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Re: RA_Fjord [message #451631 is a reply to message #447913] Sun, 14 August 2011 16:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You can't walk through it since there's a wall that prevents it, but I'll consider the window details. Thanks for the idea.
Re: RA_Fjord [message #451682 is a reply to message #447913] Mon, 15 August 2011 19:41 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Regarding ramps on the structures, I'm going to create custom ramps for some of the buildings that are better served with ramps. I will make it so that you can't land on top of the Shrine of Nod, since there's nowhere you can put ramps on it that would make any logical sense.

The Communications Center, Advanced Communications Center, and Power Plants will use elevators to reach the building exteriors. The Hand of Nod, Airstrip, Weapons Factory, Tiberium Refinery, and Construction Yard will use ramps to do the same thing.

The Barracks is a special case. I will have to design a different type of ramp for it, but I'm not sure how I'll go about it yet.
Re: RA_Fjord [message #451868 is a reply to message #447913] Thu, 18 August 2011 13:47 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I have the ramps and elevators installed now. Changes:

The Hand of Nod has a helicopter pad on the roof. The pad is slightly elevated over the cement.

I removed all of the "sandbags" from the flying ramps and put in chain link fences on certain areas, like the front of the terraces on the sides of the Hand of Nod.

The Weapons Factory's ledges can no longer be accessed, you will slide off and fall to the ground. The building is complex enough, I didn't feel that you needed a beacon position virtually everywhere on it. The uppermost area is fenced in with chain link. The stairs are vertex matched to the structure so that light flows over it properly.

The Barracks had the goofy "filler" on top removed. The "band" going across the top has also been removed. I re-textured it and modified it somewhat so that it's vertex matched to the Barracks - again, for lighting purposes.

The Tiberium Refineries have a custom-made ramp that fits them in the rear, with chain link fencing on top. This helps with the space restrictions in the GDI base, since I cannot fit the full ramps in with the road in the way.

The Construction Yards have several custom ramps, again, with vertex matching and chain link fencing.

The Tiberium Silos can be climbed on by a little ramp I placed into the front of the "foot" that extends near the pipes. You can also walk over an invisible ramp that allows you to travel over the ramps without jumping.

http://www.3dholmes.com/images/APB/Fjord74.jpg

http://www.3dholmes.com/images/APB/Fjord75.jpg

http://www.3dholmes.com/images/APB/Fjord76.jpg

http://www.3dholmes.com/images/APB/Fjord77.jpg

http://www.3dholmes.com/images/APB/Fjord78.jpg
Re: RA_Fjord [message #451870 is a reply to message #447913] Thu, 18 August 2011 14:28 Go to previous messageGo to next message
Cebt is currently offline  Cebt
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holy crap!

i'm impressed you guys still make stuff for this game Smile i remember back in 2003 when i started doing stuff for renegade..


nice job Aircraftkiller, looks great! but then again.. i remember alot of your work.


I Believe In Power, Wisdom And Courage
Re: RA_Fjord [message #451879 is a reply to message #447913] Thu, 18 August 2011 20:53 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Yep, it's been a while since I've seen you around Cebt!

I'd also like to say that I think I'm almost finished with the development. Game-play tests are going to be soon. I want to add SAM Sites to the Nod base and remove the ability for the Obelisk to fire at airborne units. Once that's done, we'll test it out and see how it works. I'm also removing/minimizing the ramjet/sniper damage against Orcas, Apaches, and Transport Helicopters.
Re: RA_Fjord [message #451887 is a reply to message #451879] Thu, 18 August 2011 23:19 Go to previous messageGo to next message
Gohax is currently offline  Gohax
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Aircraftkiller wrote on Thu, 18 August 2011 20:53

Yep, it's been a while since I've seen you around Cebt!

I'd also like to say that I think I'm almost finished with the development. Game-play tests are going to be soon. I want to add SAM Sites to the Nod base and remove the ability for the Obelisk to fire at airborne units. Once that's done, we'll test it out and see how it works. I'm also removing/minimizing the ramjet/sniper damage against Orcas, Apaches, and Transport Helicopters.


As I do like this idea, (making orcas/apaches stronger against ramjets) I think it isn't needed (unless the map is pretty big.)

There's quite a bit of cover, judging from the ss, for the orcas/apaches to hide behind. I'm usually for upgrading armor in the orcas/apaches, but lately I have noticed it isn't really needed.

On a sidenote, the map is looking really good man. I like the work you did on the ramps for the buildings. Ref was pretty nice.


http://i453.photobucket.com/albums/qq252/DOT_HaLo/hawke.png
Quote:

·OTBot·Gohax killed beerfull4 (Black Hand Sniper/Sniper Rifle Vs. Deadeye/Sniper Rifle).
·OTBot·beerfull4: see that for sure a auto aim
·OTBot·beerfull4: u know how i can tell
·OTBot·Gohax: LOL
·OTBot·Gohax: how can you tell?
·OTBot·beerfull4: becuz your american and americans are like that
·OTBot·Gohax: LOL!
·OTBot·beerfull4 has left the game.

Re: RA_Fjord [message #451888 is a reply to message #447913] Thu, 18 August 2011 23:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Snipers will be able to hide almost anywhere on this level. The bushes offer a huge amount of cover, as do the ice formations, and the ore mines, and the civilian village... SAM Sites are an important defense for Nod. They're not easy to destroy - I'm working on getting them to pop-up when aircraft approach. They will attack you from a long distance, so you can't simply approach the Nod base with impunity.

I'm making it so that all rocket launchers have homing missiles, so the airborne units will not dominate. They will also be specialized. The Orca will fire missiles, the Apache will fire its cannon. I don't want them to dominate the levels like they do now, if there are no counters available.
Re: RA_Fjord [message #451896 is a reply to message #451888] Fri, 19 August 2011 02:17 Go to previous messageGo to next message
Spyder
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Aircraftkiller wrote on Fri, 19 August 2011 08:36

Snipers will be able to hide almost anywhere on this level. The bushes offer a huge amount of cover, as do the ice formations, and the ore mines, and the civilian village... SAM Sites are an important defense for Nod. They're not easy to destroy - I'm working on getting them to pop-up when aircraft approach. They will attack you from a long distance, so you can't simply approach the Nod base with impunity.

I'm making it so that all rocket launchers have homing missiles, so the airborne units will not dominate. They will also be specialized. The Orca will fire missiles, the Apache will fire its cannon. I don't want them to dominate the levels like they do now, if there are no counters available.


You mean like animated SAM Sites that rise from a hole in the ground when aircraft approaches the enemy base? That would be awesome.
Re: RA_Fjord [message #451903 is a reply to message #451879] Fri, 19 August 2011 03:37 Go to previous messageGo to next message
Cebt is currently offline  Cebt
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Aircraftkiller wrote on Thu, 18 August 2011 23:53

Yep, it's been a while since I've seen you around Cebt!

I'd also like to say that I think I'm almost finished with the development. Game-play tests are going to be soon. I want to add SAM Sites to the Nod base and remove the ability for the Obelisk to fire at airborne units. Once that's done, we'll test it out and see how it works. I'm also removing/minimizing the ramjet/sniper damage against Orcas, Apaches, and Transport Helicopters.


i'm surprised you actually remember me Smile

i was 13 back in 2003 when i started doing stuff for this game..
its odd to think that its been so long, now im working as a programmer in a small game studio in copenhagen.


the map looks really nice.. i might actually install renegade again to try it Smile


I Believe In Power, Wisdom And Courage
Re: RA_Fjord [message #451931 is a reply to message #451896] Fri, 19 August 2011 08:33 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Spyder wrote on Fri, 19 August 2011 05:17


You mean like animated SAM Sites that rise from a hole in the ground when aircraft approaches the enemy base? That would be awesome.



Yes, it pops out of the ground and attacks. Then it waits around for 10 seconds, and goes back under again. It launches four missiles at a time, and they do quite a bit of damage. It may need reduction in damage but I think it makes a great deterrent to GDI air power.

Cebt: Congrats on getting into the industry!
Re: RA_Fjord [message #451978 is a reply to message #447913] Sat, 20 August 2011 00:31 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've made a substantial amount of progress so far. I isolated why it's crashing with help from Jonwil, apparently some sound file was causing the issue. I think it was the bitrate and bit depth of the new sounds I developed, including the "woosh" sound that the blossom tree makes. I've re-encoded the WAV files so they're hopefully compatible with Renegade's engine, so now it shouldn't crash.

The SAM Sites work like a dream. It's really amazing getting that sensation that you're really in the world of C&C when you approach an Obelisk with an Orca and you realize that the little box that just popped out of the ground is about to murder you.

http://www.3dholmes.com/images/APB/Fjord79.jpg

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

http://www.3dholmes.com/images/APB/Fjord81.jpg

http://www.3dholmes.com/images/APB/Fjord82.jpg

I may have a beta available to scripts 4.0 testers, since they're the only ones who can play it now, within three days. I'm aiming for tomorrow but I'll see what I can do.

Changelist so far:

The Repair Facilities and Tiberium Silos now use the CnCMCTSkin armor type, so they take extra damage and are easily dispatched with any type of C4, excluding proximity.

The new Construction Yard building controllers were added. They repair rather quickly and will make it difficult to destroy base structures until they're removed. I would suggest making them a priority target.

The Advanced Communications Center and Shrine of Nod now prevent beacon purchases if they're destroyed.

SAM Sites are almost overpowered versus aircraft, will probably need to tone down their damage by 25% to 35% - play testing will help.

The Nod Obelisk cannot attack airborne units, but Nod has three SAM Sites that protect the base from airborne threats.

[Updated on: Sat, 20 August 2011 00:32]

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Re: RA_Fjord [message #451999 is a reply to message #447913] Sat, 20 August 2011 04:58 Go to previous messageGo to next message
Tupolev TU-95 Bear is currently offline  Tupolev TU-95 Bear
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Nice job on RA_Fjord Thumbs Up I like the scenery as well as the Nod base Rocked Over

Decent people


Quotes or w/e

Re: RA_Fjord [message #452001 is a reply to message #447913] Sat, 20 August 2011 05:29 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Awesome, never thought TD-style SAM Sites would be possible.

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

[Updated on: Sat, 20 August 2011 05:29]

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Re: RA_Fjord [message #452151 is a reply to message #447913] Sun, 21 August 2011 14:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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In other news, before I can proceed toward a gameplay test this week, I need to fix some niggling problems with building aggregates for the Advanced Communications Center, Shrine of Nod, and the Nod Construction Yard. Once that's done, the game-play test will give you a chance to try out rocket soldiers with the triple rocket alt-fire that was meant to be in Renegade. The homing missiles would be single shots and would be the primary attack.

I've also set up the GDI Medium Tank to the E3 beta look by taking the current Max file (One of many I have from WS) and editing it to have the beta tank's details. The wheels turn, the tracks conform to rough terrain, and it really looks quite a bit better than the original tank. I also modified the turret so that it's more Abrams-like than the original, which was oddly rounded instead of angular. I fixed the turret basket and the antennae as well. I'm also going to attempt editing the GDI MRLS so that it doesn't use the "default" material, which has no bullet sounds whatsoever. I also want to add wheels to it and remove the train wheel setup that Renegade was using.

http://www.3dholmes.com/images/APB/Fjord83.jpg
Re: RA_Fjord [message #452152 is a reply to message #447913] Sun, 21 August 2011 15:00 Go to previous messageGo to next message
Spyder
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I think some models and maps should be shipped with TT. Especially Aircraftkiller's Mammoth Tank, the original Medium Tank and Mobile Rocket Launcher System with rotating turret. And, of course, this map.

On topic: It's getting better by the day. Keep up the good work, can't wait for the final release.
Re: RA_Fjord [message #452154 is a reply to message #447913] Sun, 21 August 2011 15:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Probably won't happen, don't get your hopes up. I still need to spend some time fixing up my Mammoth before I'd consider it ready to be played in-game. The paint job doesn't have any specular highlighting on it so it looks rather bland in that regard, compared to the Renegade tanks.
Re: RA_Fjord [message #452198 is a reply to message #447913] Mon, 22 August 2011 05:24 Go to previous messageGo to next message
renalpha is currently offline  renalpha
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is it possible to add some texture behind the tanks to simulate tracks? Would be awesome though.

Aircraftkiller wrote on Fri, 18 February 2011 23:50

I figured some people will still go LOLOLOL STARVING CATS LOOOOLZ UR A FAG or some dumb shit like that. Thanks for not disappointing! Smile

Re: RA_Fjord [message #452227 is a reply to message #447913] Mon, 22 August 2011 18:04 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I got the MRLS debugged with the help of E!, so thanks to him for getting that taken care of. Here it is in-game. It now has headlights and brake lamps, although they're always on. The MRLS turret will rotate as it should have always done so. It also has the reload sound that it was missing since 2001. Additionally, the MRLS also has the Mammoth Tank muzzle flashes, so it looks like it's launching missiles. Keep in mind that it had no muzzle flashes before. It also has wheels with a suspension that will rock and move with inertia, so it feels more like a tank now.

http://www.3dholmes.com/images/APB/Fjord84.jpg

http://www.3dholmes.com/images/APB/Fjord85.jpg

http://www.3dholmes.com/images/APB/Fjord86.jpg

http://www.3dholmes.com/images/APB/Fjord87.jpg

http://www.3dholmes.com/images/APB/Fjord88.jpg

The last image shows the Machine Gun Emplacement that I've set up in the electrical substation. It gives infantry a method of controlling the flow of the battle, since the lower road that it sits next to will be a contested point during any game. The gun emplacement also does a lot of damage to anything it attacks. After 100 rounds, the MRLS ended up with two bars of health left.
Re: RA_Fjord [message #452230 is a reply to message #447913] Mon, 22 August 2011 18:39 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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make mrls at least cost 750 credits because of the rotatable turret. Will make any other changes to any other vehicles?

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: RA_Fjord [message #452231 is a reply to message #447913] Mon, 22 August 2011 19:27 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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If I change the costs of vehicles, the MRLS would be 800 credits and the Artillery would be a minimum of 600. Since both are on equal playing fields, as both have turrets that rotate now, I don't see a compelling reason to change their prices. Game-play testing will ultimately determine how much they're worth.
Re: RA_Fjord [message #452330 is a reply to message #447913] Wed, 24 August 2011 01:16 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Sigh... Every time I change one thing, other things need to be changed as well. Let's go over the list so far:

MRLS and Artillery are no longer susceptible to Ramjet fire. They take five damage from each shot. They continue to have 200/200 health/armor. Anti-vehicle weapons are much more effective against them, relatively, including Rocket Soldiers, Gunner, PIC/Railgun, etc... The MRLS has had its price increased to 800 credits (Rotating turret, guided missiles) while the Artillery has been increased to 600. I am toying with the idea of making Artillery fire lobbed shells which fall with gravity, and increasing their damage a bit to compensate for the inaccuracy.

With the homing rockets and triple unguided alt-fire for Gunner and both Rocket Soldiers, they will be much more useful and deadly.

The Apache and Orca are no longer susceptible to Ramjet fire. They will quickly take damage from anti-aircraft weapons, such as rockets, railguns, machine guns (Not basic infantry weapons), SAM Sites, etc. In return, they no longer have dual weapons. The Orca fires a volley of six rockets in quick succession, while the Apache fires a cannon that does roughly equivalent damage to all targets.

The Transport Helicopters have had their speed increased by roughly 25%. They also no longer take massive damage from Ramjet fire. They share the same armor as other heavy vehicles, but will take a lot of damage from anti-aircraft fire. However, their price has been increased to 1,200 credits to compensate.

The radio tower will have blinking dazzle lights on it to simulate aircraft warning beacons.

The Advanced Communications Center now has a new exterior aggregate (explosions, smoke, lights) so that it appears more realistic than it used to.

The gate sounds have been made louder, and they have a larger radius where you can hear them.

I'm going to be running the Mammoth Tank through Mudbox to give it an ambient occlusion map, so that it appears to have better lighting. I will also possibly edit some of the lighting on the texture to give it a more metallic finish, depending on how much time I have left after all of these edits.

I need to rework the GDI sewers in some areas so that you can't place beacons underneath structures and damage them. It only affects a pair of buildings and the change isn't huge, so the general shape will stay the same.

The Tiberium Silos are now CnCMCTSkin structures, and as such are easily dispatched, even by a single Engineer. Don't let someone place C4 on it. It will allow you to have five credits per second, but once it's gone you're back to 2.5 credits per second. The Repair Facilities share this armor type and will be much more easy to destroy by infantry and vehicles. They repair a lot of health on your units in exchange for this weakness.

Once I fix a few more niggling details, such as the sewers and a couple of other problems related to building aggregates, I will hold a game-play beta test on the scripts 4.0 server. If you're a scripts 4.0 internal tester, you can join me and help figure out where any remaining issues are.

[Updated on: Wed, 24 August 2011 01:20]

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Re: RA_Fjord [message #452344 is a reply to message #447913] Wed, 24 August 2011 04:10 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Wouldn't it be better to place script zones to prevent beacon placement? I think there is such a script in 4.0.
Re: RA_Fjord [message #452352 is a reply to message #447913] Wed, 24 August 2011 05:59 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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No such script exists. We have one for C4 but we didnt end up writing one for beacons.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: RA_Fjord [message #452365 is a reply to message #452352] Wed, 24 August 2011 07:45 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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I think Iran may have made a beacon prevention zone script or something, if I remember correctly

http://i162.photobucket.com/albums/t263/psuHaTe32_2007/HaTe3.jpg
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
Re: RA_Fjord [message #452413 is a reply to message #447913] Wed, 24 August 2011 11:48 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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It won't work for what I need it for. The easiest and most professional solution is to simply move the sewers around a bit. Wink
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