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ChopBam

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Posts posted by ChopBam

  1. 3.6.4.3

    • Added more bot taunts.
    • Fixed some general map and building stuck spots.
    • Improved a barbed wire map prop.
    • Easter egg removed from lighthouse on Seamist.

    Tesla_Tank.gif Tesla Tank

    • Reload time increased. 3.5 -> 3.75
    • Max spray angle increased. 1.5 -> 3
    • Damage radius on the secondary weapon decreased. 7 -> 6
    • ROF on the secondary weapon decreased. 6 -> 7

    Giantant.gif Ants

    • Now have kill icons if controlled by players.
    • Now have the 5 second damage refill limit that regular soldiers have
  2. 6 hours ago, orca234 said:

    The main reason I ask is because I always see the TSReborn server empty. No one seems to go on and it seem like such a waste of all those assets and georgeous maps. With a Co op or bots server there will be something going on and then 1 or 2 people might log on. Then usually when we see atleast 2-3 people logged on then more people join.

    We'll be seeing some more activity on the Reborn server very soon. Bot support won't be far behind, and this can help keep the server active with lower player counts, similar to APB.

    6 hours ago, orca234 said:

    The original Renegade assets get used again and again, but the TSReborn and APB models and stuff, which are higher quality, they don't seem to get used as much as they deserve. It brings me to another point for another topic, polishing original Renegade with improved models and textures.

    Perhaps someone can do this, and in fact I've seen some things in the works lately that appear to be along these lines.

    6 hours ago, orca234 said:

    You are serious about having this in the works?

    This was thought of quite a few years ago and we all want to see it happen, but nothing has been officially started on it. There are co-op maps in the works that are higher priority such as two dedicated co-op maps for APB that are works-in-progress. It's been a common idea that using official missions from the games is a great way to pool for co-op ideas.

  3. Thanks for your interest! Those are interesting points about APB and Reborn polish.

    1 hour ago, orca234 said:

    Have you ever considered making a Co op single player mode for this?

    Single player modes may not work so well for our development environment as the time spent by our very small development team to build single player story, campaign, and missions would go towards people playing it once or twice and then being done. Co-op is a bit better as you can still get story and objectives out of a mission while retaining the replayability inherent to multiplayer games. I have ideas for a couple co-op maps but there is nothing set in stone and certainly no co-op mode planned for next week's release, unfortunately. But it wouldn't be too hard beyond that date to get something together like the co-op mode against bots on the regular MP maps we see on APB's server.

  4. 3.6.4.2

    • Changed "Suicide" button text to "Respawn - Forfeit Credits".
    • Added kill icons for ghosts.
    • Soviet ghosts have been made uncrushable.

    New Game Host Controller

    Added "Game Host Controller", which is deployed from a secondary weapon on the "d" character. This is meant for moderators to use with the newer coop server game modes such as Infection.

    • Removes all defenses on the map.
    • Gives all buildings massive "ConYard" health boosts each second, to help prevent non-flare base destruction.
    • Removes point/credit bonuses from damaging buildings.

    Ore Truck

    • Upscaled the texture so it appears higher quality.

    Map Adjustments

    • Bonsai: Fixed a stuck spot between the Soviet War Factory and Refinery.
    • Complex: Blocked bots from trying to drive through the center hedgehogs.
    • NorthByNorthwest: Fixed a couple stuck spots between rocks north of both bases.
    • RidgeWar: Hanging out on the ridge west of the Soviet base is now dangerous (potential exploit spot).
    • SwampOfIllusions: Replaced "Underlying Thoughts" in Jukebox with new soundtrack "Groundwire Cinematic Remix"
  5. Not sure about the missing stuff, the current team doesn't really offer support for Beta, so you'd be best asking Einstein maybe for those files (as Nodlied suggested).

    You can have a sneak peak; be aware it's still quite early in terms of visual development. Here's the SS I have on the Trello card, so it's meant to be more of a "this is THAT map" and not really meant to be promotional material. Still, you asked so you shall receive. :D 

    image.png

  6. 4 hours ago, LT777 said:

    Hi ChopBam,
    Unlikely to happen, ok. But, I didn't find any 5.0 script you referring to.
    gone to :
    https://www.tiberiantechnologies.org/downloads

    And 4.8 is the last version so far.I don't see any 5.0 version.
    Or is it a particular version of yours?

    Scripts 5.0 and 5.1 are versions of scripts that ship with newer W3D games than Renegade, such as RA: A Path Beyond, RA2: Apocalypse Rising, and Battle for Dune.

  7. 2 hours ago, LeonardMT said:

    Oh, how do I go about modding those?

    Those handy presets at the right side that weren't showing up before and are showing up now--expand the folder Munitions, and then you'll find the various Ammo, Explosion, and Weapon presets inside their respective folders. You can double click on a preset to edit its settings. To save, go to Presets --> Save Presets (same thing I shared above in a screenshot). You could also Export presets if you want to test it in game. What these functions do is generate a new objects.ddb for you. It will need to be in the game's data folder to have any effect, and naturally its presence will make your game incompatible for online play in the official servers.

    It is of course also possible to edit them for custom maps and then you wouldn't need to edit objects.ddb.

  8. 8 hours ago, LeonardMT said:

    how do I build the global object database?

    image.png

    8 hours ago, LeonardMT said:

    What about extracted levels? How can I get the database for those?

    How are you converting them for use in Mammoth? There's no .lvl file in the .mix files. The only way I know of is using the ancient LevelRedit program and as far as I know that hasn't worked for many years. In any event, only the example level files are supported for public use in the SDK, for now.

    8 hours ago, LeonardMT said:

    One of the reasons why I wanted to try out the sdk is to try to rebalance weapons in a way that I see fit and it looks like that weapon rules are stored on per map basis am I correct?

    No, they're stored in the global presets.

  9. Hey Leonard, I'm actually experiencing the same problem if I open the example .lvl files using the SDK Mammoth. I suspect it's related to the JSON revamp that took place within the last couple years, which completely changed how the database files are read and stored. This was never truly tested with the SDK, so we'll be looking into it and pushing a solution once we find it. Thanks so much for pointing it out!

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