Command and Conquer: Renegade Official Forums - RDF feed
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Roleplay 2 many of you have probably heard about, if not it is a good time to take a look at all that it has to offer. I have been putting together the last few additions for this beta for a few months and all alone, although i do work quite fast in my opinion. The map doesn't have cnc mode (atleast yet) but can make for a good map to just fool around on, chat with buddies, deathmatch, or do roleplaying games. There is really no goal yet other then to mess around, but that's the most fun thing to do in a game if you have no limits. There is alot more planned, so even if this isen't up to par there is always time to sculpt it into a real city eventually with all you would expect to see in an ordinary one. Anyways, i have exported the final cut of this beta and it has been sent to canadaCdn who is going to try to put together a mix format of it so we can all try it out ingame together. This will be fully public so no need to ask etc. Here is some pictures of the latest cut. Interior for stripclub. And a bunch of New world pics. I will announce the beta soon as it becomes available.
Re: Roleplay 2 Coming Soon (Update Pics)
Vis doesn't really help an open map like this, It probably would actually slow it down more then it would help.
No, but all the lag areas have been fixed, and you get a very smooth performance.
Canadacdn wrote on Sun, 21 January 2007 03:27 No, but all the lag arras have been fixed, and you get a very smooth performance. Thats great to hear! RP2 is one of my favourite Renegade Maps. Keep it up guys, it's looking good
Yea i have plans to eventually move nearly all the interiors into the worldspace so i can spruce up the map with plant life, and telephone posts and whatnot. This is in progress while CanadaCdn is making the current release so there is no hold up on the map. I am in hopes that some of the more experienced scripters and such could help with stuff like setting up slot machines with a sound/animation, or working with other features like animations for a crane, and the more advanced stuff.
Cool, you got fog in now. It's good you fixed the problem with fog and the bridge.
Looks very nice, that map looks awesome. But please tell me what is Role Play? My idea of Role Play is players play acting or some other weird shit..
dude#1 wrote on Sat, 20 January 2007 23:24 What's the current file size at so far? About 65MB, a 5 minute download if you have a decent connection.
Playing renegade with no real point. Do what you feel like. "I am going to fly up to that skyscraper, and jump! EVERYONE LOOK AT MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE"
Awsome. I can't wait for the next Beta release, Or finished map release.
This will probably be the last beta, closest to being done.
What building do i get my name on? (I won diddnt I?)
I have this crazy idea, If you have this big light shining on a massive building, And the light shows names on the building! That would look sweet.
ME WANTEE ME WANTEE looks mad. edit: any pics of more vehs? (please)
Check the website for an assload of pictures, old and new.
Does anyone know how to change the draw distance for renegade? Cause I tried this map and my draw distance was sooo damn small that I couldn't even see the other end of the bridge!!
Looking good, texturing tip, giving textures a second pass with "multiply and add" well add a very nice detail to the texture (Like the roads).
TSS888 wrote on Sun, 21 January 2007 21:08 Does anyone know how to change the draw distance for renegade? Cause I tried this map and my draw distance was sooo damn small that I couldn't even see the other end of the bridge!! You have to get a hex editor and hack renegade.exe I can't remember what line its on. And I think if you make this change you won't be able to play on line. But I honestly can't remember if thats the case.
Jerad Gray wrote on Sun, 21 January 2007 21:36 Looking good, texturing tip, giving textures a second pass with "multiply and add" well add a very nice detail to the texture (Like the roads). Yes a second pass would be nice but that also requires having another texture being rendered on that pass, which also means you end up with more repetative textures since they would all use the same pass2. I think some things just gotta be plain, look at any game you play you see textures tile reguardless of how many passes, or what effects are on those. Otherwise if you can, show me a picture of it with a normal road texture just to compare the visual detail. I am sure no matter what there will always be a repetative look to it, so not much can be done unless i made dozens of road textures with different details in each.
Role Play 2 is made of 100% win!
looks very nice. any estimated time this will be done? Also what server will this be on?
65mb... does that mean that all the textures in the mix have been deleted?
Quote: any estimated time this will be done? This beta is near to release, i estimate 1-2 weeks max. Quote: Also what server will this be on? There is no set server for it, though a few people already have plans to host dedicated servers for it. And the file size i decided we didn't really need to have the textures as tga, so all them are Dds now and that alone took down the filesize down to what it is now. I'm sure it wont be only 65 mb when the level edit is fully done, so it may get back to 100, but i doubt we will see the 400mb mix's anymore for this map.
The final build should be about 80? MB with everything included.
i am guessing you have a giant pile of scrap parts from the map and models?
Yeah, mostly just old models and other shit. Mabye I'll release it later if anyone wants it.
Lots of pictures from the test map Blazea and I played last night:
[img]http://img.photobucket.com/albums/v160/blazea58/1Update8.jpg[/img] [img]http://img.photobucket.com/albums/v160/blazea58/1Update11.jpg[/img] [img]http://img.photobucket.com/albums/v160/blazea58/1Update9.jpg[/img] [img]http://img.photobucket.com/albums/v160/blazea58/1Update10.jpg[/img] [img]http://img.photobucket.com/albums/v160/blazea58/1Update12.jpg[/img] [img]http://img.photobucket.com/albums/v160/blazea58/1Update13.jpg[/img] Expect the full version out sometime late today or tommorow. [img=images/smiley_icons/rockdover.gif]Rocked Over[/img] Also, thanks a lot to Jerad2142 for boning the Pirmera. Oh, and sorry for the double post. I can't post that many images in one post.
I am always willing to help, if you need anymore vehicles boned just ask!
Kick-ass. I can't wait for this map!!
The current beta keeps crashing on me whenever I play it for a little amount of time, sometimes just a few seconds in a plane is enough for a crash. That, while the previous beta2 worked fluently without stutters. I just hope that this version (which also seems a lot smaller, estimated size 80mb) does not have this problem so I can finally have some fun in the extended map Can't wait for the new beta
If you are getting crashes, please read the readme that came with it. It tells you to remove all previous Rp2 maps (Beta2, GT2, GT?) and their .thu files as well for beta3 to work. This map will make beta3 look like a chunk of shit though. The framerate on this map is excellent.
OMG OMG OMG OMG OMG OMG!! Can you add that desert humvee!
Looks like you guys have some pretty shiny buildings in this mod. Have you had the see trough buildings glitch that occurs with 3.0 + yet?
SEE THROUGH BUILDINGS?! I need to get 3.0+
Viking wrote on Thu, 25 January 2007 14:03 SEE THROUGH BUILDINGS?! I need to get 3.0+ You can only see objects with a second add pass through other objects ("+" meant "and higher").
No, there are no problems causes by 3.+ except for the occasional Z-fight.
Canadacdn wrote on Thu, 25 January 2007 14:23 No, there are no problems causes by 3.+ except for the occasional Z-fight. Which I might add really screws up some of Renhalo's movies. Also I noticed that RP2 only has 2 civilian vehicles, my mod has 10 civilian vehicles, one of which is the same SUV as your's (you guys must have also got your models from the same site http://www.turbosquid.com/Search/Index.cfm). Any way one is a van, one is a helicopter, and one is a race car the rest are normal civilian cars. If you guys want more of a variety I will give them all to you (I only use them on two levels and they are all already boned).
cant get to the roleplay forums anymore, my net must be stuffed (again). australian internet....sucks edit: that work for food skin made me cry a little at first sight.
Yeah, the forums' server is down for updates. The website still works though.
Quote: Looks like you guys have some pretty shiny buildings in this mod. Have you had the see trough buildings glitch that occurs with 3.0 + yet? Yea most of the high contrast comes just from the bloom, but i tend to like it, and sometimes i have gotten the see through stuff but seems to only be at the same time i get the light source bug that causes it to move. Quote: Also I noticed that RP2 only has 2 civilian vehicles, my mod has 10 civilian vehicles, one of which is the same SUV as your's (you guys must have also got your models from the same site http://www.turbosquid.com/Search/Index.cfm). Any way one is a van, one is a helicopter, and one is a race car the rest are normal civilian cars. If you guys want more of a variety I will give them all to you (I only use them on two levels and they are all already boned). Yea it is sad to say that there isen't many vehicles in total let alone civ ones. I usually take what i can get given they have a set amount of polygons and a decent texture (usually go for photorealistic over anything) so getting them can be tricky. I took a look at the pack you sent, and i can only see one Castrol car that might be salvaged since all the rest are ranging from 30-80,000 polygons, and most have no texture at all. I don't quite want 2 cars to equal the entire maps polygon count lol. I try to stick with anything under 3000, so its quite hard to do anything with the others.
Blazea58 wrote on Thu, 25 January 2007 17:05 I took a look at the pack you sent, and i can only see one Castrol car that might be salvaged since all the rest are ranging from 30-80,000 polygons, and most have no texture at all. I don't quite want 2 cars to equal the entire maps polygon count lol. I try to stick with anything under 3000, so its quite hard to do anything with the others. Super Optimize them!
lol, set the values to 90 and rip! in a feww of the ss's the gun wielded's image is a Szakolczay Type AS-2 Watchdog Automated Sentry Weapon. what is the actual gun on the character?
Quote: Super Optimize them! That also means super texture since alot of them have none at all or missing parts, so some require more work then it would take to build an entire new model lol.
That first picture reminds me of the big glass building downtown... And the dune buggies look kick-ass.
SpyGuy246 wrote on Thu, 25 January 2007 21:37 That first picture reminds me of the big glass building downtown... And the dune buggies look kick-ass. They're just the beta Renegade ones, square engine and all. Well, except with bigger shocks.
Shh, don't ruin my innocent wonder
Forums are back now. In case you were wondering... http://www.rp2.clicdev.com
love the pre-beta release topic. lol just want to know if that brain gun will turn people into chistmas trees in beta 3, or stay as a close-range shotgun with no sound. edit: are you working on any sounds yet?
What? The "Brain Gun" is just the melee powerup. It's not used in the upcoming map, as all infantry start with melee. As for sounds, yes. The ferarri sounds are back in Prebeta3. Prebeta3 was a bit of a fuckup, as everything was in a mess from Napalmic leaving. It was still better than beta2 though.
in one of your pics you were talking about not having a basketball. i noticed some scripts under mo8_basketball... dunno how they work
Probably a script for the prisoners to be playing in the basketball court.
if you are going to put ai on your map, why not a few basketballers.
Basketballers... Will there be PTs in the new beta or will you have to find vehicles for yourself?
Well, there will be no AI in the map, as it can mess up some server bots, and lags some people. Vehicles can be purchased all around the map at designated zones, but I left the Warfactory and airstrip in, for people to do c130. The vehicle factories can only buy delorians, though.
Canadacdn wrote on Sat, 27 January 2007 19:22 Well, there will be no AI in the map, as it can mess up some server bots, and lags some people. Vehicles can be purchased all around the map at designated zones, but I left the Warfactory and airstrip in, for people to do c130. The vehicle factories can only buy delorians, though. They can travel back in time right, because if they can't then they are pointless. Also If you guys are using a multi-scripts loader, and need some scripts for you mod, I can make them.
Jerad Gray wrote on Sat, 27 January 2007 21:28 They can travel back in time right, because if they can't then they are pointless. Sorry, they're just like, you know...the Rp2 Vehicle. There are Back to The Future references hidden in the map, though. Can you find them?
Still in my opinion bots dont lag unless you abuse them, like putting tons in each place. I still think it needs bots, but i am not the one doing level edit so i don't have full say on what he does lol. Stuff like custom scripts would be really helpful as alot of the stuff i do want seems impossible to get ingame because of the complexity of making them work etc. Things like mini games that actually either pay you or reward you in specific ways, like say you have basketball weapon and you fire it into a hoop it would trigger a message that you got one in, this would be good to make basketball courts with for mini games lol. As well as having stuff like purchasable health that only is used when you go in that slot and click. Or stuff like advanced slot machines with animations on cylinders that would somehow trigger upon the cylinders lining up in a specific rotation, (3 bells/3 7s etc)then having a sound play and giving you your money. As well having new water scripts to enable people to still travel into the water with a vehicle but at the same time use a boat. That alone i am pretty sure cant be done but its a hope lol. These are just concepts in my mind that would make the gameplay more enjoyable, otherwise its just a huge deathmath with cars. There is still lots of time though so i dont really worry about these aspects.
oh, and i might ask if you will fix the bug in prebeta3 of getting stuck in a commanche ontop of the hotel with a pool. it happens in air, and you can only go down to get out of it
Are any of the buildings destroyable. Would look pretty cool to have a nice death animation to a skyscraper after a nuke hitting it.
Why not release a server side version with bots added, so server owners can choose between bots and no bots? I enjoyed running round killing bots in one of the earlier versions, then the latest one came out and I was running round looking for bots to kill with no success
Yeah, should have a bots version too, there are times you just wanna go play renegade yourself vs bots when you are bored of serious online play.
Or here would be the better way to do it, make it so when the host types something it spawns bots. Like you would type "Spawn_Bots" and it would send a custom to all spawners and enable them.
I GUESS I will throw in some bots, seeing as you guys all want them so bad.
Just make them spawn under a command, we don't want the game to lag because of bots. If you put bots in don't forget to do pathfind. If you guys don't have a computer that can do a pathfind really fast I do, I did level 10's pathfind on my new computer in about 7min and that level is 2000 by 2000.
This level is about 50000 by 50000. There is no way in hell I am going to do pathfind.
I think I could probably get that done in about 2 hours and 50 min or something like that (in the end it really matters how much open space there is).
Yeah, but pathfind eats almost a gb of RAM on my machine for a 7500x7500 map, a 50000x50000 map would probably need about 6 gb or more... even if you got all that with virtual memory, it would take a LOT longer as it has to keep going back to the pagefile to find its data.....
I am just making some civilian bots standing around that you can shoot and run over. Simple as that.
simply put a script zone somewhere (marked hopefully so you cant activate them accidently or not find where to activate them) that enables all the bots. no need to have dif versions.
Simply put some path find blockers around the pathfind human generator. That way, you can still have them run around a bit, in an enclosed area, but it shouldn't kill your computer, I think thats how it works anyways, its been a while.
Cpo64 wrote on Sun, 28 January 2007 19:19 Simply put some path find blockers around the pathfind human generator. That way, you can still have them run around a bit, in an enclosed area, but it shouldn't kill your computer, I think thats how it works anyways, its been a while. Okay even though I have over 8 GB of RAM here is how you could do it, do his idea, and then create your own waypaths with innate enabled connecting these areas. If it is done right they will follow the waypaths on their own. But as a side note if you have no pathfind at all do not add bots, as much fun as it is to shoot ai that are stuck against walls.
Canadacdn wrote on Mon, 29 January 2007 10:31 8 GB of RAM? UU Tee Eff? What? BTW did you get the scripts to work?
I plan on setting them up soon, I've been busy with other stuff.
LEAVE THE MAN TO HIS L33T WORK!!! Also, pie.
nopol10 wrote on Mon, 29 January 2007 04:02 You still have to generate pathfind. Course you do... Do you know how the human generators work? Or how the path blockers work? The human generators are where pathfind is calculatedly from, and the path blockers restrict the area where pathfind is generated. So I make the assumption that it won't use as much ram, because the area that is been processed is limited. Its quite possible I'm wrong, but I don't think I am.
I have more important things to do than add bots right now, but I will mess around with pathfind after everything else is done.
Cpo64 wrote on Mon, 29 January 2007 20:48 nopol10 wrote on Mon, 29 January 2007 04:02 You still have to generate pathfind. Course you do... Do you know how the human generators work? Or how the path blockers work? The human generators are where pathfind is calculatedly from, and the path blockers restrict the area where pathfind is generated. So I make the assumption that it won't use as much ram, because the area that is been processed is limited. Its quite possible I'm wrong, but I don't think I am. You are correct.
Haven't tried this without pathfind but you could try it. Give the bots the script m08_goto_star. Or maybe it's m03. It makes the bot go directly after a human controlled player (no matter what team). I used it to make some very deadly Hum-Vee bots in my map Mutant's Revenge.
No they will still get stuck on wall if there is no pathfind.
Yea i do remember a long time ago Napalmic had started setting up the pathfinding and he did have a ton of areas that had pathfind blockers as you would put it, The areas in green were the areas bots could go, where as red was a totally restricted area for the bots far as i can remember atleast. I am sure it wont kill anyones computer by having just a few bots in seperate locations itself that cannot stray. Like having them inside interiors only wouldnt take much if you made your own pathfinding blockers?
i dont think you need to have pathfind for gostar. i forgot to generate a level, but it still worked.
dthdealer wrote on Mon, 29 January 2007 23:18 i dont think you need to have pathfind for gostar. i forgot to generate a level, but it still worked. It will get stuck on walls.
Yea with a map this size that is a huge problem, where as most people make a map based on the 300 metre view range, as well as having an open area for the bots to explore, where as roleplay 2 has things from tiny curbs, to bus stops, benches, buildings etc that it would have to dodge. That's kinda why i think we should only have them indoors just to avoid having problems. This can still simulate that they are in their working environment and thats where they belong.
Blazea58 wrote on Mon, 29 January 2007 23:55 Yea with a map this size that is a huge problem, where as most people make a map based on the 300 metre view range, as well as having an open area for the bots to explore, where as roleplay 2 has things from tiny curbs, to bus stops, benches, buildings etc that it would have to dodge. That's kinda why i think we should only have them indoors just to avoid having problems. This can still simulate that they are in their working environment and thats where they belong. Pathfind would keep them form getting stuck on any of that stuff, the only problem is the amount of time it would take to generate.
convince local uni to allow you to use their computers!
You can't divide pathfind up over multiple computers unfortunately.
Sorry for all the delay here, folks. Exams take priority over Renegade.
He is right, exams and work, but besides that not much.
Big update: Visible Drivers and Flashlights are done! Thanks a million to Jerad2142 for the scripting. [img]http://img78.imageshack.us/img78/3539/rp2bikevisiblemq6.jpg[/img] [img]http://img78.imageshack.us/img78/1849/rp2buggyvisiblewh1.jpg[/img] [img]http://img129.imageshack.us/img129/3075/untitledrg8.jpg[/img] [img]http://img128.imageshack.us/img128/1562/untitledzp7.jpg[/img] In case you are wondering, yes. All the characters are visible in vehicles, but only the SWAT guy has the flashlight.
Happy to see you got the flash light working.
They should have these type of things in regular aow.. Flashlights, visible drivers. etc. Nice work.
I thought you had a map of RP2, on closer inspection it turned out to be links head.