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Re: Release - C&C_Hourglass_Flying_BETA [message #366955 is a reply to message #366180] Sun, 11 January 2009 11:40 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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Colonel
Absolutely. Contact me on aim or msn.
Re: Release - C&C_Hourglass_Flying_BETA [message #366961 is a reply to message #366955] Sun, 11 January 2009 12:12 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Colonel
the lasted version, FPS is stable now, performance is good

Moding can be real Fun...
Re: Release - C&C_Hourglass_Flying_BETA [message #367032 is a reply to message #366180] Mon, 12 January 2009 06:34 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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No more crashes, and the map is looking great, not sure if you have a bug list, but everything I found is minor fixes. Lowest FPS were 55 for me.

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

Re: Release - C&C_Hourglass_Flying_BETA [message #367105 is a reply to message #367032] Mon, 12 January 2009 18:38 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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Colonel
www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_095.zip

As the name suggests, VIS isn't done in this version. I'm doing that right now. Please look at this version and try and find errors. There are infantry kill zones on the roofs, so roof beaconing is not allowed. The VIS version will be done shortly, but as many people know it is a tedious process. Other than VIS this is a final version.

[Updated on: Mon, 12 January 2009 21:47]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367159 is a reply to message #366939] Tue, 13 January 2009 03:22 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Its an extremely nice map, but there are a few balance issues I noticed, like, the MRLS can shoot the obby from three spots while remaining out of range, while the arty can only shoot the guard tower from one. I noticed there are no bullet holes in one tunnel and finally, and finally the water in the water fall looks kind of fugly.
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[Updated on: Tue, 13 January 2009 03:25]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367165 is a reply to message #366180] Tue, 13 January 2009 06:03 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Is there a compiled bug list to check from?

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

[Updated on: Tue, 13 January 2009 06:04]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367170 is a reply to message #367165] Tue, 13 January 2009 06:54 Go to previous messageGo to next message
DarkKnight is currently offline  DarkKnight
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Colonel
what the hell are you talking about??? the waterfall is awesome looking and the river down below with the splashing water against the rocks is just fantastic, along with the tib effects. The detail on this map is far better than any ren map I've ever seen. If you've seen better please tell me the map cause I've seen them all.

Only thing I see about it is the OB range could be longer but I'm going to use the map as is and run it on Unrules and Renbattle.net servers.

Only way to really test this is with a server full of people.

But either way the guy did a fantastic job on this. Best Ren map I ever seen.


http://i15.photobucket.com/albums/a380/twojacksrbetter/Renegade/DarkKnightSiggie.gif

[Updated on: Tue, 13 January 2009 06:54]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367172 is a reply to message #366180] Tue, 13 January 2009 07:18 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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you didn't cut the ground under the buildings Dont Get It
Re: Release - C&C_Hourglass_Flying_BETA [message #367184 is a reply to message #367172] Tue, 13 January 2009 08:34 Go to previous messageGo to next message
DarkKnight is currently offline  DarkKnight
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just added this map to renbattle.net if anyone wants to come on and play it.

ip: 173.66.221.11
port: 2121



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Re: Release - C&C_Hourglass_Flying_BETA [message #367188 is a reply to message #367184] Tue, 13 January 2009 08:52 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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Darkknight wrote on Tue, 13 January 2009 17:34

just added this map to renbattle.net if anyone wants to come on and play it.

ip: 173.66.221.11
port: 2121



well.. you'd better wait for a more stable fix
Re: Release - C&C_Hourglass_Flying_BETA [message #367190 is a reply to message #367188] Tue, 13 January 2009 09:02 Go to previous messageGo to next message
DarkKnight is currently offline  DarkKnight
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ErroR wrote on Tue, 13 January 2009 09:52

Darkknight wrote on Tue, 13 January 2009 17:34

just added this map to renbattle.net if anyone wants to come on and play it.

ip: 173.66.221.11
port: 2121



well.. you'd better wait for a more stable fix



Its not in the rotation its just on the server for testing and fabian knows that. talked to him all last night about the map.

on further review, the ob firing range is fine. you can hit gdi with arties in several positions not just one. over the top is pretty much even for both teams.


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[Updated on: Tue, 13 January 2009 09:03]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367193 is a reply to message #366180] Tue, 13 January 2009 09:26 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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mine does lag from this, it's just my crap pc. but it still lags alot more than other maps.. also i don't see the pretty waterfall Dont Get It and fall threw ground in tuns Huh
P.S: lol it has hl2 crates Big Grin
Re: Release - C&C_Hourglass_Flying_BETA [message #367195 is a reply to message #367190] Tue, 13 January 2009 09:33 Go to previous messageGo to next message
DarkKnight is currently offline  DarkKnight
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Colonel
then you didnt download the lastest version.

here: www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_095.zip


Ok after further review. Id remove the trees near the OB. You can fly and orca right to it and the ob will never fire. Id also add ramps and remove the killzone because its not constant in all areas. Id also add a no fly zone over the pp stacks.

Don't get me wrong love the map. Still one of the best I've ever seen. Great quality. Can't wait for the finished version


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[Updated on: Tue, 13 January 2009 09:41]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367200 is a reply to message #366180] Tue, 13 January 2009 10:05 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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These bugs I will post are different from that doesnt looks nais.

I would really recommend you block the waterfall differently now if you drive over it it looks like your floating with you vech. A small cover should be sufficient.

Atm you can fly to the strip with an orca withou beeing killed.

For the rest I have screenies.

http://i56.photobucket.com/albums/g161/BrianOcho/ScreenShot1226.png

If you look closely you can see a small gap between the ground and the rockwall.

You can fly in buildings with ease.

http://i56.photobucket.com/albums/g161/BrianOcho/ScreenShot1231.png

http://i56.photobucket.com/albums/g161/BrianOcho/ScreenShot1236.png

I know you dont want ramps on your map but these non flying setup buildings will have vis problems + mayby other problems.

Like you can fly through the WF smoke pipes.

http://i56.photobucket.com/albums/g161/BrianOcho/ScreenShot1239.png

Plus you can get an apc stuck in a barrel.

I like the methode of blocking beacons on top of buildings but I would advise to use flying buildingsetup.

You are nearing a good map release just fix what needs to be fixed. Mostly it are minor details.
Re: Release - C&C_Hourglass_Flying_BETA [message #367203 is a reply to message #366180] Tue, 13 January 2009 10:26 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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IMPORTANT: REMOVE ALL OTHER "C&C_Hourglass_Flying_xxx" files in your data folder. The only files in your data folder pertaining to this map should be C&C_Hourglass_Flying.mix (and .thu if you've run the map). Having other versions will cause collision errors and will cause missing textures

On a similar note, people are still seeing the ground as dirt + black instead of dirt + grass. Clean the shit out of your data folder. Something in there is messing with the map textures. For example, Reaver11's screenshots show what you should NOT see. Make sure there isn't a grass.tga or grass.dds in your data folder.

First, I'd like to thank everyone for looking for bugs. Second, I'd really like to see a couple large games to confirm that the ranges of the AGT/OB need to be changed. I'm kinda uneasy about changing stuff like that (although I'm told some official maps have custom ranges).

Also, there will not be building ramps. Ramps make roof beaconing legitimate, and if there's one gameplay change I insist on making in my map, it's roof beaconing. Currently if you try to roof beacon you will die.

As for the waterfall being ugly, Renegade isn't high in the special effects department. This is probably as good as it's gonna get on this engine. I think it's certainly an improvement from the waterfalls in C&C_Hourglass.


I guess I'd better start a bug list:

-The ranges of the AGT and Obelisk need to be looked into.

-The blocker for the "waterfall hole" for vehicles should be a simple manhole cover. Currently it is a slanted wall "leaning" against the cliff.

-Hand of Nod and Airstrip need vehicle blockers so they cannot enter the buildings. To be safe, put vehicle blockers on all building entrances on both sides.

-The War Factory smoke stacks are missing collision settings.

-There is a geometry seam on the left side of the underground river where the cliff meets the ground.

-barrel.w3d needs to have an invisible vehicle blocker around it to prevent people from getting stuck on it in vehicles.

-The large deciduous tree and grass around the back of the WF are floating.

Finally, here's a map of the level. You can use it to point out "tactical" bugs. Things like, the AGT should be placed to here and have this range.

index.php?t=getfile&id=9055&private=0

[Updated on: Tue, 13 January 2009 11:04]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367205 is a reply to message #366180] Tue, 13 January 2009 10:36 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Dont forget to give the WF smoke pipes or what ever you call them a physical collision.

The point is I dont say you need the building ramps but in the flying building setup are vis parts for flyingmaps. If you are going to render vis you will need those.

Plus I can assure you I dont have any other version of hourglass_flying in my data folder then 0.95.

What I find weird is that the .thu gets to a size of 853KB which compared to my other thu files is big. (It could be an error my side im not sure)[Ill check if I can find what is really causing my problem]

EDIT: The buildings are to high on the ground. You basically have a doorstep. Which isnt good looking. You can better use boolean to remove terrain under the building and make sure there are no doorsteps.

[Updated on: Tue, 13 January 2009 10:41]

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Re: Release - C&C_Hourglass_Flying_BETA [message #367217 is a reply to message #367195] Tue, 13 January 2009 11:21 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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Darkknight wrote on Tue, 13 January 2009 18:33

then you didnt download the lastest version.

here: www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_095.zip


Ok after further review. Id remove the trees near the OB. You can fly and orca right to it and the ob will never fire. Id also add ramps and remove the killzone because its not constant in all areas. Id also add a no fly zone over the pp stacks.

Don't get me wrong love the map. Still one of the best I've ever seen. Great quality. Can't wait for the finished version

i did.. some places in tuns you fall threw ground
Re: Release - C&C_Hourglass_Flying_BETA [message #367218 is a reply to message #367170] Tue, 13 January 2009 11:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Darkknight wrote on Tue, 13 January 2009 06:54

what the hell are you talking about??? the waterfall is awesome looking and the river down below with the splashing water against the rocks is just fantastic, along with the tib effects. The detail on this map is far better than any ren map I've ever seen. If you've seen better please tell me the map cause I've seen them all.

Only thing I see about it is the OB range could be longer but I'm going to use the map as is and run it on Unrules and Renbattle.net servers.

Only way to really test this is with a server full of people.

But either way the guy did a fantastic job on this. Best Ren map I ever seen.

I'm saying it could look better, it looks lower grade in comparison to the rest of the map.


Re: [Map] - C&C_Hourglass_Flying_BETA [message #367267 is a reply to message #366180] Tue, 13 January 2009 19:20 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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Just a suggestion, but for the Renegade version could you remove the emitters on the tiberium crystals? They appear to cause a big drop in FPS, as for everything else it seems to be alright for the quality of the map, but the emitters on those crystals do take a lot more FPS. I get 15-30 FPS on this map, usually 15 when looking in the direction of the crystals and 30 or more when I'm looking at the rest of the map.

I really like you map, I think this will be map of the year for Renegade. Good work! Smile
Re: [Map] - C&C_Hourglass_Flying_BETA [message #367309 is a reply to message #366180] Wed, 14 January 2009 09:10 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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The dirt problem could be solved if you rename it, currenty its dirt.tga, renegade reads from other .mix files and its possible someone used dirt.tga before.

Might want to consider making the barrels part of the terrain.

Collision problems as said, clone the windows of the HON and set them as vehicle blockers.

IM unsure on the kill zones, I thought APB had a disable beacon script of some sorts. Also, especially with a flying map it will look a lot better if you weld or snap the buildings into the terrain instead of placing them on top. This improves VIS also!


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

Re: [Map] - C&C_Hourglass_Flying_BETA [message #367351 is a reply to message #366180] Wed, 14 January 2009 19:39 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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www.wpi.edu/~mjfabian/C&C_Hourglass_Flying_096.zip

-Vehicles no longer get stuck on vehicles

-Blockers around the upper river and waterfall area have been modified. The vehicle blocker for the waterfall hole is like a manhole cover now.

-Range of the Obelisk has been increased. Obelisk can now fire you right as you go over the peak of the hill.

-Obelisk moved to the front and center. Some trees blocking the Ob's view have been removed.

-War Factory smoke stack collision settings are fixed.

-Vehicle blockers added to all building doors and windows.

-Geometry seam on the left side of the underground river where the cliff meets the ground has been fixed.

-Floating props near War Factory fixed.

-grass.dds and dirt.dds changed to mjf_grass.dds and mjf_dirt.dds to fix conflicts with other maps.

-Other random fixes I cannot remember.
Re: [Map] - C&C_Hourglass_Flying_BETA [message #367384 is a reply to message #366180] Thu, 15 January 2009 06:32 Go to previous messageGo to next message
DarkKnight is currently offline  DarkKnight
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Its nice. we had it up and running on newmaps last night. Only suggestion I had was to add a couple turrets to the left of the OB for added protection.

To bad all ren maps didn't look this good. He did an awesome job.


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Re: [Map] - C&C_Hourglass_Flying_BETA [message #367600 is a reply to message #366180] Fri, 16 January 2009 19:41 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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http://users.wpi.edu/~mjfabian/C&C_Hourglass_Flying_098.zip

Last version before VIS. Really this time.
Re: [Map] - C&C_Hourglass_Flying_BETA [message #367869 is a reply to message #366180] Sun, 18 January 2009 23:27 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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you might want to consider renaming tiberium.dds too... I cant see the tiberium fields.... I notice you have a lot of vague names...this should be fixed before final.

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

Re: [Map] - C&C_Hourglass_Flying_BETA [message #367959 is a reply to message #366180] Mon, 19 January 2009 11:41 Go to previous messageGo to previous message
slosha is currently offline  slosha
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May I suggest, for the final version, just naming it C&C_Hourglass_Flying. Just to avoid confusion with "missing maps"

The road I cruise is a bitch now, baby.
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