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Re: RA_Fjord [message #453381 is a reply to message #453371] Tue, 06 September 2011 04:16 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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Just gave it a quick go on LAN..

The map looks really nice and I want to congratulate you on that however I really think the map is too big. I know compared to other new maps its quite small but if you lose wf/as you have a nice walk back to base.

I got a recon bike and went passed the strip and turned left up the hill and my bike flipped... I didn't realize you couldn't get up there.. Maybe you can add a visual blocker?

Gren alt fire seems a little over powered.. I think I was dealing just over half a bar of dmg to a mammoth during testing... 2 or 3 grenadiers could do some serious dmg.

The new mammy model looks nice but I think the turret moves around too quickly for a mammoth.

Would have been nice if you could land on the side of the mountain directly right of the ob so you could perhaps snipe from there?

I heard (what I assumed at the time) to be the waterfall... although it only played once and didn't come back on?





CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


http://r9.fodey.com/2158/bc450f3ca15045e9bdd7651fa49f3a0a.0.gif
Re: RA_Fjord [message #453388 is a reply to message #447913] Tue, 06 September 2011 08:28 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I think it's perfectly sized. It isn't as big as you think it is, only the size of Glacier Flying. In other levels, assuming you've lost vehicle production, you have to run across barren landscapes to attack the enemy base. In Fjord you can use the terrain to your advantage and pass through almost unnoticed.

What hill are you talking about? The one with the second road? It's meant to be traversable... There are three primary ways of attacking: The overland road, the middle road, and the river.

Grenadier alt-fire can be changed, but we'd need more players to test it.

The Mammoth turret uses the same settings as the original Mammoth. I'm not changing it.

I prevented you from landing on the mountains because I don't want to encourage people "sniping" in prime locations that are inaccessible without helicopters. The only place to do it is the Ore Refinery.

The waterfall plays constantly for me. It's probably not playing for you because your computer might not be up to spec. I'd need to add a vis system to optimize all of the special effects so they consistently play instead of being hidden by Renegade when there's too much on screen.
Re: RA_Fjord [message #453441 is a reply to message #453388] Wed, 07 September 2011 00:23 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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Aircraftkiller wrote on Tue, 06 September 2011 16:28

I think it's perfectly sized. It isn't as big as you think it is, only the size of Glacier Flying. In other levels, assuming you've lost vehicle production, you have to run across barren landscapes to attack the enemy base. In Fjord you can use the terrain to your advantage and pass through almost unnoticed.


It just looks and feels much bigger then glacier flying.

Aircraftkiller wrote on Tue, 06 September 2011 16:28


What hill are you talking about? The one with the second road? It's meant to be traversable... There are three primary ways of attacking: The overland road, the middle road, and the river.


Come out of the strip turn right about 30 degrees and go up the hill (as if you was going round the mountain but the long way) do this with a recon bike and it will flip cos you have put a blocker there but you can't tell you have until its too late.
Aircraftkiller wrote on Tue, 06 September 2011 16:28


Grenadier alt-fire can be changed, but we'd need more players to test it.


Ok great... I do think they're a little over powered.

Aircraftkiller wrote on Tue, 06 September 2011 16:28


The Mammoth turret uses the same settings as the original Mammoth. I'm not changing it.


Well I don't know how to explain it maybe its my eyes but the turret seems to move quicker now?

Aircraftkiller wrote on Tue, 06 September 2011 16:28


I prevented you from landing on the mountains because I don't want to encourage people "sniping" in prime locations that are inaccessible without helicopters. The only place to do it is the Ore Refinery.


Ok it was just a suggestion.

Aircraftkiller wrote on Tue, 06 September 2011 16:28


The waterfall plays constantly for me. It's probably not playing for you because your computer might not be up to spec. I'd need to add a vis system to optimize all of the special effects so they consistently play instead of being hidden by Renegade when there's too much on screen.


I doubt its my computer specs...It played the one time and just stopped. I was still near the waterfall when it stopped.


CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


http://r9.fodey.com/2158/bc450f3ca15045e9bdd7651fa49f3a0a.0.gif
Re: RA_Fjord [message #453453 is a reply to message #447913] Wed, 07 September 2011 08:17 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I was playing online on the 4.0 server and didn't lose any of the special effects. Besides, the waterfall itself can't disappear since it's a mesh... The particles might disappear when you look at them at certain angles, but otherwise I'm not sure what the issue is. I can't see it on my end, and I have the same copy you're running.


The Mammoth turret has the same turn rate as the original, so I think it's all in your head. Wink
Re: RA_Fjord [message #453454 is a reply to message #453441] Wed, 07 September 2011 08:50 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Aircraftkiller wrote on Tue, 06 September 2011 16:28


The waterfall plays constantly for me. It's probably not playing for you because your computer might not be up to spec. I'd need to add a vis system to optimize all of the special effects so they consistently play instead of being hidden by Renegade when there's too much on screen.


I doubt its my computer specs...It played the one time and just stopped. I was still near the waterfall when it stopped.
[/quote]
Depending on the number of passes and what blend models each pass uses I've seen some graphics cards really suffer on Ren. However, particles shouldn't really be an issue as Ren is smart enough to give particle emitters lod on distance... unless your issue is only when you're standing close, then it could be the emitters I suppose.


Re: RA_Fjord [message #453458 is a reply to message #453453] Wed, 07 September 2011 11:18 Go to previous messageGo to next message
Soulhunter is currently offline  Soulhunter
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Aircraftkiller wrote on Wed, 07 September 2011 17:17

I was playing online on the 4.0 server and didn't lose any of the special effects. Besides, the waterfall itself can't disappear since it's a mesh... The particles might disappear when you look at them at certain angles, but otherwise I'm not sure what the issue is. I can't see it on my end, and I have the same copy you're running.

I think caveman meant that the sound of the waterfall dissapeared after it played 1 time (the sound didn't loop), I don't think the meant the waterfall completely dissapears lol
Re: RA_Fjord [message #453459 is a reply to message #447913] Wed, 07 September 2011 11:42 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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That's odd. The sound itself isn't limited, so it should play constantly. I'll check it out.
Re: RA_Fjord [message #453470 is a reply to message #453459] Wed, 07 September 2011 14:59 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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Yes sorry that what I meant (what soul hunter said) the sound plays one time and then just stops. Sorry for the confusion.

CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


http://r9.fodey.com/2158/bc450f3ca15045e9bdd7651fa49f3a0a.0.gif
Re: RA_Fjord [message #453471 is a reply to message #447913] Wed, 07 September 2011 15:04 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I checked it out and it plays fine for me. Not sure what's happening on your end.
Re: RA_Fjord [message #453489 is a reply to message #447913] Wed, 07 September 2011 18:04 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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I would recommend giving transports heavier armor and more speed, so that they are actually useful, not just a flying coffin.
Re: RA_Fjord [message #453492 is a reply to message #447913] Wed, 07 September 2011 19:00 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Already covered it. I believe I mentioned it earlier too. This is the change-list I created in the readme.txt file for it.

Here's the change list:

GDI Grenadier has an alt-fire. It fires a triple-burst but takes longer to fire than the regular fire.

GDI Orca now only has missiles. It fires six before it must reload. It no longer takes major damage from Ramjet Rifles. It now costs 1,200 credits.

GDI Transport Helicopter has had its speed improved. It carries five passengers now, instead of four. It no longer takes major damage from Ramjet Rifles, and its credit cost is now 1,500 credits.

GDI Medium Tank now uses the beta model that I've modified and made to look more like an M1 Abrams. It also has moving wheels.

GDI Mammoth Tank has extended missile range, but the missiles do less damage to armored targets. Use cannons against vehicles and structures primarily. It also has a new model that's 99% accurate to the original Tiberian Dawn model, which I've built and painted myself.

GDI MRLS now has a rotating turret, but costs 800 credits. I've modified it so that it has wheels and a muzzle emitter when it fires.

GDI/Nod Rocket Soldier Officer and GDI Gunner have homing missiles, which are useful against airborne units. They also have a triple-burst alt-fire that's inaccurate at range, but incredibly lethal up close. Keep away from them if you can.

Nod Recon Bike was added. It moves very quickly but is also incredibly weak and can be destroyed easily. Take them out at long range, but beware their missile attack.

Nod Apache now fires shotgun-like rounds which have considerable range and damage everything. It no longer has missiles. Its cost was increased to 1,200 credits to compensate for the extra damage and lack of vulnerability to Ramjet Rifles.

Nod Flamethrower now has an alt-fire. It will do roughly 250% more damage versus what it did before, but its range was considerably shortened to 15 meters. Primary fire is unaffected by this change. Do not let them come close to you or get inside structures.

The GDI AGT only fires a pair of Tomahawk missiles now. It has custom-built Guard Towers for machine gun defenses.

The Nod Obelisk cannot attack airborne units as its laser diffuses in the atmosphere. As a result, Nod SAM Sites have been installed at the Nod base. They are incredibly lethal and diffcult to destroy unless they pop-up to attack aircraft, at which point they are vulnerable and easily destroyed.

The Advanced Communications Center controls team radar and beacon purchases. If destroyed, GDI can no longer buy Ion Cannon beacons and their radar is terminated.

The Shrine of Nod provides spiritual guidance for Nod and houses nuclear missiles. If destroyed, Nod can no longer buy nuclear beacons.

The Nod Communications Center controls Nod team radar. If destroyed, Nod's radar no longer operates.

The Construction Yards repair structures at the rate of roughly what an Engineer would. Destroy them to make base destruction easier. They cannot repair themselves.

Tiberium Silos add an additional 2.5 credits per second. Destroy them with C4 explosives for additional damage, or any other weapon to hamper credit flow.

Repair Facilities provide essential vehicle repairs in times of base assault, if a vehicle is parked on it and occupied. Destroy them with C4 explosives for additional damage, or any other weapon to hamper automatic vehicle repairs.
Re: RA_Fjord [message #453500 is a reply to message #447913] Wed, 07 September 2011 22:07 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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New changes to the list:

Nod Artillery now fires lobbed gravity-influenced shells. It continues to have a turret. Damage has been increased to 175. Explosion radius has been increased to 22 meters. Explosion damage has been increased to 175. Camera shake duration reduced to 1.5 seconds, down from 3.0. Camera shake radius reduced to 30 meters, down from 40.

GDI MRLS now fires only two missiles. Each missile does 108 damage. It continues to have a turret. Damage radius was increased from 8 to 12, spreading 108 damage through that vicinity. It is now considerably more lethal to infantry.

Nod Flame Tank has been given the beta model. It does not have a turret. To compensate, flame damage has been increased from 13 to 26 per "shot", which makes it much more potent versus any target. Do not allow it to come near your base. Thankfully, it needs to enter your base through the gates before it can do any real damage to any structures.
Re: RA_Fjord [message #453509 is a reply to message #447913] Thu, 08 September 2011 00:18 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I might lower the Flame Tank damage a bit by 25% or so. It's very formidable right now, even without a turret. It also has a custom version of the original flame emitter so that it looks wider and more menacing.

http://www.3dholmes.com/images/APB/Fjord94.jpg

http://www.3dholmes.com/images/APB/Fjord95.jpg

[Updated on: Thu, 08 September 2011 00:19]

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Re: RA_Fjord [message #453563 is a reply to message #447913] Thu, 08 September 2011 10:07 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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More changes for today:

The Nod Turret now does 60 damage instead of 30, fires faster, and will generally ruin your day unless you take it out.

The SAM Sites and Turret now have voice announcements for damage and destruction.
Re: RA_Fjord [message #453577 is a reply to message #447913] Thu, 08 September 2011 12:24 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Fjord is now in open beta: http://www.renegadeforums.com/index.php?t=msg&goto=453576&rid=17#msg_453 576

Go play, test!
Re: RA_Fjord [message #453652 is a reply to message #447913] Thu, 08 September 2011 20:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've got new sounds for the tanks. I looked through the library of sounds that I grabbed from my college before I graduated and I found a lot of interesting things:

The original Tiberium sound, which is already in Fjord.
The bird sounds from the TD MCV deployment video, which are already in Fjord.

I also found the original tank cannon sounds. They're part of a larger file related to a howitzer firing several times over the course of a minute. I'll isolate the specific sounds that each tank used and give it to them, replacing the Renegade sounds.

Also, I fixed the fir trees so they have more of a "branch" look and less of a "huge leaf" look.

Before:

http://www.3dholmes.com/images/APB/Fjord80.jpg

After:

http://www.3dholmes.com/images/APB/Fjord96.jpg

They're a little more desaturated. I also desaturated the main grass texture to match them.

[Updated on: Thu, 08 September 2011 22:25]

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Re: RA_Fjord [message #453692 is a reply to message #447913] Fri, 09 September 2011 04:37 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Are you gonna replace the AGT missile launching sound with the TD one like you said you were thinking about?

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: RA_Fjord [message #453693 is a reply to message #447913] Fri, 09 September 2011 04:41 Go to previous messageGo to next message
Taz is currently offline  Taz
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Just gave the map a spin, and i must say i'm impressed. The map looks pretty good, aside from the reflective cave which looks unnaturally blocky.

I do think you should lower the number of trees on the battlefield though. It makes for bad gameplay imo.
Re: RA_Fjord [message #453749 is a reply to message #447913] Fri, 09 September 2011 09:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I completely disagree. We've run game-play tests on it and the trees give an element of surprise that simply doesn't exist on stock Renegade levels. iRANian and I were taking a Mammoth/MRLS convoy through the meadows near the river and got ambushed by a Flame Tank that you simply could not see through the trees. There's so many different tactical opportunities available now that you aren't limited by a barren landscape.

Regarding the cave, I simply didn't see a reason to give it more polygons. This is technically a 1998 game. It's not UDK. I'm aware that it can use a "lot" of polygons, but it's just wasted detail in many cases. You'll rarely if ever notice it and the game's engine doesn't have the ability to bring that detail out. Without specular lighting, at the very least, adding more polygons to smooth out rocks just makes it look bad. The only real way to "light" something in this game is to either light map it or use the smoothing groups to give defined edges.

Yes, I already added the C&C95 AGT sound. I also replaced the tank cannons with the equivalent TD cannon sounds, except mine are noticeably higher quality so they'll sound similar but slightly different.
Re: RA_Fjord [message #453757 is a reply to message #447913] Fri, 09 September 2011 09:58 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Not only that, we rushed the Obelisk with two Mammoths and we got ambushed by a Stealth tank hiding to the left of us, which I've never seen happen before. Recon bikes can use their speed and range to harrass Mammoth Tanks while hiding in the bushes and they can get close to an MRLS and destroy them without the MRLS being able to respond. The new Flame Tank allows for breaking up GDI attacks (our two MRLS shelling the Nod base got unexpectedly attacked by one and we went down in no time).

The improved MRLS and the Mobile Artillery with lobbing shells make the game more challenging. Instead of simple getting Technicians + Mobile Artillery and automatically winning because of their insane fire power and the fact that Technicians repair really quick, you now need to know how to handle the arc on the shells which makes fighting against them with MRLS a lot of fun and it gives them more of a weakness against GDI's main tanks. Watching the Artillery shell the GDI base with arcing projectiles is great to watch.


Long time and well respected Renegade community member, programmer, modder and tester.

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[Updated on: Fri, 09 September 2011 10:00]

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Re: RA_Fjord [message #453759 is a reply to message #453757] Fri, 09 September 2011 10:01 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I'm sure all those trees make it an excellent map for n00bjets.

Re: RA_Fjord [message #453760 is a reply to message #447913] Fri, 09 September 2011 10:02 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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n00bjets don't damage vehicles on this map and all the terrain makes it easier to hide against snipers, other than in the open spaces in between maps.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

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[Updated on: Fri, 09 September 2011 10:03]

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Re: RA_Fjord [message #453762 is a reply to message #447913] Fri, 09 September 2011 10:08 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Well, that's almost incorrect. The only vehicles that snipers damage now are Recon Bikes, Humm-vees and Buggies. That's it.
Re: RA_Fjord [message #453773 is a reply to message #453762] Fri, 09 September 2011 10:42 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Aircraftkiller wrote on Fri, 09 September 2011 11:08

Well, that's almost incorrect. The only vehicles that snipers damage now are Recon Bikes, Humm-vees and Buggies. That's it.

I was more concerned about infantry, and maybe artillery.

Seems like it'd be really easy to camp behind a tree in 3rd person IMO.


[Updated on: Fri, 09 September 2011 10:42]

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Re: RA_Fjord [message #453774 is a reply to message #447913] Fri, 09 September 2011 10:43 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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Try playing it - infantry have a lot of cover, plenty of places to move and hide.
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