C&C Mutation 1.1 in the works [message #91786] |
Tue, 01 June 2004 23:22 |
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NeoSaber
Messages: 336 Registered: February 2003
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Recruit |
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I'm currently working on version 1.1 of Mutation, fixing bugs and stuff.
I had a request to make it compatible with Aircraftkiller's strings.tdb, so that's been the main focus of this version. It took 12 hours of nearly constant work but I think I've got that part done (I hope). Unfortunately this makes it incompatible with version 1.0.
I figure I might as well take a little advantage of this problem, and open the floor to other minor changes. Some people have suggested that the player controlled harvesters should be made to work for either refinery, that way stolen harvesters could be useful. Also, it has been suggested that I put the Recon Bike on the normal vehicles menu instead of keeping it as an extra. I'm looking for opinions on these ideas, and looking for other suggestions people may have.
I'm planning to have version 1.1 done by the weekend, so if anyone has suggestions, or knows of any bugs, speak now or forever hold your peace.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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C&C Mutation 1.1 in the works [message #91798] |
Wed, 02 June 2004 02:05 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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i always wanted to ask you why that one tree attacks you and the others dont? it was good.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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C&C Mutation 1.1 in the works [message #91812] |
Wed, 02 June 2004 05:05 |
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Slicer_238
Messages: 361 Registered: May 2003
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Commander |
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Any way to make some patches of blue tiberium explosive? If you could do that it would be awesome. o.O
May Trey rest in forever bliss and happiness.
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C&C Mutation 1.1 in the works [message #91833] |
Wed, 02 June 2004 08:42 |
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NeoSaber
Messages: 336 Registered: February 2003
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Aircraftkiller | Call it MutationTS so that it isn't going to conflict with the previous version, and give that concrete tunnel some actual texture detail instead of that junk Renegade texture you used on it.
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If I'm going to rename it, I'd like to add something other than 'TS' to it. That sounds like it's the 'Tiberian Sun' version, which the original Mutation already is. Perhaps 'Mutation_Redux'.
Any suggestions for the texture/textures? I never came up with something better, that's why it was left with that one.
oblivion165 | i always wanted to ask you why that one tree attacks you and the others dont? it was good.
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I didn't want too many animated objects on the map, it could've caused FPS problems. I might be able to add a few more though...
Slicer_238 | Any way to make some patches of blue tiberium explosive? If you could do that it would be awesome. o.O
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I can't think of a way to make the 'textured' parts explosive. The crystals already are, I think that's the best I can do for those. I have been thinking of lowering the health of the crystals so they're a little more volatile.
Try_lee | Is it possible to make the pieces of the exploded meteors inpact the ground or other objects, causing damage and not just vanishing?
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The pieces of the meteor are emitters. I don't think emitters can cause damage.
--oo00o00oo-- | crossable water and harvy bombs?
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It would require too much of a terrain redesign to do crossable water, I don't think I could change the terrain that much and still have it done by this weekend.
I like the idea of making harvesters explode violently when loaded with tiberium, but that would require new scripts or changes to existing scripts to work right. I don't think that will happen in time for me to be able to do it.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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C&C Mutation 1.1 in the works [message #91887] |
Wed, 02 June 2004 14:51 |
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Titan1x77
Messages: 1086 Registered: February 2003
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General (1 Star) |
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EXdeath7 | Add infantry Tunnels
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Take your time and also make the water crossable....its a good map and with some tunnels and crossable water its sure to be a good map for a long time.
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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C&C Mutation 1.1 in the works [message #92166] |
Thu, 03 June 2004 10:21 |
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NeoSaber
Messages: 336 Registered: February 2003
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Recruit |
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I was thinking about changing the meteor timing a bit, I'll see if a shorter time period works good.
In regards to terrain changes that have been suggested, given the timeframe I'm working with those won't be possible. I got some ideas for tunnels, but they would take too long to make. I also don't have time to regenerate Vis, and any terrain changes will probably require it. Even a texture change might require me to rename the terrain file, which in turn might require vis to be regenerated. I have planned a future version of Mutation that will have AI in it, so terrain changes might be implemented in that one since I'll be working more on my own timeframe.
I plan to wrap up everything for Mutation Redux tomorrow so I can do some final testing and release the map Saturday.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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