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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. Happened to me once whilst I got out of an Orca hovering above a mammy at the wall entrance. Needless to say I did the dirty in there... Good times.
  2. Change AFK kicker to 90 seconds. Add faction selection for the beginning of rounds via mutator: i.e. F1 for Nod, F2 for GDI?
  3. Okay. That is now sorted. Changes as of April 11 2017 Last minute collision/volume/pathnode tweaks Added PreviewImage Re-added PreviewVideo for Launcher Added LoadingScreen_CNC-Frostbite.bik [Map header and loading bar effects not included] I no longer have a need to touch'up or do anything else. [Honestly.] Map is done and all that jazz, I really just wanted to include a loading screen which evidently also reminded me to do the preview image. no more sudden patch updatey thingys. Frostbite. Now. Done.
  4. I should have been more specific, the video does play in the Launcher (even if the resolution is 1080p), however I am struggling to make the same video work as a Loading Screen for when the map is loading, in which case I have scaled down the PreviewVid to 320x180px but it does not show the PreviewVid 'CNC-Frostbite'. (See attached example) @TK0104 CNC-Frostbite.mp4
  5. Well then... Feel like telling me what's wrong with my PreviewVid not showing up as the Loading Screen for Frostbite? All the video settings are the same as Crashsite/Canyon's video settings: Example attached. CNC-Frostbite.mp4 Unless this is still the case?
  6. Yeah, my SMs are a lot more crisp with their snow to ice ratio. But that's okay. The load time after the first initial 'big load' has been massively reduced.
  7. What about other UT3 games using DirectX 9? Have you tried to see if any of those work? (Example: Try Rocket League)
  8. Legit. For realz. Optimized. Frostbite is as ready as any other official map could be for a proper release. @yosh56 Frostbite is definitely going to put up a fight against the 30v30 nemesis. Just needs developer review and approval from this point on before we can maybe see it in the official releases. @Ruud033 98% static meshes are set to BSP and lighting tickboxes have been unticked. Skybox ticks are unticked. Outside playing area SMs have no collisions and lighting tickboxes unticked. After following a tutorial on optimizing I don't quite know what else I can do on the optimization front. If you can find a way to delete the 'Prefab' sequence from the kismet that would be terrific.Also, @Ruud033 if you could explain what the "failed to compile material instance" d3d9 platform error, (see the log in the post above) then feel free to help me out there as well.
  9. Yeah, this. ^ Frostbite has a 75s cool down.
  10. You're right, placing over 1,000 pathnodes can be a bit of a pain especially when they go missing. I wonder if the change to a navmesh will prevent bots from suiciding as often as they currently do.
  11. Additional changes as of April 10 2017 FIXED STUPID GDI HARVESTER Added PreviewVid v1.0.0.2
  12. Additional changes as of April 10 2017: Fix-Fixed GDI Harvester Clean up left over meshes Removed Moon Sounds fixed Prefabs un-prefabbed Pathnodes cleaned Optimized Fixed collision of a certain 'tree'
  13. Then what's that whole 'Directory' shindig we have to use with the .bat file? I thought that's what does the in-game downloader? Or was that for the launcher downloads and is now useless?
  14. So how does the navmesh work in regards to map making? Volumes over the terrain? Some crazy cool numbers game?
  15. @ShrewdTactician Will Harvester pathfinding also be improved?
  16. If the other three maps DL fine but WoodsV2, Forest and UphillRedux do not then you'll have to see what fffreak can do about it. Perhaps the server was just slow at that point? Headlands and CoastalSmall are back in rotation (for whatever reason that would be for)
  17. V1 is here. Changes as of April 10 2017: Environment decorated Collisions fixed Walls fixed Sounds fixed GDI Harvester fixed Comm Center will no longer detect players inside their own base Hello Frostbite V1.0.0.0 New Gallery
  18. Greetings! Fallen, Forest, Frostbite, Dust, TrainingYard, UphillRedux & WoodsV2 are currently the only maps in the Test servers' map cycle. The latest versions of these maps are presently on the CT Test server and running right now. No other maps should pop, making testing for these specific maps much easier with less waiting around for an Admin/Moderator. Enjoy.
  19. Frostbite-Redux - Release State - V.99 : "Finally, back to this point again" Changes as of April 07 2017: Moon is in place and has been fixed. [At. Long. Last.] Terrain has been smoothed out. Terrain in the GDI base has been leveled. [Less dips] Additional blind-spots added to prevent Obelisk WTFRange. Added a lookout point to further disadvantage the Nod PP from MRLS' Culled a few static meshes. Overridden and lowered over 1000 StaticMesh's LOD's. [24 - 28] Moved Nod watchtower to overlook the Ice-cave entrance/exit. Nod Tiberium Refinery and Nod Airstrip have been moved slightly further apart to avoid BDD. [Beacon Double-Destruction] Resolved some collision issues such as hiding within meshes and being able to get stuck. Replaced all Nod walls with non-fractured versions. Added emitters for the Refinery's and the Power Plant's Set the vehicle limit to '11' as originally intended. Increased airstrike timer from 30 - 42. [Mountainous area, airstrikes take that little bit longer] Increased width at the front Nod-base entrance. [Path which leads directly to the Obelisk] Misc changes. To Do: Decorate environment some more. Create a Loading Screen. Fix future reported issues. [Forever existing]
  20. It'll be a while before there are over 50 maps to choose from. (OGRen had way over 200, was ridiculous)
  21. Maybe Ukill can make a mutator specifically for this map to use?
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