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iridesence

Phase 5 Beta Testers
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Everything posted by iridesence

  1. latest build here: issues appear to be corrected for now! hurrah! desert map.zip
  2. at the very least, here is the latest map build. no idea what is causing that "lighting needs to be rebuilt" error message to appear even after building lights, but the map works fine, and even has the finished lighting ingame regardless.
  3. does anyone know why the ingame client keeps saying i need to rebuild lights even when i build them in the editor, then immediately save, then transport those files without touching or modifying them to the live client. in the editor it says my lighting is golden(aka no warning message), but ingame i get that damn message on screen that they need built. builds lights in editor -> 5 hours later it finishes and i save the map. -> editor says nothing needs to be built anymore -> move saved files to game client. -> game client says "lights need to be built" ingame when loading the map. ive repeated this process 3 times now and nothing changes
  4. new hotfix to address some minor gfx issues found, updated map attached below: edit file removed due to unforseen bug please use the previous listed build. will rebuild that one for testing overnight.
  5. since toxicity was removed from the client, its apparently caused graphical errors with the map, so this hot-fix should solve some issues. -basically created local copies of the referenced material into the maps own files, and told the map to reference them instead of toxicity. download will be attached below:
  6. initial performance pass for the map done, thanks to @luhrian and @Fffreak9999 for assistance with that. this should help make the map run smoother for lower end pcs hopefully.
  7. performance & visual passes are being worked on in the interim, thanks to @Luhrian @Fffreak9999 for assistance with that.
  8. video tour of the map for those interested
  9. map update! this should be the final version for testing purposes! looking for mass-play tests at this point to see how the map plays. any future updates will occur only after mass playtests. New in this version: -updated minimap (kudos to @Madkill40 for minimap assistance) -cosmetic terrain changes -small lighting details. -minor AI pathing tweaks. -stuck spots removed -airstrip drop mechanics improved a bit cosmetically (shouldn't clip into stuff as obviously as before).
  10. new update for the map. -adds the above mentioned content (gdi tunnel, and advanced defense improvements) -minor terrain adjustments (for cosmetic purposes). -a few stuck spots removed. -nod harvester pathing slightly improved minimap to be updated in separate update to reflect changes to map.
  11. added a tunnel to the rear of gdi;s base for parity reasons. (nod has 2 buildings vulnerable to infiltration vs gdi's 1) should help with balance. Gameplay changes: Obelisk & AGT now have increased firing ranges. vehicles will need to enter the firing radius to attack the obelisk and AGT. However: MRLS, Arty, gunners, and rocket soliders can still outrange them.
  12. screenshots of updated version. silo field update: gdi base in the out-of-bounds area made to look a bit better (for cosmetic reasons)
  13. New version available for download! -reworks some of the terrain a bit. -"production" level lighting instead of "preview" level lighting. -adds on to the out of bounds GDI tech lab base to make it look a bit better imo. updated minimap to be released later to reflect new changes.
  14. a part of the map by the silo has been getting my knickers in a twist as of late, so i decided to rework a bit of it. it has now be transformed into a sort of "slot canyon" type area. tanks and vehicles can still drive around it fine, but there is less room to wiggle around in there, and there is some soft cover for infantry there in the form of raised terrain that vehicles can get on top of, but not immediately.
  15. It was just a thought I had at one point, but why not have hosted events.. ..say a "mini pug" on a certain day, say fridays. where a singular map is played a few times with a group of dedicated players. it would be like the normal pugs but every week the selected map could rotate to a different map on a list. (essentially the same map would be played for that day) for example: -Week 1: walls -Week 2: eyes -Week 3: storm -Week 4: cliff side -week 5: under -week 6: (custom community made map) after the list is exhausted it would restart from week one. this would give more maps attention and might help shake away some of the staleness of playing the same 3-5 maps all the time. (then again, i am also biased toward certain maps ill admit) And adding in the community made maps might be a way to freshen up the experience by trying new things as well. having said all this, i haven't shown much interest in normal pugs before so im not 100% sure exactly how they are managed rotation-wise, so if its already like this then just ignore my words.
  16. i find it is a good addition myself. makes losing the WF / Strip less of a burden if the helipad is still active, since your not just stuck with basic anti-infantry vehicles. if anything, the helipad for nod is more vulnerable to rushes because of its location on the map and the direction the door to the mct room faces (the door faces away from the base so anyone inside repairing the mct opens the mct to direct vehicular fire from the field). if anything i would rotate the nod helipad so the "interior" is facing towards the center of the nod base instead of towards the field.
  17. Bugfix update for the map! fixes a few stuck spots. texture issues, glitches, and some boundary issues.
  18. the issues have been addressed on my end though. and i dont think ill be able to do anything about that disappearing sand issue, as it happens on other desert maps for me(so probably a base game issue). currently building lights and hope to have an update released in a bit.
  19. well ive fixed the "steel plate" part, and put a blocking volume on top fo the barracks, and (i think) fixed the issue from the 2nd SS. still no idea how to fix that "disappearing texture" issue as its just using base game assets from the game.
  20. tbh i have no idea how to fix that, much less where to begin. since its just a default texture from the base renX game with no edits, slapped on the landscape, outside of just putting another sand texture in there to replace it.
  21. as for the disappearing texture i need a bit more information tbh as that doesnt help me atm. (it never disappeared on my end, and i have the game on high on my end)
  22. can you explain the first & last pics to me, no idea where that is from that screenshot, and i never experienced that bug on my end.
  23. New Release for the map! long overdue i know but EXCREMENT OCCURS IRL! this version should fix the black tiberium issue, and remove a few stuck spots i found.
  24. ive had to start from the march build and work from there, but iirc taht build just had some tiberium texture problems and a few stuck spots as the biggest offenders. im working on fixing them now and assuming i can build lights in any decent timeframe should have a small patch to the march build out that fixes a few stuck spots/etc. @roweboat that said, the best possible thing that could help me squash things would be for a mass playtest involving 20+ people playing the map at once(stress testing in a sense). but i doubt that will happen anytime soon since people are averse to trying new things unless its forced on them ingame.. at least i dont have to redo the kismet parts!
  25. well, i got the map loaded into udk/sdk and it plays fine in the editor. the only issue that arises when ported to the CLIENT is that the tiberium crystals (one of the mesh types, not all the tiberium meshes) has its textures turn jet black. other then that the map seems to work as intended... (thankfully i had the foresight to bake all the custom assets for the map into the map itself so i didnt need to find or replace them) not sure what is causing the black tiberium textures atm.. that said more testers would be welcome if people would be interested in trying a new map!
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