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Madkill40

Phase 5 Beta Testers
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Everything posted by Madkill40

  1. This would be much easier to voice act as it would open up the freedom to create a character voice rather than to attempt an imitation of pre-existing voices, for example; imitating Havoc's voice would be quite difficult and a poor imitation is worthless as it lowers the quality of the players' experience. A Nod Rocket Soldier model re-skinned in GDI colours would be a good idea for said sidekick character, simply because there would be no fiddling with mouth animations required.
  2. Nukes in crates were disabled for quite some time, I'm aware that at times the settings have been changed so every other crate was a nuke crate but this (or so I thought) was only for a day or two. Nukes should be uncommon to rare or off by default.
  3. Good point. Maybe an additional UI with a key-shortcut which is basically a "How to play" board for multiplayer games, something players can refer back to if they're unsure of anything.
  4. All Valley needed was a helipad and vehicle limit of either 5 or 7. Maybe switch the in-base capture'able tiberium silos to the destructible tiberium silos Thommy released as those would work well on an infantry only map.
  5. The moment a game on the FPS of an RTS lasts longer than a game on the RTS itself. With a game like Renegade X, like a lot of games where tactics are a concern, it is a good idea to see what another player is doing and to copy them. Monkey-see, Monkey-doo and thus is practice. When I was younger and played original Renegade I'd always assume the guys with the higher scores were the guys to follow and pay attention to because their score meant they were most into the fight, but that doesn't seem to be the case in Renegade X maybe because a lot of games fall under luck than actual tactics or maybe its just as I'm older I'm not as naive to this games' playing style. In all honesty, the loading screens without actual gameplay information or even map-based information are the biggest step back from progress Renegade-X ever took from being easy on the newbies. I've never liked that. I've even got a detailed info screen planned out for CNC-Frostbite. [A map overview with indicated routes, additional gameplay information for new players as well]
  6. And on this non-flying map where players won't take much (if any) notice of this, why does this need seeing to?
  7. Considering the current APC, I don't think many will care, so do feel free to gloss other my question and the better put, reiterated question by Gliven.
  8. Will the gun need to be taller to avoid bullets having to clip through the vehicle if a unit stands right next the APC at a point furthest from this APC's weapon? Or can we just not care about this minor detail and happily tell narkys to eeF'off?
  9. So this is no longer a night map?
  10. Does the water really need to be the size it is outside the map? Considering how much is actually used wihin the map itself seems inefficient.
  11. Figured as much, I'll rename the map to something else.
  12. I never noticed that big grey platform... Maybe its that? Although the importance lightmass volume should really cancel things outside of its square. [Just a guess]
  13. Have you tried getting closer and firing at the Guard Tower? It could just be the spray on the chaingun is too wide to actually hit the GT from that distance?
  14. So I've had this idea for a flying map for quite some time now and thought I'd use everything I've learned in the UDK so far to start a map from scratch and to go through the process of its creation properly, so here is near-final landscape layout of the map. CNC-Valkyrie A flying map with a deep chasm running from one base to the other, silos are located at the furthest reaches of each chasm which can be accessed via land or by air. There are ideal drop-off points for transport helicopters to ferry infantry to, as well as a few routes through the middle of the map but keep an eye on the chasms, for the majority of these chasms can only be traveled by air. Each base will have main base defenses as well as a few GTs and a few AT/SAMs. Map reduction for chasm might be required. This is a dusk/day map.
  15. I reduced all of the trees lightmass down from 64 to 32 and the background foliage which surround the map down to either 16 or 24. I just can't comprehend how this is the only map I've come across which causes a memory issue, even Ukill ran this map through a lighting build and the last message I received from him the lighting build for this map was using 24GB out of 32GB RAM... I wonder if those TS vehicles and the miniature scrin ship are causing some of these insane lighting build issues. @Ukill, what was the end result of your lighting build?
  16. I had to be gone by 6:30 cos gym but I left the CMG server open with just the latest Frostbite. I'm thinking of just having the CMG running in a Sunday only with the one selected map in future, I'll add Paradise on it for next week and Forest. (If Forest gets sorted.)
  17. -Added Lightmass Importance Volume -Fixed terrain around structures -Paths have been built -Moved blocking volume which was covering the Barracks and blocking the Barracks' spawn points -Lights have been built -Removed weird untextured geometry cubes. -Reduced total number of lights ¬-Rotated the direction of the DominantDirectionalLight a downwards so the terrain is visible (Still at an angle to coincide with the moon) Download Link: https://1drv.ms/u/s!AkQOo2N5i06RnLZnwQhtuPXLUZIK4w Still running into a Virtual memory issue (a guess based on the log) Okay @Ruud033, need you now. Is it just too many lights? (still over 250 pointlights) UnrealLightmass_BATTALION_49C956B54F56730FDDE91AA13550F22F.log
  18. ...Okay so I think I know the problem, you have more lights than any map I have ever seen (over 250 individual lights), I can see why I'm getting a "Low memory, cancel operation" message is appearing and why your lights won't build. Geezus. (12GB RAM is not enough) Edit: 309 point lights.
  19. #BoycottRenX #BoycottRenXDevelopers #BitchslapKenz'sAss
  20. "Lighting Results: Critical Error; No importance volume found - lighting build will take a long time." I think this may just be my SDK/SwarmAgent with issues, although I'm sure I was able to build lights on Frostbite using the latest SDK. UnrealLightmass_BATTALION_D09176E04C7DA634F43885B19274D796.log
  21. I may have been the death from above stank slaying the mammy on Lakeside, could be wrong. Awesome vid nonetheles. Kudos Lava.
  22. If you want someone to build the lights I don't mind?
  23. I wanted Kane to shoot my wife, the fact that he didn't was the biggest cop-out in gaming history. WHAT WAS BEYOND THE WHITENESS?!!?! I WANTED TO GO WITH KANE. FUCJKIGNAS WIFEEE
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