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Haunted House 2 - RELEASED (check page 6) [message #21375] Mon, 19 May 2003 17:21 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Guess now would be a good time to mention it - if Renegade crashes to desktop the first time you load the map, try reloading the map. For some reason it does that sometimes (and I think it's because of a bug with the .thu file generation). If you have any other problems try deleting the old .thu file, and if that doesn't work, try redownloading the map.

Me and blazea58 had problems with a test ver earlier because of a mix of bad transfers, off versions, and the ctd's on .thu file generation.


There shouldn't be much of a problem with the finished version of the map though, just make sure you've got a reliable download source.
Haunted House 2 - RELEASED (check page 6) [message #21379] Mon, 19 May 2003 17:30 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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iv got my places.. Wink

FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #21422] Tue, 20 May 2003 00:34 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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"Best DM map out yet"

- Titan

You'll hear this from quite a few folks once its released.

I'd like to see someone top this!?!?!
Haunted House 2 - RELEASED (check page 6) [message #21532] Tue, 20 May 2003 18:12 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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Best "Fucking" Dm Map Ever Released.

Top that.


FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #21598] Wed, 21 May 2003 08:30 Go to previous messageGo to next message
Imdgr8one is currently offline  Imdgr8one
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The "shiznittest mother fucker" out there Very Happy

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Haunted House 2 - RELEASED (check page 6) [message #21971] Fri, 23 May 2003 15:02 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
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This map is really fun. I played it on Renbattle with 34 players and the gameplay was really good. Nod try and defend their downstairs base whilst GDI attack from their camp. Lots of hidden passages too.

Here are some screenies:

http://www.btinternet.com/~glenn_hunt/ScreenShot04.jpg
http://www.btinternet.com/~glenn_hunt/ScreenShot05.jpg
http://www.btinternet.com/~glenn_hunt/ScreenShot06.jpg
http://www.btinternet.com/~glenn_hunt/ScreenShot07.jpg
http://www.btinternet.com/~glenn_hunt/ScreenShot08.jpg
http://www.btinternet.com/~glenn_hunt/ScreenShot09.jpg
http://www.btinternet.com/~glenn_hunt/ScreenShot10.jpg

_General Havoc


Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
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Scripts.dll Debugger, Map Scripter and Tutorial writer

Computer Science Bsc
Aston University in Birmingham, UK
Haunted House 2 - RELEASED (check page 6) [message #21987] Fri, 23 May 2003 18:43 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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The map should go from fun to absolutely amazing with the changes and additions in haunted house 2. I'm looking foreward to finishing it as soon as possible. So far I'm looking to try to have it finished in 1.5 weeks.

I could've had it done sooner if either of two quick vis optimization methods that had been suggested to me had worked well. Unfortunately I need to do it the time consuming and specific way (the way I had done it in haunted house 1, albiet with some improvements), which will take a few days to do after I finish the little bit of modeling and texturing left (3-4 doors left and the texturing for a couple of doorways for the most part).
Haunted House 2 - RELEASED (check page 6) [message #21989] Fri, 23 May 2003 18:45 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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Wait until you play part2 Gen havoc. Shocked Shocked Shocked
Haunted House 2 - RELEASED (check page 6) [message #22105] Sun, 25 May 2003 00:48 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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the gmax file for haunted house 2 went corrupt - just as i had figured out what to do about the camping issues. Unless I recover it, I'll have to work from a backup, losing hours of work - and pushing the release date to about 3 weeks from now.
Haunted House 2 - RELEASED (check page 6) [message #22169] Sun, 25 May 2003 18:44 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Can't recover it, working from the backup
Haunted House 2 - RELEASED (check page 6) [message #22175] Sun, 25 May 2003 19:31 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
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take your time bro...

ive had that glactic map go curropt on me...its fustrating. Mad

I suggest just taking your time and not rushing this...
Haunted House 2 - RELEASED (check page 6) [message #22176] Sun, 25 May 2003 19:31 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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DAM THAT FUCKING.. AND I MEAN, IN THE MOST POSSABLE WAY.. SUCKS! Take your Time Recovering it.. Don't Forget to Save Offention Smile

^^^ :rolleyes: Me and titan Posted at the same Time :rolleyes: ^^^


FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #22329] Mon, 26 May 2003 23:42 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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For the most part it's all back to where it was, and some new things have been done.

To prevent camping, and to add a little more to the gameplay of the map, the new version of the map is going to have objects representing each side's barracks, power plant, and refinery. You'll be able to attack and (with enough effort) destroy the objects, causing the same kind of losses as losing the actual structure (can't buy characters without a barracks, stuff costs twice as much without a power plant, no flow of cash without a refinery, and if you lose all, you lose that round). There won't be any quick-kill mct's, but 2-3 hotwires can still take out a structure if left unattended for long enough. Repairing will be quick enough to stay with the action, but not too quick to make things impossible. It'll be simmilar to normal cnc-mode attack/repair times.

At the moment, only the barracks models are done -- GDI's using the two tents in their camp, Nod's using two control panels in the main research room (the one with the large hologram). The refineries will be made to look like portable tiberium processing machines, and the power plants will be made to look like portable field generators.

The timed c4 on hotwires has been fixed, (for some reason either since hh1, or since early in hh2's work, they were missing their timed c4) . Both hotwires and techs now start with 3 proximity c4, but reloads still won't be free (600 for every pack of 3). I'm considering also raising the price of the hotwires and techs to 600 each.

The health/armor augmentations have been limited to just two boxes of tiberios (one in the cafeteria and one in the kitchen). This is to prevent excessive camping at either site which resulted in super-players who were difficult if not impossible to defeat.

By health/armor augmentations I mean the increases to the maximums -- not just refills for characters who aren't at full health/armor.

I'm pretty much at the point where I can start vis optimization (and then there's just testing and finishing the new power plant and refinery models).
Haunted House 2 - RELEASED (check page 6) [message #22343] Tue, 27 May 2003 05:48 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Most of the work on the map is done. I have a couple of models to create but they won't take very long to create. FPS on the map at least for me, is about 50-60 average - about the same as the first map.

the renX side of the vis optimization on the map is somewhere between 75 and 100% complete, I may not need to do anymore in renX but if there's anything I can't get to display in the level editor, I'll need to go back to renX. I'm likely between 1.5 and 2.5 weeks from completing the map - most of it will be cleaning up small vis bugs and beta testing. There's still a chance that some major bug might come up, but after dealing with the problems of haunted house 1, I don't think I'm going to have as much of a problem fixing anything in this version.
Haunted House 2 - RELEASED (check page 6) [message #22347] Tue, 27 May 2003 08:51 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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Don't Forget Update your backuped Copy!

And Save Often Razz


FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #22355] Tue, 27 May 2003 10:09 Go to previous messageGo to next message
Imdgr8one is currently offline  Imdgr8one
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Just beta tested. I crapped my pants.

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Haunted House 2 - RELEASED (check page 6) [message #22396] Tue, 27 May 2003 15:09 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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WHAT?!!?!?!?!?!?!?!?

*gets on IM*


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Haunted House 2 - RELEASED (check page 6) [message #22407] Tue, 27 May 2003 15:45 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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So, you got an updated ETA for the v2, JRP?

Can't wait! Very Happy


Haunted House 2 - RELEASED (check page 6) [message #22432] Tue, 27 May 2003 17:04 Go to previous messageGo to next message
Imdgr8one is currently offline  Imdgr8one
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I am still cleaning it up Very Happy This map is the ownage.

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Haunted House 2 - RELEASED (check page 6) [message #22650] Thu, 29 May 2003 03:51 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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I finished the power plant model for both sides earlier -- GDI's power plant is in the kitchen, nod's is in the cafeteria. I still have to make the refinery models sometime soon, not sure where I'm going to place them.

The 1.5 week deadline is looking more and more sure as I'm working on the map. There's still a lot of cleaning up to do as far as vis errors go but I'm pretty sure I have enough time to stamp out most of 'em if not all of 'em.

There's a moderate chance that I'll end up releasing two versions of the map -- one a pure deathmatch version without any building objects to blow up, and the other version with the building objects to blow up (with the standard cnc-mode rewards and detriments for destroying losing one or all of them).
Haunted House 2 - RELEASED (check page 6) [message #22820] Fri, 30 May 2003 06:08 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Here's some screenshots of the power plant and refinery models:

Power plants (portable field power generators)
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/gdi_pp.jpg
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/nod_pp.jpg

Refinery (portable tiberium processing machines)
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/gdi_ref.jpg
http://pjrp.unleashed.ws/gamemods/hauntedhouse/v2work/nod_ref.jpg
Haunted House 2 - RELEASED (check page 6) [message #22824] Fri, 30 May 2003 06:30 Go to previous messageGo to next message
maytridy is currently offline  maytridy
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Holy shit Shocked . Those are sweet. Did you model and sking them?! If so, great job!

Haunted House 2 - RELEASED (check page 6) [message #22835] Fri, 30 May 2003 09:12 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Yea, I modeled and textured 'em. I'm glad you like 'em.

I'm still working on the map - most of it is just placing manual vis points, which will take me a while to do.

Also, I'm looking at the possability of moving the Nod refinery to the jail/containment area -- so you don't have to attack it through the main research room (the main research room conrains the nod barracks, which will likely be the more defended than the other structures).
Haunted House 2 - RELEASED (check page 6) [message #23019] Sat, 31 May 2003 09:16 Go to previous messageGo to next message
Havocman is currently offline  Havocman
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Nice Mobile Models.. Think you are gonna release them to the public?

FUCK YOU ALL. Im Leaveing.
Haunted House 2 - RELEASED (check page 6) [message #23080] Sat, 31 May 2003 14:25 Go to previous messageGo to previous message
JRPereira is currently offline  JRPereira
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I dunno if I'm going to release the models, I haven't decided yet. I'd prefer that mappers make their own models though - makes things more unique and original.
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