Totem Arts Staff SonnyX Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 5 minutes ago, BubbleTea said: I don’t recommend dx11, but if it works that’s fine. Our materials don’t take dx11 into account, so you may find more bugs with dx11 than without, but who knows. You’ll also have to recompile shaders for every map with dx11. Might be worth a shot to try that out sometime since our current rendering process on linux is: dx9 -> OpenGL, but with dx11 we can go dx11 -> Vulkan. Which may result in greater performance on newer graphic cards. But before I go down that rabbit hole I'll first make sure there is a Linux launcher Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 Using dx11 is as easy as doing this. Binaries\Win32\UDK.exe -DX11 Just add dx11 to the startup of renx at it will start with dx11. There is also probably a setting somewhere for that. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff SonnyX Posted January 11, 2019 Totem Arts Staff Share Posted January 11, 2019 (edited) 18 minutes ago, BubbleTea said: Using dx11 is as easy as doing this. Binaries\Win32\UDK.exe -DX11 Just add dx11 to the startup of renx at it will start with dx11. There is also probably a setting somewhere for that. Yeah I got that and tried it out already, however I did not manage to get it to the main screen. What I mentioned in my previous post was about the recompiling of the maps to dx11 though. But anyways, if anybody has any information as about what may be special to the textures applied to those rocks, I'd love to know Edited January 11, 2019 by SonnyX Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 12, 2019 Author Share Posted January 12, 2019 16 hours ago, SonnyX said: diffuse map, or other texture enhancing overlays? Yes. The material Instance constant has an additional texture applied to it, so the difference seems familiar of an png image with an transparent background which is then turned into a Jpeg [white background] 1 Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted January 16, 2019 Share Posted January 16, 2019 (edited) On 11/14/2018 at 1:00 AM, TK0104 said: It's in. [The team silo icon] It uses the Refinery Icon because yeah it's sort of a smaller variant of a Refinery I saw today that there is only one icon with the Ref on it, which shows the health of the silo. The health of the ref cannot be seen by pressing tab. The two screenshots below were taken one after the other. Edited January 16, 2019 by HIHIHI Images were messed up 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 16, 2019 Author Share Posted January 16, 2019 I could make an logo/box similar to the other buildings logos on the scoreboard for the silo, but that's all I can do as the rest would be down to the devs/TK Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 16, 2019 Totem Arts Staff Share Posted January 16, 2019 We already have the icons, just waiting on the HUD person to do the HUD stuff. Currently they're working on new scoreboard and other refactors. 2 1 Quote Link to comment Share on other sites More sharing options...
Marinealver Posted March 11, 2019 Share Posted March 11, 2019 We need more maps that give out Tiberium Sun vehicles. Perhaps if they were tied to a tech building that would be great. Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted March 11, 2019 Share Posted March 11, 2019 There is a map called Fort that had TS vehicles available when a tech building was captured, but the code broke after an update some time ago, so it's not in rotations anymore, really. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted March 11, 2019 Totem Arts Staff Share Posted March 11, 2019 26 minutes ago, HIHIHI said: There is a map called Fort that had TS vehicles available when a tech building was captured, but the code broke after an update some time ago, so it's not in rotations anymore, really. you should see if you can fix the code for the medical center. that's what is causing the issue I think =D Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted March 11, 2019 Share Posted March 11, 2019 Medical center? Not the fort MCT that actually controlled purchase options? The medical center is officially in the SDK now, so I would think it's ok to use. Maybe I'll look into it someday... : ) HIHIHI Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted March 11, 2019 Totem Arts Staff Share Posted March 11, 2019 14 minutes ago, HIHIHI said: Medical center? Not the fort MCT that actually controlled purchase options? The medical center is officially in the SDK now, so I would think it's ok to use. Maybe I'll look into it someday... : ) HIHIHI No, it's the purchase system and the Fort tech building. If you have questions, you can ask on Discord 1 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted March 11, 2019 Totem Arts Staff Share Posted March 11, 2019 16 hours ago, HIHIHI said: The medical center is officially in the SDK now, so I would think it's ok to use. Ah yes thats right. I was getting my tech buildings mixed up LOL 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 7, 2019 Author Share Posted June 7, 2019 Updates thus far... Team Silo's have been moved closer together, but still a bit of an run from the main bases. They can also be hit by vehicles from the lower vehicle path. Updating the Nod Base with some defences The terrain just outside both bases have been modified. The weapons factory and Barracks have also been switched [As the Barracks was impossible to enter without an AOW assault] The Weapons Factory [not in image] has also had an wall added to it to mask a majority of the building - but neither team should want to lose the main fields outside their bases 1 1 Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted July 11, 2019 Share Posted July 11, 2019 Just adding some feedback, I've only played this map a few times, and I can't really say in great detail what I like or don't like. I'm not liking the free Nod cycles that both sides seem to come with? I'm not sure why. I think even GDI get these. There's some sort of confusing issue when I look at the building screen - there's some sort of extra silo? Sometimes I can't tell if our refinery is destroyed or not and the burned-out silo models also add a little confusion. The bases seem so big and spread out that it feels like this should be a base defence map with an Obelisk and Guard Tower, although I appreciate that you designed it not for this. I frequently see GDI struggling to destroy the Nod turret base defences. So far I see GDI lose frequently as Nod tanks are fast, cheap and stealthy. Not sure what the public game stats are for this. I like the base walls as this reminds me of the original strategy game and I'm one of those people that actually used to like building them. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted December 1, 2019 Totem Arts Staff Share Posted December 1, 2019 I have no idea, if that is already known, but there is a rock with missing collisions between the Nod and GDI Tech-Building Silo Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted December 3, 2019 Author Share Posted December 3, 2019 (edited) On 12/1/2019 at 6:33 PM, Luhrian said: I have no idea, if that is already known, but there is a rock with missing collisions between the Nod and GDI Tech-Building Silo Ah bugger, that is going to be really infuriating for anybody nearby should a player exploit this Edited December 3, 2019 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted May 27, 2021 Author Share Posted May 27, 2021 Changes: [Oh Boi] GDI and Nod bases have been rearranged [infantry travel time between buildings reduced, massively] Repair Facilities added to both bases Vantage points against the Barracks and Airstrip accessible from two point via the middle of the map Refinery and TeamSilo tickrates reduced Full Tiberian Sun arsenal can be purchased on both teams. [Wolverine, Titan, HMRLS, Recon Bike, Raider Buggy & TickTank] Less turrets Less towers Infiltration to all buildings is now easier TeamSilo's in both teams' bases Mine limit increased to 24 Vehicle limit increased to 17 Misc changes Travel time as infantry between bases? Reduction not possible Minimap TBD. - \ - \ - Map requires testing - / - / - Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted May 28, 2021 Share Posted May 28, 2021 On 5/26/2021 at 6:08 PM, Madkill40 said: Repair Facilities added to both bases TeamSilo's in both teams' bases They were already in both team's bases before, the only real change would be to make them significant Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted May 29, 2021 Author Share Posted May 29, 2021 (edited) On 5/28/2021 at 8:51 AM, CoreDefender said: They were already in both team's bases before, the only real change would be to make them significant When the TeamSilo is 'Significant' people confuse that for the Refinery. Because in their infinite wisdom, a particular dev thought the same symbol for both made sense... [Unless that has actually been changed] And Rep. Facilities I just forgot already existed. Edited May 29, 2021 by Madkill40 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted June 28, 2021 Author Share Posted June 28, 2021 Map has been updated. Ready for testing / Patch release. Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted July 7, 2021 Author Share Posted July 7, 2021 Since Official Release Changelist: Vehicle paths have been modified to enable smoother combat Endgame Cam has been rerailed New Minimap Port has had boxes moved and has been modified Lighting has been modified Optimizations have been made All static meshes which should have collisions have collisions Floating light-fixture static meshes have been moved/deleted Vehicle rosters now have the *Raider Buggy & HMRLS HMRLS can now travel across the water by the tib fields Character rosters now have the *Armoured Sydney and Mutant Raveshaw versions instead of original GDI and Nod Bases, as well as their main entrances, have been relayered Tiberium tickrate and income has been diminished drastically Base defences have been modified Two Obelisks outside the Temple of Nod now have their actual pointy red hats Fog has been reduced in places Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 4, 2021 Author Share Posted October 4, 2021 Quote Misc fixes GDI Barracks has a walkway Pathnodes reworked Terrain fixes Veh: 14 Mines: 23 New Minimap B2B spots solved Readjusted Guard Towers in both bases Infiltration 'Expert' but possible Pathnodes and Harvester timing adjusted Definitely B2B solved Lighting tweaks Shade embraced Added additional rock meshes between Capturable Silos and bases Small tib cluster can be walked through again Blocking volumes added to places not expected to be added to Fixed floor behind crates near Nod refinery portal Filled Nod Wall by Airstrip Rocket Emplacements added to Nod Base Gun Emplacements added to GDI Base Nod Wall by Airstrip no longer a stuck spot Pathnodes retweaked Harvester Timings close-enough Endgame Cam works Misc readjustments & tweaks 2 Soundnodes did not have a delay, removed. Eliminated stuck spots Misc lighting and pathing tweaks Replaced a crude material with a less crude material Moved rocks Added blocking volumes to crafty crevices New Minimap Synchronised Harvesters Nod VehRollOut Node issue resolved Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted October 19, 2021 Author Share Posted October 19, 2021 What's New in Version 2 [K] Released October 13 Misc fixes GDI Barracks has a walkway Pathnodes reworked Terrain fixes Veh: 14 Mines: 23 New Minimap B2B spots solved Readjusted Guard Towers in both bases Infiltration 'Expert' but possible Pathnodes and Harvester timing adjusted Definitely B2B solved Lighting tweaks Shade embraced Added additional rock meshes between Capturable Silos and bases Small tib cluster can be walked through again Blocking volumes added to places not expected to be added to Fixed floor behind crates near Nod refinery portal Filled Nod Wall by Airstrip Rocket Emplacements added to Nod Base Gun Emplacements added to GDI Base Nod Wall by Airstrip no longer a stuck spot Pathnodes retweaked Harvester Timings close-enough Endgame Cam works Misc readjustments & tweaks 2 Soundnodes did not have a delay, removed. Eliminated stuck spots Misc lighting and pathing tweaks Replaced a crude material with a less crude material Moved rocks Added blocking volumes to crafty crevices New Minimap Synchronised Harvesters Nod VehRollOut Node issue resolved Re-Harvester sync Added Tiberium Particle Distortion effects Blocked a BS Arty spot and BS MRLS spot Removed material reference to Desert's environment file Resized fences and rocks near the old Team Silo out-of-bounds areas Rearranged Tiberium cracks decals Terrain smoothing in areas Some blocking volumes re;shaped/sized Some blocking volumes added/removed/moved Misc changes Chunky Tib crystals now have 'collisions' Terrain alterations [Smoother where it was spikey] Added 'necessary' decor around the Hand of Nod [HoN] Fixed a rock Modified collisions Fixed collisions at the tall rock near the Nod Airstrip Tower Additionally. V2L: Map has been reskinned. Quote Link to comment Share on other sites More sharing options...
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