fixed...Sorry for the Inconvenience!
  7. The new version of Hourglass, 2.3 is Now Live! Mediafire: http://www.mediafire.com/file/lajnl9ev92k9jtj/CnC-Hourglass+2.3.rar Or Download Forums
  8. Well, Hourglass was 184mb for Map 201mb for Package 36.2kb for Ceiling Turret New and Compressed Hourglass... 184mb for Map 83mb for Package - Saved 118mb ; ) 36.2kb for Ceiling Turret The new version of Hourglass, 2.3 is Now Live! Mediafire: http://www.mediafire.com/file/lajnl9ev92k9jtj/CnC-Hourglass+2.3.rar Or Download Forums
  9. Well, work on stronghold is postponed... @limsup extracted my packages and I found out the actual files that were using all the storage space...Mainly Sounds - E.G. Flood Sound 70mb LMFAO Thx again @limsup, you're a big help : ) Gotta go through the custom sounds and re-import/configure them, fun : ) That can wait for a bit...blame the SDK sizing
  10. If you want that you could do that, but I think it is easier to start on the carrier then on Hourglass in a GDI base where you can crash in a nearly invisible AGT flag pole But good job so far Lol, I was more or less quoting what you said in Hourglass Testing, didn't you see the ' and ' - it's also a perk for you ; ) Knew that was going to happen after @Veyron started modelling his own Carrier As a result I expanded from a carrier to a more cargo/carrier design to add hovercrafts and make the TerminalViews's (and perk) more interesting, while including everything into one ship. Who cares about hydrodynamics, if we did, everything would be stale and boring in the future... Like I mentioned, this is my variation of an army carrier - A-10s need little to no Runway... And it's better to be original and create new designs/variations Yeah, that happens when you've played too much COD and War FPS games : D Plus with @Veyron making a proper military carrier, which you should continue to do, it's nice to have something different now and again - My fault for not continuing with that 'Battlefield Gamemode' map for Renegade X ; ) It's Still a carrier in my eyes, Just a wolf carrier with multiple perks and benefits : D Thank you for all your comments...
  11. May the Fourth be with you, this weekend...Better late than Never! Finally finished editing and modifying my variation of an Army Carrier - Only 3rd time using 3Dstudio Max : ) - A-10s on top (the normal vehicles) - Hovercrafts inside the ship (Something new and for the Vehicle Terminal - Transport Land Vehicles somehow) - Attack and Transport Helicopters to add variety and fill space - A crane to repair Aircrafts - The first cabin has got collision - The room on deck allows access to the hovercraft area, would like to use a spiral staircase - 2 Flag poles for Teams So much work for a terminal view and EE (Wait and find out the real purpose) (however @Handepsilon knows about a random idea I came up with - based upon a Battlefield Gamemode, GDI start on Boats and Carriers, Nod own the island with multiple bases, Obelisks and spawn points along the way, GDI need to attack the shore and all bases to take over the island and win - upon the destruction of buildings/Capture of MCT, the base would be converted to GDI, and so on - Never went anywhere other than a wild idea (how would Nod Win? how would GDI buy vehicles? etc) As a result of stronghold being based on the edge of a city collapse, a swamp has arisen on the infantry paths, bridging's collapsing due to too much pressure, and water rising - it was an ideal situation for the carrier to return (Might only be a TV and EE, but it adds detail and adds to the stronghold environment) - in memory of an old and original idea, which could be made in the future in fact (the main mesh already built) + it helped with @Luhrian moaning in Hourglass...'Should create a flat airport/base just for me, so I can fly the A-10s) Here it is P.S. I did download a different carrier for Nod's Team, but it's shit compared to my edited and modified carrier - The 2nd Carrier may still be used for only air vehicles. P.S.S Please Ignore the MK2, that's something else, similar to Uplink and Reinforcements in Hourglass - Time and Team Restricted (if possible - the team owning the Comm will receive the MK2 at some point)
  12. Carriers are always large as they need to hold many aircrafts (a-10s in this instance - Like my Stronghold EE and Terminal View - This is for you @Luhrian or was it someone else) If this carrier is the main base for GDI than the size should be fine, however if you're having multiple carriers to hold GDI's base (which is probably better) than it should be smaller - Take out the back 3-5 arties at least However the general idea of this map seems very interesting and could work well, look forward to seeing the outcome. : 0 P.S. at one point I also came up with the idea of having GDI starting on boats out at sea, however the boats would arrive on/near the shore within the first few minutes to start the battle, and for this reason Nod would be on the other side of the Island with multiple Obelisks and Turrets dotted along the path - I never got any further with this Idea than thinking of it - wasn't sure how I was going to create the GDI base and then concentrated on finishing Hourglass / starting Stronghold as a side project
  13. Well I sure do, you last a couple of seconds before blowing up........You either crash into a building (You managed to hit the AGT Pole (whatever its called) and no one else has) crash into objects, or even the ground You will waste them, you sure will...
  14. Well, Hourglass is as small as it's going to get...385mb 184mb for Map 201mb for Package 36.2kb for Ceiling Turret So, Can you add this map to your server, or does the curse live on? Map name: CnC-Hourglass EDIT: @limsup extracted my packages and I found out the actual files that were using all the storage space...Mainly Sounds - E.G. Flood Sound 70mb LMFAO Edit2: Hourglass is Released Once Again! Recompiled and Compressed Hourglass...saved 118mb 184mb for Map 83mb for Package
  15. Of course, but the main think is getting the harvesters working - otherwise the map is useless Gonna add a slope up to a walkway around the tiberium, with a sniper perch covering '5x' silo I made the landscape flat and only worked on specific areas, the tank path/tiberium is last (easiest and not game changing) - but had to shorten due to oversizing on old sdk (couldnt test the map) Thx for the suggestion though - that is the most obvious option, similar to X-mountain, but with some higher hills now (thx to your suggestion: )
  16. As Hourglass is released and more or less finished, I can continue work with Stronghold Moved the Infantry Path closer to the Base of operations Edited the location of Silo and added the Comms (for kismet perk) and tank traps (also for something else in mind)l Rearranged Base Buildings GDI Harvester Functions over the slope and back again, however the harvester harvests for seconds before heading back, yet the harvest time is normal The two towers by each base are not in the correct locations Also, it should be easier to make that sneaky path now - Field has that destroyable Rock - Here you destroy the nearly cemented Wall P.S. The Slope had to me modified : ) Too Steep
  17. Sorry to be a pain, as I thought about it, tried it, and worked... From Nod Ref to GDI Bar
  18. I'm so sorry, everything in the package is used in Hourglass, however I have removed 1.52 mb and that's all.
  19. You know me, it's gotta be perfect... Flooding is visual but does add some extra flavour/features to hourglass when you've been playing for hours (marathon servers) Change Notes: Changed the kismet for flood back to Loaded and Visible Removed starting collision on flood gates so they can pass through the floor/brushes Added collision to the flood gates via kismet upon passing through the floor/brushes - However some have no colour while others do (Some flood gates are pitch black while the others appear normal) Added 2 lights under the terrain in hope of fixing the flood gates darkish, but to no result still 50/50 Edited the terrain along each side path Changed the remaining green lights in both refs to blue Decrease the shininess of the beach/shore Added vehicle collision to both PPs - so easy to exploit Added a kill volume behind the GDI shore door during the flood - in case someone is still outside or have found an exploit Tried another fix for the teleporter sounds Created a new copy of the texture inside my package that was used on a hiddenish scrin statue, and replaced it As a result Hourglass 2.2 is now released Mediafire: http://www.mediafire.com/file/4qx8t90i3qon4jr/CnC-Hourglass+2.2.rar Renegade X: CnC-Hourglass.rar
  20. LMFAO and Thank You, the cursed map has finally become a success : ) After testing the map with Try-out the Uplink kismet works perfectly now - hallelujah However the new fix for teleporter sounds went the complete opposite - no longer plays And the suggestion for changing the kismet for Reinforcements and flood to start from game start instead of Loaded and visible was good at first.... But the flood no longer functions, so I switched flood to loaded and visible, and it's now working again However I haven't updated the download file... Edit: Gonna do some other changes that require building lights again - missed a light in both refs and decrease the shininess of the beach (a bit ott) , as well as adding some lights near the flood gates , as they're now occasionally coming out pitch black
  21. Well within 24hours Hourglass 2.0 was released, within 48hours on the other hand Hourglass 2.1 was released with some minor/major fixes and improvements Tried another fix for teleporters Tried another fix for Uplink Had to implement the hovercraft fix again, had another sound playing in the background Edited the terrain by GDI's base - for flooding Added collision to the flood gates - forgot to add collision after replacing the old corrupted version Covered a see through hole on top of hill Edited the lights and textures in Both Refs to suit the blue tiberium Changed the kismet for Reinforcements and flood to start from game start Added collision to GDI shore wall, could boost yourself over - Not wanted after flood Added a new decal in Nod Edited some detail around the map Hourglass 2.1 Update (Mediafire): http://www.mediafire.com/file/s4qyh1bfa0tuxng/CnC-Hourglass.rar (Renegade X): CnC-Hourglass.rar
  22. Well, had a last minute fix...Kismet was completely f**ked...Execution fails continuously However that was easily overcome, and here it is, Hourglass 2.0 Update... Obsolete A lot of changes have been made, and most of them have been listed in the change notes for CnC-Hourglass 1.0 - 2.0, found below CnC-Hourglass 1.0 - 2.0.txt
  23. 11 Engravings done on 10 Gravestones, Yes 11 (1 Engraving can be found in 3 separate areas, another EE) Fixed terrain height by side entrances Built Lights in Production, and worked on Windows 10, everything works and functions probably : ) Redone Minimap Redone Map Image So Hourglass 2.0 Release has an ETA within 48 hours
  24. Spent over an 1hour trying to fix the lift...However the lift is Now Fixed The lift inside the Airstrip has 2 possible Fixes - 1 that Works, and 1 that Doesn't seem to function on Hourglass (but functions on every other map, on terrain and landscape maps) Functions on Stronghold : ) The only possible reason is the glitchy/corrupted sequence folder inside the kismet - This folder is called 'Prefabs' (never created it mind you) and it includes 2 VERY VERY old sequences that relate to the Airstrip, and this occurred when I was combing the Air, Ramps, Paths, and Lift together into a single prefab (helps me out, planned ahead) - however the main problem with this folder is that I can't delete either sequence, nor the folder itself : ( What's left? Gonna try and add some engraving to the gravestones - and I'll probably only do 1 texture or 2, with the standardised one Build Lights Test Kismet - Double check Hover sounds are fixed, the Teleporter Sounds, and the Uplink is no longer fucking about P.S. Saved about 35,300kb on the Hourglass Package...
  25. Okay, I will split the UPK's into map related ones, For the Community! However at the moment, Thursday's are the main days available for mapping, if I have time to spare Windows 10, No problems so far relating to the SDK - only thing that's not been tested yet is building lights with the correct settings...
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