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GeneralCamo

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Everything posted by GeneralCamo

  1. The small hotfix turned into a huge balance patch. More details to follow.
  2. Hey Blazea, welcome back! I have a much better set of buildings that I was working on at one time, based on AircraftKiller's Buildings Setup. They are not designed for flying maps, but this does not look like a flying map, so I could give it to you. Would you be interested?
  3. You probably did not set up VIS properly then.
  4. We already have the chameleon spy (completely different, but he will regain some of his TS abilities via the Sabotage beacon), however the stuff you posted would not fit. We discussed potentially merging the upgrade center and the radar, but decided against it since some mappers would want an upgrade center but NOT a radar. The threat rating node would be absolutely useless in TSR as well. The only way I can think to implement it is when it dies, it replaces the base defence scripts with the old "dumb" scripts, but this would leave GDI at a disadvantage compared to Nod. The Kodiak and Montauk may appear in some maps. Not stated yet. Yes.
  5. Amendment to my previous answer: There IS code existing for AI to only target in a sight arc, but it is not implemented yet in TSR. We may implement it, but since it is untested on the FDS, it will not be anytime soon.
  6. The visceroid mechanic will be tested. They will be targeted by base defences though, it would be terrible for gameplay if they were not. It also would make absolutely no sense (Tiberium Floater that can destroy everything in our base? Let's ignore them and let them do that!).
  7. Uhh, that's not how the AI works. I do not believe there is any code for "seeing" infantry, only for range detection (also noise, but that does not work on the FDS and is not implemented in DP's scripts_ There are indeed plans to expand the mutants. Not in the infantry roster. Not in the infantry roster. Yes. We do have plans for adding a modding section. We are awaiting some infrastructure however. Same as above. That's up to Wally and the AR guys. But I do not believe that would work very well...
  8. I am. Our main problem with it are the trees however, we like the rest of the map. We have plans for this one as well, that I really can't say yet.
  9. Under is in rotation. Field2 was removed for crashing and just being an ugly map in general. Beachhead was removed a LONG time ago due to balance issues. Timeaua's fan maps are awaiting an update. When they are, they will be distributed via TTFS.
  10. Thanks to Triattack, the icon is now completely removed from the server.
  11. The netcode did however, according to the script guys.
  12. I'm getting contradicting reports on what works and what does not work in regards to silos. One guy says they do not work at all, another guy says they work when the refinery is dead, etc. Until I get a conclusive answer (probably with the help of some the script guys here) I have no answer for you.
  13. When he says "lag online" I presumed he meant net lag.
  14. I remember playing that mod.. 5 years ago. Honestly, he would be better off going onto UE4.
  15. How about all of the above? (For the question of what causes lag) Artillery explosion will not cause latency issues however, that is definitely wrong.
  16. I'm not so sure about ruined Tiberian Dawn buildings.. but I do plan on replacing the majority of the (buggy) AI mutants and replacing them with a TD guard tower or two for more nostalgia. I have plans to add more of the TD units as well. But ruined buildings really would not contribute much to the gameplay, so they would likely be low priority.
  17. I can't decide what is worse: That awful artillery (everything is awful, but the artillery is the worst) or the video editing.
  18. The artillery has been fixed. It will definitely be in the next patch, whether it is a hotfix or a significant update. No Strings will be taken care of as well. I'm going to resolve those issues right now. We have decided to add back the old boink sound. You will see that in the next patch.
  19. The Mammoth MKI needs to rely on superior range, flexibility, and maneuverability. If you manage it well, it kills everything on the ground and air, since it outranges nearly every unit except artillery (and MKII railguns). It also has a turret and is a tank unlike many GDI units, making it harder to ambush. Going head on with an MKII is a very dumb idea. You should get behind it or flank it so it can't hurt you.
  20. We actually have them all in the FTP. And they increment in version number. I just finished uploading my fixed versions of the nod artillery, with a few upgrades as well. EDIT: Tested it out in-game.. the wheels turn but it does not fix the "gliding to the left" problem. EDIT2: Ahh, figured out the REAL problem. The right side has 2 fake wheels, while the left only has 1. It's for sure fixed now.
  21. I was planning on re-rigging (or at least fixing) the vehicles anyway. I'll take a look at the artillery now. Also, I was considering renaming Umagon's C4 to "Anti-Vehicle Explosive Device" since "C4" sounds like it could kill a building, regardless if there is Anti-Vehicle next to it. Need to run that by Wallywood first though. EDIT: Looked at the artillery.. Wheel08 is not properly linked in its subtree. Fixed now, thanks.
  22. Previous patch had a bug with component towers. It should be fixed now though.
  23. Effects made by Fabian. Originally for APB, we got permission to put them in.TSR. So we did, and we like the results.
  24. Still not perfect though, I plan on improving the wheel rigging on a lot of vehicles (The bike included). I did play with the new bike though, and it feels pretty nice.
  25. We heard your complaints about TS_Snow. We added.. a surprise to it. There is now a reason to go to the mutants. According to Danpaul, the patch will be built tomorrow (perhaps tonight).
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