Home » Renegade Discussions » Mod Release Forum » C&C FjordsTR released
C&C FjordsTR released [message #458605] |
Thu, 27 October 2011 18:35 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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DOWNLOAD - or grab it via 4.0 on the St0rm AOW server when Wilo updates it.
Change list:
Emitter intensity in the waterfall area has been reduced by 50%.
The Orca/Apache/Transport Helicopters now have spinning blades which spin up and shut down upon entering/leaving the vehicle. They also have skids and wheels, respectively, with an operating suspension.
Texture size on the Ore Refinery has been reduced by half to 1024x instead of 2048x in an effort to help improve frame rates.
The circuit breakers and their associated ceramic pieces have been reduced from thousands of polygons down to only 100 each, also in an effort to improve frame rates.
Fixed an exploit where vehicles could enter the ore mine system.
Artillery explosive radius has been reduced to 18 meters to match the MRLS. Damage spread throughout the 18 meter radius has been reduced to 125, down from 175.
Orcas now fire a secondary Shrapnel warhead machine gun, which is only effective against infantry. Orca reload time was increased by one second.
Apaches now fire a secondary salvo of rockets, doing 1.5 damage each. They are unguided and are affected by gravity, and they spread out as they fly farther. You will have to fly your vehicle at a target in order to use them effectively. You can also use them to bombard targets from a distance. Their range is 110 meters, roughly the same as most tanks.
Apache cannon was improved so that it does 10 damage instead of 8. It fires slightly slower. It also has an "explosive radius" which is invisible, but does 0.5 damage within two meters. Helps kill infantry since its warhead isn't particularly effective against them. Its range was increased to 90 meters to help fend off Orcas.
Stealth Tank missiles were improved. They turn better and fly 25% faster.
Recon Bike missiles were improved. They now have a 110 meter range, fly faster, and turn better. They now have the explosion type "Explosion_Rocket_Medium" instead of Small, doing 100 damage within six meters instead of four meters. They're now much more suitable for taking down Orcas.
Mammoth Tank missiles turn slightly better and have a range of 90 meters to match the Apache's new range.
Rocket Soldiers now fire missiles that fly at speed of 75, instead of 50.
Gunner now fires missiles that fly at a speed of 85, instead of 100.
Orca rockets now do 35 damage, down from 45. They take half a second longer to reload, and their explosive radius was reduced to Rocket_Light. They now spread 100 damage across 4 meters instead of 6.
Orca and Apache were too fast for the scale of this level. They have had their speed reduced by 15%.
Orca and Apache now roll realistically as they turn, and they turn roughly 40% slower than before. The Apache turns slightly faster than the Orca, having a tail rotor to spin it around quicker.
Turret health reduced to 300, down from 400.
SAM Site now fires rockets whose explosion deals 100 damage spread out over an area of 15 meters, up from 6.
Spawning gun turrets at the substation were given 350/350 health instead of 150/150.
Orcas now look more visually nimble. Their engines pivot faster and they roll a bit more. They now have a customized version of the engine exhaust that stretches out farther as it flies faster, and disappears when you hover.
Apache handling was tweaked. It's a bit easier to fly it now.
Transport Helicopters now feel "bulkier" when you pilot them. Will be replacing their crappy models with a version that has skids and improved smoothing groups so they don't look as blocky. They will also get modeled helicopter blades that spin up and shut down.
Transport Helicopters now have an operational machine gun on the left side of the craft. It has a turret restriction and can only fire within the space of the window it occupies. It can fire 55 degrees up and 55 degrees down. It uses the same machine gun as the Orca.
Radio command icons were changed. "Don't get in my way" and "Watch where you're pointing that" are now middle fingers. It helps illustrate the frustration.
The Orca's engine exhaust is currently broken in this version of 4.0. It will be fixed once TT updates to the next version after the current one.
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Re: C&C FjordsTR released [message #458663 is a reply to message #458605] |
Fri, 28 October 2011 12:57 |
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liquidv2
Messages: 3407 Registered: February 2007
Karma: 0
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General (3 Stars) |
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Aircraftkiller wrote on Thu, 27 October 2011 20:35 | DOWNLOAD - or grab it via 4.0 on the St0rm AOW server when Wilo updates it.
Change list:
Emitter intensity in the waterfall area has been reduced by 50%.
The Orca/Apache/Transport Helicopters now have spinning blades which spin up and shut down upon entering/leaving the vehicle. They also have skids and wheels, respectively, with an operating suspension.
Texture size on the Ore Refinery has been reduced by half to 1024x instead of 2048x in an effort to help improve frame rates.
The circuit breakers and their associated ceramic pieces have been reduced from thousands of polygons down to only 100 each, also in an effort to improve frame rates.
Fixed an exploit where vehicles could enter the ore mine system.
Artillery explosive radius has been reduced to 18 meters to match the MRLS. Damage spread throughout the 18 meter radius has been reduced to 125, down from 175.
Orcas now fire a secondary Shrapnel warhead machine gun, which is only effective against infantry. Orca reload time was increased by one second.
Apaches now fire a secondary salvo of rockets, doing 1.5 damage each. They are unguided and are affected by gravity, and they spread out as they fly farther. You will have to fly your vehicle at a target in order to use them effectively. You can also use them to bombard targets from a distance. Their range is 110 meters, roughly the same as most tanks.
Apache cannon was improved so that it does 10 damage instead of 8. It fires slightly slower. It also has an "explosive radius" which is invisible, but does 0.5 damage within two meters. Helps kill infantry since its warhead isn't particularly effective against them. Its range was increased to 90 meters to help fend off Orcas.
Stealth Tank missiles were improved. They turn better and fly 25% faster.
Recon Bike missiles were improved. They now have a 110 meter range, fly faster, and turn better. They now have the explosion type "Explosion_Rocket_Medium" instead of Small, doing 100 damage within six meters instead of four meters. They're now much more suitable for taking down Orcas.
Mammoth Tank missiles turn slightly better and have a range of 90 meters to match the Apache's new range.
Rocket Soldiers now fire missiles that fly at speed of 75, instead of 50.
Gunner now fires missiles that fly at a speed of 85, instead of 100.
Orca rockets now do 35 damage, down from 45. They take half a second longer to reload, and their explosive radius was reduced to Rocket_Light. They now spread 100 damage across 4 meters instead of 6.
Orca and Apache were too fast for the scale of this level. They have had their speed reduced by 15%.
Orca and Apache now roll realistically as they turn, and they turn roughly 40% slower than before. The Apache turns slightly faster than the Orca, having a tail rotor to spin it around quicker.
Turret health reduced to 300, down from 400.
SAM Site now fires rockets whose explosion deals 100 damage spread out over an area of 15 meters, up from 6.
Spawning gun turrets at the substation were given 350/350 health instead of 150/150.
Orcas now look more visually nimble. Their engines pivot faster and they roll a bit more. They now have a customized version of the engine exhaust that stretches out farther as it flies faster, and disappears when you hover.
Apache handling was tweaked. It's a bit easier to fly it now.
Transport Helicopters now feel "bulkier" when you pilot them. Will be replacing their crappy models with a version that has skids and improved smoothing groups so they don't look as blocky. They will also get modeled helicopter blades that spin up and shut down.
Transport Helicopters now have an operational machine gun on the left side of the craft. It has a turret restriction and can only fire within the space of the window it occupies. It can fire 55 degrees up and 55 degrees down. It uses the same machine gun as the Orca.
Radio command icons were changed. "Don't get in my way" and "Watch where you're pointing that" are now middle fingers. It helps illustrate the frustration.
The Orca's engine exhaust is currently broken in this version of 4.0. It will be fixed once TT updates to the next version after the current one.
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your maps is bad
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Re: C&C FjordsTR released [message #458710 is a reply to message #458663] |
Sat, 29 October 2011 13:16 |
C C_guy
Messages: 133 Registered: January 2007 Location: Canada
Karma: 0
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Recruit |
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liquidv2 wrote on Fri, 28 October 2011 12:57 |
Aircraftkiller wrote on Thu, 27 October 2011 20:35 | DOWNLOAD - or grab it via 4.0 on the St0rm AOW server when Wilo updates it.
Change list:
Emitter intensity in the waterfall area has been reduced by 50%.
The Orca/Apache/Transport Helicopters now have spinning blades which spin up and shut down upon entering/leaving the vehicle. They also have skids and wheels, respectively, with an operating suspension.
Texture size on the Ore Refinery has been reduced by half to 1024x instead of 2048x in an effort to help improve frame rates.
The circuit breakers and their associated ceramic pieces have been reduced from thousands of polygons down to only 100 each, also in an effort to improve frame rates.
Fixed an exploit where vehicles could enter the ore mine system.
Artillery explosive radius has been reduced to 18 meters to match the MRLS. Damage spread throughout the 18 meter radius has been reduced to 125, down from 175.
Orcas now fire a secondary Shrapnel warhead machine gun, which is only effective against infantry. Orca reload time was increased by one second.
Apaches now fire a secondary salvo of rockets, doing 1.5 damage each. They are unguided and are affected by gravity, and they spread out as they fly farther. You will have to fly your vehicle at a target in order to use them effectively. You can also use them to bombard targets from a distance. Their range is 110 meters, roughly the same as most tanks.
Apache cannon was improved so that it does 10 damage instead of 8. It fires slightly slower. It also has an "explosive radius" which is invisible, but does 0.5 damage within two meters. Helps kill infantry since its warhead isn't particularly effective against them. Its range was increased to 90 meters to help fend off Orcas.
Stealth Tank missiles were improved. They turn better and fly 25% faster.
Recon Bike missiles were improved. They now have a 110 meter range, fly faster, and turn better. They now have the explosion type "Explosion_Rocket_Medium" instead of Small, doing 100 damage within six meters instead of four meters. They're now much more suitable for taking down Orcas.
Mammoth Tank missiles turn slightly better and have a range of 90 meters to match the Apache's new range.
Rocket Soldiers now fire missiles that fly at speed of 75, instead of 50.
Gunner now fires missiles that fly at a speed of 85, instead of 100.
Orca rockets now do 35 damage, down from 45. They take half a second longer to reload, and their explosive radius was reduced to Rocket_Light. They now spread 100 damage across 4 meters instead of 6.
Orca and Apache were too fast for the scale of this level. They have had their speed reduced by 15%.
Orca and Apache now roll realistically as they turn, and they turn roughly 40% slower than before. The Apache turns slightly faster than the Orca, having a tail rotor to spin it around quicker.
Turret health reduced to 300, down from 400.
SAM Site now fires rockets whose explosion deals 100 damage spread out over an area of 15 meters, up from 6.
Spawning gun turrets at the substation were given 350/350 health instead of 150/150.
Orcas now look more visually nimble. Their engines pivot faster and they roll a bit more. They now have a customized version of the engine exhaust that stretches out farther as it flies faster, and disappears when you hover.
Apache handling was tweaked. It's a bit easier to fly it now.
Transport Helicopters now feel "bulkier" when you pilot them. Will be replacing their crappy models with a version that has skids and improved smoothing groups so they don't look as blocky. They will also get modeled helicopter blades that spin up and shut down.
Transport Helicopters now have an operational machine gun on the left side of the craft. It has a turret restriction and can only fire within the space of the window it occupies. It can fire 55 degrees up and 55 degrees down. It uses the same machine gun as the Orca.
Radio command icons were changed. "Don't get in my way" and "Watch where you're pointing that" are now middle fingers. It helps illustrate the frustration.
The Orca's engine exhaust is currently broken in this version of 4.0. It will be fixed once TT updates to the next version after the current one.
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your maps is bad
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Agreed they are bad , kid has no skil or clue, but no surprise's here, i mean just go around the threads here in this forum, and you can tell and see for yourself what a dweeb this kid is, like omg theres way better skill out there in the community then within this kid, thats not argue-able, but this kid will . lol
I guess it would take a retard like trooprm02 to think that he'd accomplished something by pointing out what everyone already knows about.
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Re: C&C FjordsTR released [message #458920 is a reply to message #458910] |
Fri, 04 November 2011 08:24 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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liquidv2 wrote on Thu, 03 November 2011 22:58 |
GEORGE ZIMMER wrote on Mon, 31 October 2011 11:50 | I don't think that's too bad of a thing actually... Buggies and Humvees should be able to counter infantry. They're basically useless, otherwise...
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in C&C 1 rifle guys did moderate damage to light vehicles
if you took that away from them infantry as a whole would be underpowered more than they already are
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True, but they're already fairly useless anyway... just because they can sorta fight a useless vehicle doesn't mean it's their saving grace. I mean shit, virtually every other unit is better at fighting a buggy/humvee than the rifle soldiers anyway.
It's not like it'd suddenly break gameplay and cause buggies/humvees to be horribly OP. It'd just give them a little bit of use when it comes to clearing the field of infantry. Hell, they'd still be incredibly susceptible to any explosive fire... which, come on, reigns supreme in most of Ren's battles.
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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[Updated on: Fri, 04 November 2011 08:26] Report message to a moderator
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Re: C&C FjordsTR released [message #459063 is a reply to message #458605] |
Mon, 07 November 2011 04:47 |
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Goztow
Messages: 9737 Registered: March 2005 Location: Belgium
Karma: 13
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General (5 Stars) Goztoe |
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The buggy / humvee is perfectly usable in early battle, for fast rushes on rush maps or during the harv fight on defense maps. When it has repairs, it can withstand sufficient fire.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
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Re: C&C FjordsTR released [message #459717 is a reply to message #458605] |
Sat, 19 November 2011 23:08 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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You have to put these changes into a larger frame of reference to understand why things are. The MRLS fires two missiles, not only to be accurate to Tiberian Dawn, but also to consolidate the damage of six missiles into two. This has the effect of making it much more dangerous than it was in Renegade, because if only two missiles track on average, it's better to have them do more damage than fractional damage. This also makes them potent anti-aircraft weapons, negating the dynamic of having Havoc/Sakura/other "snipers" destroying aircraft.
You are correct, the way I have the tile objects (trees, specifically) set up isn't maximizing frames. If I combine them into several "larger" objects, they will render faster and the engine will cope with them easier. I'm planning to eventually get around to fixing that along with some other minor re-balancing, such as moving the Weapons Factory in place of the Barracks.
Thanks for the commentary, though. I appreciate all thoughts and viewpoints so long as they're presented in a respectable manner.
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