Redline Posted February 20, 2016 Share Posted February 20, 2016 Its finally here! Version 1.1 of CNC-CliffSide is ready to play. https://drive.google.com/file/d/0B_nllW ... sp=sharing I'm on standby for today & tomorrow ready to crank out version 1.11 with any gameplay fixes, balancing, glitch spots, or anything else to be taken care of. Please provide screenshots. KNOWN ISSUES: -I still have to add tire track decals I just added a few infront of GDI WF for testing. -End game camera is 50% finished and may be a bit short/glitchy. -Piece of landscape to be smoothed in front of NOD cave entrance -Harvesters get stuck after first load dump. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 20, 2016 Totem Arts Staff Share Posted February 20, 2016 You have to rebuild lights. I got a message that lighting needs to be rebuild check also the .ini file. It don't have skirmish settings in it Add this: ;Skirmish Settings LastGDIBotItemPosition=3, LastGDITacticStyleItemPosition=0 GDIAttackingValue=75 GDIBotValue=12 LastNodBotItemPosition=3 LastNodTacticStyleItemPosition=0 NodAttackingValue=75 NodBotValue=12 LastStartingTeamItemPosition=2 StartingCreditsValue=150 LastTimeLimitItemPosition=6 LastMineLimitItemPosition=2 LastVehicleLimitItemPosition=0 bFriendlyFire=false bCanRepairBuildings=false bBaseDestruction=false bEndGamePedistal=false bTimeLimitExpiry=false If you don't add it, the map will have a time limit of 5 minutes, vehicle limit 0, mine limit 0 and credits 0 Quote Link to comment Share on other sites More sharing options...
Redline Posted February 20, 2016 Author Share Posted February 20, 2016 Okay will fix .ini and recompile lights...even though it says on my UDK is fine. I'm still using the old SDK though. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 20, 2016 Author Share Posted February 20, 2016 Version 1.2 Edit: *Fixed the link put wrong file before* https://drive.google.com/file/d/0B_nllW ... sp=sharing Changelog: -Massive overhaul of harvesters. They work 100% now. Thank you Ruud for da help -Production lighting -Smoothing some things out Quote Link to comment Share on other sites More sharing options...
Redline Posted February 26, 2016 Author Share Posted February 26, 2016 Version 1.3 Release https://drive.google.com/file/d/0B_nllW ... sp=sharing -Endgame cameras added. Landscape smoothing. Ready to be included in new patch. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted February 27, 2016 Share Posted February 27, 2016 Version 1.3 Release https://drive.google.com/file/d/0B_nllW ... sp=sharing -Endgame cameras added. Landscape smoothing. Ready to be included in new patch. Working on minimap for it as per request. Should be ready by monday assuming I have as much time as I should next 2 days (a lot). Quote Link to comment Share on other sites More sharing options...
Bananas Posted February 27, 2016 Share Posted February 27, 2016 Don't want to be a downer, but the map is far from ready for release. Don't know why you are pushing for it. Spent a short time exploring the newest version...lots of issues. Wouldn't surprise me if I missed some. http://imgur.com/a/tLnpo Map has made nice progress though. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 27, 2016 Author Share Posted February 27, 2016 Meh I can take care of all those issues in 2 hours tomorrrow. I'll get aggressive on the blocking volumes. the bridge is intended for vehicles. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted February 27, 2016 Share Posted February 27, 2016 The graphic representation for the map should still be possible using the map already. Meanwhile, some of those problems are glaring. Listen to me from experience, I actually have some experience with this when I tell you, if you choose to do soft-boundary instead of blocking-volume boundary, you need a complete perimeter of them, edge touching edge. I am posting a video below. It was used to diagnose them earlier, but "how to place them" is still relevant to prevent "infinite timer". Don't feel ashamed to make it blocking volume if it isn't flying btw. Quote Link to comment Share on other sites More sharing options...
boxes Posted February 27, 2016 Share Posted February 27, 2016 Meh I can take care of all those issues in 2 hours tomorrrow. I'll get aggressive on the blocking volumes.the bridge is intended for vehicles. He meant that vehicles can get down into the silo area b/c there's no blocking volumes on the sides of the bridge. With all the tanks pushing and shoving in an actual game, it's very possible for them to accidentally drop down, and perhaps roam the inf tunnel while they're at it. About the inf tunnels, I still feel they're a bit empty and boring. I'm not a big fan of long, flat alleys in any inf area. The boxes help a bit, but I think a little bit more can be done. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted February 27, 2016 Share Posted February 27, 2016 About the inf tunnels, I still feel they're a bit empty and boring. I'm not a big fan of long, flat alleys in any inf area. The boxes help a bit, but I think a little bit more can be done. Re-arrange the boxes, to have left-cover, right-cover, left-cover, right-cover... then, have boxes in the middle but openings on left and right, then repeat the pattern. Then, at least "tunnel fights" have lengths of tunnel one can carry out a gunfight with. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 27, 2016 Author Share Posted February 27, 2016 Okay. Took care of the blocking volume issues. I will block the side of the bridge that goes towards the beach, but I will expand the existing vehicle dmg volumes that are on the silo side. I want you to be able to push enemy tanks off the side of the bridge and make them go boom. Running some errands, but by this afternoon I'll push another version with the following changes. 1. More boxes & shit in the tunnels, not trying to pull an islands/field tunnels of constant sniper death. 2. Physics/hitboxs issues with tiberium crystals will be redone. 3. Blocking volume to prevent getting on plane tail 4. Watch yagi's tutorial on fixing soft boundries. I think I can still fix mine I just need to make it so you can't touch any of the edges or bottom by placing overlapping blocking volumes. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 27, 2016 Share Posted February 27, 2016 As soon as you have a new version out, please then upload it to http://maps.constructivetyranny.com/ You already have a username+password sent to you via PM If you don't upload it there I'm not gonna add it to the testing server due to the new launcher we're developing which auto downloads maps. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 27, 2016 Totem Arts Staff Share Posted February 27, 2016 A new launcher? That's nice to hear Quote Link to comment Share on other sites More sharing options...
RypeL Posted February 27, 2016 Share Posted February 27, 2016 Not new, but upgraded. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted February 27, 2016 Share Posted February 27, 2016 Okay. Took care of the blocking volume issues. I will block the side of the bridge that goes towards the beach, but I will expand the existing vehicle dmg volumes that are on the silo side. I want you to be able to push enemy tanks off the side of the bridge and make them go boom. Running some errands, but by this afternoon I'll push another version with the following changes. 1. More boxes & shit in the tunnels, not trying to pull an islands/field tunnels of constant sniper death. 2. Physics/hitboxs issues with tiberium crystals will be redone. 3. Blocking volume to prevent getting on plane tail 4. Watch yagi's tutorial on fixing soft boundries. I think I can still fix mine I just need to make it so you can't touch any of the edges or bottom by placing overlapping blocking volumes. Overlapping can possibly be bad. The most effective way I found, is by snapping the vectors, from overhead, to have a thin seam side-by-side, in the shape of a trapezoid. That way, game knows if you are "leaving torwards the front" or "leaving torwards the back", and overlap is taken care of in code but if you go through too many overlaps and out it can still cause permanent-timer bug. I suggest, start at one edge of your map, place a boundary volume. When you get to a corner, alt-drag to duplicate the boundary, and rotate 90 degrees or whatever you need to border the next edge of your map. You can do this with your whole map outline, ignoring the corners at first. Then, once you have 100% of the borders placed, go back to the corners where the boundary volumes meet. Then just do what my video showed on how to snap vertecies to grid, mind "world" mode and not local. You should be able to get the edges touching but not overlapping. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 27, 2016 Author Share Posted February 27, 2016 Yeah thats nice, but I'm not sinking more time into soft boundries. Maybe in v2 I'll add em. For now I just want to make this ready for gameplay. Compiling now Quote Link to comment Share on other sites More sharing options...
RoundShades Posted February 27, 2016 Share Posted February 27, 2016 Yeah thats nice, but I'm not sinking more time into soft boundries. Maybe in v2 I'll add em. For now I just want to make this ready for gameplay. Compiling now If they work, they work. If it's not a flying map, then for the love of jove just make blocking volume boundaries. I love how you put time and effort into mapping which I don't have time for if not talent for, but if the map don't work, Bananas is just going to be back in 2 hours with his list of flaws. Another question: What are you compiling? Geometry is usually a quick build, and I don't believe you had to change lighting. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 27, 2016 Author Share Posted February 27, 2016 I moved some boxes. New static mesh = compile lighting again. V1.3.1 https://drive.google.com/file/d/0B_nllW ... sp=sharing All issues banana raised in his album have been fixed. Wave 2 of final bug reports hit me. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 3, 2016 Author Share Posted March 3, 2016 I need someone to go through the map and confirm there are no gamebreaking issues and that it is ready for release. V1.4 https://drive.google.com/file/d/0B_nllW ... sp=sharing Changelog: -Improved lighting -Tracktire decals on the main paths -Lots of cosmetic changes to make it look pretty -More terrain smoothing -Tweaking blocking volumes -Some other stuff Ruud went through the map with me and helped me optimize a few things. I truly feel this map is 99.9% done and ready for release. Glacious you don't really need to redo the loading screen. Yagi you will probably want to redo the minimap with this or hopefully you did everything via layers in Photoshop so you can just replace the images. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 4, 2016 Share Posted March 4, 2016 Minimaps are an all or nothing situation. From top-down view, it is rather hard/impossible to get the zoom the same as it was if you change it at any time ever during the taking of the pictures. Including closing UDK. Not too hard to just retake the pictures, when I won't lie, I hadn't even started them yet. But they do all need to be taken all at the same time in the same setting. However, I always use layers in PaintDotNet and save before compression, in case something in a minimap needs tweaked and I am not too fussed on the global accuracy of it as I can change it in a very small area very very close to the scale it should be. One more thing, Tiretracks are "static decals" and Kenz3001 says they are bugged in-game like in Volcano and is turned off in default settings as they cause a performance plunge because of the bug. Not sure if that makes a difference, the tracks could be left in, IIRC they were never removed from Volcano. Quote Link to comment Share on other sites More sharing options...
Henk Posted March 4, 2016 Share Posted March 4, 2016 I shortly checked the map yesterday, only 10 minutes, couldn't find anything broken. One small thing was the LOD popping on the big trees, maybe you should force those to LOD1. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 4, 2016 Author Share Posted March 4, 2016 V1.4.1 https://drive.google.com/file/d/0B_nllW ... sp=sharing Changelog: Fixed LOD on Trees Added 1-2 blocking volumes to objects that didn't have collision I have walked all edges of the map. Tried to get stuck everywhere. Used vehicles to test everything. Searched for all visual bugs. No more collision bugs. Landscape has been smoothed 1000 times, 1000 different ways. Let me know if you guys find anything. Quote Link to comment Share on other sites More sharing options...
Ryz Posted March 4, 2016 Share Posted March 4, 2016 Downloading (again, just downloaded the other older one). GJ! Quote Link to comment Share on other sites More sharing options...
boxes Posted March 5, 2016 Share Posted March 5, 2016 Poked around again for a bit. Looking pretty nice, but: 1. Harvesters are completely broken. GDI harvy almost always gets stuck, and Nod harvy drifts off to the PP for some reason. http://images.akamai.steamusercontent.c ... 851CD2124/ http://images.akamai.steamusercontent.c ... 0FCCD28B8/ 2. Bike PT should include text specifying "recon bike" and cost, like the Titan PT on crash site. http://images.akamai.steamusercontent.c ... D5F9A4971/ I'll go through it a bit more later. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 5, 2016 Author Share Posted March 5, 2016 Hmm. Some landscape smoothing must have broken a node path. I'll go over it. Odd I added that exact text. Will take a look at the kismet. It's 600 for a bike. Limit of 2 at any time. Also aware of a material issue on a static mesh glacious pointed out. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 9, 2016 Author Share Posted March 9, 2016 V1.4.2 https://drive.google.com/file/d/0B_nllW ... sp=sharing Fixed harvester pathing Fixed material issue Included all materials/assets and no longer reference Beachhead package (I think). Fixed recon bike text & other misc stuff Test it for me. Hoping for no more texture issues. Quote Link to comment Share on other sites More sharing options...
RGN_Nappy Posted March 11, 2016 Share Posted March 11, 2016 The Nod Harvester comes in at a very tight angle. I noticed something was wrong when the harvester drove up onto the tib once. I couldn't recreate that issue but I know it exists. Might want to adjust harv path. http://imgur.com/g4b3o5C As Nod, you can hit every building except the barracks without the AGT shooting at you. http://imgur.com/KXa4WdI As GDI, you can hit every building without the Ob shooting at you. http://imgur.com/JrPGi0w If the base defenses can be adjusted, I think this will be an amazing map. Maybe even one of my favorites. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 12, 2016 Author Share Posted March 12, 2016 @Nappy Thanks for checking out the map today. I'm considering restructuring the entire tib cave entrances. Make them more narrow (walls size) and make the angles for AGT/OB more like Old ren Mesa style. I took care of those cosmetic issues, now I'm focused on gameplay. 2 Turrets for nod, only 1 guard tower for gdi seems fair. I'm thinking of sinking the AGT lower in elevation to make it easier to hit cave entrance I did something similar with the obelisk. I'll have a MRLS/Arty testing session on the next version. Quote Link to comment Share on other sites More sharing options...
RGN_Nappy Posted March 12, 2016 Share Posted March 12, 2016 @Redline Not a problem. I'm always down to help. The map is beautiful. Probably the most promising map I've seen in a long time! There are some imbalances since the last release but, considering the map design, they should be easily fixed. Honestly, I like the amount of space there. I would prefer it if maybe the entrance to there was expanded but maybe not in a usable way. ex \ / rather then | | Same usable space but allows coverage by the defenses. (just an idea) Definitely add some turrets though! =) Quote Link to comment Share on other sites More sharing options...
Redline Posted March 19, 2016 Author Share Posted March 19, 2016 Heavily modified the 2 vehicle path entrances to nod/gdi base. Lots of gameplay balancing, testing arty/mrls angles. Also modified sneaky paths to make them more balanced. 3 Turrets for Nod. 2 GDI guard towers. Hoping to push a new version sunday. Quote Link to comment Share on other sites More sharing options...
RGN_Nappy Posted March 22, 2016 Share Posted March 22, 2016 Heavily modified the 2 vehicle path entrances to nod/gdi base. Lots of gameplay balancing, testing arty/mrls angles.Also modified sneaky paths to make them more balanced. 3 Turrets for Nod. 2 GDI guard towers. Hoping to push a new version sunday. AWESOME! Really looking forward to the new release! I think your map has alot of potential. We should run a group test on it. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 25, 2016 Author Share Posted March 25, 2016 So I'm ready to upload a new version except I'm getting random blocking volumes when i am in a vehicle... I remember someone else had problems with invisible walls, could it perhaps be from a rock or two nearby? Cliffside has many rocks...like volcano amount of rocks... Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 25, 2016 Share Posted March 25, 2016 So I'm ready to upload a new version except I'm getting random blocking volumes when i am in a vehicle...I remember someone else had problems with invisible walls, could it perhaps be from a rock or two nearby? Cliffside has many rocks...like volcano amount of rocks... One problem someone else had was foilage and user error with it. I personally had another problem with volumes themselves, and it requires first for you to move the edges/location/delete the blocking volume, and then rebuild geometry/possibly everything. I literally moved something myself, collided with it constantly trying to "make enough room", just for it to fix only when I rebuilt geometry when I hadn't moved anything prior. I hope it runs slightly better than "Volcano" though, Volcano is on the fringe of "causes some server stress" and "causes crashes", as in it doesn't cause crashes but does cause the most noticeable server stress. Goldrush and Eyes were over that fringe. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted March 26, 2016 Totem Arts Staff Share Posted March 26, 2016 First, check collision with C key. Second, I think DaKuja had that problem once, and it lies on the volume themselves. I once had it in a small UDK based project when I made a heavily geometrically edited volume. Try rebuild geometry. Quote Link to comment Share on other sites More sharing options...
Henk Posted March 26, 2016 Share Posted March 26, 2016 check if you see the error: brush #x has non-planar polygons. (or something like this) After building geometry. Remove that brush or volume and rebuild. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted March 26, 2016 Share Posted March 26, 2016 check if you see the error:brush #x has non-planar polygons. (or something like this) After building geometry. Remove that brush or volume and rebuild. This. And, to do a visual inspection, change the view mode to zero extent and look at your volumes. (drop down triangle top left, view collision, zero extent) I always use that to debug, gets you to the faulty volume faster Quote Link to comment Share on other sites More sharing options...
Redline Posted March 26, 2016 Author Share Posted March 26, 2016 Thanks ruud. Found the offending blocking volumes. Will post a version tonight. Quote Link to comment Share on other sites More sharing options...
Redline Posted March 27, 2016 Author Share Posted March 27, 2016 V1.5 https://drive.google.com/file/d/0B_nllW ... sp=sharing Changes! Hopefully the last X_x Test plz. Let me know. Quote Link to comment Share on other sites More sharing options...
Redline Posted April 3, 2016 Author Share Posted April 3, 2016 Teaser video! (Using some of this footage as the Loading Screen). Getting some resources from Yagi to work on my own minimap. Also going to use the experience as a way to experiment with full sized minmaps that take up entire screen. Going to try to create a template in photoshop or illustrator. Will publish a new version on this post later today. Quote Link to comment Share on other sites More sharing options...
Xtractor Posted April 3, 2016 Share Posted April 3, 2016 I like teasers For what saw its look nicely done There some previews (videos or SS) That when you look at it you can tell if personnaly you will like or not. And I think I will like cliffside Gj! Quote Link to comment Share on other sites More sharing options...
RGN_Nappy Posted April 28, 2016 Share Posted April 28, 2016 WHEN IS THIS GOING TO BE RELEASED!?!? I honestly don't think I've been this excited about a map release. Quote Link to comment Share on other sites More sharing options...
Redline Posted May 8, 2016 Author Share Posted May 8, 2016 Alright the map is done, but I havn't cut down the loading screen video I made or minimap. See the link below for the most recent map version. https://drive.google.com/open?id=0Byqqd ... XNmT1A5SDQ Someone needs to recompile it I think. I hope someone takes up the mantel on this map as its 98% done. I've grown a bit tired of Renx and have moved on to an Arma 3 Project Life Mod. I also started my own youtube channel Obligatory marketing whore link to my youtube: https://www.youtube.com/channel/UCV2ZCQ ... ioboydUqFQ Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted May 8, 2016 Share Posted May 8, 2016 I hope someone takes up the mantel on this map as its 98% done. You're saying you're dropping development? Quote Link to comment Share on other sites More sharing options...
Ryz Posted May 8, 2016 Share Posted May 8, 2016 Hope you, with the help of someone, can still finish it Redline so everybody (including yourself) can enjoy it. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted May 8, 2016 Share Posted May 8, 2016 I hope someone takes up the mantel on this map as its 98% done. You're saying you're dropping development? I think he is saying he is dropping development, but it should be done and functioning and he hopes if there are any bugs, hooks to endgame camera, loading screen, or minimap, that needs taken care of, that he hopes that it is small enough for someone else to take care of. I am at least willing to do the minimap. Anyone else willing to test it for collision and endgame camera and such? I am willing to make a minimap. Then it can be compiled and submitted. If someone is willing to test collisions and other bugs, if they are small I or you can fix them, if they are big then we can consider options based on how much time it'd take and how much is complete. Quote Link to comment Share on other sites More sharing options...
Ryz Posted May 8, 2016 Share Posted May 8, 2016 Lets test this map (and City) soon! Quote Link to comment Share on other sites More sharing options...
RGN_Nappy Posted May 10, 2016 Share Posted May 10, 2016 it's a sad day =( Quote Link to comment Share on other sites More sharing options...
Redline Posted May 10, 2016 Author Share Posted May 10, 2016 The end game camera should be done. The loading screen footage is done just needs to be cut from 30 seconds to 5-10. Easy just take the first few seconds of the video I included in the download. The collision, boundaries, landscape smoothing, harvester paths, etc...we're all tested heavily already. The minimap needs to be done, but I am too busy to do it. It's not a sad day I've just lost interest in Renx for now as I purchased other games that I am trying to jump start a YouTube channel with. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted May 13, 2016 Share Posted May 13, 2016 The end game camera should be done.The loading screen footage is done just needs to be cut from 30 seconds to 5-10. Easy just take the first few seconds of the video I included in the download. The collision, boundaries, landscape smoothing, harvester paths, etc...we're all tested heavily already. The minimap needs to be done, but I am too busy to do it. It's not a sad day I've just lost interest in Renx for now as I purchased other games that I am trying to jump start a YouTube channel with. Fuck the doomsayers bro. You are honored for the work you did do. If you need someone to see through the last bit of work and promote the map seeing the CT server in full action, I will adopt any additional work your map needs, starting with the minimap. I will make sure to give you full credit, and let you rest easy with whatever you are currently investing your time into. I am sure it is worth it, and can only hope to see you play the occasional RenX still, maybe do a youtube video occasionally, maybe the PUG or when new updates or game mechanics come out. Quote Link to comment Share on other sites More sharing options...
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