Home » Renegade Discussions » Mod Forum » C&C_Epocilation
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Re: C&C_Epocilation [message #282607 is a reply to message #282533] |
Wed, 05 September 2007 12:55 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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I should be able to handle it on my own, but if I need help, you will be the first one I ask, since you volunteered.
Here is a to-do list of what I suspect I need to redo. Somethings I have already done, and are not on the list, and somethings I am just not thinking of, and will pop up when the time comes.
-Place building controllers
-Set construction yard controller to repair other structures
-Set up small base defenses (Guard Towers, Turrets, Anti-Air cannon and SAM sites)
-set up harvester waypaths
-set up player harvest zones
-Place trees
-Place Destroyed vehicles
-Place destroyed vehicle barriers
-Place Smoke
-Put in player spawners
-Put in weapon spawners
-Put Tiberium crystals in fields
-Map decor (DSAPO)
-Fix traffic lights
-Place Wall segments
-Civilian Vehicles
-Generate pathfind sectors
-Generate VIS
Small things, but there is a lot of em.
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Re: C&C_Epocilation [message #282682 is a reply to message #282607] |
Wed, 05 September 2007 21:45 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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YES! I got good news!
This is what happened:
I was fixing the map up in level edit. I put in the controllers in, and I wanted to go and test it in game. So I saved it, and exported it. But while I was exporting, I realized that I had forgotten to put in the explorer helicopters in. So after it finished, I found the Orca and clicked make.
BOOM! My level edit crashed!
And just as fast as it crashed to my desktop, it hit me... I was using the wrong version of level editor! (Luckily I saved backup copies of the old Epoc lvl files) I placed the old level files back in the level folder, and opened up the other version of level edit that I had.
I clicked open, and then loaded the map, and.. IT WORKED! It didn't crash!
So, the past day and a half of trying to redo my work was for naught, but I don't care cause now I can get on with the mapping!
Expect public beta soon!
*excited*
[Updated on: Wed, 05 September 2007 21:45] Report message to a moderator
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Re: C&C_Epocilation [message #283177 is a reply to message #282975] |
Sat, 08 September 2007 16:25 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Here is a quick little update of what is going on:
I fixed the crashing problem I was having. It wasn't a script problem, there was something wrong with the GDI Construction Yard building controller I was using.
I fixed some clipping errors on the repair pads and the Construction yard crane bibs.
I changed the life-time for the impact explosion of the AA cannon to 0.08. Meaning when it hits you, you see a tiny puff of smoke, and some small debris. This will in no way lower your frame rate. Unless you have some sort of invincible helicopter and sit still while using a 486.
I fixed the double building problems, and both defenses work.
I shorted boundaries and lowered flight roof.
I am leaving the smoke emitters the same. I find that if it drops your FPS to BELOW 15 it would be a problem. Because, in the past, I have played Renegade with an FPS ranging from 16-30 and played without problems for over 3 years. So for those of you who are getting FPS drops into the 20s, I'm willing to bet that your game didn't actually get choppy. I think you can live with it. But again, if anyone gets a drop LOWER than 15, PLEASE tell me.
I put end game beacon zones in. They are in the construction yards, not the soldier buildings.
I added some in-base scenery, Some of it can be used to the advantage of resourceful players.
I am currently working on fixing the traffic lights. I had a fix for them, I made a hi-quality texture in Photo Shop, and put new lights over the old ones, but somehow it made the map crash, so I am going to try another way to fix this.
After which I believe all I need to do is generate VIS sectors and that is it.
So if everything goes as planned, I only have 2 things to do until public beta.
***ALSO NOTE***
I have installed a new Intel Pentium Core 2 Duo (E6600) Processor and a new mother board. I have no idea how this will affect how fast VIS is generated.
On my old Intel Pentium 4 2.0GHz processor, it took 1-2 days to complete. So keep your hopes up that it wont take that long.
Also one quick question: Do you guys want Tiberium mist? (Blue/Green smoke in Tiberium fields)
[Updated on: Sat, 08 September 2007 16:27] Report message to a moderator
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Re: C&C_Epocilation [message #283182 is a reply to message #283177] |
Sat, 08 September 2007 16:35 |
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sadukar09
Messages: 2812 Registered: May 2007 Location: Ottawa,Canada
Karma: 0
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General (2 Stars) |
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razorblade001 wrote on Sat, 08 September 2007 18:25 | Here is a quick little update of what is going on:
I fixed the crashing problem I was having. It wasn't a script problem, there was something wrong with the GDI Construction Yard building controller I was using.
I fixed some clipping errors on the repair pads and the Construction yard crane bibs.
I changed the life-time for the impact explosion of the AA cannon to 0.08. Meaning when it hits you, you see a tiny puff of smoke, and some small debris. This will in no way lower your frame rate. Unless you have some sort of invincible helicopter and sit still while using a 486.
I fixed the double building problems, and both defenses work.
I shorted boundaries and lowered flight roof.
I am leaving the smoke emitters the same. I find that if it drops your FPS to BELOW 15 it would be a problem. Because, in the past, I have played Renegade with an FPS ranging from 16-30 and played without problems for over 3 years. So for those of you who are getting FPS drops into the 20s, I'm willing to bet that your game didn't actually get choppy. I think you can live with it. But again, if anyone gets a drop LOWER than 15, PLEASE tell me.
I put end game beacon zones in. They are in the construction yards, not the soldier buildings.
I added some in-base scenery, Some of it can be used to the advantage of resourceful players.
I am currently working on fixing the traffic lights. I had a fix for them, I made a hi-quality texture in Photo Shop, and put new lights over the old ones, but somehow it made the map crash, so I am going to try another way to fix this.
After which I believe all I need to do is generate VIS sectors and that is it.
So if everything goes as planned, I only have 2 things to do until public beta.
***ALSO NOTE***
I have installed a new Intel Pentium Core 2 Duo (E6600) Processor and a new mother board. I have no idea how this will affect how fast VIS is generated.
On my old Intel Pentium 4 2.0GHz processor, it took 1-2 days to complete. So keep your hopes up that it wont take that long.
Also one quick question: Do you guys want Tiberium mist? (Blue/Green smoke in Tiberium fields)
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Fucking send me that E6600 or I will torture you
Quote: | [19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS
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Quote: | [22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.
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Re: C&C_Epocilation [message #283353 is a reply to message #283182] |
Sun, 09 September 2007 18:44 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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HOLY CRAP!
I Fixed the traffic lights, the game doesn't crash, and this morning, just before I left to go to a barbecue, I set it to start generating the VIS sectors.
It was done by the time I got back home.. and when I checked the message, it said it took 1 Hour and 58 Min to complete.
2 (TWO) HOURS! It used to take TWO DAYS!
Thats a 46 HOUR DIFFERENCE!
*hugs CPU*
[Updated on: Sun, 09 September 2007 18:44] Report message to a moderator
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Re: C&C_Epocilation [message #283373 is a reply to message #283358] |
Sun, 09 September 2007 22:45 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Wait no longer
I have here the public beta test. I have fixed mostly all bugs (If not, all bugs) that have been brought to my attention, as well as various other bugs that have not been noticed by other players.
Your jobs are simply to find and track down bugs. My main concern are bugs that get in the way of game play. Those are my primary concern. Bugs that relate solely to eye candy, are a lower priority.
Bugs such as those include vehicle/character disappearing when on a far corner of the map, or the tip of the obelisk disappearing at a certain angle. These are not my primary concern.
Buts you should look out for are things like team imbalances, floating trees, ect, ect.
Unfortunately, I don't have the time or money to put together a server to run a test game on. So unless you guys get together and run your own private games, I cannot get a server going.
Feel free to share the file with as many people as you see fit. And have fun
(ReadMe explains all installation procedures)
http://files.filefront.com/CC+Epocilationrar/;8518935;/fileinfo.html
(copy and paste into URL)
Change Log:
Unfortunately, the change log was lost in my system reformat, so this is what I changed basing off my memory:
-Fix AA Cannons causing low FPS
-Fixed problems with double structures (Interiors)
-Fixed AGTs.
-Added blockers on construction yards to fix getting stuck near a ramp.
-Added SAM site bunkers to fix clipping errors on ground.
-Changed AA Bullet tracer color from Red to Gold.
-Added a control point on bridge that makes use of it much more important.
-Added a 1000 Class weapon spawn on top of bridge to give bridge more action.
-Added Health and Armor metal power ups in both cities
-Enhanced visual looks of Neon Tiberium Glow.
-Disabled targeting of Wall segments
-Increased Artillery Turret turn rate.
-Increased Repair bay repair speed.
-Added in Recon Bike PT Icon
-Moved one Guard Tower from front of GDI base to back to help defend Power Plant.
-Shortened firing range of AA Cannon, but increased velocity of bullets.
-Regenerated VIS sectors.
-Fixed visual problems regarding traffic lights not having color.
-Fixed texture errors in terrain which stretched textures in specific areas.
-Added projectile collisions to GDI and Nod base ground.
-Applied missing textures to GDI AA Cannon.
-Added scenery in bases and around map
-Put rocks on a cliff outside of GDI base to make sneaking around the side of the base with Stealth Tanks much harder.
Possibly more changes, but I am just not remembering... sorry.
[Updated on: Sun, 09 September 2007 22:57] Report message to a moderator
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Re: C&C_Epocilation [message #283440 is a reply to message #283386] |
Mon, 10 September 2007 11:52 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Yes, unfortunately I know of this already. I wasn't able to fix it because no VIS data was generated for those areas.
But don't worry, I will make new zones to put under the buildings, so I can fix VIS problems in them as well.
So far the only VIS errors I have found on my own are:
-Outside the GDI base, looking over the cliff
-Outside Weapons Factory garage, looking at AGT
-Inside Hand of Nod on Ramp and near windows
-Inside both GDI and Nod refineries
-Inside Infantry Barracks
As well as a problem that I noticed my self: The Nod SAM site near the Power Plant is too close to the wall, and is unable to fire over the wall.
This brought a question to mind:
Would you guys, the players, rather have the base's Anti-Air weapons on the inside, or the outside of the base walls?
Advantages of having them on the inside:
You can repair them easily, they are more well defended, cover a little more of the base's Air Space
Advantages on having them on the outside:
Further range for enemy's sneaking around back, better accuracy, 'No where to hide' because walls won't obstruct the shots fired.
So what would you prefer? Inside, or Outside?
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Re: C&C_Epocilation [message #283460 is a reply to message #274606] |
Mon, 10 September 2007 14:02 |
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sadukar09
Messages: 2812 Registered: May 2007 Location: Ottawa,Canada
Karma: 0
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General (2 Stars) |
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-Added blockers on construction yards to fix getting stuck near a ramp.
2 times DAMMIT!!!!
EDIT: Vis error on the outside of obelisk 2 (the one infront of the HoN. And SAMs on the inside, more C&C95ish.
Quote: | [19:16:48] <APBBR> @ryan3k: THE ENFIELD DEFIES THE LAWS OF PHYSICS BECAUSE THE BULLETS INSTANTLY HIT THEIR TARGETS LOL
[19:16:52] <APBBR> @ryan3k: CHRONO TECHNOLOGY IN TEH BULLETS
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Quote: | [22:48]<APBBR> @V0LK0V: AOL COMING UR WAI K
[22:48] <APBBR> Host: Quitting due to Westwood Online connection loss.
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[Updated on: Mon, 10 September 2007 14:12] Report message to a moderator
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Re: C&C_Epocilation [message #283836 is a reply to message #274606] |
Wed, 12 September 2007 10:19 |
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Chuck Norris
Messages: 312 Registered: July 2007
Karma: 0
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Recruit |
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Tested it, and I say it's an excellent map. A little CPU intensive it seems, but good map and nothing big wrong with it. All I found wrong was, as you said, visual errors. Some were already listed here, some I didn't see listed here.
I uploaded the images. Most of them are self explainatory, and the problem is circled in Red. I've had characters disappear, part of buildings disappear, textures on buildings and the Medium tank disappear, and the crystal and lights on the Obelisks disappear. I only tested the Orca and Medium tank as far as vehicles go.
When the Boogeyman goes to sleep every night, he checks his closet for Chuck Norris.
Chuck Norris is the reason why Waldo is hiding.
When Chuck Norris does a pushup, he isn’t lifting himself up, he’s pushing the Earth down.
Chuck Norris can slam a revolving door.
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Re: C&C_Epocilation [message #283859 is a reply to message #274606] |
Wed, 12 September 2007 12:26 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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Ok, that helps.
One thing, however, I can't fix those first 2 what was shown in the first 2 shots. (The ground the barracks/AGT sitting on disappears) ...well not easily anyway. I will try.
The other ones are VIS errors I can fix. (Other than the med missing the texture... that is a new one to me)
Other than that I have a question. You showed in one of the screen shots, that you had C4 on the Nod Construction Yard MCT. Was the MCT there when you placed the C4 and just disappear? Or was it invisible the entire time?
Also, I will try to cut down on the emitters again, possibly freeing up SOME CPU.
[Updated on: Wed, 12 September 2007 12:27] Report message to a moderator
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Re: C&C_Epocilation [message #283921 is a reply to message #274606] |
Wed, 12 September 2007 16:32 |
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Chuck Norris
Messages: 312 Registered: July 2007
Karma: 0
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Recruit |
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If I remember right, I ran in the side door and over to it and tossed the first C4, moved, and that's when it disappeared. Depending on where I was and how I was looking at it, it would show sometimes and disappear others.
BTW, not sure if this matters, but about the Obelisk, I'm using the replacement one that turns it into the one from single player. My Obelisk crystal (the skin for the red tip top) is also different. Those were the things that disappeared from the Obelisk, so I'm not sure if that has something to do with it.
When the Boogeyman goes to sleep every night, he checks his closet for Chuck Norris.
Chuck Norris is the reason why Waldo is hiding.
When Chuck Norris does a pushup, he isn’t lifting himself up, he’s pushing the Earth down.
Chuck Norris can slam a revolving door.
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