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TK0104

Totem Arts Staff
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    2004
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Everything posted by TK0104

  1. The Communicaton Center is in RenX also a capturable Tech Building. But it isn't scripted or is under development.
  2. The 'Boink' sound is perfect enough. It's a reminder of C&C Renegade and it's a funny sound. What Yosh could do is making a command to enable/disable this sound.
  3. You can download the original UDK 2014 version somewhere without the RenX assets. Those contain some more UT3 stuff
  4. Really? Am I THAT forgotten. Even l0ldead ignores me
  5. Can be possible. They are still in I think. Check the SDK files. ----> check directory Development
  6. It is impossible there is blocking volume there. Im sure of it I fixed that. About ramps....the vehicles these days are so tiny they can get on ramps
  7. Screenshots And I already did some changes: - New Pickup system made with Kismet. It looks/sounds like the original pickup system - Added a Sun - Added some falling tree leaves - Removed rocks at beach (Nod Side only) - Added Water sounds at the beach - Made the lighting better + shadows are better - Removed LightmassImportanceVolume (or whatever that is called). Was probably issue of weird shadows - Added Blocking volumes on the top of the rocks to make sure there will be no "old-school 5.003 stand on rocks" issue - Updated Preview Image: The map is at his final state for the next release. I have to do some more testplays and fix issues when I find them. I hope I can finish the map this weekend but I can't promise anything yet.
  8. That is foliage. It's a tool what we mostly use to place grass, bushes and tiberium. How to use It? Simple! Open foliage tool by clicking on the plant button (right next to landscape tool button) You can drag a static mesh from the content browser and drop it in the foliage tool. From there you can edit stuff like scale and distance
  9. Rotating WF is not good idea. It will not be hitting main road and sneaking will probably not possible
  10. Weapon Update So I've been thinking about the spawn weapon thing. I don't want to add in weapons we already know and is already used by a infantry class. So I decided to make my own weapon. I've been searching through the weapon models and found the old model for the Tiberium Flechette Rifle. I had the idea of using that one with different ammo. I was thinking of giving this weapon 30 round clip with small explosion ammo. I've been testing this and is quite strong weapon and that is helpful for hottie/tech sneaking. I gave the weapon a name and hope you like it: Tactical Submachine Gun. Why? Cause the original name was Tiberium Flechette Rifle. A little testplay: LAAcN3N17Ng
  11. lol, do you even play your own map? Also you should have seen it because it happened on a pug when you were on. On PUG I quit after 2 to 3 matches because I got to go. And on regular servers the game ends too fast
  12. Good point. I can add cover for it
  13. I placed that wall to prevent Rocket Rushes from silo And I will check nod harverster. I haven't seen him get stuck once
  14. I'm planning to do something about the Balance on Tomb. Just like I did with TrainingYard
  15. I don't agree about Canyon. It is more 50/50 because I've seen a lot of matches where Nod wins
  16. Why did you killed mr. Fantastic?
  17. I agree with that. It requires a lot of work Requires: - Map development with tons of Kismet - Character modeling (Havoc suits, Prototype Assault suit) - Vehicle modeling (Cargo Truck) - campaign buildings (larger interiors) And a lot more.... Maybe a community group can start this
  18. So some small (or should I say huge) changes - Re-designed GDI Base. I swapped building locations to balance the infantry sneaking. Nod has also now the chance to sneak in and kill the GDI Refinery or Weapons Factory from the Beach route. Same for Power Plant and Barracks. They can sneak in and enter without getting shot by a GT - Landscape material changes. The Mud road is changed to a regular dirt road with new decals. The riverbed material is swapped with extreme dry dirt - Added rocks in front of the base entrances (infantry for cover and prevent b2b shooting - Added some small no-collision rocks on the beach - Got rid of the base defence at the beach base entrances - Added sounds And also take a look at the new GDI Base: (NOTE: Lights are not buid yet)
  19. I think it doesnt matter how hover mrls sounds.
  20. Note: you can do some sound editing to get 'hover mrls ready' announcement (use hovercraft and mrls one) Note 2: for TS buggy you can easy use 'buggy ready' announcement like you did with recon bike
  21. Yeah they need to fix those things. Someone typed too fast...
  22. That's awesome dude.......that you managed to do this
  23. Awesome...will help a lot
  24. So I had a great idea to release in an upcoming version. We all know the buildings have 1 standard looking. I wanted to give the buildings in Tomb a different looking. Buildings with sand on the exterior.....think about it: And look: This is just the barracks, but I will make for all the buildings sandblend versions Also a question to be awnsered. Do i have to add base defence so games will be better without early rushes
  25. Are people forgotten about this? Nobody on TS and no server...
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