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DoctorAnubis

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Posts posted by DoctorAnubis

  1. Thanks for the replies guys.

    The map is using the node/waypoint system and has various Rx_AreaObjectives set throughout. I tried setting this one in the deepest jungle section to 10 Importance. But the bots will still never go there.

    image.png.1e02cf8a6294b92d61b5e5e5ba586250.png

    I also tried adding a UTDefence Point to the same area but the bots don't follow that either.

    image.png.408ba962597af65431d7baafaa5a902e.png

  2. I recently came back to Renegade X and wished to check out the map I released some time ago, Paradise.

    Specifically, I downloaded and booted into the most recent SDK but I noticed something was wrong. The bots will only ever take the most direct route through the map (green), which means that you will never encounter enemies inside the volcano or throughout the jungle areas (red). This never used to be a thing. When I made this in 2019, you would encounter bots scattered throughout the map, taking different routes including in the red areas shown below.

    My question is, can I do anything in the SDK to remedy this, or has there been an update to the bots which no longer makes this possible?

    image.thumb.png.d377818df9c7bde9d5f49acbeb56c24f.png

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  3. I don't think putting superweapon blocks in the maintenance tunnels is a solution, the tunnels exist to create a more exterior method of attacking a building which is otherwise not exposed. The map was designed to also implement auto-defence ceiling turrets, as we know script loss has caused this feature to disappear. The maintenance tunnel is supposed to contain an auto-turret, and 2 ceiling turrets are designed to operate outside the 2 main doors to the power plant.

    In time, players will be aware of the superweapon tunnel location. What I would rather implement are wider maintenance tunnels, such that allies can pass each other when walking through them. A “force first person” volume wouldn’t go a miss 😉

    • Thanks 2
  4. 1 minute ago, Fffreak9999 said:

    Did you keep the EndGame Pedestal? 

    Ah I am unsure if I disconnected the node for that, if you could check in the Kismet, the node to open the end game doors should simply be disconnected from the time delay.

  5. The upcoming change-log for those interested.

    - Added interior of Volcano
    - Fixed missing sounds, models and textures
    - Added new bird sounds
    - Reduced amount of sound nodes in the Jungle
    - Disabled hidden areas
    - Removed some trees and rocks to increase mobility of tanks in Jungle
    - Removed ceiling turret mini-map icons
    - Moved a CCTV camera to inside the volcano
    - Slightly reworked surrounding islands
    - Updated mini-map
    - Added precomputed visibility volumes
    - Various other optimisations and improvements 
     

    • Like 1
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  6. 5 hours ago, Fffreak9999 said:

    The main issue is that the majority of servers (FPI and CT) run in a Marathon mode, and this map plays more like a mini-game hub than an actual [Command and Conquer] Mode map.

    I have stated in the past, I would be willing to host the map on a server if these areas where distractions exist were sealed off so the only objective is to play the map as a C&C Mode map.

    In terms of having to run in 64 bit, that will not be much of a concern for much longer, once the updated launcher comes into effect and offers the 64 bit as an option.

    Having to download the map and do initial shader loading would be a detractor for many people the first time, they have to do it. Many wouldn't sit through the download if they only download at 2-3Mb per sec and think the game is broken when trying to build shaders, since it wouldn't respond during that time.

    However if the adjustments I suggested are made (Sealing the areas off), then I would have no issue at least offering it as an option.

    Yes, actually all secret areas and functions have been disabled in this latest build, with core C&C Mode to be expected. How is the best way to send the file your way?

  7. On 3/7/2019 at 8:37 PM, SilentKnight said:

     

     

    Great editing. That communications centre makes for an excellent meeting point. I do hope to include some tunnels through the volcano if I find the time over summer. The bridges that lead to the guard towers are just asking to also lead to an infantry path.

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  8. 5 hours ago, Axesor said:

    *cough cough*

    This was my idea back in 2016...

    Also there was a poll https://renegade-x.com/forums/topic/75038-mining/

    Nothing has changed.

     

     

    It's the best system, plus it keeps to the command and conquer RTS gameplay kind of, whereby only engineers usually can enter and capture buildings. With RenX, whoever has repair guns becomes an engineer of sort. Westwood may have incorporated this themselves given more time.

    • Like 2
  9. I would suggest the laser control panel method. Lasers at each door which are fatal to the opposing team. In terms of appearance, the lasers become more visible when you're closer to them (from afar you would not notice them). The fact that anybody can carry a repair tool means that anybody can disable/repair the laser via the control panel which sits somewhere within the door frame, so when attacking you can stand outside the structure and disable the defence as with mines when the door is open. The laser control panel would have an evident appearance, with say a green light, and the usual HUD text that pops up when you target things. Once the laser control panel is deactivated, it stays deactivated until somebody repairs it (re-mining). A deactivation/reactivation repair time of about 7 seconds, or however long it would take to place 3 mines traditionally.

    Spies of course, can walk through no problem, as you expect. Unlike mines.

    EMPs would disable the panel too.

    As for mines, restrict them so they cannot be placed within structures, which makes sense. Lower the limit somewhat, outdoor minefields would be interesting.

    laser system.png

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  10. On 24/03/2018 at 9:07 AM, vandal33 said:

    I just want a beacon pedestal back. I enjoy games with more winning condition. Just played Renegade last week where a server enable the pedestal end game thing and it helped losing teams to come back.

    I put the end game pedestal in Paradise, fully functioning. It is accessible from next to the security office after about 45 minutes, too bad nobody plays it!

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  11. 1 hour ago, Havoc89 said:

    Classic Mesa was terrible, same with old field. Don't let nostalgia cloud your judgement in this case.

    Classic Mesa gave infantry absolutely no infiltration options except for harvy walking and in case you don't remember harvester also used to go in the middle where it would endlessly bump into vehicles because they're camping like mad. It also means you have no airstrike options to fend off the carnage in the middle. It was a pretty aweful map, and I would not advise it what so ever.

    Old Field... Unless you're playing in a game of 24 or less players, Old field becomes a bottle-necked thing of chaos. So... again, its not as great as you think it was. Don't get me wrong I had tonnes of fun games on it, but none of them were above the that player count.

    Is it possible for servers to allocate maps depending on current player count? If so, old Mesa and Field could be deployed under these circumstances, as well as other maps which function best under certain conditions. Old field for sure plays better than the new, when fewer players are involved.

  12. Re-uploaded 4.2.1 Quick-fix

    - Blocked access to barracks roof
    - Corrected landscape in various locations
    - Removed waterfall underwater postprocess due to bugs
    - Removed accidentally placed mesh behind Nod Refinary
    - Fixed floating grass
    - Fixed floating rock
    - Fixed Nod turret stand
    - Added knocked over coffee to GDI security office...

    • Like 3
  13. Just Updated 4.2

    new6.jpg.9bfffca6a8de54929f818a820337269

     

    ** Paradise Version 4.2 - 12/06/2017 - Change-log **


    *Security Office*
    - Fixed security office console spam
    - Building notifications draw distance increased
    - Fixed Nod ventilation shaft alarm trigger
    - Added texture for Nod ceiling turrets
    - Lowered MCT health
    - Added additional camera (PP entrance)

    *Volcano and Jungle*
    - Added more rocks to lava pools
    - Bubbling lava edited
    - Added lava emitters
    - Lava sound is now a sound spline
    - Dimmed tiberium lighting effects
    - Fixed cave kill volume bug
    - Added more emitters to waterfall
    - Jungle heavily optimised

    *Bases*
    - Added more containers to GDI Base
    - GDI end game pedestal code fixed
    - Removed collision from trees inside Barracks
    - Cosmetic changes to GDI beach
    - Added reflection effect to weapons Factory floor
    - Added more crates inside of WF
    - Additional walls in WF now display as damaged when building is destroyed
    - Changes around Nod Air tower beach
    - Adjusted positioning of Nod turret to increase its effectiveness
    - Added blocking volumes to stop pirates bombarding buildings so much
    - Fixed refinery roof exploits
    - Added static lights to both bases
    - Added actual door to end game pedestal rooms
    - Added lights to end game pedestal doors

    *Global*
    - Added grassy side paths to centre infantry route
    - Added additional entrance to base via volcano path on both sides
    - Updated minimap
    - 1 in 5 chance of "Midnight Paradise"
    - Number of active crates changed to 6 from 5
    - Sea sound is now a sound spline
    - Added tiberium decals
    - Fog and global lighting slightly changed
    - Cliffs edited
    - Spotting volumes adjusted
    - Fixed some shadow errors
    - Fixed water materials
    - Various "stuck spots" fixed
    - Various texture changes
    - Package size reduction
    - Further optimisations

    • Like 3
  14. Just Updated 4.2

    new6.jpg.9bfffca6a8de54929f818a820337269

     

    ** Paradise Version 4.2 - 12/06/2017 - Change-log **


    *Security Office*
    - Fixed security office console spam
    - Building notifications draw distance increased
    - Fixed Nod ventilation shaft alarm trigger
    - Added texture for Nod ceiling turrets
    - Lowered MCT health
    - Added additional camera (PP entrance)

    *Volcano and Jungle*
    - Added more rocks to lava pools
    - Bubbling lava edited
    - Added lava emitters
    - Lava sound is now a sound spline
    - Dimmed tiberium lighting effects
    - Fixed cave kill volume bug
    - Added more emitters to waterfall
    - Jungle heavily optimised

    *Bases*
    - Added more containers to GDI Base
    - GDI end game pedestal code fixed
    - Removed collision from trees inside Barracks
    - Cosmetic changes to GDI beach
    - Added reflection effect to weapons Factory floor
    - Added more crates inside of WF
    - Additional walls in WF now display as damaged when building is destroyed
    - Changes around Nod Air tower beach
    - Adjusted positioning of Nod turret to increase its effectiveness
    - Added blocking volumes to stop pirates bombarding buildings so much
    - Fixed refinery roof exploits
    - Added static lights to both bases
    - Added actual door to end game pedestal rooms
    - Added lights to end game pedestal doors

    *Global*
    - Added grassy side paths to centre infantry route
    - Added additional entrance to base via volcano path on both sides
    - Updated minimap
    - 1 in 5 chance of "Midnight Paradise"
    - Number of active crates changed to 6 from 5
    - Sea sound is now a sound spline
    - Added tiberium decals
    - Fog and global lighting slightly changed
    - Cliffs edited
    - Spotting volumes adjusted
    - Fixed some shadow errors
    - Fixed water materials
    - Various "stuck spots" fixed
    - Various texture changes
    - Package size reduction
    - Further optimisations
     

    • Like 3
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