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moonsense715

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Posts posted by moonsense715

  1. I wanted to do ingame "live" screenshots, but we crashed into a few problems. First, you'd need a robot client to join the server, go somewhere specific and take a screenshot. I don't know how to do this at all (the joining part of a bot client). Uploading the screenshot for display is easy.

    If this becomes a thing ever, then it needs to be not a live feed (needs a delay) and not show bases. Otherwise it could be used as a free live feed of the enemy base if a player alt-tabs to keep looking at it.

    Multiple servers for APB statistics is doable with a few changes.

  2. Glad to have reached this stage :)

    What this "adds" on top of being able to browse it with a mobile device and the many style changes, is a screenshot of the currently played map, and finally a list of all the achievements.

    The rank plugin that is ingame has also been under development and still is, as the page is.

  3. On 5/25/2018 at 2:50 AM, Jerad2142 said:

    Yeah I have also noticed that it works fine on all fresh installs of windows for me as well, makes me suspect a bad windows update or some program that I installed.

    Or a bad registry key installed by ECW?

  4. Author: moonsense715, dblaney1

    Skill level: 3

     

    Enter zones

    The character position doesn't matter here.
    Players must be inside the enter zone to enter the vehicle.
    Suggestion: make the zone cover the entire vehicle, plus a big enough area around it in which players are allowed to enter from.

    One zone is enough for entering.

     

    Exit zones

    The players will exit the vehicle at the character position.

    The exit zone must contain the position of the seat bones.
    Note: The zones rotate on the Z axis but not on the X and Y ones. This explains why a vehicle sometimes cannot be exited when it's on a slope, since the seat bone is out of the zone due to no x/y rotation following of the zone.
    Suggestion: Make the zone even bigger than the enter zone.

    There can be multiple exit zones for a vehicle. If one is blocked by other objects, the next one will be tried and so on.

  5. 9 hours ago, Raap said:

    I'm partially attempting this, but what prevents a full object-mesh cliff isn't polygon counts, it isn't client performance. It is that vertex light solve makes them incredibly ugly to behold. Just look at my initial three screenshots, the light solve is a blight on the scene, creating black smudges for "shadows".

    I would love a new lighting model for W3D. I'd touch people to see it happen. Touch. People.

    I'd even pay someone to finally do it.

  6. 4 hours ago, thedisclaimitory said:

    I hope renegade come to the launcher so i don't have to buy the ea origin c&c pack just to play renegade and also to get cncnet to work as a bridge to play multiplayer as well

    We will not distribute Renegade on the launcher for free. At least not until it becomes abandonware or in the state like Red Alert 1 and Tiberian Sun.

  7. 1 hour ago, trunkskgb said:

    It does come...eventually. I haven't tested it after it's destroyed to see if it does the same. I still have some more work in LE to do, but hopefully I am over the hump. I can upload my LE contents if needed though. I also thought that was weird. 

    I mean the Harvy should be following a waypath that leads from the vehicle creation zone to the front of the building. Do you have those set up?

    You know, all vehicles do tha when created, so they don't pile up on eachother inside the creation zone. So the harvy should come out before following the path to the Tiberium field.

  8. 5 minutes ago, trunkskgb said:

    So I just make a box in 3ds with those dimensions and name it...  pct_zone_gdi~ ... and LE will recognize it as a PT in game? Should it be pct_zone_nod~ for Nod?

    I can't believe it's that easy, all this time I've been browsing presets lol. 

    Indeed. If the naming is correct, the object will appear in LE and will be locked in place. You can unlock and move it, but on the next map load it will go back to its original, proxied position.
    There's a tutorial on proxies here: https://w3dhub.com/forum/topic/414693-proxies/

  9. Tiles can be destroyed, if that's the only "script" that's needed, the bridge can be turned into a Tile and still have a destruction animation.

    Also, in most w3d games, all building parts that are constantly animating or are animated based on health/destruction (and do nothing else) are Tiles. They are detached from the Terrain part of the building (which proxies in these animated Tiles). Tiles get the same lighting as Terrain as far as I know, if that is what you you're looking for.

  10. 12 hours ago, FRAYDO said:

    I'll never forget constantly playing Multiplayer Practice because we didn't have Internet for online gaming.

    Same thing, brother. And I've tried everything back then to make bots cooperate with me, but all I could do is follow and support them, they didn't care really.

    Today, I'm programming dem bots :)

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