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Schmitzenbergh

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Everything posted by Schmitzenbergh

  1. Small update: V1.2.1 Rebuilt lightning on production level and fixed some terrain you can get stuck in. the usual link applies
  2. Version 1.2 release Hello everyone, After a long and frustrating bug hunt, version 1.2 of Grassyknoll_Ion has been released! The ion storm mechanic is now much better and it not as abrupt as before. I've recreated the Tiberian sun transition as close as possible, but I wont know if it works until someone else tests this Different resolutions are a bitch.... Whats new? Release 1.2 -Ion storm now has a static noise intermission between each storm -Storms now last 60-90 seconds -Non storm last 3-6 minutes, this can be changed very easily -Bright direct sunlight has been reduced -Fixed some rocks that made the players stuck -Fixed some blockingvolumes(Fence area and inf mountain) -Added background scenery (some crashed vehicles and mountains) -Fixed the annoying collision bug that blocked shots from some characters (Thanks Kenz!) Anyway, enjoy playing the map(Or not) and I hope to see some feedback with ways to improve the map! Afterall, this is still my first UDK/RenX map. Downloadlink @ http://1drv.ms/1MKkzcB (Download version 1.2)
  3. I just figured it out! It was indeed the interactivefoliage skydome. I just read it! I thank you for looking at it though! Now i can fix some collision errors and give the map another version release! PS: Do you know a way to show an image/flash animation in front of every player with kistmet? I want to do the static noise just before an ion storm
  4. Thats the same thing I thought... Is the SKD building the maps wrong then? I'll try to reinstall the SDK for now Edit: Well, the UDK gods are not happy with me.. UDK won't start anymore. I'll try again tomorrow and keep you posted! Thanks for the help though
  5. Ok I need help with something. Perhaps someone can look into this as I can't figure it out anymore. I've added a new feature that will create ion storms via kismet. Nothing special, but since then the chaingunner has a very nasty bug I really can't get my head around. I've had some time this weekend to try to fix this because its something I really wanted to fix... But really I've given up It looks like the chaingunner will shoot only in 1 certain direction. When it turns it will shoot against itself thus not spawning bullets. It looks like the angle of shooting will not turn with the character... I've removed all my work with the ion storm and kismet but the problem still exists. I've rebuild everything again, from lightning till paths but no luck Can someone please take a look at it? Buy a chaingunner and do a 360 degree spin while shooting, you'll see what I mean... I can't fix this so the map won't be done for real
  6. This looks promising. Gl with it. If you need testers I would love to help
  7. I wont be able to come I'm not at home and Renegade-x wont run on my Phone Gl hv y'all
  8. I must say I had a lot of fun boinking the people trying to enter the tunnels on field. The rocketrush on the obelisk actually worked too . I'll try to be back next week. Perhaps with a mic.
  9. I'll try to join for the first time Noticed at the beginning of the week what PUG's were after some peeps explained it. Very curious if the games are different....
  10. I've noticed this too. Its very odd. I really don't know what this is. I Havent messed with any code except kismet. Anyone got an idea? It's like the chaingunner can only fire in a certain direction, the bullets wont turn with the player...
  11. Back in WIP update The map is back in WIP for a feature I need some comments and ideas on. I've been busy with Kismet and added a new visual feature that I want to expand and perhaps get some help with. I don't want to spoil the surprise so just download and play the map for at least 3 minutes. <-this is important. Downloadlink @ the usual link : http://1drv.ms/1MKkzcB (Download version 1.1) I'm curious on the responses on what I can do with this... On a side note: the harvesters should not be that exposed anymore now Changelog
  12. Ah I'll change that now. Could get kinda messy when it runs to long(wouldnt this create an endless cycle of emptying though?). But.. I'm reinitializing it every call so that way it wont be filled, a new object variable will be created everytime. Ill check the performance and share the kismet when its done!
  13. I thank you, it works! In singleplayer at least. Ill fix some bits and bops and hopefully at the end of the week I can show you whats been cooking. I don't have that much time so don't expect some big ol kismet that can spawn an army of controllable cyborg reapers ;p
  14. It's like a walk in the park look very nice. I'll try it asap!
  15. I'll check this asap! Ty for the screen. I'll let you know if it worked and reveal my plan for my next map with this It's not that impressive but a nice touch that could be added to every map
  16. Hello Renegades, I've been busy with kismet for the last 2 days and I'm getting the hang of it, but there is one thing I can't quite get... Let's say we want to display a message or play a sound. The sound/message for Nod will have to be different than the sound/message for GDI. So my first approach was to compare integers. If the teamnumber of all the players in the game matches 0 the message(Let's call it "Cloaked units detected") for GDI gets played to all the GDI players. At the same time the counter message("Cloaking units vulnerable") will play for all of Nod. this also needs to work the other way around. (Note: I'm not creating a cloaking detector, this is just an example) But then comes the problem, I can't find out how to check the teamnumbers of all the players in kismet. I can only use all the players(Nod and GDI) or a specific player ID, but not a team as a whole. Is there any way through kismet to perform an action to a specific team? The silo's are doing the same as they can generate credits for a specific team. But the silo's are not in kismet But the possibility should be there, I think? TL:DR for the techs. Something like this if GDI gets the "Cloaked units detected" message. Pseudocode: foreach(players as player) { int number = player.getTeamnumber(); if(number == 0)//Team = GDI { hud.outputMessage("Cloaked units detected"); //Do something } else //Team = Nod { hud.outputMessage("Cloaked units vurnerable"); //Do something } }
  17. As promised, screens of the next release, one thing remaining: Harvester cover! What's new? Height fog, Silo rock, scenery adjustments. As for the depressing lightning, I really don't know a fix except changing the overall lightning color. And that's not really my plan
  18. I've been busy and fixed those point except for 3. The silo has a conveniently placed rock so nod has no clear sight on the terminal from the base. The emptiness at the border of the tib field has been addressed with some rocks and trees. You can't look into the void anymore. Also fixed that little black hole in the ground. As for the harveys, I'm still searching for a permanent solution, but for now I've brought the harvestpoints more near their respective bases. Not a permanent fix but it will do for now. As a new, yet simple, enhancement I've added some yellowish height fog which gives the map a finishing touch. I'll post screens asap.. Ty for the reported bugs!
  19. For the people that are having troubles with the download. Alternative download link @ http://www.filedropper.com/cnc-grassyknollrelease10 Release topic: http://renegade-x.com/forums/viewtopic.php?f=138&t=75566
  20. Hmm, odd. Should work though. Here is an alternative download link: http://www.filedropper.com/cnc-grassyknollrelease10
  21. More inf only maps! Looks great! Nice and bright. Do you have a top-down screen? I like to see an overview of the map
  22. After playing I found, I think, some LOD problems with some rocks. Thell go full gothic at some point. Perhaps this will help in the development. Check screens: Behind GDI PP Left front of GDI base (In front of walls)
  23. Version 1.3.5 release Another day, another update. Can't say that much. Some changes have been done, read them below -Removed some trees to make the performance better. -Removed the silo and made a new vehicle path -Added rocks for more cover -Added a new tech building with the terminal up the mountain. The terminal will spawn 2 rocket emplacements for the team that captures them. The rocket emplacements will spawn in the base of the capturer. So the team that is King of the hill gets more defences, should help nod in defending. (As well as forcing players to use the hill) -Added a second turret for nod to counter the GDI watchtower's efficiency. -Perhaps some small thing I don't remember. Downloadlink @ https://onedrive.live.com/redir?resid=3393ABC29E26F205!123345&authkey=!AN6hcRR8XvtrWt0&ithint=file%2czip When the map is on the testing server, the new beta launcher should get it automagically. ---------------------------------------------------------- Hello fellow Renegades! After some silence I'm proudly announcing the first release of CNC-GrassyKnoll for Renegade-X! The map takes place in an open foresty area. There is a large tiberium field for all your credits and tank warfare. A silo is available on the more narrow vehicle path. Infantry can go all ways! Move up the mountain for intense infantry battles, or just annoy every vehicle around you with your height advantage This is my first Renegade-X and UDK map ever so criticisms are welcome. The map will be worked on if more playthrough info gets submitted. I highly encourage you to do this Enjoy CNC-GrassyKnoll, get back to the woods! Download the zip file @ http://1drv.ms/1MKkzcB (Development screenshots/builds are also available there!) Changelog Release 1.3.2 -The WF can't be driven into anymore (Aaaaww) -Changed the orientation of some of the rocks at the map border so they can't be jumped anymore -Moved the AS wall so an Ion beacon can't hit the AS from outside the wall -Placed some rocks behind the bases so it's clear you can't go there -Reworked some blocking volumes (The barbed wire part near the nod base) Release 1.3 -Ion storm now has a gradual change in the map. No more instant change. -Updated all the collision volumes so they are more natural. At least as much as possible. -Updated Tiberium field with a seperate infantry path + bunker -Updated the Tiberium volume so it follows the edge more precise -Added some conviniently placed rocks so snipers don't have a direct sight on the base entrances for a safe distance -Removed some blocking volumes around trees so vehicles can try to pass through (Trees are static meshes so collision is ok) -Added an easter egg, happy searching Release 1.2 -Ion storm now has a static noise intermission between each storm -Storms now last 60-90 seconds -Non storm last 3-6 minutes, this can be changed very easily -Fixed some rocks that made the players stuck -Fixed some blockingvolumes(Fence area and inf mountain) -Added background scenery (some crashed vehicles and mountains) -Fixed the annoying collision bug that blocked shots from some characters (Thanks Kenz!) Release 1.1 -Added special visual feature->will be expanded -Lowered the Tiberium field so harvesters aren't that exposed anymore -Silo has a cover for Nod base snipers -Fixed a missing terrain bit near the Tiberium field Release 1.0 -Added some bits and bobs in both bases (Trees, rocks) -More rocks near the tiberium field crate -Added testing minimap (its not perfect but the scale is quite right) -Created sandbag that dont stop abrubtly -Added some cover on the infantry mountain -Corrected a lot of floating staticmeshes that should not float (Tank hedgehogs, sandbags, etc...) Testing 1.1 -Reduced the size of the map from 93.8mb to 74.9mb (Thx Ruud003 for lightmapres tip!) -Replaced all the foliage trees on the battlefield with staticmeshes. -Removed all the collisions on the foliage trees outside the map. -Reorganized the Nod base so an ion cannon can't destroy 2 buildings at once. (Ref and AS) -Reorganized the GDI base so an nuclear strike can't destroy 2 buildings at once. (Barr and Ref) -Added blocking volumes on the walls of both bases. -Reworked the tiberium volumes so you don't get any damage when you're not in the field. -Added some more foliage and decoration. -Added a rock near the silo so Nod artilleries need to push further to hit the Weapons Factory. -Added some more hills and dents near the Nod base tiberium route. (This was a flat area) -Hired a gardener to cut away the grass in the GDI barracks. -Set the endgame cam to linear instead of curved (Thx Handepsilon!) Testing 1.0 -Initial testing release
  24. After some silence I'm proudly announcing the first release of CNC-GrassyKnoll for Renegade-X! The map takes place in an open foresty area. There is a large tiberium field for all your credits and tank warfare. A silo is available on the more narrow vehicle path. Infantry can go all ways! Move up the mountain for intense infantry battles, or just annoy every vehicle around you with your height advantage This is my first Renegade-X and UDK map ever so criticisms are welcome. The map will be worked on if more playthrough info gets submitted. I highly encourage you to do this Enjoy CNC-GrassyKnoll, get back to the woods! Download the zip file @ http://1drv.ms/1MKkzcB (Development screenshots/builds are also available there!) Alternative download link @ http://www.filedropper.com/cnc-grassyknollrelease10 Changelog Release 1.0 -Added some bits and bobs in both bases (Trees, rocks) -More rocks near the tiberium field crate -Added testing minimap (its not perfect but the scale is quite right) -Created sandbag that dont stop abrubtly -Added some cover on the infantry mountain -Corrected a lot of floating staticmeshes that should not float (Tank hedgehogs, sandbags, etc...) Testing 1.1 -Reduced the size of the map from 93.8mb to 74.9mb (Thx Ruud003 for lightmapres tip!) -Replaced all the foliage trees on the battlefield with staticmeshes. -Removed all the collisions on the foliage trees outside the map. -Reorganized the Nod base so an ion cannon can't destroy 2 buildings at once. (Ref and AS) -Reorganized the GDI base so an nuclear strike can't destroy 2 buildings at once. (Barr and Ref) -Added blocking volumes on the walls of both bases. -Reworked the tiberium volumes so you don't get any damage when you're not in the field. -Added some more foliage and decoration. -Added a rock near the silo so Nod artilleries need to push further to hit the Weapons Factory. -Added some more hills and dents near the Nod base tiberium route. (This was a flat area) -Hired a gardener to cut away the grass in the GDI barracks. -Set the endgame cam to linear instead of curved (Thx Handepsilon!) Testing 1.0 -Initial testing release
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