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Re: C&C_Epocilation [message #274929 is a reply to message #274928] Sun, 22 July 2007 12:33 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Colonel
Maybe give GDI a GDI recon bike. If you want the model for it I'll give you a link.

P.S. @ Reborn: Sorry for leaving your server while testing, my internet shut off. Huh


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Re: C&C_Epocilation [message #274945 is a reply to message #274929] Sun, 22 July 2007 14:20 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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How do you like the idea of Nod having 1 or 2 SAM sites?
Re: C&C_Epocilation [message #274948 is a reply to message #274606] Sun, 22 July 2007 14:36 Go to previous messageGo to next message
sadukar09 is currently offline  sadukar09
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Put the SAM sites at the back of the base so Orcas can't escape Big Grin

Quote:

[19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS


Quote:

[22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.

Re: C&C_Epocilation [message #274952 is a reply to message #274948] Sun, 22 July 2007 14:43 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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That is where I was going to put them.

I am going to put some guard towers in the back of GDI's base because those are good with air.
Re: C&C_Epocilation [message #274956 is a reply to message #274606] Sun, 22 July 2007 14:47 Go to previous messageGo to next message
sadukar09 is currently offline  sadukar09
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How about an AGT with no missiles? In TD they were suppose to shoot aircrafts too...

Quote:

[19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS


Quote:

[22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.

Re: C&C_Epocilation [message #274993 is a reply to message #274928] Sun, 22 July 2007 16:25 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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razorblade001 wrote on Sun, 22 July 2007 20:47

This is what is planned as far as vehicles go:

-Both teams will have buyable harvesters to harvest for their team.
-Do to reasons beyond my control, which Reborn pointed out, I am now confirming the Recon Humm-vee as a GDI Extra, and not apart of the normal line up.
-Nod WILL have buyable recon bikes. The ones that spawn now are the ones that will be purchasable.
-Recon bike ammo is going to be changed to MRLS ammo.
-GDI MRLS will have rotating turret.

This is what I had planned for vehicles.
Any other changes I will look into and think about.

As far as the Recon Humm-vee's weapon goes, I did that on purpose. I didn't want people to use the Recon humm-vee over the normal humm-vee for obvious reasons. It is for reconnaissance, and reconnaissance only.

Due to its speed, it sometimes get shot into twilight when you ram one of the scorched vehicles, and since I don't want to remove the map decorations, nor do I want to adjust the humm-vees settings, I am making it an Extra so that it won't be a problem when people find themselves floating in a cloud of white in the middle of nowhere in a game.

Now, onto those cliff errors that Reborn pointed out. I don't think those are a BIG problem, so I am going to lay off on trying to fix them at the moment. If it becomes a bigger problem I will go and fix them. (Plus I don't know how I would fix them X_x)

You could make vehicle blockers around the decorations, I think this would fix it. If you make sure the vehicle blocker is outside the vehicle.


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Re: C&C_Epocilation [message #275042 is a reply to message #274993] Sun, 22 July 2007 21:31 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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That is a good idea, why didn't I think of that <_<
Thanks!
Re: C&C_Epocilation [message #275056 is a reply to message #274606] Sun, 22 July 2007 23:41 Go to previous messageGo to next message
Dreganius is currently offline  Dreganius
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Colonel
This map is bloody excellent mate, great job! Thumbs Up Thumbs Up
i would In Love to test it Big Grin

@dthdealer: your sig... LOL! (sorry IronWarrior but it is kinda true...)


http://www.ren40k.net/RenX40kSignature.jpg
Heresy grows from idleness!

[Updated on: Sun, 22 July 2007 23:42]

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Re: C&C_Epocilation [message #275058 is a reply to message #274606] Mon, 23 July 2007 00:41 Go to previous messageGo to next message
Tunaman
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You can fly/drive inside the hand and the nod power plant, lol.
And your c4 bounce off of the mcts..


http://img694.imageshack.us/img694/9055/tunamanlmao.png
Re: C&C_Epocilation [message #275064 is a reply to message #275058] Mon, 23 July 2007 01:24 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Would you mind giving me a screen shot of you flying/driving into those structures, please?
Re: C&C_Epocilation [message #275068 is a reply to message #274606] Mon, 23 July 2007 01:40 Go to previous messageGo to next message
Tunaman
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Power:
http://img261.imageshack.us/img261/9861/game22007072301473019vu4.th.png
Hand:
http://img207.imageshack.us/img207/6205/game22007072301480373zj4.th.png
Also, the silos work fine for me:
http://img181.imageshack.us/img181/3042/game22007072301482561xv3.th.png

Edit: Oh yeah, the airstrip windows are opaque. Sad
http://img187.imageshack.us/img187/7137/game22007072301540231br6.th.png


This map is pretty incredible mate! Nice work.


http://img694.imageshack.us/img694/9055/tunamanlmao.png

[Updated on: Mon, 23 July 2007 01:58]

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Re: C&C_Epocilation [message #275078 is a reply to message #274606] Mon, 23 July 2007 04:29 Go to previous messageGo to next message
sadukar09 is currently offline  sadukar09
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At that position just move a bit to the front and rise
http://www.n00bstories.com/image.fetch.php?id=1232884297
EDIT:Guard towers work but turrets don't :/
And you can get stuck on this part of the CY
http://www.n00bstories.com/image.fetch.php?id=1072130641
P.S. Remove the music and add like Radio or some better TD music Very Happy


Quote:

[19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS


Quote:

[22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.

[Updated on: Mon, 23 July 2007 04:40]

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Re: C&C_Epocilation [message #275102 is a reply to message #275078] Mon, 23 July 2007 08:43 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Ok, seems like depending on your computer, the map gives different errors...

I'll go put vehicle blockers around the buildings to prevent going inside them with vehicles. I will put something to stop you from getting stuck on CY, and for that part of the building you can fly under and go through, that was the first thing that I fixed Very Happy.

Oh, and for music, I am experimenting with different types. Last version had different music too.

[Updated on: Mon, 23 July 2007 08:45]

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Re: C&C_Epocilation [message #275120 is a reply to message #274606] Mon, 23 July 2007 12:56 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Other fan maps, different script versions, there are lots of things that will cause different errors. Its very annoying lol.

-->
Re: C&C_Epocilation [message #275392 is a reply to message #275120] Tue, 24 July 2007 22:28 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Hmm, Ok I floodfilled the map to get the harvesters to use the waypaths I gave them.. took like an hour and all of my CPU power, but when I test in game, the harvesters find the Tiberium fields all right, and travel back to the refinery fine... the only problem is that they don't use the waypaths that I told them to follow..

And I fear that this throws the economy off because now they are using their own stupid logic, and the Nod harvester's route is a bit shorter than the GDI harvester's route...

[Updated on: Tue, 24 July 2007 22:29]

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Re: C&C_Epocilation [message #275428 is a reply to message #274606] Wed, 25 July 2007 04:17 Go to previous messageGo to next message
sadukar09 is currently offline  sadukar09
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Well if you can, make the GDI harvester harvest more tiberium per load at a slower pace! That happend in one map in APB (Pacific Threat) Allied gets 700 credits faster, while Soviets get 1050 credits slower.

Quote:

[19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS


Quote:

[22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.

Re: C&C_Epocilation [message #275461 is a reply to message #274606] Wed, 25 July 2007 11:49 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Most of your problem I can help with....

Sounds for CY and Silo's should be working if you include ACK's strings.tdb...which can be found with any of his maps, i have a copy if you need it (inlcude it in your zip, give credit to ACK)

just smooth out those cliffs so it isnt black at an angle.

2 silo's should work fine, I used a combonation of scripts for CnC_Last_Stand.. Make sure you dont use a Refinery controller for 1 credit a second...as if the PP goes out, then the Silo is worthless....i forget what scripts i used, but i can find out for you if i can find my LE files on my desktop(on my laptop now)

Also make sure you setup the repair script with JFW_repair_zone...this will keep the mines from disappearing!

Emmiters can be larger and slower moving to help reduce FPS drop...the more it spits out and faster it goes away, the lower the frame rate will be...ex. 5 big puffs is better then 20 puffs in 10 seconds...I made some nice emmiters for Reborn which had lil to no impact on the frame rate....remember size doesnt matter a small emmiter takes up as much frames as a large one.

dont use a dummy object, set your emmiters up as objects (i think been awhile), but proxy them in ren-x and clients will be able to view them.

If your adding a rotating turret, please speed up the arty turret...I did this in my maps to balance the 2 long range untis out....or just make the MRLS a lil more, up to you.

Send me a PM if you'd like me to test the map...I'd love to run thru it...maybe spot any more errors i can help you with.

Looking good, havent seen a good map come out in a while.

for the harvy you can do what saduker suggested, or you can put pathfinding blockers right along the whole path, which will leave the harvy with no choice but to follow it.







"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

[Updated on: Wed, 25 July 2007 11:52]

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Re: C&C_Epocilation [message #275464 is a reply to message #274606] Wed, 25 July 2007 12:27 Go to previous messageGo to next message
Tankkiller is currently offline  Tankkiller
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Recruit
Is there Vis? Cause I don't see any manual vis points or vis sectors.

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BYE, BYE FLAME TANK!!!
Re: C&C_Epocilation [message #275465 is a reply to message #275461] Wed, 25 July 2007 12:33 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Cool cool, some of the things you said I already fixed, but a lot of that is very helpful Very Happy

Like the emitters, I made a fix for that. What I did was made each puff more opaque, but I reduced the rate from 5.6 to 2.8. I also made a second emitter that has a maximum emittion of 2000 particles. 2000 Particles in my emitter takes about 7-12 min to be fully released. By that time, assuming people play it, battles should be getting hotter, and a better frame rate would be needed. I replaced 6 of the 11 emitters with this 2000 version.

Also about the harvesters, I just played a game and they were making their own paths, but then I wanted to change teams, but keep my money, so I quit and restarted the map... now the harvesters follow the correct paths I gave them..

odd..

Re: C&C_Epocilation [message #275466 is a reply to message #274606] Wed, 25 July 2007 12:40 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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You may need VIS... I'd generate it, its easy to setup in Ren-x...and the only pain is running thru looking for errors, but it will pay off in the long run.

im assuming the bases are more then 300 meters(as renegade wont render that far) from each other, so you wont notice much dip in the FPS when running around by yourself.

Once you get 32+ players you'll be wishing you had VIS tho...

Sucks to work with an old engine like this, but it's something that has to be done, nowadays VIS is a thing of the past.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: C&C_Epocilation [message #275472 is a reply to message #275466] Wed, 25 July 2007 13:01 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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No, the bases are less than 300. The base patches themselves are about 227meters. And the buildings within are even closer. I'd say about 180.

And in any case, I am looking in to adding VIS as we speak.
Re: C&C_Epocilation [message #275480 is a reply to message #274606] Wed, 25 July 2007 14:52 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Colonel
Looks cool. Are those bots in front or just like free vehicles?

http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg
Re: C&C_Epocilation [message #275484 is a reply to message #275480] Wed, 25 July 2007 15:30 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Well, the screen shots of the first page are older builds, before I set up the building controllers, so those are just vehicles for people to search for bugs with. They aren't vehicle bots.

Re: C&C_Epocilation [message #275544 is a reply to message #274606] Thu, 26 July 2007 04:47 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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If you have any questions about VIS, just ask...Ive done VIS well over 10 times...Also, whats with the beta, I was hoping to try htis out today when i got home :/

"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: C&C_Epocilation [message #275599 is a reply to message #275544] Thu, 26 July 2007 10:32 Go to previous messageGo to previous message
R315r4z0r is currently offline  R315r4z0r
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VIS is taking a really... REALLY long time <_<

I started doing the Autogen VIS sectors at 9:30 PM, last night. It is currently 1:30 PM, the NEXT DAY and it is just barly halfway done...

I only ended up making about 300 somewhat sectors.. but when I added the flying sectors, that is what killed me >.<


..also keep in mind I am doing this on a 2.0GHz P4 with 1.25GB of RAM.

..I need an upgrade..


[Updated on: Thu, 26 July 2007 10:38]

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