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Re: RA_Fjord [message #453775 is a reply to message #453774] Fri, 09 September 2011 10:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Aircraftkiller wrote on Fri, 09 September 2011 11:43

Try playing it - infantry have a lot of cover, plenty of places to move and hide.

I'm thinking more moving point a to b while being snipped at by enemies. I'd play it but I always get bad pings from ren servers while I'm at school, and playing it by myself really isn't that great.

However, if the terrain makes it hard enough to snipe people that n00bjet camping isn't going to be a big issue I'll take your word for it.


Re: RA_Fjord [message #453778 is a reply to message #447913] Fri, 09 September 2011 10:53 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's difficult to see infantry moving through the trees and camera-parallel bushes. That provides all they cover they need. They also have rocks in the river, the little cave-like areas next to the overland road, and the ore mine system which they can use.
Re: RA_Fjord [message #453782 is a reply to message #453778] Fri, 09 September 2011 10:59 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Aircraftkiller wrote on Fri, 09 September 2011 11:53

It's difficult to see infantry moving through the trees and camera-parallel bushes. That provides all they cover they need. They also have rocks in the river, the little cave-like areas next to the overland road, and the ore mine system which they can use.

Sounds like that'd do the trick, but testing is always the best answer, it's amazing how many things people can find to exploit when they want to be on top of a score list.


Re: RA_Fjord [message #453789 is a reply to message #447913] Fri, 09 September 2011 11:18 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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given all the gameplay changes, it reads like a single-map version of a C&C95 total conversion (albeit one that keeps the Renegade infantry).

i would've liked to see that for years, by the way


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Renedrama [ren-i-drah-muh]
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1. the inevitable criticism one receives after doing something awful
Re: RA_Fjord [message #453817 is a reply to message #447913] Fri, 09 September 2011 12:27 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I would be interested in your opinions of the game-play changes, Spoony. I do have a degree in game art & design, so I feel fairly confident that I know what I'm doing. However, having many experienced players giving feedback on the changes will help a lot.
Re: RA_Fjord [message #453827 is a reply to message #447913] Fri, 09 September 2011 14:37 Go to previous messageGo to next message
Spoony is currently offline  Spoony
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yeah, i'm gonna fire it up at some point.

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Re: RA_Fjord [message #453926 is a reply to message #447913] Sat, 10 September 2011 06:10 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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1. Some buildings' interior aggregates don't change state when the base power goes offline. Though this may be intentional as there is some nice lighting that would otherwise probably be affected.

2. There are no Purchase terminal objects in the Nod construction yard, only the visual model. Though you may already be aware of this as someone already mentioned missing PTs.

3. Most importantly; the pickup truck doesn't appear to respawn! Am I right or am I just not waiting long enough? :'(

Also, just a comment in regard to the sewer access tunnels in the GDI base, I don't exactly feel you should be able to shoot out the drains (IE with a pistol)... perhaps they should require a C4 charge?


"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.

[Updated on: Sat, 10 September 2011 06:15]

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Re: RA_Fjord [message #453944 is a reply to message #447913] Sat, 10 September 2011 08:57 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Building interiors that aren't made by Westwood using their W3D export tool will not change lighting. Saberhawk would need to finish his light map tool for me before I could be assed to spend the time to create another set of lights and light maps for my interiors. Otherwise they won't switch when the building loses power or is destroyed. There's just no way to do it, unfortunately, without his help.

I fixed the GDI Refinery/Nod Construction Yard last night. They have spawners and terminals now.

The truck doesn't respawn, it's just a vehicle left over from when the civilians evacuated from the Tiberium infestation of their mining village.

I felt that shooting out the drains is the easiest way for everyone to be able to participate in the fight. I did the same thing in Metro/MetroTS. Wink
Re: RA_Fjord [message #453983 is a reply to message #447913] Sat, 10 September 2011 16:17 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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I would recommend adding the beta Orca/Apache models. I am currently working on converting them to 3ds max and hopefully porting the renegade style animations to them. Perhaps you would like them when I am done?
Re: RA_Fjord [message #453986 is a reply to message #447913] Sat, 10 September 2011 16:33 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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If they work and look good, I'll definitely consider it. I'll note that I already was working on the beta Apache (wheels, etc) since it's one of the Max files Westwood gave me. The only issue I had with it is that it's too big and I was annoyed with rigging it.

[Updated on: Sat, 10 September 2011 16:37]

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Re: RA_Fjord [message #454011 is a reply to message #453944] Sat, 10 September 2011 20:23 Go to previous messageGo to next message
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Aircraftkiller wrote on Sat, 10 September 2011 09:57

Building interiors that aren't made by Westwood using their W3D export tool will not change lighting. Saberhawk would need to finish his light map tool for me before I could be assed to spend the time to create another set of lights and light maps for my interiors. Otherwise they won't switch when the building loses power or is destroyed. There's just no way to do it, unfortunately, without his help.


Well it is possible to change the lightmap texture just like the way Renegade does, but it does not change the lighting sadly. Here is a video of my lightmap change ingame. I know this isn't the way Westwood would of done it.. but it's half way there.

The way mine is setup.. it's just one lightmap texture with a few modifications in Photoshop. If I spent more time on it, I could change the lighting on the same lightmap unwrap I did for the normal lightmap and render a second one with the destroyed lighting. If i ever get my hands on Saberhawk's tool i will be prepared Smile

[Updated on: Sun, 11 September 2011 00:52]

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Re: RA_Fjord [message #454013 is a reply to message #447913] Sat, 10 September 2011 20:34 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'd rather have it working with a second WLT file so that it swaps out the lights. How'd you get that running? Is the structure interior a tile, so it swaps out in an animation?
Re: RA_Fjord [message #454016 is a reply to message #454013] Sat, 10 September 2011 20:47 Go to previous messageGo to next message
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Aircraftkiller wrote on Sat, 10 September 2011 21:34

I'd rather have it working with a second WLT file so that it swaps out the lights. How'd you get that running? Is the structure interior a tile, so it swaps out in an animation?


So would I lol, I have to use this method for now until that tool is released. That's exactly the way it's setup. Aggregate tile with building aggregate setting and a animation set in Max with visibility track that hides one mesh with regular lightmap and a second one with the destroyed lighting lightmap. Both meshes are using the same scene materials so there shouldn't be any perfmance issues.
Re: RA_Fjord [message #454023 is a reply to message #447913] Sat, 10 September 2011 23:42 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I've rigged the beta Light Tank. I've also taken the liberty of changing the season and atmosphere. It is now overcast with very light snow flurries. I think it fits the level more, and gives a better feel to the environment.

http://www.3dholmes.com/images/APB/Fjord102.jpg

http://www.3dholmes.com/images/APB/Fjord103.jpg

I've also 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 very similar. I ran a filter on the lows to bring them out, increased the decibels, and brought out the highs to they really "punch" more when they fire. And no longer will the Artillery sound like a higher pitched Light Tank. It has its own unique sound that it had in C&C95. I have the source sound files for a lot of the sounds that went into C&C95, so I've been using those in Fjord a lot. The cannons, birds (I bet some of the nitpicky folks can tell me what TD video the bird sounds come from), Tiberium sounds, etc... It makes it feel more immersive.
Re: RA_Fjord [message #454033 is a reply to message #447913] Sun, 11 September 2011 00:45 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Y'know, you could totally do a badass mod that tries to bring Renegade more to what it was supposed to be (which, not coincidentally, was supposed to be like C&C95). I'd be willing to help (can't at the moment, though), as I've long wanted to do something similar. And I don't mean some "hurr replace models with da beta ones!1" like some other mods do.

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Re: RA_Fjord [message #454050 is a reply to message #453944] Sun, 11 September 2011 04:27 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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Aircraftkiller wrote on Sat, 10 September 2011 08:57

I felt that shooting out the drains is the easiest way for everyone to be able to participate in the fight. I did the same thing in Metro/MetroTS. Wink
But for a guy who obviously prides himself on the realism of the map, it just seems strange that you allow this. Every character has C4 so there shouldn't be a problem. Big Ups

But thats just my opinion.


"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.

[Updated on: Sun, 11 September 2011 04:27]

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Re: RA_Fjord [message #454104 is a reply to message #447913] Sun, 11 September 2011 10:08 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's not conducive to game-play. You'd have to bring along at least one extra person to blow apart the grates, and you really can't be stealthy about destroying them if there's a large explosion giving you away. I'll keep it how it is - I want one person to be able to do something, especially when it involves trekking across a large environment without being seen or shot.

George: You'll see, eventually.
Re: RA_Fjord [message #454117 is a reply to message #447913] Sun, 11 September 2011 11:10 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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It could be easily said that they have rusted so much that they are very brittle.


If you could PM me that apache, It would make my life a lot easier. I seem to be having trouble moving materials.
Re: RA_Fjord [message #454135 is a reply to message #454117] Sun, 11 September 2011 12:14 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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IMO You should lighten the clouds up a little; give them more of a snow barring cloud instead of a rain filled cloud feel.

Regardless it was a step in the right direction for sure, looking good.


Re: RA_Fjord [message #454189 is a reply to message #447913] Sun, 11 September 2011 17:39 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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Also if you are going for that C&C95 feel, will you be removing the Nod APC? In BunkersTS that was replaced by the recon/attack bike which I thought added a nice dynamic to gameplay that worked really well. But that map was far too small for such a light, fast moving vehicle. hence, I think Fjord would suit that much better.

"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.

[Updated on: Sun, 11 September 2011 17:40]

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Re: RA_Fjord [message #454190 is a reply to message #447913] Sun, 11 September 2011 17:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm wary of removing the Nod APC - IIRC, they were available in multiplayer.
Re: RA_Fjord [message #454192 is a reply to message #447913] Sun, 11 September 2011 17:48 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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Yeah but Nod have enough units as it is. If you keep both I would hope you add something new for GDI to balance things out. Someone suggest TOW hummers, but they weren't in C&C95 and quite frankly they suck monkey balls.

"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 #454200 is a reply to message #454192] Sun, 11 September 2011 18:41 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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crazfulla wrote on Sun, 11 September 2011 18:48

Yeah but Nod have enough units as it is. If you keep both I would hope you add something new for GDI to balance things out. Someone suggest TOW hummers, but they weren't in C&C95 and quite frankly they suck monkey balls.

Throw a gunboat up on a hill and call it even XD.


Re: RA_Fjord [message #454211 is a reply to message #447913] Sun, 11 September 2011 19:39 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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A map that centers around the idea of the gunboat support would be better rather than tacking them on.

Also, Nod's vehicles would all need heavy reworking to get them to be similar to C&C95.

-Recon Bikes that work like hit-and-run strike vehicles (possible to do, but almost no one ever does them right)

-Artillery needs to have a fixed turret

-SSM's need to be added to take the place of artillery

-MRLS needs to have a higher cost and better damage (to balance out SSM's and all that)

might not sound like much, but it's a significant amount of gameplay changes. Because of that, it's better to not add Recon bikes just for the sake of it- it's better to keep it similar to how it is, or go all the way.


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Re: RA_Fjord [message #454213 is a reply to message #447913] Sun, 11 September 2011 20:00 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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Definitely not adding Gunboats. There is no logical place for them. The lake is too shallow and the river is far too shallow with rocks and tree limbs in the way.

Regarding balance, GDI's units are superior in almost every aspect to Nod's vehicles. The Artillery has great range and firepower now, with the ability to shoot over trees and hills while remaining concealed. Once exposed, however, it's easy to destroy.

The MRLS is a dedicated anti-aircraft vehicle in addition to being rocket artillery. It does massive damage and is easy to destroy with vehicles like Recon Bikes.

I'm not interested in adding SSMs. I have the 3DS Max file for them from Westwood, but what's the point in adding them? The Artillery already does what they do for cheaper and they aren't such a gigantic target. The only way SSMs would be a viable unit would be to make them launch missiles that damage everything within a 50 meter radius with napalm, and have them attack from 300 meters or more. They're too much trouble and I honestly see no point in them right now.

Everything as I've played it is balanced and enjoyable so far. Adding SSMs will muck up the balance and require some difficult changes that I'm not sure are even necessary.
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