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Re: RA_Fjord [message #451682 is a reply to message #447913] |
Mon, 15 August 2011 19:41 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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Regarding ramps on the structures, I'm going to create custom ramps for some of the buildings that are better served with ramps. I will make it so that you can't land on top of the Shrine of Nod, since there's nowhere you can put ramps on it that would make any logical sense.
The Communications Center, Advanced Communications Center, and Power Plants will use elevators to reach the building exteriors. The Hand of Nod, Airstrip, Weapons Factory, Tiberium Refinery, and Construction Yard will use ramps to do the same thing.
The Barracks is a special case. I will have to design a different type of ramp for it, but I'm not sure how I'll go about it yet.
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Re: RA_Fjord [message #451870 is a reply to message #447913] |
Thu, 18 August 2011 14:28 |
Cebt
Messages: 167 Registered: February 2003 Location: Denmark
Karma: 0
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Recruit |
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holy crap!
i'm impressed you guys still make stuff for this game i remember back in 2003 when i started doing stuff for renegade..
nice job Aircraftkiller, looks great! but then again.. i remember alot of your work.
I Believe In Power, Wisdom And Courage
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Re: RA_Fjord [message #451887 is a reply to message #451879] |
Thu, 18 August 2011 23:19 |
Gohax
Messages: 738 Registered: January 2009
Karma: 0
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Colonel |
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Aircraftkiller wrote on Thu, 18 August 2011 20:53 | Yep, it's been a while since I've seen you around Cebt!
I'd also like to say that I think I'm almost finished with the development. Game-play tests are going to be soon. I want to add SAM Sites to the Nod base and remove the ability for the Obelisk to fire at airborne units. Once that's done, we'll test it out and see how it works. I'm also removing/minimizing the ramjet/sniper damage against Orcas, Apaches, and Transport Helicopters.
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As I do like this idea, (making orcas/apaches stronger against ramjets) I think it isn't needed (unless the map is pretty big.)
There's quite a bit of cover, judging from the ss, for the orcas/apaches to hide behind. I'm usually for upgrading armor in the orcas/apaches, but lately I have noticed it isn't really needed.
On a sidenote, the map is looking really good man. I like the work you did on the ramps for the buildings. Ref was pretty nice.
Quote: | ·OTBot·Gohax killed beerfull4 (Black Hand Sniper/Sniper Rifle Vs. Deadeye/Sniper Rifle).
·OTBot·beerfull4: see that for sure a auto aim
·OTBot·beerfull4: u know how i can tell
·OTBot·Gohax: LOL
·OTBot·Gohax: how can you tell?
·OTBot·beerfull4: becuz your american and americans are like that
·OTBot·Gohax: LOL!
·OTBot·beerfull4 has left the game.
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Re: RA_Fjord [message #451896 is a reply to message #451888] |
Fri, 19 August 2011 02:17 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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Aircraftkiller wrote on Fri, 19 August 2011 08:36 | Snipers will be able to hide almost anywhere on this level. The bushes offer a huge amount of cover, as do the ice formations, and the ore mines, and the civilian village... SAM Sites are an important defense for Nod. They're not easy to destroy - I'm working on getting them to pop-up when aircraft approach. They will attack you from a long distance, so you can't simply approach the Nod base with impunity.
I'm making it so that all rocket launchers have homing missiles, so the airborne units will not dominate. They will also be specialized. The Orca will fire missiles, the Apache will fire its cannon. I don't want them to dominate the levels like they do now, if there are no counters available.
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You mean like animated SAM Sites that rise from a hole in the ground when aircraft approaches the enemy base? That would be awesome.
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Re: RA_Fjord [message #451978 is a reply to message #447913] |
Sat, 20 August 2011 00:31 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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I've made a substantial amount of progress so far. I isolated why it's crashing with help from Jonwil, apparently some sound file was causing the issue. I think it was the bitrate and bit depth of the new sounds I developed, including the "woosh" sound that the blossom tree makes. I've re-encoded the WAV files so they're hopefully compatible with Renegade's engine, so now it shouldn't crash.
The SAM Sites work like a dream. It's really amazing getting that sensation that you're really in the world of C&C when you approach an Obelisk with an Orca and you realize that the little box that just popped out of the ground is about to murder you.
I may have a beta available to scripts 4.0 testers, since they're the only ones who can play it now, within three days. I'm aiming for tomorrow but I'll see what I can do.
Changelist so far:
The Repair Facilities and Tiberium Silos now use the CnCMCTSkin armor type, so they take extra damage and are easily dispatched with any type of C4, excluding proximity.
The new Construction Yard building controllers were added. They repair rather quickly and will make it difficult to destroy base structures until they're removed. I would suggest making them a priority target.
The Advanced Communications Center and Shrine of Nod now prevent beacon purchases if they're destroyed.
SAM Sites are almost overpowered versus aircraft, will probably need to tone down their damage by 25% to 35% - play testing will help.
The Nod Obelisk cannot attack airborne units, but Nod has three SAM Sites that protect the base from airborne threats.
[Updated on: Sat, 20 August 2011 00:32] Report message to a moderator
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Re: RA_Fjord [message #451999 is a reply to message #447913] |
Sat, 20 August 2011 04:58 |
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Tupolev TU-95 Bear
Messages: 1176 Registered: April 2009 Location: Rìoghachd Aonaichte
Karma: 1
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General (1 Star) |
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Nice job on RA_Fjord I like the scenery as well as the Nod base
Decent people = Reaver11, ErroR, all of the mods and admins, DRNG Naffets199, Amber, Dover, GEORGE ZIMMER,Zeratul, Starbuzzzz, kane,R315r4z0r,gnoepower, Danpaul88,HaTe,WNxVerty Tiberian Technologies Generalcamo, , . If you want me to add you on the decent peoples list PM me.
Quotes or w/e Toggle
Zeratul2400 | .AIRCRAFT KILLER YOU AR NOT JUST A BIG JACKAS AND YOU THE BIG HEAD JUST YOU CREATE GLACIER FLAYING FUCK YOU BIG JAKAS YOUR MAPS IS BAD YOU WANT I WRUGHT THIS THE MAPS IS BAD HEY IS 1 YEAR
YOUR PROMESS A CON YARD WIRH A SINGLE PLAYER POWER PLANT IN ONE
MAPS AND IS DONT JUST ACK I TELL IT ALL REPLYER IN THIS FORUM I DESLIKE YOUâ„¢ 2003
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Zeratul PT2 zeratul2400 wrote on Mon, 10 November 2003 09:49 | GENOCIDE YOU AR NOT JUST A BIG JACKAS AND YOU THE BIG HEAD JUST YOU CREATE DUSK FLAYING FUCK YOU BIG JAKAS YOUR MAPS IS BAD YOU WANT I WRUGHT THIS THE MAPS IS BAD HEY IS ONE YEAR YOUR PROMESS A WARPATH MOD WERKING BUT IT NO WORK AND DONT JUST GENOCIDE I TELL IT ALL REPLYER IN THIS FORUM I DESLIKE YOU.
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lolnikki6ixx wrote on Wed, 09 June 2010 05:11 | With only 14 people living in Canada, the retarded one was bound to show up around here sooner or later.
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HaTe wrote on Sun, 04 July 2010 16:17 |
Good-One-Driver wrote on Sun, 04 July 2025 01:37 | everything is possible just need to know how to code
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Jumping from the empire state building onto concrete head first and surviving is possible if I know how to code? Wow, teach me please.
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CarrierII wrote on Mon, 19 November 2007 22:35 | I am in a bad mood with you, you wasted my time.
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Altzan wrote on Wed, 30 September 2009 14:10 |
Dreganius wrote on Wed, 30 September 2009 07:27 |
Good-One-Driver wrote on Wed, 30 September 2009 09:03 | lol fuckin russians damn communists
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That was the worst comment to this thread ever.
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Nightma12 wrote on Wed, 08 June 2011 14:27 | your mum is a stupid language
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reborn wrote on Sun, 20 November 2011 11:54 | Liquedv2, yew need to branch out a little on your thinking. I'm sure you'll twig it soon enough, but you're barking up the wrong tree.
The map is budding with new ideas and great game-play, AitcraftKiller just has to get to the root of the problem, it seems to have him pretty stumped right now.
Leaf him alone, he's doing a good job. I'm going to go out on a limb here, and say this map isn't fir you.
Anyway, this thread is really starting to lumber along, all this over some sap's map? I thought the game was dead, but this thread at least is poplar. It makes me pine for the days of yonder.
At the end of the day, life's a Beech.. Who wood of thought it?
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Ethenal wrote on Sun, 25 March 2012 16:53 |
Azazel wrote on Sun, 25 March 2012 10:20 | 6 Players don't know how to use a tank.
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But 1 knows how to use triggerbot!
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Re: RA_Fjord [message #452151 is a reply to message #447913] |
Sun, 21 August 2011 14:49 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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In other news, before I can proceed toward a gameplay test this week, I need to fix some niggling problems with building aggregates for the Advanced Communications Center, Shrine of Nod, and the Nod Construction Yard. Once that's done, the game-play test will give you a chance to try out rocket soldiers with the triple rocket alt-fire that was meant to be in Renegade. The homing missiles would be single shots and would be the primary attack.
I've also set up the GDI Medium Tank to the E3 beta look by taking the current Max file (One of many I have from WS) and editing it to have the beta tank's details. The wheels turn, the tracks conform to rough terrain, and it really looks quite a bit better than the original tank. I also modified the turret so that it's more Abrams-like than the original, which was oddly rounded instead of angular. I fixed the turret basket and the antennae as well. I'm also going to attempt editing the GDI MRLS so that it doesn't use the "default" material, which has no bullet sounds whatsoever. I also want to add wheels to it and remove the train wheel setup that Renegade was using.
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Re: RA_Fjord [message #452152 is a reply to message #447913] |
Sun, 21 August 2011 15:00 |
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Spyder
Messages: 1070 Registered: March 2006
Karma: 0
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General (1 Star) |
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I think some models and maps should be shipped with TT. Especially Aircraftkiller's Mammoth Tank, the original Medium Tank and Mobile Rocket Launcher System with rotating turret. And, of course, this map.
On topic: It's getting better by the day. Keep up the good work, can't wait for the final release.
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Re: RA_Fjord [message #452330 is a reply to message #447913] |
Wed, 24 August 2011 01:16 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 1
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General (5 Stars) |
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Sigh... Every time I change one thing, other things need to be changed as well. Let's go over the list so far:
MRLS and Artillery are no longer susceptible to Ramjet fire. They take five damage from each shot. They continue to have 200/200 health/armor. Anti-vehicle weapons are much more effective against them, relatively, including Rocket Soldiers, Gunner, PIC/Railgun, etc... The MRLS has had its price increased to 800 credits (Rotating turret, guided missiles) while the Artillery has been increased to 600. I am toying with the idea of making Artillery fire lobbed shells which fall with gravity, and increasing their damage a bit to compensate for the inaccuracy.
With the homing rockets and triple unguided alt-fire for Gunner and both Rocket Soldiers, they will be much more useful and deadly.
The Apache and Orca are no longer susceptible to Ramjet fire. They will quickly take damage from anti-aircraft weapons, such as rockets, railguns, machine guns (Not basic infantry weapons), SAM Sites, etc. In return, they no longer have dual weapons. The Orca fires a volley of six rockets in quick succession, while the Apache fires a cannon that does roughly equivalent damage to all targets.
The Transport Helicopters have had their speed increased by roughly 25%. They also no longer take massive damage from Ramjet fire. They share the same armor as other heavy vehicles, but will take a lot of damage from anti-aircraft fire. However, their price has been increased to 1,200 credits to compensate.
The radio tower will have blinking dazzle lights on it to simulate aircraft warning beacons.
The Advanced Communications Center now has a new exterior aggregate (explosions, smoke, lights) so that it appears more realistic than it used to.
The gate sounds have been made louder, and they have a larger radius where you can hear them.
I'm going to be running the Mammoth Tank through Mudbox to give it an ambient occlusion map, so that it appears to have better lighting. I will also possibly edit some of the lighting on the texture to give it a more metallic finish, depending on how much time I have left after all of these edits.
I need to rework the GDI sewers in some areas so that you can't place beacons underneath structures and damage them. It only affects a pair of buildings and the change isn't huge, so the general shape will stay the same.
The Tiberium Silos are now CnCMCTSkin structures, and as such are easily dispatched, even by a single Engineer. Don't let someone place C4 on it. It will allow you to have five credits per second, but once it's gone you're back to 2.5 credits per second. The Repair Facilities share this armor type and will be much more easy to destroy by infantry and vehicles. They repair a lot of health on your units in exchange for this weakness.
Once I fix a few more niggling details, such as the sewers and a couple of other problems related to building aggregates, I will hold a game-play beta test on the scripts 4.0 server. If you're a scripts 4.0 internal tester, you can join me and help figure out where any remaining issues are.
[Updated on: Wed, 24 August 2011 01:20] Report message to a moderator
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Re: RA_Fjord [message #452344 is a reply to message #447913] |
Wed, 24 August 2011 04:10 |
Generalcamo
Messages: 522 Registered: October 2010
Karma: 0
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Colonel |
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Wouldn't it be better to place script zones to prevent beacon placement? I think there is such a script in 4.0.
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Re: RA_Fjord [message #452352 is a reply to message #447913] |
Wed, 24 August 2011 05:59 |
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No such script exists. We have one for C4 but we didnt end up writing one for beacons.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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