Home » Renegade Discussions » Mod Release Forum » [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
[FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta [message #370356] |
Tue, 03 February 2009 20:39 |
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rrutk
Messages: 617 Registered: June 2007
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[FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
Download at:
http://www.moddb.com/mods/the-virtual-westwood-museum-mod
As for the moment you can also this link:
http://tw.united-forum.de/Renegade/rrutk/Virtual-Museum-Mod%200.3%20Beta.zip
Impression:
Playable additional units:
Changelog
As you can see, I have deleted all the maps from the old Versions.
Version name system changed, because it's still a beta.
ATM there is only one map included, VM_TheTwoTowers, made by me.
It's a large map with enough space for most of the old or unused stuff, including naval units and all Renegade2-models.
Enjoy!
More, but smaller maps with more stuff will follow soon.
Installation
How to install this Mod...
1) Have Renegade (Version 1.037) installed
- Yes, it will work with "The First Decade" Version of Renegade
2) Install the latest scripts update (at the moment Version 3.4.4)
- this is very important, otherwise the mod will not work
- I've included the exe-version within this zip package
- alternate download location: http://ren.game-maps.net/index.php?action=category&id=79
3) Copy the file "Virtual-Westwood-Museum-Mod.pkg" into your Renegade\Data folder
4) Copy the file "hud.ini" into your Renegade\Data folder
- this mod is not compatible with other huds, e.g. "D6HUD v1.0 by cAmpa & DeathLink6.0":
- if you already use an hud.ini, make a backup of it and replace the file
5) Copy the file "cameras.ini" into your Renegade\Data folder
- you can overwrite an existing file
- just make a backup
- for playing Renegade with RenGuard, you have to remove this file from your directory
- after this, this mod will not work properly
6) Re-Start Renegade
7) For testing:
- go to: Multiplayer LAN -> Host Game -> Map Cycle
- select the Mod-Package "Virtual-Westwood-Museum-Mod"
- add the map to your cycle-list (ATM only VM_TheTwoTowers.lsd)
- go to: Advanced -> make sure, "Dedicated Server" is OFF
- go to: Basic -> set Number of Players to 1
- Start the game
For multiplayer gaming:
- set up a server this way
Have Fun!
rrutk
How to enter naval vehicles
- How to enter/exit a naval vehicle:
- ENTER:
- from pier (or elsewhere with a mesh between you and the vehicle), just go as close as possible to the vehicle
- see enter_naval_vehicle.jpg
- if there is no mesh between you and the vehicle, it has a large enter-area
- EXIT:
- exit is only possible in one direction: to the front (bow) of the vehicle
- you have to figure out a good position for exit
- so it's up to you to stop the vehicle with the bow in direction to the ground and not to drown
Readme and known bugs
THE VIRTUAL WESTWOOD MUSEUM MOD
V 0.3 Beta (Out 04.02.2009)
#################################################################
# !!! YOU NEED THE ACTUAL RENEGADE-SCRIPTS TO PLAY THIS MOD !!! #
# #
# Install: scripts344.exe included in this package! #
# #
# Place hud.ini into your Renegade\Data-folder #
# Place cameras.ini into your Renegade\Data-folder #
# #
# !!! Read the "Installation.txt" !!! #
#################################################################
This Mod is desiged to be a virtual museum for old original Westwood assets...and to have fun with it
It's not compatible with RenGuard because of the expanded cameras.ini
Map: Westwood/Mod by rrutk
Assets: Westwood (almost all)
Some Scripts: madrackz (Thanks!)
Of course you are free to use the fixed vehicles/assets. Please refer in the credits.
-------------------------------------------------------------------------------- -----------------------------------------------------------------------------
General Changes:
Done:
- changed purchase logic to "Expanded Vehicle Factory set of scripts" by Matt Bailey "Whitedragon"
- increased vehicle limits
- flying, ground and naval units are separated now
- naval construction zones are marked with seabuoys
- use PT-Sidebar instead of Standard-PT-Menu (Up/Down-Arrows from APB by Venompawz)
- Sidebar designed with Old Beta elements
- the Sidebar includes all units from the "Extras"-PT-Entries
- the "Extras"-PT-Entries will automatically be enabled
- Made GDI MRLS Turret turnable
- Inserted Renegade-Stuff:
- Old Loadscreen
- Old Scope
GDI:
Weapons GDI:
- Old GDI Pistol
Vehicles GDI:
- Old GDI Harvester (AI, tracked - fixed by Di3HardNL)
- Old GDI Harvester (wheeled - Dollar-Animation by NeoSaber); with PT-Icon
- Old GDI Humvee; with PT-Icon
- Old GDI Medium Tank (fixed by ?/rrutk); with PT-Icon
- Old GDI Mammoth Tank (fixed by ?/rrutk); with PT-Icon
Naval Vehicles GDI:
- Old GDI Light Transport Hovercraft; with PT-Icon
- SP GDI Heavy Transport Hovercraft; with PT-Icon
- SP GDI Personal Transport Hovercraft; with PT-Icon
- SP GDI Gunboat; with PT-Icon
- I gave it a can-weapon against submarines (secondary fired from stern)
- GDI-Skinned SP Submarine (in SP only NOD has Submarines); with PT-Icon
- I gave it a torpedo weapon
- How to enter/exit a naval vehicle:
- ENTER:
- from pier (or elsewhere with a mesh between you and the vehicle), just go as close as possible to the vehicle
- see enter_naval_vehicle.jpg
- if there is no mesh between you and the vehicle, it has a large enter-area
- EXIT:
- exit is only possible in one direction: to the front (bow) of the vehicle
- exit is only possible, if there is no mesh between the vehicle and the ground (not possible at pier!)
- so it's up to you to stop the vehicle with the bow in direction to the ground and not to drown
Flying Vehicles GDI:
- Old GDI Orca Helicopter; with PT-Icon
Characters GDI:
- Engineer alternate outfit; with PT-Icon
- MiniGunner alternate outfit; with PT-Icon
- MiniGunner second alternate outfit; with PT-Icon
- Maus; with PT-Icon
- Locke; with PT-Icon
- Old Havoc (= Logan); with PT-Icon
- Female Civil Resistance (I named her "Leila"); with PT-Icon
NOD:
Weapons NOD:
- Old NOD Pistol
- Old SBH Laser Rifle (skin by Commando)
- Old Laser Chain-Gun (skin by Commando)
Vehicles NOD:
- Old NOD Harvester (AI, tracked - fixed by Di3HardNL)
- Old GDI Harvester (wheeled - Dollar-Animation by NeoSaber); with PT-Icon
- Old NOD Buggy (fixed by Slash0x); with PT-Icon
- Old NOD Bike (fixed by ?); with PT-Icon
- Old NOD Light Tank (fixed by ?); with PT-Icon
- Old NOD Medium Tank (fixed by exdeath); with PT Icon
- Old NOD Flame Tank (fixed by ?/rrutk); with PT-Icon
- Old NOD Truck without Load; with PT-Icon
- SP NOD Truck; with PT-Icon
- Old NOD Apache (Version 1); with PT-Icon
- Old NOD Apache (Version 2); with PT-Icon
- use alternate outfit button
- SP NOD SSM Missile-Launcher; with PT-Icon
- I reboned it to be useable in multiplayer
Naval Vehicles NOD:
- Old NOD Light Transport Hovercraft; with PT-Icon
- SP NOD Submarine; with PT-Icon
- I gave it a torpedo weapon
- NOD-Skinned SP Gunboat (in SP only GDI has Gunboats); with PT-Icon
- I gave it a can-weapon against submarines (secondary fired from stern)
- How to enter/exit a naval vehicle:
- ENTER:
- from pier (or elsewhere with a mesh between you and the vehicle), just go as close as possible to the vehicle
- see enter_naval_vehicle.jpg
- if there is no mesh between you and the vehicle, it has a large enter-area
- EXIT:
- exit is only possible in one direction: to the front (bow) of the vehicle
- exit is only possible, if there is no mesh between the vehicle and the ground (not possible at pier!)
- so it's up to you to stop the vehicle with the bow in direction to the ground and not to drown
Flying Vehicles NOD:
- SP NOD Commanche Attack Helicopter; with PT-Icon
- gave it the original machine gun & rocket weapon
- at the same PT button like the Apache, because the PT-list is full; use alternate outfit button
Characters NOD:
- Old Minigunner Outfit (fixed by Canadacdn)
- Old Minigunner Officer Outfit (fixed by EatMyCar/Carnotaurus)
- Old Flame-Thrower Outfit with backpack (fixed by ?)
- Old Chem-Warrior Outfit with backpack (fixed by ?)
- Old Sakura Outfit; with PT-Icon
- Sakura-Dead6 Alternate Outfit (made by ?); with PT-Icon
- this is not original WW as far as I know, but an WW minded outfit like you see on loadscreen_lvl05_3.tga
- First Mate; with PT-Icon
- Sea-Captain; with PT-Icon
- Civil Petrova; with PT-Icon
- Mutant Petrova (as alternate Outfit); with PT-Icon
- Kane; with PT-Icon
- Kane hologram outfit; with PT-Icon
- Mr.Tickles; with PT-Icon
- if you buy him, dont stand to close to the purchase terminal - he will get stucked!
- because his model is to big, he is also not able to climb onto the outpost towers
- Renegade Purchase Icon Templates and some Icons by Taximes/Halo38
- Inserted Renegade2-Stuff (Soviet belongs to NOD; Allieds belongs to GDI):
Look at the included pictures of the vehicles made by Westwood!
Vehicles Soviet:
- Soviet Rhino Tank; with PT-Icon
- Soviet Apocalypse Tank; with PT-Icon
- I gave the tank a very basic original soviet texture, the color grades are WW
It came untextured with the Westwood file package
There was a texture-map included (v_sov_atk.tga), maybe someone can re-texture the tank with this
Vehicles Allied:
- Allied Prisma Trank; with PT-Icon
- I reconstructed the original beam weapons (primary/secondary) and gave the tank a very basic original allied texture
It came untextured with the Westwood file package
- Allied Light Tank; with PT-Icon
- Allied Grizzly Tank; with PT-Icon
Flying Vehicles Soviet:
- Soviet Vulture Helicopter (fixed by Halo38/rrutk); with PT-Icon
- Soviet Kirov Airship; with PT-Icon
- I animated the model including its bomb attack weapon
Flying Vehicles Allied:
- Allied Transport Helicopter (fixed/skinned by Assassin); with PT-Icon
- Renegade2 Purchase Icon Templates by Assassin
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VM_TheTwoTowers:
- Inserted Renegade-Stuff:
Buildings GDI:
- GDI Outpost Tower (made by Halo38)
- based on an unfinished Westwood model
- working as a watchtower and sniperspot
- Old GDI Small Outpost Tower (part of the unfinished Westwood model above)
- Old GDI Repairpad
- Old GDI Tiberium Silo (fixed by sgtmay/rrutk); it gives 1 credit per 5 seconds until it's destroyed
- Old GDI Heli-Pad (fixed by Aircraftkiller)
- Old GDI Airstrip; fixed and working, but ATM switched off as Deco
- Old GDI Communications Center [without the underground floor]; fixed and working; but ATM switched off as Deco
- Old GDI Guard Tower, Version 1 (fixed by Aircraftkiller)
- Old GDI Guard Tower, Version 2 (fixed by Aircraftkiller)
- GDI-Skinned SP Pier; used as necessary building for the naval units
- because the Pier is a little bit far away from the rest of the base, there is a teleport-zone from Barracks to Pier and back:
- use the teleport-pedestals in Barracks and Pier
- Piershack
- Old GDI Console (as GDI Pier MCT)
- GDI-Skinned SP SAM Site (in SP only NOD has SAMs)
Vehicles GDI:
- Destroyed GDI Light Transport Hovercraft; as Deco
Buildings NOD:
- Old Hand of NOD
- NOD Outpost (made by Halo38)
- based on an unfinished Westwood model
- working as a watchtower and sniperspot
- Old NOD Repairpad
- Old NOD Tiberium Silo (fixed by sgtmay); it gives 1 credit per 5 seconds until it's destroyed
- Old NOD Heli-Pad; fixed by Aircraftkiller
- Old NOD Construction Yard; as Deco
- these files are quiet old and complete broken
- it has no mesh-prefixes usable for the building controler
- because I know no way to rename the meshes in the w3d-file, I guess, this building will never be able to be switched on
- SP NOD Pier; used as necessary building for the naval units
- because the Pier is a little bit far away from the rest of the base, there is a teleport-zone from HON to Pier and back:
- use the teleport-pedestals in HON and Pier
- Piershack
- some Load from Old NOD Truck as Deco
- Old NOD Console (as GDI Pier MCT)
- NOD Big Gun (Big Turret = Shore Defence Cannon)
- Old NOD Gun-Emplacement; can be manned as shore defence too
- Old NOD Mobile Gun-Emplacement; fixed, as Deco, but can be manned as base defence too
- SP SAM Site
Buildings & Characters Mutants:
- Mutant Lab (Science Facility); fixed by Aircraftkiller, not destroyable
- inside there are 3 different Purchase Terminals, where you buy mutants of your team color (from SP) per poke:
- Mutant Initiate (0 $)
- Mutant Acolyte (250 $)
- Mutant Templar (500 $)
- outside you see a fallen barrel with liquid tiberium leaking out to the ground
- if you enter a small area around it, your infantry character will change to:
- Visceroid (without $)
- Inserted Renegade2-Stuff (Soviet belongs to NOD; Allieds belongs to GDI):
Natural: Trees, Bushes, Grass, Rocks
Buildings Soviet:
- Big Walls (Towers + Walls) for NOD & GDI; used Renegade GDI-Logo for GDI-Version of this
-------------------------------------------------------------------------------- -----------------------------------------------------------------------------
Known Issues (fixed soon):
- Vehicles will get stuck near or over Ladders !
- this will be fixed in a new version of the scripts.dll shipped with the "Tiberian Technologies Patch"
- re-entering the vehicle helps at the moment (but not in the air, of course)
- Attack announcement messages from friendly fire
- scripting problem, script needs bugfix (madrackz)
Known Issues (help needed):
- VM_TheTwoTowers needs a good VIS-System (looking for a good mapper!!!)
- Mr.Tickles model is to big
- if you buy him, dont stand to close to the purchase terminal - he will get stucked!
- he is also not able to climb onto ladders
- Old Sakura texture glitching while moving
- dont know, what the reason for this is - the problem occurs in game not all the time
- dont land with a submarine or drive close to beach - your vehicle will get stuck (worldbox?)
Known Issues (not fixable): - you can see water inside the NOD/GDI Submarines
- I wanted the Transport Hovercrafts be able to really transport other vehicles
- unless someone finds a way from blocking only naval units at the sea/land-border it's not possible
Miscellenous:
- the message-sounds for the new buildings are only in german at the moment
- if someone can build them in good quality from snippets of the english .wav's, I will include them too
-------------------------------------------------------------------------------- -----------------------------------------------------------------------------
ToDo in Future:
General:
- insert english attack/killed/repaired-messages for the new buildings
- adjust Old Sniper Scope
- find use for GDI Airstrip (e.g. with an airstrike)
- make texture for GDI Light Transport Hovercraft from FX-texture "huvercraftmap.dds"
- improve the texture of Soviet Apocalypse Tank and Allied Prisma Trank
- insert an second Apoc tank version with this texture: v_sov_atk.tga
- insert Old GDI OrcaLift (fixed by Genocide) - looking for its textures !
- insert Singleplayer GDI A10-Aircraft & Old NOD SU-27-Aircraft (e.g. for scripted cinematic airstrikes)
- insert Old GDI APC (textured wheels)
- cut more terrain below the buildings of VM_TheTwoTowers
Other Maps:
- insert Old GDI Refinery (new map)
- insert ground floor of Old GDI Communications Center, improve texture
- make an Infantery-only-Map (Winter) and with other versions of Old GDI & NOD Tiberium Silo
- insert Big Walls in destroyed condition (as deco in other map)
- DM Map with Old Bunker
- insert Ren2-Cliff
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HELP WANTED
To the moment I worked on this mod for about 800 to 1000 hours.
It's a 1-man-project and ATM I'm completly tired of it and will take (or need) a little break from modding, e.g. just for enjoying gaming. By the way, it would be nice, if i would be able to play my own mod with some people!
I think, this Mod is really good, but the map needs a acceptable VIS System. I tried to make it, but I failed. I made two VIS layers and got framerates like a dream (~130 FPS average), but RenX failed to export more VIS layers. So removed VIS (only the buildings have vis sectors), because all the terrain disapeared while flying with a heli.
It would be GREAT, if some mapping god could set up a VIS.
And I promise, all further maps will be MUTCH smaller. This was my first map.
[Updated on: Wed, 04 February 2009 05:56] Report message to a moderator
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[FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: rrutk on Tue, 03 February 2009 20:39
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: Goztow on Wed, 04 February 2009 01:25
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: rrutk on Wed, 04 February 2009 08:08
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: rrutk on Thu, 05 February 2009 09:38
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: ErroR on Thu, 05 February 2009 09:58
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: rrutk on Thu, 05 February 2009 10:03
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: ErroR on Thu, 05 February 2009 10:24
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: rrutk on Thu, 05 February 2009 11:35
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: ErroR on Thu, 05 February 2009 11:44
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: ErroR on Thu, 05 February 2009 13:15
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
By: rrutk on Sat, 07 February 2009 10:21
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Re: [FULL RELEASE]: The Virtual Westwood Museum Mod 0.3 Beta
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