Totem Arts Staff Luhrian Posted May 9, 2017 Totem Arts Staff Share Posted May 9, 2017 View File CNC-Cliffside (again) Here is an improved version of CNC-Cliffside. I fixed some problems, for example the Harvester paths and improved some things which were not that perfect and a bit weird like the Tiberium Crystal. I hope you like it and I even more hope that Redline will like it, if he will come back to Renegade X. But well here are all other topics about this map: What have I done: get paths working, which was a pain, the Harvester just doing what they want added some more decals added new Tiberium added Tiberium Field Volumes added missing blocking volumes landscape improving Submitter Luhrian Submitted 05/09/2017 Category Levels Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 9, 2017 Author Totem Arts Staff Share Posted May 9, 2017 Btw, I need someone to make a Mini Map and a preview Video for this map anyone interessted? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted May 9, 2017 Totem Arts Staff Share Posted May 9, 2017 (edited) 1 hour ago, Luhrian said: Btw, I need someone to make a Mini Map and a preview Video for this map anyone interessted? I could do that for you. I use endgame cameras most of the time but since this one has a bit of a crappy one (well during the period I worked on it) I probably have to redo that Edited May 9, 2017 by TK0104 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted May 9, 2017 Share Posted May 9, 2017 GDI harvy gets stuck after each drop.... so nothing changed at all Obelisk is not working. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted May 10, 2017 Totem Arts Staff Share Posted May 10, 2017 7 hours ago, DarkSn4ke said: GDI harvy gets stuck after each drop.... so nothing changed at all Obelisk is not working. I am aware of the disabled obby. I disabled it during the period I worked on it. Since I'm working on a minimap and endgame camera, I've already fixed that and I can fix GDI harvy easily. Is that OK @Luhrian? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 10, 2017 Author Totem Arts Staff Share Posted May 10, 2017 6 hours ago, TK0104 said: I am aware of the disabled obby. I disabled it during the period I worked on it. Since I'm working on a minimap and endgame camera, I've already fixed that and I can fix GDI harvy easily. Is that OK @Luhrian? Sure, just give me the link and I'll upload it. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 12, 2017 Author Totem Arts Staff Share Posted May 12, 2017 @TK0104 If the map needs a lightning build, don't do it I have to change some things over there Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted May 12, 2017 Totem Arts Staff Share Posted May 12, 2017 3 hours ago, Luhrian said: @TK0104 If the map needs a lightning build, don't do it I have to change some things over there There is no lighting build is necessary for harvy fix, enabling obby, making minimap or endgame cam Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted May 16, 2017 Share Posted May 16, 2017 Updated version on Testing server to latest Edition, also added updated version to In-Game downloading. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted May 16, 2017 Share Posted May 16, 2017 missing collision Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 16, 2017 Author Totem Arts Staff Share Posted May 16, 2017 Yes, already known, but thanks. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 23, 2017 Author Totem Arts Staff Share Posted May 23, 2017 (edited) New Version is online, Check it out Hopefully the last testing round. If Try-Out don't find any bugs (to good to be true), this will be the final version. Then we've finally a new map in RenX! Edited May 23, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted May 28, 2017 Share Posted May 28, 2017 Spoiler bad collision between wall & strip GDI harvy gets stuck from time to time piece of landscape in tunnels (HoN side) server's not able to compile this material no collision at the rocks near crate inf-path crate spawn same as above stuck Mammoth tanks can't leave / enter the GDI base via the bridge path stuck stuck stuckspot stuckspot stuck no cam blockers same as above look beneath HoN 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 28, 2017 Author Totem Arts Staff Share Posted May 28, 2017 Gimme 1 week, will be fixed. Thanks for testing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 2, 2017 Author Totem Arts Staff Share Posted June 2, 2017 On 28.5.2017 at 7:17 PM, DarkSn4ke said: server's not able to compile this material Hm, the Material is from the wall inside the AGT, the Draw Scale from the Mesh is too big. I'll try to use another material Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 2, 2017 Author Totem Arts Staff Share Posted June 2, 2017 I'm using on GDI side a material from CNC-Fort and on Nod side an edited version. I need to do a lightning build and fix 1 thing, but next version should come today. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 2, 2017 Author Totem Arts Staff Share Posted June 2, 2017 New Version is online, check it out Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted June 6, 2017 Share Posted June 6, 2017 On 02/06/2017 at 9:53 PM, Luhrian said: New Version is online, check it out File path is invalid for the Environment file, causes Server error on load. It does not have an /environment/ folder. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 23, 2017 Author Totem Arts Staff Share Posted June 23, 2017 So after a little break I will continue the work on this map. The problem is, that I don't remember the reported bugs and atm I can't download them from Try-Out's server. If someone have these screenshots, please upload them in this thread. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 23, 2017 Share Posted June 23, 2017 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 23, 2017 Author Totem Arts Staff Share Posted June 23, 2017 Well, that are the old bugs, but I need the bugs after the 2nd of June. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 23, 2017 Share Posted June 23, 2017 can't help you in that case. Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 24, 2017 Share Posted June 24, 2017 @Luhrian Spoiler floating grass tunnel cams need to get blocked see above floating fence pole "HoleInGround" Landscape material - Tunnel near HoN missing dmg & heat jet Nod harvy stucks after each drop for ~ 1 second "PlsChangeCaveWayInAnArc" Stuck - near vehicle beach route stuck - near bridge stuck - near bridge stuck - near Tib field, Nod side 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 Nice, thank you! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 1.9 is now online Quote Link to comment Share on other sites More sharing options...
Redline Posted June 24, 2017 Share Posted June 24, 2017 1 Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 24, 2017 Share Posted June 24, 2017 @Luhrian again? @Fffreak9999 reported that for the older version a while ago Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 Let me check Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 Forgot to remove that one... Blame me Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 24, 2017 Totem Arts Staff Share Posted June 24, 2017 17 minutes ago, Luhrian said: Forgot to remove that one... Blame me Make sure that package is in environments folder Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 24, 2017 Share Posted June 24, 2017 @Luhrian whatever you've done to the buildings.... please reverse it. all the buildings somehow got an additional collision layer. you can NOT c4 the MCT. you can NOT repair buildings, unless you glitch the rep gun / tool inside a wall. you can not capture the silo. (unless you glitch the rep gun / tool) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 Just now, DarkSn4ke said: all the buildings somehow got an additional collision layer. you can NOT c4 the MCT. you can NOT repair buildings, unless you glitch the rep gun / tool inside a wall. you can not capture the silo. (unless you glitch the rep gun / tool) Well, I'll see what I can do. I've no idea how that happend and no idea to fix it. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 I'll try to rebuild Geometry and will take a look in the World Properties. Maybe it has just the wrong Game Type. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 24, 2017 Author Totem Arts Staff Share Posted June 24, 2017 Well, I don't have these problems in the SDK, but I can't prove it in the game, because I didn't re-installed it yet. I'll rebuild the whole map, maybe it disappeard after that. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 25, 2017 Author Totem Arts Staff Share Posted June 25, 2017 1.9.1 is now online Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 25, 2017 Share Posted June 25, 2017 didn't take a look at it myself yet... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 25, 2017 Author Totem Arts Staff Share Posted June 25, 2017 Oh, god dam it wrong zip file... Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 25, 2017 Author Totem Arts Staff Share Posted June 25, 2017 fixed Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 25, 2017 Totem Arts Staff Share Posted June 25, 2017 22 hours ago, DarkSn4ke said: @Luhrian whatever you've done to the buildings.... please reverse it. all the buildings somehow got an additional collision layer. you can NOT c4 the MCT. you can NOT repair buildings, unless you glitch the rep gun / tool inside a wall. you can not capture the silo. (unless you glitch the rep gun / tool) If you're in first person, the rep gun goes at its normal range but in third person this is not the case. Remote C4s were able to be planted on an MCT in the WF, but not timed C4s. This is very strange. These findings based on the latest version (again) version. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 25, 2017 Author Totem Arts Staff Share Posted June 25, 2017 1 minute ago, Madkill40 said: If you're in first person, the rep gun goes at its normal range but in third person this is not the case. Remote C4s were able to be planted on an MCT in the WF, but not timed C4s. This is very strange. These findings based on the latest version (again) version. Hm, any Idea to fix this? @Ruud033 @Schmitzenbergh @Henk @TK0104 @DoctorAnubis @TheDeadlyWolf Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Madkill40 Posted June 25, 2017 Totem Arts Staff Share Posted June 25, 2017 I Alt-Dragged the area around the WF, but I don't even think there is a volume which would hinder the repgun or timed c4s, not to my knowledge anyway. What is weird is this repgun issue carries on beyond the WF to the outside, but only exists to be an issue when in third-person. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted June 25, 2017 Totem Arts Staff Share Posted June 25, 2017 @Luhrian Right-mouse click on the building and replace it with the same building selected in actor classes. If that doesn't work......I guess you need to remove them and re-add them Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 26, 2017 Share Posted June 26, 2017 @Luhrian there's some funky shit going on with your latest CliffSide release - I hope you still have a backup of version 1.8? Spoiler no power cable (for each of the lamps) C4-MCT issue in Nod Ref You can place C4 anywhere... see above.. see above.. please block the ceiling cam see above.. floating poles Nod harvester is okay, GDI harvester stucks after dump for ~1 second For client Blubbi the Arty Shell is exploding in mid air... ... for client Try-Out the same shell is flying correctly but doesn't deal any damage Test 2 (see above) client Blubbi Test 2 (see above) client Try-Out Stuck looks like you have added tides to CliffSide near the silo. The water line is changing a lot. intentional or buggy? If clients disabled "Dynamic Shadows" the cave seems to be very bright. (T.O. told me about the missing shadows in the cave) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 26, 2017 Author Totem Arts Staff Share Posted June 26, 2017 (edited) Well, that is crap... 12 minutes ago, DarkSn4ke said: I hope you still have a backup of version 1.8? Sure, I think I'll even go back to 1.7, because on 1.8 the lightning was already fucked up. I hope I can make in time, because soon I am 2 weeks not at home. Edited June 26, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
Henk Posted June 26, 2017 Share Posted June 26, 2017 I don't know what's up with those C4, don't know why it's happening. I do know how to block the camera in the tunnels: add BSP around them, just outside of the tunnel, it's what I did for Snow & Tunnels. Give the BSP a simple material for optimization purposes, you probably won't be able to see the material anyway because light doesn't reach it. But in case light does reach it, you won't see the weird purple placholder material. 1 Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted June 27, 2017 Share Posted June 27, 2017 I think you added collision to things that aren't in need of collision. Can you try firing a chaingun? If the projectiles block, it might be collision on the sky-dome or other large object (Had that problem with Grassy back in the day). Then again, if you are going to roll back a version, don't bother. I think thats better anyway as a lot seems to be shifted... Quote Link to comment Share on other sites More sharing options...
Sn4ke Posted June 28, 2017 Share Posted June 28, 2017 @Schmitzenbergh T.O. asked me to upload this for you: Server Log: Spoiler For Schmitzenbergh: This is what i got in the Logfile whilst shooting with an Officer in the Air [0869.74] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0869.84] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0870.87] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0870.94] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0871.11] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0871.97] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0872.04] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0872.84] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0872.91] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0873.81] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0873.94] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0874.04] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) [0874.18] Log: ZELC: Component 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' with Owner 'RX_VH_APC_Nod.Mesh.SM_NodAPC_Destroyed' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_0 (Rx_Pawn CNC-CliffSide.TheWorld:PersistentLevel.Rx_Pawn_0) Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted June 29, 2017 Share Posted June 29, 2017 Do the bullets of the chaingun fly away? Or is it like they have a direct impact to an invisible wall? I can's see it on the screenshots. Quote Link to comment Share on other sites More sharing options...
limsup Posted June 29, 2017 Share Posted June 29, 2017 This is a Technical Service Bulletin from Try-Out "If i run a Server with the 64-Bit .exe, then CliffSide has no Problem... So I think that perhaps Luhrian has some issues or something is not right in his 64-Bit SDK" Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted June 30, 2017 Author Totem Arts Staff Share Posted June 30, 2017 Well, the server has a problem with that destroyed APC. We could try to remove it and see what is happening. On 29.6.2017 at 10:03 PM, limsup said: "If i run a Server with the 64-Bit .exe, then CliffSide has no Problem... So I think that perhaps Luhrian has some issues or something is not right in his 64-Bit SDK" Hm, I can just try a full rebuild of the map with the 32-bit SDK. I'm not sure if that will fix anything. If it is working after that, it could be interessting for @Agent and @Ruud033. Maybe they are able to fix that bug in the next SDK version. Quote Link to comment Share on other sites More sharing options...
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