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Re: RA_Fjord [message #454227 is a reply to message #454224] |
Sun, 11 September 2011 23:53 |
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Aircraftkiller wrote on Mon, 12 September 2011 14:08 |
MGSILO_AG_1 and MNSILO_AG_1 were changed to MNSIL_AG_1 and MGSIL_AG_1 to fix the W3D file "collisions" when the 4.0 database runs on a server. Otherwise, you're booted out by the anti-cheat program if another level shares the filenames. It's an odd bug but needs to be fixed and has been.
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This bug has been there since stock renegade in that if 2 maps have w3d files with the same filename (and the same render object name) but different contents things will break.
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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Re: RA_Fjord [message #454239 is a reply to message #454213] |
Mon, 12 September 2011 00:45 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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Note: I don't think you SHOULD add SSM's, at least not right now (hence why I said you'd have to do a lot to get closer to that C&C95 feel). But I like discussing these things.
Aircraftkiller wrote on Sun, 11 September 2011 20:00 | I'm not interested in adding SSMs. I have the 3DS Max file for them from Westwood
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Oh, seriously? Nice- any chance of at least uploading some pics? Would be pretty nice.
Aircraftkiller wrote on Sun, 11 September 2011 20:00 | 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.
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Firstly, artillery would need to be changed a bit to warrent SSM's being put in. Make the turret unable to rotate, and then have the shell arc- basically, what it's like in APB (they were pretty much the same unit in C&C95 and RA1, anyway).
Secondly, MLRS's would have to have their price increased (as well as other advantages, although you seem to have already handled that pretty well)- MLRS's and SSM's would have to become parallel units, rather than how it works right now (Artillery and MLRS's being the current parallels).
Thirdly, yeah, SSM's should have higher splash, less damage (but able to fire twice... basically, balance it out so it's not too ridiculous), and slower reload rate. This'd make them more of a glass cannon than a continual assault unit, but it'd be the kinda firepower Nod needs to take out GDI's threats. It's definitely possible to make SSM's balanced, and still useful.
With all that, this would accomplish quite a few things. The "heavy firepower" units (what artillery and MLRS are in Renegade right now) wouldn't be as early game as they are, making tanks and buggies/humvees a more important deal. The exception being Nod's regular artillery, but because it wouldn't be able to handle the field nearly as well, it'd more or less be used purely as anti-base (arcing shots would make it difficult to handle vehicle and infantry threats). So... it basically wouldn't be a "heavy firepower" unit and more or less something used as support (like it should have been).
Plus, y'know, napalm missiles would be awesome.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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Re: RA_Fjord [message #454271 is a reply to message #447913] |
Mon, 12 September 2011 04:43 |
Reaver11
Messages: 888 Registered: April 2007
Karma: 1
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Colonel |
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I have made an SSM some time ago for a mod I can send it to you or edit it for you if you like, since the suspension is the basic MRLS set. (basically MRLS with the nukemodel on the back)
There is a script for the missiles to leave the rack but I cant remember them atm.
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Re: RA_Fjord [message #454300 is a reply to message #447913] |
Mon, 12 September 2011 08:17 |
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We have logic for the APB V2 launcher although it wouldn't work for the SSM which fires 2 shots instead of the 1 the V2 rocket fires.
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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Re: RA_Fjord [message #454330 is a reply to message #454271] |
Mon, 12 September 2011 10:39 |
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Jerad2142
Messages: 3809 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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Reaver11 wrote on Mon, 12 September 2011 05:43 | I have made an SSM some time ago for a mod I can send it to you or edit it for you if you like, since the suspension is the basic MRLS set. (basically MRLS with the nukemodel on the back)
There is a script for the missiles to leave the rack but I cant remember them atm.
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All you have to do is give your vehicle an animation with length of 3, on frame 2 you have both rockets visible, frame 1 just one rocket, frame 0 you have none visible. Then you just make a script that updates the animation to the vehicles bullet count, that's how I make all the aircraft rockets launch off the wings of the planes in Rp2.
Blazea58 wrote on Mon, 12 September 2011 04:02 | Where are the Go-karts, and Monster trucks? if there isn't those i don't want to play this map Oh and maybe the sky should be changed to pitch black and players need flashlights to navigate the terrain.
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What are you doing blazea, get back to work on the Airport and stop trolling ACK's map.
jk lol
Visit Jerad's deer sweat shop
[Updated on: Mon, 12 September 2011 10:41] Report message to a moderator
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Re: RA_Fjord [message #454379 is a reply to message #447913] |
Mon, 12 September 2011 17:08 |
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JFW_Vehicle_Visible_Weapon will do it.
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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Re: RA_Fjord [message #454497 is a reply to message #447913] |
Tue, 13 September 2011 15:05 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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Have you figured t out yet? I just thought you could add pathfind blockers around the back of the dropzone - which may cause the Harvester to drive off the front. Not entirely sure though.
If you do fix it, let us know how because Iran wanted to impliment that fix on City (Flying).
"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
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: RA_Fjord [message #454879 is a reply to message #447913] |
Sat, 17 September 2011 03:02 |
iRANian
Messages: 4308 Registered: April 2011
Karma: 0
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General (4 Stars) |
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Are you planning on releasing the building models you made? I have some use for them and they look pretty good.
Long time and well respected Renegade community member, programmer, modder and tester.
Scripts 4.0 private beta tester since May 2011.
My Renegade server plugins releases
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Re: RA_Fjord [message #455108 is a reply to message #447913] |
Sun, 18 September 2011 19:30 |
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Dave Anderson
Messages: 1953 Registered: December 2004 Location: United States
Karma: 0
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General (1 Star) |
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What would be really cool is to see your work on the CryEngine3 with DX11 and Tessellation.
David Anderson
Founder, Software Consultant
DCOM Productions
Microsoft Partner (MSP)
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Re: RA_Fjord [message #456933 is a reply to message #447913] |
Wed, 05 October 2011 20:17 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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I'm considering making some "balance changes" to the level. If I add anything I'll be adding another AGT and another Obelisk of Light. I'll also look into expanding the Nod base by allowing GDI access into certain areas using terrain to their advantage, basically a fancy way of saying I'm going to add "tunnels" to the Nod base so that GDI has a method of stealthy attack.
I have a few other balance changes that I'd like to make beyond that.
I think what I'll end up doing is adding a second AGT but leaving the Obelisk as a single base defense. I'll upgrade the Turret health by 200%. They already do tons of damage. The second AGT would sit in the corner of the base, in front of the Power Plant, which would guard a very sensitive flank for GDI. I'll also end up reworking the sewer system to make it more labyrinthine so that Nod can't place damaging beacons in the sewers anymore.
[Updated on: Wed, 05 October 2011 22:11] Report message to a moderator
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Re: RA_Fjord [message #456943 is a reply to message #447913] |
Wed, 05 October 2011 23:15 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Sounds good, i was hoping to see some changes like that, especially considering how easy it is at the moment for Nod to kill Gdi. With two obelisks i think it would be overkill lol, already pretty hard to get into that base, but 2 Gdi agt's would be really nice and make it much harder for Nod to rush in. Is there any chance of Gdi also getting sam sites? I think that would balance it out alot more if there was an equivalent structure, as well the gdi towers kinda suck and don't do enough damage or shoot at the right angles.
Tunnels to Nod's base would be nice also, i think updating the map is a good idea, because it is already a good map, but there were a few things that i didn't like in terms of its gameplay. The Mrls should get a bit of a range improvement also, because they don't really hit the obelisk from far away, unlike the artillery which can shoot the Gdi conyard even from really far away.
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Re: RA_Fjord [message #456970 is a reply to message #447913] |
Thu, 06 October 2011 10:02 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Alright i guess i never tried flying into the Gdi base with an apache yet, so i figured that it would be the same as the obelisk that doesn't attack aircraft.
I guess the Gdi towers are fine, but would be nice if they did more damage, as they don't do much to vehicles at the moment. Nod's turrets on the other hand actually take out vehicles or infantry pretty well.
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Re: RA_Fjord [message #456979 is a reply to message #447913] |
Thu, 06 October 2011 12:18 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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Guard Towers are primarily anti-infantry. AGTs are anti-everything. Turrets are anti-vehicle, Obelisks are anti-everything. See how the balance works? It's the same way in Renegade, except GDI has no Guard Towers, and Nod has crappy Turrets that barely damage vehicles.
I may also add a fourth SAM Site to the Nod base, next to the Hand of Nod, which would help protect the Nod base against aerial attacks. Not sure if it's worth it though, but would like some commentary on that idea.
I have the AGT installed in front of the curved part of the Power Plant. I moved the walls around to make it a larger area to work in, just enough to contain the second AGT.
The Nod Artillery will have a turret restriction of roughly 10 to 15 degrees so it has to fire into the air, and can no longer fire at the ground in front of itself.
The Orca will be given a spread machine gun, but it will be anti-infantry only. I will be boosting the turn rate of the missiles to make them more effective against vehicles.
The Apache will get a secondary rocket salvo that fires an unguided spread of eight rockets, with the usual three second reload time. You will have the ability to strafe targets at range, but it's inaccurate.
Recon Bikes will have their handling improved somewhat, and their rockets will have a better turn rate. I will also improve its firing speed by 25 to 35%.
[Updated on: Thu, 06 October 2011 13:39] Report message to a moderator
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