Ruud033 Posted May 2, 2016 Share Posted May 2, 2016 We'll include the fixes next patch.. If you would apply them right now you'd modify the renx_game.u so that's a no go for you Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted June 30, 2016 Author Share Posted June 30, 2016 Well, Due to the SDK always crashing when Trying to Test the Map and No Fixes have been found YET, I've spent time gaming instead. However I started playing a new game Orion Prelude - and guess what, they use UT3, so I decided to make a map on their UDK engine Its called Wolf-Harvest (Currently) and is nearly complete shockingly - Just have bot pathing to do : ) Best Bit is...Had no Problems what so ever with their UDK version P.S. Hourglass = Need to make sure the sounds are working (when me and Yagi played it - some were fucked) The Minimap, and of cause the Air lift keeps fucking up now - but I know what to do, but I cant test it : ( Stronghold = Need to test the bases and infantry paths before continuing with the other areas Quote Link to comment Share on other sites More sharing options...
Ryz Posted June 30, 2016 Share Posted June 30, 2016 Hope there will be new updates soon so we can both play new maps and test them with a new SDK. Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 2, 2016 Author Share Posted October 2, 2016 (edited) Well, Thx for the New SDK, No problems Yet - Hope this continues : ) Well Hourglass... Fixed all the errors/bugs that I noticed and noted The Hovercraft sound seems fine - Will have to test Online Left to do... Build All Lighting Minimap - Yagi said he was going to create a minimap for Hourglass - then his SDK stopped working - However I've noticed that my Minimap has come out Alright - but the minimap is a bit dark like the map... Here's a sneak peak at the soon to be released map Edited October 2, 2016 by TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 2, 2016 Author Share Posted October 2, 2016 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 2, 2016 Totem Arts Staff Share Posted October 2, 2016 @TheDeadlyWolf you could make the map something lighter for the minimap. Make a 2nd CNC-Hourglass for the minimap. Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 14, 2016 Author Share Posted October 14, 2016 Well, after playing the majority of DLC 4 in Black Ops 3 I was able to continue with the map - Build Lightning However, the SDK has another idea...Lets Crash It crashes whenever I build lightning, goes for around 1.50mins before crashing - Only way to close it is CtrAltDel Tried on Stronghold - Which only has building light, and what do you know...It Crashes after 490 miniseconds Both Times - Building Static Lighting Seriously, Why me? Quote Link to comment Share on other sites More sharing options...
Ryz Posted October 14, 2016 Share Posted October 14, 2016 Send the map files over to someone else and have him / her build the lights? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 14, 2016 Totem Arts Staff Share Posted October 14, 2016 I can build lights for you Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 14, 2016 Author Share Posted October 14, 2016 Thx for the input but I was hoping for a solution, as it will be very annoying when i need to make changes You cant have everything... I'll probably get the Doctor to build lighting, but thx P.S. Better to Crash on Build Lighting than Testing Map Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 14, 2016 Share Posted October 14, 2016 If it crashes after a certain amount of time, I bet that is because your memory is filling up and due to that your computer says no. Try optimising some more, make sure you don't have insane lightmapresolution on items (32 is enough on a dark map on all assets) and also make sure the radius's of lights aren't infinite or so. Make sure the sky isn't accepting lights and not dropping shadows Make sure the background rocks (if acceptable) drop no shadow where you can't see them Make sure you use a LightmassImportanceVolume around the heart of your map (don't include background) If this isn't working, I'd suggest optimising materials to instances and master materials (as few master materials as possible) Good luck! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 15, 2016 Totem Arts Staff Share Posted October 15, 2016 Little question, there's no speedtree object in the level right? Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 19, 2016 Author Share Posted October 19, 2016 (edited) On 15/10/2016 at 4:59 AM, Handepsilon said: Little question, there's no speedtree object in the level right? well, there was 22 SpeedTree actors in Hourglass...Deleted them and still crashed Stronghold had nothing, still crashed Tried Canyon and didnt crash Went back to Hourglass... On 14/10/2016 at 8:47 PM, Ruud033 said: If it crashes after a certain amount of time, I bet that is because your memory is filling up and due to that your computer says no. Try optimising some more, make sure you don't have insane lightmapresolution on items (32 is enough on a dark map on all assets) and also make sure the radius's of lights aren't infinite or so. Make sure the sky isn't accepting lights and not dropping shadows Make sure the background rocks (if acceptable) drop no shadow where you can't see them Make sure you use a LightmassImportanceVolume around the heart of your map (don't include background) If this isn't working, I'd suggest optimising materials to instances and master materials (as few master materials as possible) Good luck! And I looked at Sky Box - Was Fine - Still crashed Searched for LightmassImportance Volume - Added one around Hourglass - Still crashed Haven't tried the rest, But I just don't get why Stronghold crashes when it only has the Basic lighting on buildings Edited October 19, 2016 by TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 20, 2016 Totem Arts Staff Share Posted October 20, 2016 How about your landscape? How complex is it? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted October 20, 2016 Totem Arts Staff Share Posted October 20, 2016 have any autosaves ?.. maybe try one of those ... your main save might be corrupted Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 20, 2016 Author Share Posted October 20, 2016 44 minutes ago, kenz3001 said: have any autosaves ?.. maybe try one of those ... your main save might be corrupted Well, no Autosaves from old SDKs, and ones from the new one crash when building, thx anyway 2 hours ago, Handepsilon said: How about your landscape? How complex is it? Hourglass = Terrain Stronghold = Landscape Wouldnt say complex Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 20, 2016 Totem Arts Staff Share Posted October 20, 2016 1 hour ago, TheDeadlyWolf said: Hourglass = Terrain Terrain is no longer supported in UDK. Convert it to Landscape What's the Landscape's resolution in Stronghold? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted October 20, 2016 Totem Arts Staff Share Posted October 20, 2016 terrain is supported its just a legacy system that lacks features of landscape like material blending and erosion ect ... is there a log from the crash ( file and something in the paste bin "crash >>> hit paste in notpad" ) i had crashing on light builds when the build took more memory then what i had or using the 32bit udk ( try using 64bit udk to build lights if you have over 4 gb in your system ) 1 Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 20, 2016 Author Share Posted October 20, 2016 (edited) Well, had this discussion about terrain before, if it needs to be converted i will after release 1 hour ago, kenz3001 said: terrain is supported its just a legacy system that lacks features of landscape like material blending and erosion ect ... is there a log from the crash ( file and something in the paste bin "crash >>> hit paste in notpad" ) i had crashing on light builds when the build took more memory then what i had or using the 32bit udk ( try using 64bit udk to build lights if you have over 4 gb in your system ) On the other hand Kenz, Loaded up the 64bit version, and what do you know...It actually Works (No Swarm though), but thx - Have 16gb However, when I build lighting with Lightmass, the Swarm Boots up, seconds later 'The Lighting Build Failed' see the log for more information AgentLog_131214397423420861.log Edited October 20, 2016 by TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 21, 2016 Share Posted October 21, 2016 Told you the memory was filling up. 'Terrain' is not meant to be built with lightmass. Therefore the swarm-agent will fail to build. You have 2 choices: Either: Convert the terrain to a landscape to build with lightmass - or - Build with legacy lighting Personally i'd go with option 1. Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 21, 2016 Author Share Posted October 21, 2016 (edited) 1 hour ago, Ruud033 said: Told you the memory was filling up. 'Terrain' is not meant to be built with lightmass. Therefore the swarm-agent will fail to build. You have 2 choices: Either: Convert the terrain to a landscape to build with lightmass - or - Build with legacy lighting Personally i'd go with option 1. Well the same problem occurs on all maps including Kenz's canyon when trying to build with Lightmass Happens on Stronghold as well, which is made from Landscape Edited October 21, 2016 by TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 21, 2016 Share Posted October 21, 2016 Try this; http://prntscr.com/cx2p40 Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 21, 2016 Author Share Posted October 21, 2016 2 hours ago, Ruud033 said: Try this; http://prntscr.com/cx2p40 nah same problem Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted October 21, 2016 Totem Arts Staff Share Posted October 21, 2016 Afaik I ran into same problem once. And I fixed it by using 32 bit version. Could be wrong... EDIT : Try switching from DX11 to DX9, or vice versa Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 21, 2016 Share Posted October 21, 2016 20 minutes ago, Handepsilon said: EDIT : Try switching from DX11 to DX9, or vice versa Please don't. This game runs on DX9. Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 21, 2016 Author Share Posted October 21, 2016 10 minutes ago, Ruud033 said: Please don't. This game runs on DX9. well I've built without using Lightmass, will have to do for now, will release very very soon, gonna test it out myself later today or tomorrow, then release Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted October 21, 2016 Totem Arts Staff Share Posted October 21, 2016 try resetting the light mass setting in the map Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) 21 hours ago, kenz3001 said: try resetting the light mass setting in the map Didn't work, so I've released instead https://renegade-x.com/forums/topic/75040-map-cnc-hourglass/ Edited October 22, 2016 by TheDeadlyWolf 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 22, 2016 Share Posted October 22, 2016 Both harvies seem to have a problem to return to Refinery after harvesting Tiberium. Hope you'll be able to fix the light problem a.s.a.p. so we can see the real beauty of the map. will post a review as soon as possible Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) That is more or less the lighting you'll get, even with lightmass Back in the SDK the Harvies worked solidly, when testing in the actual game it turned out to be around 80/20 working The Harvies do fix themselves, but the GDI one doesn't always... However the SILO does give around 3X as much credits and don't forget you receive free vehicles later on... Edited October 22, 2016 by TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted April 3, 2017 Share Posted April 3, 2017 Quote Link to comment Share on other sites More sharing options...
Chrisjh0223 Posted June 3, 2017 Share Posted June 3, 2017 (edited) I got to play this map last night. Very good stuff Wolf. However, there's a few issues with the rain mode. When the building floors are flooded, proximity mines fall below the water and you can't see them nor target them; this makes surprise mines OP and your team doesn't know what mines were lost, since active mines are invisible. Proxy mines don't even show up period if you move your mouse over them when the floor is flooded. Also outside in front of each base is a very steep incline to the point when the ground is flooded, vehicles take damage when driving over the ground volume (I doubt this was intended by you). Also, infantry resort to swimming on this volume when walked over. It was a pleasant surprise seeing bonus free vehicles appear behind each base after 45 minutes (do more reinforcements come later on or is it just this one shipment?). But behind the GDI base is a pair of Anti-Air towers, doesn't do GDI any good if Nod doesn't have air units. Is there a purpose to them or just for a sense of realism? If only realism, make them invincible if possible as they can only yield points, money and veterancy to Nod. Edited June 3, 2017 by Chrisjh0223 Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted June 4, 2017 Author Share Posted June 4, 2017 (edited) 23 hours ago, Chrisjh0223 said: I got to play this map last night. Very good stuff Wolf. However, there's a few issues with the rain mode. When the building floors are flooded, proximity mines fall below the water and you can't see them nor target them; this makes surprise mines OP and your team doesn't know what mines were lost, since active mines are invisible. Proxy mines don't even show up period if you move your mouse over them when the floor is flooded. Also outside in front of each base is a very steep incline to the point when the ground is flooded, vehicles take damage when driving over the ground volume (I doubt this was intended by you). Also, infantry resort to swimming on this volume when walked over. It was a pleasant surprise seeing bonus free vehicles appear behind each base after 45 minutes (do more reinforcements come later on or is it just this one shipment?). But behind the GDI base is a pair of Anti-Air towers, doesn't do GDI any good if Nod doesn't have air units. Is there a purpose to them or just for a sense of realism? If only realism, make them invincible if possible as they can only yield points, money and veterancy to Nod. Well Chris, Glad you liked the Map... However the depth outside of the base was intended by me, you could walk underneath the water so I added swimming (more realistic) + vehicles driving through thick water will damage their body works and rims - Worst Vehicles are Hummvee and Buggy, however you can easily avoid the volume : ) The Reinforcements Come Once! The towers on GDI shore are a sense of realism and defence - GDI on a beach...Anyone can attack - Nod on the other hand, have a tiberium epidemic - For this reason they should still be destroyable, and at one point...I thought of making an Hourglass_Flying Version - Never Before Already know about the proxy mines vanishing upon flooding, however this makes it more interesting while generating a quicker end game - Main reason Hourglass was disliked, was the Hour long matches - As you cant see any mines, group rushes are more effective...TEAM WORK! The Non-Visible Mines also create great Banta and laughs..had great fun on the testing servers with limsup and tryout, overall very entertaining - But at the same time it will be annoying for miners...so its good and bad + Provides a unique strategic advantage for the defending team +/- Only happens after 50mins - Cant disarm with repair guns or see them : ) P.S. New Update coming Tomorrow after built lighting! Edited June 4, 2017 by TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted October 14, 2017 Author Share Posted October 14, 2017 (edited) I'm Back with a Patch, and I should be starting the Mesa Remaster when I can find some time away from other shit Just a quick patch to finalise some issues and make a few improvements to Hourglass before @limsup session Version 2.5 - Version 2.6 Redone Nod's Reinforcements (Kismet) - Made it better, this was the first Kismet I had ever done : ) Made changes to Nod's Abandoned Airfield Changed the Weapon Spawn - Temple Side Fixed the Damage Volume - Now Damages Everyone Rebuilt Lights Added a Notification/Alarm for Uplink - People wanted a notification of sorts for when the base defences had gone offline, rather then the satellite just spinning around, SO... - When Nod's Obelisk is Offline, it Plays a Low Pitch Alarm - When GDI's Advanced Guard Tower is Offline, it Plays a Higher Pitch Alarm File can be found on the downloads area or CnC-Hourglass_2.6.rar Edited October 15, 2017 by TheDeadlyWolf 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted October 15, 2017 Share Posted October 15, 2017 2 hours ago, TheDeadlyWolf said: and I should be starting the Mesa Remaster when I can find some time away from other shit Quote Link to comment Share on other sites More sharing options...
TheDeadlyWolf Posted April 12, 2018 Author Share Posted April 12, 2018 A late Happy Birthday present for Renegade Here's a long awaited update to Hourglass Version 2.6 - Version 2.7 Removed Flooding - that includes everything in relation - Flood Doors, Beach Lockdown, Swim Zones, Kill Zones etc Removed Rain Reworked Thunder Sounds - No Longer features rain in the background Replaced the plated flooring textures - No Longer features the rain effect, same reworked textures that have been used in TDW-Stronghold Increased Time Delay on Crows CnC-Hourglass 2.7.rar 2 1 Quote Link to comment Share on other sites More sharing options...
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