Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » RA_Fjord  () 7 Votes
Re: RA_Fjord [message #453171 is a reply to message #453168] Sat, 03 September 2011 03:13 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
Messages: 667
Registered: September 2006
Location: Aotearoa
Karma: 0
Colonel
liquidv2 wrote on Fri, 02 September 2011 22:47

make it yellow cuz red means evil bad guys

pffft red means leet pwnage!


"GEoDLeto wrote:"

so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released

"halo2pac wrote:"

Unless they are girls, I am not going to bone them.
Re: RA_Fjord [message #453178 is a reply to message #447913] Sat, 03 September 2011 11:22 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
I've changed the original Guard Tower model from Renegade and turned it into a "Renegaded" version of the C&C95 model. I took off the ladder since there's no way to climb up a vehicle, and I removed the glass and some odd supports on the sides. It has the same cannon but it's housed on the inside of the guard tower shack instead of on top of it. It also has a firing restriction so it can't shoot through its roof or through the sandbags.

In addition to adding the Guard Towers, the AGT's guns are being removed in favor of a pair of Tomahawk missile launchers. It will fire two missiles instead of one now, but without the heavy machine guns to back it up - so protect your Guard Towers if you want any automated machine gun defenses. The missiles are still lethal to infantry.

I also removed the Construction Yard sewer tunnel and changed around the layout of the sewers as to minimize beacon lameassing.

http://www.3dholmes.com/images/APB/Fjord93.jpg
Re: RA_Fjord [message #453179 is a reply to message #447913] Sat, 03 September 2011 11:30 Go to previous messageGo to next message
iRANian is currently offline  iRANian
Messages: 4299
Registered: April 2011
Karma: 0
General (4 Stars)
The Guard Tower looks too tall but it certainly is a huge improvement over the Renegade model.

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 #453180 is a reply to message #447913] Sat, 03 September 2011 11:41 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
It's a tower! It needs to be tall.
Re: RA_Fjord [message #453187 is a reply to message #447913] Sat, 03 September 2011 12:45 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
You COULD go the extra mile and have infantry units show up in the guard towers, although there's some extra crap you have to do in order for it to work right IIRC.

Toggle Spoiler
Re: RA_Fjord [message #453193 is a reply to message #447913] Sat, 03 September 2011 13:26 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Yeah, definitely not going that far. I considered it but it's more effort than I consider being worth it, especially when people will complain that shooting the infantryman won't destroy the tower or stop him from shooting you.
Re: RA_Fjord [message #453195 is a reply to message #447913] Sat, 03 September 2011 13:43 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
That's actually possible as well. RP2 has it, if I recall correctly.

Anyways, that map looks pretty nice, man. Simple layout, with extra tidbits between. That's how ren maps should be, rather than being 10 fucking miles between each base, or totally barren.


Toggle Spoiler
Re: RA_Fjord [message #453196 is a reply to message #447913] Sat, 03 September 2011 14:14 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
It's really not as big as everyone thinks it is, either. It's slightly larger than Glacier Flying, but has the same amount of tactical choices for both teams. There is no set path you must take to enter each base. Hammerfest alone has four gates that funnel you in, but you can always enter the base from the sewer access by the ore mines too.

If you have any other suggestions or concerns, feel free to let me know. I would post these updates on the APB forums but since I got suspended until the 9th, they'll have to wait.
Re: RA_Fjord [message #453198 is a reply to message #447913] Sat, 03 September 2011 14:27 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
Good. I like maps with various tactical positions, not tons of crap and lots of space.

Also, if you're doing gameplay tweaks (like the MLRS), mind beefing up the Humvee and Buggy? They both suck balls, and it'd be cool if they used the original sounds (somewhere in LE, if I recall) too. I'd suggest making them more effective at tearing through infantry (wider spread, higher ROF?), considering that's what they're meant to do.


Toggle Spoiler
Re: RA_Fjord [message #453199 is a reply to message #447913] Sat, 03 September 2011 14:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
I'm not so sure that changing them is a good idea. The only tweak that I think would be positive is making it so that sniper rifles can't damage them, but the problem that crops up when I do that is having rifle infantry become useless against them too.
Re: RA_Fjord [message #453202 is a reply to message #447913] Sat, 03 September 2011 15:32 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
Messages: 2605
Registered: March 2006
Karma: 0
General (2 Stars)
Why's that? I never see them in any serious game, and they have such niche uses that it's not worth it to buy them. It'd be nice to use them to clear out some enemy infantry, or at least provide threatening enough cover fire to suppress enemy infantry.

Toggle Spoiler
Re: RA_Fjord [message #453203 is a reply to message #447913] Sat, 03 September 2011 15:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Right, but the only real change that would give them some longevity on the battlefield would be to make it so that snipers can't damage them. If I change their armor, I would accomplish this. As I said, it has the side-effect of making rifle infantry useless against them, which they should at least be able to damage.

I can try it out and see what happens, but I'll make no guarantees that they'll be mostly invulnerable to n00bocs/n00bkuras and the other snipers.
Re: RA_Fjord [message #453281 is a reply to message #447913] Sun, 04 September 2011 23:50 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Today's update, so far:

The Nod Apache now fires a spread of bullets. It has fifty rounds. Each round fires eight tracer warheads that do 1.5 damage. If all rounds connect, it does 12 damage. Essentially it's like a shotgun. Very effective versus infantry (ala C&C 95), structures, but not as effective against vehicles as the Orca is.

To alleviate a problem with these two vehicles wherein they fire missiles from the cannon (Orca) or guns from the rocket pods (Apache), I gave both of them a blank secondary weapon which does nothing. Don't use secondary fire on them as it won't help you.

Also, I'll be distributing a modified dazzle.ini which fixes the headlights and brake lights of vehicles that have the dazzle bones for them. It also fixes REN_L5_REDLIGHT's dazzle effect so that you can view my blinking radio tower beacons across most of the level. It might also fix the nuclear strike not having a dazzle effect... Going to test that.

Fjord is almost ready for game-play testing. As soon as I fix some more niggling details I'll get it up on the 4.0 server.
Re: RA_Fjord [message #453343 is a reply to message #447913] Mon, 05 September 2011 14:46 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
The AGT is now functioning properly. It only fires two missiles instead of a missile and four machine guns. It stops attacking when destroyed or when power is lost.

Next on the agenda: Fixing the Nod Construction Yard's aggregates and the Shrine of Nod's aggregates. After that, I should be able to get a public beta out.
Re: RA_Fjord [message #453346 is a reply to message #453343] Mon, 05 September 2011 15:36 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3805
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
No offense, but the yellow/gold on that GDI wall is kind of a nasty yellow.

Re: RA_Fjord [message #453347 is a reply to message #447913] Mon, 05 September 2011 15:54 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
To be totally honest, I really don't care.
Re: RA_Fjord [message #453353 is a reply to message #447913] Mon, 05 September 2011 17:30 Go to previous messageGo to next message
Radiohead is currently offline  Radiohead
Messages: 1
Registered: August 2010
Karma: 0
Recruit
This thread gave me a huge boner. Thumbs Up
Re: RA_Fjord [message #453355 is a reply to message #447913] Mon, 05 September 2011 18:09 Go to previous messageGo to next message
Dave Anderson is currently offline  Dave Anderson
Messages: 1953
Registered: December 2004
Location: United States
Karma: 0
General (1 Star)
I think the yellow looks fine the way it is.

David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)
Re: RA_Fjord [message #453361 is a reply to message #453355] Mon, 05 September 2011 19:07 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3805
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
Not caring is the first step to failure.

[Updated on: Mon, 05 September 2011 19:07]

Report message to a moderator

Re: RA_Fjord [message #453362 is a reply to message #447913] Mon, 05 September 2011 19:13 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Clearly, I'm taking the first steps toward failure; because out of the hundreds of improvements, unique models, textures and bug elimination I've done for one single level, I refused to change the color of a wall that I like.

You got me there.
Re: RA_Fjord [message #453364 is a reply to message #453361] Mon, 05 September 2011 19:27 Go to previous messageGo to next message
Dave Anderson is currently offline  Dave Anderson
Messages: 1953
Registered: December 2004
Location: United States
Karma: 0
General (1 Star)
Jerad Gray wrote on Mon, 05 September 2011 20:07

Not caring is the first step to failure.


That is absolutely not true. If you want to actually release something, you have to sacrifice things. The number one thing to keep in mind for developers of all kinds, is that you cannot please everyone. Obviously the yellow does not please you, but its not breaking to the progress of the map, and its such a minor feature of the map anyway. Furthermore, I respect your opinion, but its one opinion and so far you're the first to say anything about it.

Things like that can be changed later on, over time, if the majority provides such a large amount of feedback that it is deemed necessary to keep interest, but that is hardly the case for this project.


David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)
Re: RA_Fjord [message #453366 is a reply to message #447913] Mon, 05 September 2011 20:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
More changes today:

The Flamethrower now has an alt-fire. It will do roughly 400% 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 Grenadier fires a triple-burst as an alt-fire. It is also considerably more powerful.
Re: RA_Fjord [message #453368 is a reply to message #453366] Mon, 05 September 2011 21:08 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
Messages: 3805
Registered: July 2006
Location: USA
Karma: 6
General (3 Stars)
My statement was an attempt at a joke, as he did not specify what he did not care about; I was attempting to imply he did not care about the map itself instead of my unquoted statement.
But whatever it doesn't matter, people will make ungodly ugly texture packs for the whole map anyways.

Aircraftkiller wrote on Mon, 05 September 2011 21:09


The Grenadier fires a triple-burst as an alt-fire. It is also considerably more powerful.


Is it less powerful, shorter range, or just uses 3x the ammo?


[Updated on: Mon, 05 September 2011 21:10]

Report message to a moderator

Re: RA_Fjord [message #453369 is a reply to message #447913] Mon, 05 September 2011 21:16 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Same range, uses three times as much ammunition, does slightly less damage.
Re: RA_Fjord [message #453371 is a reply to message #447913] Mon, 05 September 2011 23:13 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
Messages: 8213
Registered: February 2003
Karma: 0
General (5 Stars)
Annnnd it's in private beta now. Hoping to get some games organized to iron out any game-play kinks. When TT goes public soon, I'll get a public copy up for everyone.

While I have nothing better to do for the moment, I'm rigging the beta Flame Tank and Light Tank for Fjord. I think those are going to be the last two vehicle replacements I make. Additionally, I'm possibly going to fix the Transport Helicopters so that their nose smooths properly, instead of being blocky in the light.

[Updated on: Mon, 05 September 2011 23:18]

Report message to a moderator

Previous Topic: Server-side modded map with buildings destroyed at start?
Next Topic: Renegade-X Help
Goto Forum:
  


Current Time: Sat May 18 02:04:56 MST 2024

Total time taken to generate the page: 0.01589 seconds